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Ayvria Creation Lore

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Czar Zariek
Venomar
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Post by Venomar Wed May 06, 2009 7:53 pm

The Beginning of Time
Darkness. . . Nothingness. . . Blackness. . .

It was such that the universe began. All that existed was the immense black void called space. It was devoid of worlds, and it was lifeless. As it still does today, space stretched out into a countless number of directions, seemingly without end. This sea of darkness appeared to go on forever, and it appeared to be completely empty. But all was not as it seemed.

Somewhere in a deep corner of space, there was a twisting mass of green energies. This mass of energy was Octavarius, the first realm. A realm is a mass of magical energies with out form that contains a world inside it. It is unknown how Octavarius came to be, but it is suspected that it has existed ever since the dawn of time. Like space, this realm was lifeless. Inside the realm of Octavarius, there was nothing but a hellish plane full of volcanoes and raging fires. For eons Octavarius’ energies churned in a unique, yet disturbing display of elegance.

Eventually however, something changed. Many centuries ago, Octavarius emitted a portion of its own energies out into the blackness of space. This magical energy shot out across space like a kind of arcane bullet, traveling at the speed of light. After some time, the energy stopped and amassed itself. It became a realm – much like Octavarius. It too was a mass of magical energies that twisted in a seemingly endless pattern, but its appearance was significantly different. The realm was bright blue in color, and it illuminated the darkness of space.

Though the realm was spectacular on the outside, the inside of realm was even more amazing. For from it would come the foundation and cornerstones of the future.


The Gods of Heaven

Despite how beautiful the realm was on the outside, on the inside its beauty increased ten fold. The realm was a landscape of majestic forests, mountain ranges, plains, and much more. But even more impressive than this is what the realm had created.

Unlike Octavarius, the new realm did not remain dormant. It had given birth to a race of powerful creatures called Gods. Though they were all created by the energies of the realm, each God had a different appearance. Some were gigantic bird-men, apes or boars. Others Gods took on more simplistic forms and looked similar to modern day humans or elves. Despite their differences, all of the Gods had two common qualities. They could all create life, and they each had control over a different element (fire, water, ect) or aspect (peace, war, ect). No two Gods could control the same element, but some were exceptionally gifted and could control more than one.

These Gods were the first living beings, and thus the first true race to have ever existed. Shortly after their birth, the Gods spread out and began making domains and servants for themselves. Collectively, they began to refer to their realm as “Heaven” or “The Dream, names fitting for such a place. Though all seemed promising, it was not long before chaos started to unfold in Heaven.

The Dream Wars

As time drew on, disputes broke out amongst the Gods. Some of these arguments resulted in all out war. Eventually, almost two thirds of Heaven’s Gods were at war in one way or another. Absolute chaos was beginning to break out. The once majestic forests of The Dream were now filled with acrid smoke. Gods were raising the knife to their brothers and sisters – seemingly without end. Since the Gods were immortal creatures, these wars waged on for centuries. One of the most infamous struggles involved Oteyetse Geora, the Mountain King and Naamans, Master of Disillusion. Another was between Archaeus, God of War and Mailgorn, Lord of Darkness.

Although most of Heaven’s Gods engaged in combat, there were those who opposed the perpetual conflict. Teznith, God of Nature and Gochono, Father of the Centaur were the two most notable examples of Gods that did not go to war. Both of these Gods were well respected by their brethren, and they were famous for their wise ways. However, their attempts to stop the Dream Wars were futile.

Eventually, Teznith realized this. He decided that he would have to find a strong, charismatic leader who could unite the Gods of Heaven under one banner. This person would have to champion the cause for peace, and lead Heaven into an age of prosperity. After some time, Teznith found the person he was looking for in Nez’Gar, God of Earth and Fire.

Nez’Gar – The High Councilmen

Nez’Gar was a wise and powerful God who, like Teznith, opposed the Dream Wars. He was a massive creature, with the head of an eagle and the body of a muscular humanoid. To his fellow Gods, he was often referred to as the “Earth Father.” Nez’Gar had a strong, leader-like personality. This made him the ideal Champion for Teznith’s cause.

After the two Gods became friends, Teznith presented his idea to Nez’Gar. He suggested that Nez’Gar unite the Gods of Heaven and organize them into a council. This council would form Heaven’s ruling body, and restore order to the realm.

Nez’Gar approved of this idea, and started to search for allies. With the help of Teznith, he managed to convince several Gods to join the council. These Gods included Selerian, Goddess of Peace, as well as Ziadron, God of Wind. Archaeus was also convinced to join the council, because he saw the tactical advantage of uniting the Gods. Although Nez’Gar was able to bring these noteworthy Gods into the fold, the total number of council members was no more than ten.

Then, Nez’Gar realized what he had to do. In order to make his dream of a council come to fruition, Nez’Gar decided that he would have to go to war to stop the fighting of his fellow Gods. And so, Nez’Gar forged a massive war hammer and created an army of earth and flame elementals. Though the Gods on the small peace council were shocked that Nez’Gar was doing this, they soon realized that this was indeed their only hope.

Nez’Gar led his army across Heaven, fighting endless battles. The Earth Father would challenge a warring God to battle, and upon their defeat, he would offer that God a seat on his council. With the help of Archaeus’, Nez’Gar became quite a powerful warrior. Not once did he lose a battle. After the dust had cleared, Nez’Gar managed to bring all but thirteen of Heaven’s Gods into the council. These thirteen had refused to join the council after being defeated by Nez’Gar. Once the battles were over, Nez’Gar banished the thirteen rogue Gods from Heaven. Thus, they were left to wander the void of space for all eternity.

Aside from the thirteen, there were also a small number of Gods that willingly left Heaven after Nez’Gar formed his council. Gochono, for example, did not agree with the concept of the council. Though Gochono was a close friend of Nez’Gar and Teznith, he too left Heaven to travel space.

The Council of Nez’Gar

After Nez’Gar banished the rogue thirteen, the Gods of Heaven gathered in the Euphoric Glades – one of the realm’s most majestic forests. There, Nez’Gar explained the nature of the new Council. The goal of the Council, Nez’Gar said, was to maintain order in Heaven – and in the future, even the realms beyond. After much discussion, the Gods all agreed to help carry out this mission. Nez’Gar was named the leader of this council, as it was he who rallied his brothers and sisters under one banner. Thus, this council was dubbed “The Council of Nez’Gar.”

For a time, Heaven was at peace. There were disagreements between the Gods, but Nez’Gar was able to squelch these quickly with his just ways. These arguments include the infamous debate of the Seasons, which lead to the creation of spring, summer, autumn, and winter. This argument came about when Gods such as Oteyetse Geora and Selerian tried to change the climate of Heaven to their liking. Thus, Nez’Gar split the year into twelve months, with four seasons. Oteyetse Geora was named Father Winter, the Sun God Brodicus was appointed Lord of Summer, and Selerian the Queen of Spring. (We need another God for this section, if you want to create one go ahead.) Another argument was great chess match between Teznith and Archaeus. Teznith came out victorious, but Archaeus was convinced that he had been cheated in some way. Although Nez’Gar was able to smooth this over, Archaeus remains bitter about his defeat to this day.

The peace in Heaven continued for eons, and for a time it seemed it would last forever. Eventually, however, darkness started to loom on the horizon. An event that would change the galaxy forever was about to unfold.

Ayvria: The Refuge of Lost Souls
With Heaven in a state of bliss, Nez’Gar started to think about what existed beyond the realm. The vastness of space made Nez’Gar curious. Thus, he created Alankris, the first Demi-God – a creature with great powers, but not great enough to be called a God. Some Demi-Gods may have control over aspects/elements, or the ability to create life, but in terms of power they are nowhere close to that of a God. Nez’Gar gifted Alankris with control over earth and fire. Besides this, he also granted him the unique ability of astral travel. This allowed Alankris to freely explore space without limitations, and earned him the title of “The Beyonder”. In the future, this power would turn Alankris into a sort of ambassador to the Council.

Other Gods, such as Ziadron and Serenia, God of Water blessed Alankris, giving him control over wind and water. This made Alankris the first Shaman – a magic user with control over the forces of earth, wind, fire and water.

The Earth Father sent his new servant out into space. When Alankris returned, he brought grave news. Far across the galaxy, a new realm had been created. However, this one was far different than Heaven and Octavarius. Instead of a twisting mass of energy, this realm seemed to be a physical, floating object. Clouds of darkness surrounded it, such that it blended in with the blackness of space. Upon investigating the surface, Alankris discovered that seven of the original thirteen betrayer Gods had created the world. There, they plotted the downfall of the Council. They referred to themselves as the Dark Gods or the Forgotten Seven. At the head of this rogue group was Mailgorn, Lord of Darkness. Mailgorn was the last God Nez’Gar defeated in his crusade for peace, and arguably the most powerful. Together, the Dark Gods created countless races and creations, all hell bent on fighting the Gods of Heaven. It appeared as if, eventually, Mailgorn planned to launch an attack on the realm of Heaven itself. This information left Nez’Gar distraught and unnerved. Thus, he gathered the Council to discuss the issue.

Mailgorn and the Ruinous Powers

Upon gathering his brethren in the Ephesian Glade once more, Nez’Gar gave a report on Alankris’ findings. The information presented at this meeting was met with mixed reaction. Some Gods, such as Archaeus and Oteyetse Geora, felt that the Council should attack the Dark Gods immediately. Others, like Teznith, Serenia, and Selerian felt that war was a terrible option. They remembered what happened in the Dream Wars and did not want to repeat it ever again. Nez’Gar understood both viewpoints, and as a result he was quite torn. After a great deal of discussion, the Council decided to send Alankris and a group of elementals back to the new world to investigate further. Specifically, Nez’Gar asked Alankris to spy on the activities of Mailgorn himself.

When he returned to the dark world, Alankris went right to work. Though each of the Dark Gods had created a great many races, Mailgorn’s had the largest gallery by far. Also, his creations were arguably the most powerful. It was he who created the Ruinous Powers, a group of beings who would change the fate of the galaxy forever.

The Ruinous Powers were a race of demi-gods, each of whom controlled an aspect of darkness. In this way, they were much like the Gods of Heaven – albeit a twisted and weaker version of them. Sorrow was the first Ruinous Power Mailgorn created. Sorrow was an immensely intelligent and cunning creature, with a penchant for evil. His powerful mind allowed him to forge brilliant plans and strategies. This ability made Sorrow Mailgorn’s most trusted creations. Besides this, Mailgorn also gifted his servant with vast control over the element of darkness, such that it was comparable to his own. Mailgorn was so pleased with Sorrow that he made many more Ruinous Powers, such as Plague, Betrayal, Havoc, and Insanity. Eventually, the number of Ruinous Powers totaled more than two hundred.

After Mailgorn created the Ruinous Powers, he sent them out into the lands surrounding Antenok Spire, where he watched over his servants. Mailgorn made the Ruinous Powers the governors and generals of his other races, such as the Gol’Kar - a race of super soldiers designed for the sole purpose of serving their master to the death in battle. Since Sorrow was Mailgorn’s first and favorite creation, he was appointed the overall commander of the Ruinous Powers – second only to the Lord of Darkness himself. Under the leadership of Sorrow, Mailgorn’s races built a vast empire around Antenok Spire.

However, races weren’t the only thing Mailgorn created on this new world. It was during this time period that he also composed seven tomes of lore, which catalogued all the knowledge Mailgorn had accumulated over the years. These volumes included information on the nature of space, the properties of time, the various applications of darkness magic, and even how to revive the dead. He kept these tomes in his private laboratory, which was hidden underground in an island off the coast of his empire.

Through careful observation, Alankris and his team of elements were able to undercover this information. The group even managed to sneak into Mailgorn’s laboratory for a brief period of time. They were also able to spy on the other Dark Gods, particularly Naamans and Narmenothotep, Weaver of Chaos. With plenty of knowledge in hand, Alankris and the elementals returned to Heaven to deliver their report.

Though the thought of another war seemed dreadful to all of the Council members, they realized that there was no other option. Nez’Gar reminded them that the mission of the Council was to protect peace and order in the galaxy. With Mailgorn preparing for an attack against Heaven, he felt that the Gods had to make a stand. And so, in a unanimous vote, the Council decided to march to war.

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Post by Venomar Wed May 06, 2009 7:54 pm


The Great War

Soon after deciding that war was the only option, every God on the Council started to build an army of elementals. Once these armies were ready, the Earth Father and his brethren led them through one of Alankris’ portals to the realm of the Dark Gods. There, this vast army began smashing through the lands and territories of each Dark God, until they reached the empire of Mailgorn himself. Every time a Dark God fell, Nez’Gar banished them as well as their servants to Octavarius – where they would be watched over for all eternity by the Octerian, a race of hellish demons. Alankris became a close ally of the Octerian during his travels across the galaxy, and as a result they agreed to serve Nez’Gar and his Council. The Council decided to send the defeated Dark Gods to Octavarius because they wanted to make sure they would not do this again. The Octerian were a powerful race of creatures that had been created by the strange energies of Octavarius. As such, they were the perfect jailors for Mailgorn and his associates.

Nez’Gar, the Gods of Heaven, and their armies fought furiously. However, the Dark Gods boasted an equally fierce defense. After about a year, the Earth Father and his forces reached the border of Mailgorn’s empire. All but three of the Dark Gods had fallen – Narmenothotep, Naamans, and Mailgorn. Naamans and Narmenothotep garrisoned their forces inside Mailgorn’s lands, hoping to create a more formidable resistance.

This tactic worked, and for another year the two forces were locked in a stalemate. The combination of the Gol’Kar and the Ruinous Powers was difficult for the Gods of Heaven to combat. Sorrow in particular was a problem for Nez’Gar and his comrades to match. With a combination of superior intellect, mastery of Mailgorn’s darkness magic, and excellent fighting ability, Sorrow reeked havoc on the battlefield. This earned him the title of “The King of Terrors”, which he certainly lived up to. When combined with the Gol’Kar – who were bred by the thousands in massive furnaces each day – Mailgorn had a powerful army. These fearsome beasts were born without fear, with the mind of a killer, and the belief that they had only one purpose in life: to fight and die for their masters. Right from their inception, Gol’Kar ready to be unstoppable warriors on the battlefield. The tactical instinct, physical ability, and toughness were implanted in them straight from birth. With a short week of intensive training, these mindless monstrosities would be refined and prepared for battle. Thus, the Gol’Kar gave Mailgorn a steady, constant supply of excellent soldiers.

Eventually, however, Nez’Gar’s onslaught got the best of Mailgorn’s seemingly unstoppable creations. The combine strength of the Council ultimately was too much for the Dark Gods to handle. And as their hopes of victory started to fade, an uprising took place in Mailgorn’s ranks. Sorrow, having decided that his master’s poor leadership was the reason the Dark Gods were losing the war, tried to convince the remaining Ruinous Powers (many were already dead) to rebel. However, Sorrow’s plan never came to fruition. Naamans uncovered the plot, and reported it to Mailgorn. Upon hearing this, Mailgorn went into a fit of range. Together with Naamans, the Lord of Darkness hunted and slaughtered all but four of the Ruinous Powers. The four survivors were Sorrow, Plague, Betrayal and Chaos. Chaos was the last Ruinous Power Mailgorn created, and he was intended to be a compliment to Sorrow – instead of a cerebral being, Chaos was a master in the art of physical combat. Sorrow gathered Chaos, Plague and Betrayal as soon as he realized that Mailgorn was on a killing spree. Then, the King of Terrors led his remaining brethren to Mailgorn’s laboratory. They sacked and raided the place, destroying much of their master’s precious work.

Once Mailgorn finished off all of the Ruinous Powers he could find, he returned to his laboratory. Though the Lord of Darkness knew that Sorrow, Chaos, Plague and Betrayal were still alive, he decided that hiding his seven tomes was far more important. The knowledge contained within these volumes was enough to make anyone who read from them and mastered the information God-like. Thus, Mailgorn did not want Sorrow – or the Council, for that matter, to find them. When the Lord of Darkness entered his laboratory, he was shocked to see Sorrow, Chaos, Plague and Betrayal destroying it. Despite this, Mailgorn was quite pleased: he had his betrayers where he wanted them, and with no means of escape. For several hours, Mailgorn fought tooth and nail with the four Ruinous Powers. Though everything seemed to be in the Dark God’s favor, Mailgorn was unable to kill off Sorrow, Chaos, Plague, or Betrayal. Combine, they were able to match their master’s divine powers. Thus, Mailgorn was forced to subdue the four Powers, and lock them in a cavern deep beneath the earth.

When Mailgorn emerged from the fight, he was left beaten and drained. So much of his magical and physical energies had been used against the Powers. Now, with Nez’Gar on his way, Mailgorn had little left. Realizing that the end was nigh, Mailgorn removed the seven tomes from his laboratory and hid them in underground caverns around the world. Mailgorn did this because although he knew he would be defeated by Nez’Gar, the Lord of Darkness had always hoped he would be able to return to the world some day, and recover his tomes.

Upon returning to his laboratory, Mailgorn was informed that both Naamans and Narmenothotep had fallen. Thanks to a massive serge by Archaeus and his war fleet, the Council had broken through the battle lines and were making their way towards the heart of Mailgorn’s empire. At that point, the Lord of Darkness ordered all surviving members of his regime to flee into the caverns and hide underground. The Gol’Kar refused to comply with this order, and they were all slaughtered. However, the Nescorians – a race of scientists tasked with creating the Gol’Kar – did escape, along with all the technology and formulas required to make Gol’Kar. Other races, such as Naamans’ Arkkan, also managed to flee. Meanwhile, Nez’Gar and his Council destroyed all that remained of the Dark God’s mighty empires. Now, only Mailgorn himself was left.

Nez’Gar arrived on Mailgorn’s island to see a broken and exhausted Lord of Darkness. Though the Earth Father offered his nemesis a chance to surrender, Mailgorn refused. For nearly a day, the two Gods fought an epic battle. It went back and forth, with each having a close shot a victory. When the dust settled, Nez’Gar emerged victorious. Mailgorn was banished to Octavarius, where he joined the other Dark Gods. Then, Nez’Gar raised his mighty hammer and let out a piercing war cry. A blast of holy white fire shot out across the land, purging all that keeps and cities that the Lord of Darkness left behind.

Ayvria: Diamond in the Rough

After his great victory over Mailgorn, Nez’Gar gathered his Council to discuss what should be done with the new world. Some suggested that the world be left alone. Others thought that it should be destroyed, as it had caused so much trouble already.

The Earth Father had another idea. He suggested that the Gods change the appearance of the world, make it look more like Heaven, and then allow their races to live on it. Though most of the Council members approved of this idea, some felt that leaving their creations to live alone on the new world was dangerous. And so, the Gods reached a compromise: the world would be turned into a haven for their races and creations, but some of the Gods would remain on the world to ensure its protection. They then decided to name the world Ayvria, which in the language of the Gods means “land of hope”.

After coming to this agreement, the Gods went around Ayvria, making its landscape quite beautiful. The once barren wasteland was transformed into forests, plains, desert, valleys, and much more.

Once this was finished, the Gods started to make races for the new world. Nez’Gar created the Orcs, Teznith made the San’Gal and the Elves. Oteyetse Geora created the Cryomancers, Brodicus made the trolls, and the list goes on. Even Gochono, who left Heaven after the Council form, came to Ayvria to create the Centaur. Though some of the Gods did not approve of this, Nez’Gar and Teznith welcomed Gochono to the new world. Gochono finally joined the Council, and pledged that his new race would help defend Ayvria. When the Gods were finished creating, most of them returned to Heaven. Oteyetse Geora, Serenia, and Gochono were among the Gods who decided to remain on Ayvria for protection. For a time, the new world was at peace. But it wasn’t long before the remnants of Mailgorn started to make their presence known. . .


Last edited by Venomar on Thu May 07, 2009 9:41 pm; edited 1 time in total

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Post by Czar Zariek Wed May 06, 2009 8:18 pm

Elves were created by Teznith and Nez'Gar, while they were attempting to create a Salvation race to see all sides, to fight for justice and truth. They were sent into their forests to begin their empires. There are many types of societies in this "elven" empire. There is a druid society, which elven males train to become druids, and females train as warriors. Druids find their food and drink, while the warriors defend them. Then, there is a farming society. The farming society just farms and grows livestock to survive and give to the empire. After farming societies, there is a hunting society. They survive by their hides and meat, and share it with the empire. There is then a mage society. They summon their food and drink and train young sorcerers and mages and wizards. There are colleges and homes are part of a "sanctuary" incase magical plague strikes. Those sanctuaries are shielded magically by crystals. Members of every society are at a sanctuary, with a council man there from the capital, as head. There is the "city" society, where most elves live and send off their children to the royal palace to learn to be a soldier, or a mage's college to be a mage, or send to a hunting society to become an archer/ranger/hunter. They also send out miners. There is then the royal palace society where the king and a council of elves lead, with his queen. Should the king die, the head councilman becomes king and ruler, and should he die, the queen rules. Elves are generally magical, stronger than Halflings but somewhat weaker than humans physically speaking. They are a lot of diverse personalities from serious and calculating to humorous and happy to anything in between. They are tall, elegant and fair with normal hair and eye color. I would describe the cities in words but, I don’t know where to start. Therefore, screenshots will do the trick.


Halflings were created by Nez'Gar and placed them in his forests, hoping that they could be allies and friends of some of his other races. Currently, there is only one "official" leader that survived the raids of the Gol'Kar. She is Prisicila Falcon, a master nightblade. She is infused with magic that she knows how to wield, and she is a masterful rogue/fighter. She is only magical by a freak accident which happened to her father. Her father tried to steal a magical arcane artifact which broke and released all its magical powers into him, eventually manifesting itself in his offspring. Halflings as a whole are a race is not capable of magic. They are fun going, peaceful and happy bunch. They are short, stout-ish, and fair. Their hair color varies between the normal shades of red, blonde and brown. They are generally farmers but some are warriors and archers of a smaller and weaker stature. Cities are like the Shire; just with assorted buildings made out of marble, brick and stone: those buildings are town halls, barracks and altars.

Teznith created the dryads by making them his version of the Centaur, except he bonded them with spirit of nature. Dryads are different however, because they are half deer, half elf. They also are more magical than physical. They have light purple skin, dark green hair, and emerald eyes hair. Laeryn, avatar of Teznith, is their leader. She is married to Goharu the Divine. They have a daughter named Clarin. Clarin is a Centryad, the result of a dryad and centaur mating. Centryads possess speed of dryads and strength of centaur. However, they aren't stronger than centaur, or faster than dryads. Centryads have a dark purple skin color, with varying hair color between dark green and black. They are warriors capable of nature magic and centaur magic. They possess some temperament similar to centaurs, but they are more understanding to their dryad heritage. Centryads live in villages that seem to be a combination of centaur architecture and dryad architecture. Centryads live in both desert and forest. Dryads live in forests, preferring the foliage and secretive life. In those forests, there are groves that they dwell. The groves are flowery and mystical; they have a lot of colorful flowers and bushes and fountains possessing magical powers. They have simple and elegant wooden architecture such as barrow dens with more intricate and ornate altars which is also made with marble. Dryads are peace loving, happy and an innocent kind of race.



GODS!



Selerian is the goddess of Peace, Love, Wild Life, Water and Spring. Selerian has dark green hair with orange leaves in her hair, with some roses/violets in her hair as well. She has light yellow skin, with a simple robe that is with a light pink, and light blue patterned robe covering her body. Her eyes are emerald. She wears a golden circlet with aquamarines studded in it.

Ziadron is the god of Air, and magic. Ziadron has turquoise hair, violet eyes, and a light turqoise colored skin. Three orbs of lightning orbit around his head, and has a pair of silver wind-chime like earrings hanging from his head. He is wearing a violet and turqouise robe, with a golden circlet ontop of his hair.


Last edited by Czar Zariek on Thu May 28, 2009 8:35 pm; edited 1 time in total
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Post by CromTheConqueror Sat May 09, 2009 5:44 pm

There doesn't happen to be a no interference clause when it comes to Gods and the world is there?
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Post by Venomar Sat May 09, 2009 6:31 pm

Depends. The Gods who went back to Heaven are not permitted to return to Ayvria. However, they are allowed to answer prayers, appear in avatar forms, send blessings to their followers, and things of that nature. If you've got something that you're unsure about, send me a pm and we'll figure out a way to make it work.

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Post by Venomar Sun May 10, 2009 7:33 pm

Turns out I underestimated how much work we have to do. This might take a while, we still have quite a bit of back story to get done. I should have some time this week. Anyway, here's the lore for two of Gamer's races.

Oteyetse Geoera - A Brief Overview



Oteyetse Geoera is the God of the North, Of Ice, and of the Mountains.
His name literally means Father Mountain and is fairly accurate given
the fact that he is the sole God to use the North as the homeland for
his races. A wrathful, angry God, Oteyetse is swift to anger. While he
is currently a member of the Council, his past was one of violent
conflict with many of the Gods. His most famous battles were those with
the Dark God Naamans.



Currently, Oteyetse’s physical appearance is almost exactly that of his
giants. He appears like a giant human made of stone wearing a robe of
snow and ice and having a massive white beard. He sits in his frozen
hall within the coldest of the mountains of the North, surrounded by
the first of his children, the Giants.



The giants are like Oteyetse. They share his power over ice and snow
and are also giant men made of stone. They may or may not have hair and
may or may not have beards, depending on the giant in question. In
times of great peril, Giants will assist the other species of
Oteyetse’s chosen land.






The Chosen Sons; the Cryomancers


The first race Oteyetse created was that of the Cryomancers. A race
made to thrive in the North, they had a natural affinity for the power
of ice.



Biological:


Biologically, Cryomancers are very similar to human beings. They are a
bit taller and a bit more muscular on average, but are primarily the
same in the most basic sense. The biggest differences come in eye
color, hair color, and skin color. The skin of a Cryomancer is always
pale. Most often the skin has a slight blue tint, although some
Cryomancers just have a full on white skin color. Blonde hair is
impossibility. Brown hair is most common, with Black and a snowy white
in second and third respectively. Finally, eyes are usually gray,
green, or blue. Very few Cryomancers are born with blue eyes and one or
two have been born with an almost purple color.



Another major difference is the fact that Cryomancers have a biological
ability to control ice. Something in their body allows them to
manipulate the cold and the snow from birth, although it is unknown as
to if it is an organ, a mental process, or some intangible magical
truth assigned to their very being.




Society:


Cryomancer society has changed frequently during its existence. It has
been everything from a Monarchy to a Republic like set up to a full on
militaristic Dictatorship. The current society is run like a Republic,
with the various towns and provinces under the “Empire” electing
representatives to bring their concern to the current Czar, Nikolaus
Icebane. While the Czar could technically rule without any hindrance,
Nikolaus takes to heart the opinions of the people when making
decisions, making it an Empire in name alone and not in function.





The Cryomancer Empire has very rigidly obvious social classes, even
though the borders between them are not so rigid. There is a poor
class, a middle class, and a noble class. People can rise and fall
between poor and middle easily, whereas marrying into nobility is
possible. One can even become rich enough to be considered nobility,
but it is typically much harder to do. And while it is rare, nobility
can sometimes fall to the lower classes by being stupid.





Unlike most previous incarnations of the government, nobility does not
necessarily mean important. Due to the provincial ability to elect
representatives, many of the governmental officials are middle class. A
few of them are even poor class.




These
officials form a Senate body in the capital. The Senate is often behind
many actions of the Empire, acting more like a king than the Czar
himself does. Due to the nature of the Senate, the focus of their
actions can change drastically depending on who is elected to serve.




The
general quality of life in the Empire is high, despite their frequent
combat with Gol’kar. While the quality of living isn’t up to the same
standards it was under the last Republic government, headed by Boris
Icebane, it is still much higher than any of the other governments that
have ruled the Cryomancer Empire. Even the poor class can afford to
live relatively comfortably, the Cryomancer poor being akin to the
middle class of other societies.




Culture:


The Cryomancer culture is very much medieval European. A proud sort of
arrogance is felt by all Cryomancers. While many are polite and
friendly, they all have a certain air of nobility to them. This built
in superiority lead to their current social set up, in which many take
part in affairs other species would consider a bit fruity. From fancy
balls to fencing, the Cryomancer culture is sophistication given form.





That is as long as the Vodka isn’t in a room. The second a Cryomancer
party becomes one focused around the sacred drink, all fruitiness is
lost. The true, powerful nature of the Cryomancer comes out, with much
loud cheering, obnoxious singing, and happy joy spreading. This
behavior is publically acceptable in the Empire and it is not strange
to see a ball turn into a drinking party filled with laughter and loud
music about halfway through, leading many species to believe their
entertainment to be bipolar in nature.





Cryomancers are also fans of the various arts. Actors, painters,
sculptors, musicians. Any form of art finds appreciation in the
Cryomancer culture, leading to many eccentric personalities being
developed.




Religion:




Religious practices are highly varied. Many Cryomancers worship
Oteyetse in very formal chapels, although not all of them do. Many take
on minor worship of Nez’gar as a second deity, some worship the council
as a whole, and others don’t worship Oteyetse at all. There are
religious sects devoted to practically any Council God, although the
two most common are Archaeus and Teznith. Worship methods vary by God
and by group, so there is no specifically “right” way to worship.




Military:


The Cryomancer military is made up of three parts: The Cryomancer main
forces, the Dwarven troops, and the auxiliaries made up of any other
races not counted in the other two.



As far as Cryomancers go, there exist two major groups; militia and
knight. The militia troops are your basic townsmen equipped with
weaponry and are usually a desperate defense force or last ditch
effort. The knights, on the other hand, are the perfectly equipped and
battle ready soldiers. Equipped with a tower shield, a sword, and heavy
armor, they act as the wall for the Empire. Fighting with blade and ice
magic, a line of knights standing guard in a narrow pass is enough to
hold a physically stronger group of Gol’kar at bay for hours.



Some special troops also exist, such as cavalry or mages. For the most
part, ranged combat is delegated to the other two parts of the army,
although mages make take to the field to heal the wounded and focus on
attacking from afar with ice magic. Cryomancer cavalry, on the other
hand, is the strongest shock cavalry in the world. Heavily armored
warriors with heavy lances riding heavily armored northern bred steeds,
the Cryomancer cavalry strikes fear into most enemies it faces.



Navy wise, most of the Cryomancer naval force is handled by the
dwarves. However, a few private Cryomancer privateer forces exist,
acting as hit and run vessels for dwarven flagships.


Capital: Lyed Zamalk. Literally means Ice Castle.

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Post by Venomar Sun May 10, 2009 7:34 pm

Sorry for the triple post, but there's a word limit to posts. Oh well.

Brodicus, Patron Deity of the Sun and The Sacred High and the Birth of the Trolls.



Upon the liberation of the world of Ayvria by the Council, the Gods
began their race creating bonanza. They argued about which race should
go where, about what god should make what, and generally made a big
deal out of something that Brodicus thought was rather simple. Brodicus
gathered up his barrel of sacred smoking grasses and descended upon the
swamp lands of Ayvria. Finding a pleasant grove of trees, he began to
smoke a massive amount of the sacred weed, losing himself into the
swirling depths of the “Sacred High”.



It was during this High that the Trolls were born. Brodicus looked into
a pool of water and saw himself. In his highly drugged up state, he
found himself an agreeable being. As such, he made a copy of himself.
And another copy. And another copy. After a few dozen men that looked
like him, he decided it’d be fun to make a few women based off of
himself. Finally, he created the first three Dire Trolls due to a
hallucination caused by his drug use. Upon creating these copies of the
various hallucinations of himself he had seen due to his drug use,
Brodicus began to teach his people about drugs, soccer, and other
topics Brodicus believed to be important. This caused the Troll society
to be formed.


Physical Appearance:


The average troll man looks like Brodicus; funky haired, funky skinned,
big eyed druggies. Hair colors and skin colors have a large range, with
skin ranging from blue to green and hair being practically any color. A
tall, lanky race, the average troll doesn’t appear to be a muscle bound
warrior. The most muscular of trolls barely looks as strong as a weak
orc, despite the fact that trolls can be as strong as orcs. Women are
in the same boat, looking much weaker than they actually are. They also
tend to look lanky.




Society:

The
Troll society is based upon relaxed and friendly principles. There is
no higher class that is born into better living conditions, nor a lower
class condemned to suffer for their whole life. A Troll is born a Troll
and may do whatever a he or she wishes to do with his life. Some choose
the path of the warrior, some the path of the witch docta, and others
various more commercial paths such as that of a merchant or farmer.





While certain positions are considered a higher calling, such as that
of a docta or a warrior, there exists no animosity to any trade within
the Troll society. It is fairly common for a warrior to become a farmer
after a certain number of years in service to the army or for a farmer
to pick up the sword as part of his or her midlife crisis. It’s just
what they do.





Governmentally, the Witch Doctas handle most affairs. They act as
religious advisors, warlords, and political figures all at the same
time. They take into account the various ideas of their people from the
various minor villages and then bring these details with them to
meetings held within the Great Temple Capital Brodacuiza. Given that
most Trolls share a similar outlook on life, the process is usually
straight forward.


Agriculturally,
trolls are a strange race. They have two principal food crops, seaweed
like plant and a fist sized blackberry fruit tree, while the rest of
their plants are either for medicinal or drug purposes. Where they
shine is in the fishing industry, which a good seventy percent of their
food stock comes from. From sea urchin like creatures to fish larger
than a dire troll, the seafood available to the trolls is extremely
varied and plentiful, making it a viable option for a good chunk of the
civilization’s sustenance.


Culture:


Troll culture is much like its societal formula; laid back and relaxed.
Drug use is an everyday thing to the Trolls, who apparently are not
adversely affected by the many harmful substances they use. Many of
Ayvria’s most potent substances are grown by the Trolls, be it
mushrooms or the “Sacred Weed” used in religious ceremony by the Trolls.



Another major part of Troll culture is Soccer. Ever since Brodicus
created them, the Trolls have been playing this simple sport. Every
man, woman, and child in the Troll lands can play soccer and
tournaments are almost as common as drug smoking parties. The sport is
so popular that the capital has a massive soccer arena built in the
center of town. The arena is practically more important then the temple
on the hill to its right.


Religion:


Most trolls worship Brodicus, God of the Sun and the “Sacred High”. The
places of worship to this deity are often large, one floor temples with
a giant square in the middle of the roof to let the sun in and the
smoke out. It is common for trolls to worship two to three times a
week, although it is typically just an excuse to hang out with the
Witch Docta and get high.



Fishermen and members of the navy are a different story. While they do
worship Brodicus and take part in the smoking of “Sacred Weed”, they
also worship Serenia, Goddess of Water. The reverence of this deity is
considerably more formula than the worship of Brodicus. The temples are
often built on water and usually have a waterfall as an altar, where a
specially trained Docta leads in prayer for the blessings of the water
and the sea. Currently, only three large temples exist for this deity
in the land of trolls, with two of them right next to the ocean.



Military:

The troll military is a bipolar entity. Foot warfare is fought very much
like Guerilla warfare. All troll soldiers are trained in either javelin
throwing or axe throwing, with close quarters weapons as varied as the
troll hair colors. They have no cavalry, no siege weaponry outside of
trained animals (more on this later), and no real military structure.
Battles often consist of hit and run tactics, using the dire trolls as
a battlefield constant and taking advantage of the healing and
poisoning magics of the Witch Doctas, as well as their strange
concoctions that range from explosive flasks of gas to stimulant drugs
used to increase combat effectiveness.


The
navy is a far different story. The troll navy is by far the strongest
naval force of all the races worshipping Council deities. The troll
navy provides its ships to many races, especially the orcs and the
centaur. In battle, the navy holds a rigid line, never retreating.
While the large battleships hold the enemy’s attention, smaller
boarding crafts and war turtles will dart between ships, crippling them.


War Turtles:


The troll species has a very nice relationship with the various species
of large turtles that make their home within the waters of the troll
homeland. The turtles range in role from war dog to ship destroyer to
siege weapon. They even have commercial usage, such as transporting
goods and mining rare metals in the various mines in the Avarad desert,
inhabited by their allies, the orcs.


Dire Trolls:


The Dire Trolls are far different from their Jamaican accented
brothers. Physically, they are tall and muscular, clocking in a good
eight feet on average. They have two tusk like teeth growing out of
their mouths, usually darker color hair and skin, while still retaining
the range of their non-dire kin, and generally speak with a higher
level of apparent intelligence, despite their bestial appearance. The
whole species is male by design, meaning they must reproduce with a
normal troll woman. The ritual of preparing a woman for this roll is
often jokingly called the “Big Bang”, although it is rumored that even
the infertile will become fertile after being chosen by a Dire Troll.


Culture/Military:


The whole dire troll culture is based around warfare. They often build
large temples into the ground where a tribe of them will live, usually
next to or within the borders of the village they associate themselves
with. When the trolls fight their guerilla warfare battles, a host of
dire trolls will act as the battlefield constant. They will move
forward as a well armored, dangerous group of heavy infantry and hold
the line while their kin around them perform hit and runs upon the
enemy. Equipment usually involves a large weapon, armor, and
occasionally a shield. A dire troll never uses a ranged weapon and
rarely uses anything smaller than what a normal troll would consider a
two handed sword.



Other then that, they are very similar to their normal brothers. They
smoke, they play soccer, and they live happy lives. A dire troll rarely
takes place in the governmental meetings, fine with leaving it to the
Witch Doctas. However, a powerful chieftain will occasionally attend a
meeting if he is concerned.


Religion:


Dire trolls worship two gods. The first is Brodicus, which they worship
much like normal trolls do. The second is Archaeus, Ayvrian God of War.
Due to their love for combat, they find Archaeus to be a much better
God to worship. Worship usually includes the offering up of weaponry
and heads of their fallen foes, oftentimes followed by feast.
Especially large battles are followed by a “Blood Feast”, where the
blood from a blessed turtle is sprinkled on the food before eating.
Mixed in with this blood is a very potent mushroom like drug, making
for quite the…interesting experience.

-----------------------------------------------------------

Here's the sign up sheet for characters that you requested, Ent. More history stuff is coming, but for an elf like you want to do, it's not much of a concern. Should be pretty simple, if there are any questions feel free to ask either here/via pm. As I've said before, I dislike these things, so just give me the basics. We'll learn more about your character through the RP.

Name:
Race:
Age:
History:
Occupation: (if any)
Personality:
Appearance:
Equipment/Weapons:
Homeland:
Place of residence: (if any)
Other:


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Post by GamerDude2000 Fri May 15, 2009 5:48 pm

I recently got clusterfucked with work, so I'm a bit slow...

I'll get more stuff in this weekend hopefully.
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Post by Venomar Fri May 15, 2009 6:35 pm

It's all good man, take care your time. I'll have stuff up this weekend as well.

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Post by oobidoobi Mon May 18, 2009 9:59 am

If I were to post somethign here... would I do it in Quick Reply? Cuz I got two buttons for NEWTOPIC, instead of like on Accolade >_> ^^;
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Post by Venomar Mon May 18, 2009 10:17 am

The "new topic" buttom on the right is the reply button. It confuses me too.

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Post by Czar Zariek Mon May 18, 2009 4:05 pm

The Basics of Arcane Magic in Ayvria.



My definition (note, you may hold a different definition-- each to his/her own.): All magic that is not elemental in nature, nor is it necromantic in nature.

A person acquires the ability to use arcane magic in Ayvria by either three ways:


  1. A person is blessed by the god of arcane magic and air,
  2. Ziadron. A person can have aptitude for it, and learn it from a master.
  3. A person can be born with mastery over it.

    Uses of arcane magic:

One of the many ways that arcane magic used is in a destructive manner.

  • You can make a lifeform heavier using arcane energy, thus slowing it down.
  • You can focus enough arcane energy to make an explosion of sorts.
  • You can focus enough arcane energy to make an explosion of sorts.
Another way of using it is in a manner of scouting.


  • You can open locks with arcane magic.
  • You can make a lifeform lighter using arcane energy, therefore make it easier to jump farther and step quieter.
  • You can teleport to spots you've seen or what is in your current vision.



You can use arcane magic in a defensive manner.




  • You can create a specific kind of arcane energy to prevent various attacks:
    >You can create a specific shield made out of arcane
    energy to prevent magical attacks from harming you.
    >You can create a specific shield made out of arcane
    energy to prevent physical attacks from harming you.
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Post by GrayWatch Mon May 18, 2009 8:40 pm

The rightmost New Topic button is supposed to be New Reply. It's just mislabeled.
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Post by GrayWatch Thu May 21, 2009 7:59 pm

Sorry to double post but....the uh god I created. Do you need me to re-post him? I'd be glad to do it if not for the whole "I can't create new topics in this board" thingy
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Post by Venomar Thu May 21, 2009 10:32 pm

If you want, you can just Pm it to me and I'll post it for ya, or you can post it here, since this seems to be where everything is gathering.

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Post by GrayWatch Thu May 21, 2009 10:41 pm

One of the six, his is the voice that tips the crowd into the mob, the chant that stirs the
blood, the faceless revolutionary who takes a sniper’s arrow so a charismatic leader can
live, the anonymous writer who pens the pamphlet that enflames a nation,
the first casualty whose name becomes legend but whose face is forgotten.

Originally the God of Freedom and Revolution(technically as Revolution is part of war he is
the god of Freedom and The-Struggle-That-Makes-It-Valuable), but Revolution just sounds
so much better....) , he turned down Nez'Gar's offer of
a seat upon his council. To him, to be ruled and constrained by any body, even were he
part of that body, is abhorrent. He could no more have accepted the offer than a human
can spontaneously sprout wings and fly. Then Nez'Gar forced him to accept a binding Geas,
forever barring him from The Dream. Nez'Gar, knowing his nature, also forced from his lips
a Geas foreswearing any violence against the Council, either by his own hand,
or by any creation of his, for if any god could disrupt the peace it was Revolution.

Furious at this, not at the loss, but rather at being blocked, being shackled by the geas',
something that amounted to terrible blow to his very existance he scrawled what amounted
to graffiti all over the outer energies of The Dream, and left, to ponder a way to overcome
these unacceptable shackles.

After he was cast out, he wandered. He wasn't interested in Mailgorn's insipid plans, the
burning Geas' meaning that he would never be able to aid in any meaningful way, though he
agreed with him in principle. In his travels he saw many things. The dark heart of the
universe, and the infinite void between all things that was nonetheless crossed so easily
by silver threads, spun out of nothing he could discern.

Eventually however, his wandering took him back towards the place of his birth, but now...he
was subtly twisted. Whether it was the things he saw in his travels, or just
uncounted eons for the bitterness of his defeat and the oaths Nez'Gar's had wrung out of him
to fester, something within him had changed.
While he had left deep in thought, less angry, and more determined he returned with a
withering scorn of the gods and the council they formed, with a seeming obsession about
cyclical patterns. He snuck into Avyria, as he had sworn no oaths in regard to this new land.

==================================================================================

The Traveller is in many ways, a faceless god, or rather a many-faced god. He is capable of
assuming the form of any being(indeed, if he, on a whim assumes the form of a minor noble
then at that moment there will have always been a record and several witnesses to his prior
existance, even if such did not exist before his assuming that form) with such accuracy that
only gods whos' domain directly involves perception of truth, and seeing through lies can
pierce his guise. One such god was Namaans.

He is a truly remarkable persuader, capable of making firm allies of those who were frothing
at the mouth to destroy him and all he stood for only moments before

His role, and his geass ensure that he can take no direct action against his conquerors,
nor can he create anything that may do so, but no such rules apply to other gods, or their
creations. Working on the basis that any creation of the gods must be imbued with their power
he sees Ayvria as a tremendous tool to use against the Council. He has been subtly testing
his influence in the world for many years now, making species more fracticious. He has found
that he cannot lead rebellions himself, but he can be the shadow behind the throne, so to
speak, a voice that guides, but does not lead the inevitable revolution, even against the
heavens themselves.

While his presence is un-confirmed but STRONGLY suspected by the council, as he is the
patron god of revolutionaries, rebels, bandits, and anyone seeking to overthrow any
administration.

His preffered guise is human, as he finds it amusing how individuals tend to highly value
their own freedom, yet as a whole they also tend towards monolithic, centralized societies
which frequently oppress that freedom.
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Post by oobidoobi Fri May 22, 2009 4:24 pm

Alright, now that I know my way around this place a little better-thanks to you peoplez- I think I'll try and see what I can post... but its pretty much just gonna be about Halian and Midpoint should I do so... do you really want me to waste posts like that...?javascript:emoticonp('Neutral')

Note: I had to do this is quick reply, New Reply wouldn't let me Send... T_T
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Post by Venomar Sat May 30, 2009 12:30 pm

Alright, here's the orc lore. Sorry that the format is all fucked up, but I dont feel like going through and fixing it right now. Anyway, few things.

-We're picking up at Ayvria year 250 with the roleplaying. As I only covered about 180 years with the main storyline in this post, I will be putting up the next 70 later, hopefully next weekend.
-All the dates and years are rough, if there are any issues I'll clear them up, we can make it longer if we have to.
-Message me/post with any questions/comments
-Sorry that it took a million posts to get all this up, but I have alot to say about the Orcs.


Ayvrian History:Creation of the Orcs

After Ayvria had been turned into a beautiful world, the Nez’Gar traveled to Avarad Desert – Ayvria’s central continent. In the middle of this desert, the Earth Father created a vast oasis that teemed with magical energies. There, he made a humanoid form out the earth. Nez’Gar then raised his arms into the air, and fire rose up from the ground. The flames hardened the rock form, ensuring that it would remain intact. Then, Nez’Gar called upon the aid of two of his fellow Gods – Selerian and Ziadron. Each of these Gods blessed Nez’Gar’s new race with water and wind, respectively.





Once these four elements had come together, Nez’Gar gave life to his creation. This produced green, muscular creature with a tall frame. The Earth Father named his new race the Orcs, which means"Kin of the Earth . The combination of elements gave the Orcs a distinct personality. From the earth, they were blessed with great strength and a powerful will. Fire granted the Orcs with a brave warrior spirit. Wind gave Nez’Gar’s creation speed and athletic prowess. As for the water, it blessed the Orcs with a humble soul.

Nez’Gar made a total of ten Orcs – five male, and five female. He taught them the basics needs of life – food, water, shelter, and how to satisfy them. The Earth Father showed them how to make axes, cut down trees, and how to use that wood to make homes. As a final gift to his race, Nez’Gar taught the first and wisest Orc, Rash’Orn, the art of Shamanism. Since the Orcs were created with the four elements, Rash’Orn was able to learn this
form of magic quite quickly. Once Rash’Orn’s training was complete, Nez’Gar instructed him to teach shamanism to any Orc wishing to learn the art, so that it may be carried on throughout the generations. Rash’Orn promised to do so.


After this was finished, Nez’Gar told the Orcs to multiply, so that their population would grow. He promised to watch over them, and to answer their prayers. The Earth Father also asked Gochono, along with sons Goharu and Rokono to help protect and guide the Orcs. Gochono obliged, and thus a kinship was forged between the Orcs and
the Centaur.


Nez’Gar then left Ayvria forever, and returned to Heaven. Though the Earth Father was far from his race, he continued to guide them on the right path.


Ayvrian History – Pre Accolade – Years 0-150
In the years following Nez’Gar’s departure, the Orcs developed into a humble group of farmers and shaman. Their population grew, and soon enough the Great Oasis was surrounded by wooden huts. Rash’Orn became the Chieftain of the Orcs, because he was the wisest of
the original five Orc males. Due to his powerful shamanistic abilities,
Rash’Orn was able to live an abnormally long life. Several generations later, the Rash’Orn was still passing down the art of shamanism to Orcen youth. As those Orcs grew older, they taught the next generation – just as Nez’Gar had commanded. For some time, the Orcs were content to live this way. After the Arkkan attacked, however, that changed.


The Rise of Velmar Darkhand – Years 150-160
One night, the oasis village was raided by a group of Arkkan that had emerged from a desert cavern. Countless Orcs died in the assault, and the entire race would’ve been slaughtered if the Goharu and the Centaur hadn’t arrived. With Goharu’s help, the Orcs were able to defeat the Arkkan. This incident caused Rash’Orn to realize just how much danger his race was in. Thus, he called upon Nez’Gar for advice.

Nez’Gar’s avatar appeared at the Great Oasis, and expressed his regret for what happened. Originally, Nez’Gar hoped that the Orcs would not have to resort to warfare. Now, he realized just how naïve this hope was. However, the Earth Father had a fitting solution to the problem. Nez’Gar asked Gochono to have his Centaur teach the Orcs the art of combat, as well as how to craft better weapons. Thanks to Gochono, the Centaur were one of Ayvria’s most advanced civilizations – they were skilled warriors, and excellent weapon makers. In exchange, Nez’Gar offered to have the Orcs train the Centuar in shamanism and agriculture. Gochono and his sons agreed, and thus the partnership between the two races
grew stronger.


Among the first Orcs to be trained in combat was a young man named Velmar Eagalius. Velmar was well respected by the Orc elders, as he
did a great deal for the community. From an early age, Velmar displayed skills in a variety of areas. By age twenty five, he had already become a high ranking shaman, and was eager to learn the art of war. Velmar worked hard, and eventually earned the honor training under Goharu himself. Aside from this, Velmar was also an idealist. He felt that it was time for both the Orcs and the Centaur to expand and develop into empires. However, the young man was unsure how to go about this. So he prayed to Nez’Gar for guidance.


The Earth Father answered Velmar’s prayer, and his avatar once again appeared at the Great Oasis. Nez’Gar led Velmar out of Avarad Desert and into the Avarad Savannah on the southern end of the continent. There, the Earth Father showed young Velmar a land of promise for his people. As Velmar looked upon it, his eyes opened wide.

This new land featured mines, a limestone quarry, and rich soil for farming. Also, the vast Nez’Gren River, which eventually fed into the Great Oasis, ran through the savannah. Combined, these wonderful features made the Avarad Savannah the perfect site for Velmar’s vision of an Orc Empire to become reality. When Velmar returned to tell Rash’Orn of this new land, the elder shaman was very pleased and wanted to migrate there as soon as possible.

Within a few months, the Orcs had moved from the Great Oasis to Avarad Savannah. To make the transition faster, the Shaman created an army of elements to do certain jobs for the Orcs, such as constructing houses and cutting down trees. Once the move was complete, the Orcs started making use of the various resources around them. Thanks to the work of elementals, steel weapons and limestone houses became available. Also, Nez’Gren river increased crop production, and thus the Orc expansion was successful. As a gift of thanks to the Centaur for help over the years, the Orcs taught them how to craft steel weapons and how to construct limestone buildings. To show their appreciation to Gochono in particular, the
Orcs and Centaur came together to build the Temple of Gochono, which the God made his personal home. Finally, to praise Nez’Gar, they built the Ogar Sanctuary at the Great Oasis. Ogar became a training ground for shaman, run by both Orcs and Centaur. Rash’Orn often stayed at Ogar for several months at a time, training many young shaman. During this time period, Rash’Orn taught Osiren Alter. Osiren was a prodigy, and
he picked up the art faster than anyone Rash’Orn had ever seen. By the time his training was complete, he was arguably more powerful than his master.


Thanks to shamanism, elementals, and determination, all of this was completed in about five years. However, several months later, Rash’Orn died of old age. His shaman magics could keep him alive no more. This was a devastating blow to the Orc people, who had followed Rash’Orn’s wisdom for generations. Though the elder shaman had many sons, he passed down the mantle of Chieftain of Velmar. He did this because although he felt that many of his sons would make excellent Chieftains, he knew that Velmar was the perfect candidate to succeed him. A small number of Orcs left when they heard the decision (including a few of
Rash’Orn’s children), but in the end most came to realize that Rash’Orn was
right. To honor Rash’Orn, Velmar named the new settlement Ogar Village.

The Arkkan Wars and the Birth of the Alliance of Nez’Gar – Years 160-180

Soon after Rash’Orn’s death, Ogar Village was attacked by the Arkkan. But this time, the Orcs were ready, and emerged victorious. After the battle, Velmar received reports that the Arkkan had begun to rise up all
across the desert. Thus, Goharu and Velmar gathered an army and marched out into Avarad Desert to combat the infestation.



During Velmar’s crusade to purge the Arkkan, on the far edge of the desert, he encountered a small San’Gal combat force under attack by the Arkkan. The San’Gal were used to fighting with “shield wall” tactics due to constant battles with the Skaven. But against large foes such as the Arkkan, these tactics were useless. As such, the San’Gal had a difficult time fighting against the beasts. Velmar came to the aid of this group, and made friends with their leader, Rherus Lausen. With help from his troops, he taught the San’Gal how to fight the Arkkan. In exchange for their services, the San’Gal taught the Orcs and Centaur archery. By adding this new element to their military, the Orcs and Centaur ensured victory against the Arkkan. The Centaur were even able to vanquish their native enemy, the pig-like
Loquen, entirely.


In a battle of the Arkkan War, Velmar’s right hand was struck by a blast of dark magic from an enemy warlock. It wasn’t fatal, and Velmar was able to finish the fight. Afterwards, however, Goharu pointed out that Velmar’s hand had turned to a deep purple color. Velmar had the injury looked at by Osiren, who had became High Shaman after Rash’Orn’s death. Osiren concluded that it was nothing to be considered with, as the only effect appeared to be the discoloration on Velmar’s hand. Because of this injury, Goharu and others started to jokingly refer to Velmar as “The Darkhand”. This nickname stuck, and eventually Velmar changed his last name to Darkhand.

Over the next few months, Velmar’s army of Orcs, Centaur, and San’Gal fought all over the desert, until the Arkkan had been driven back underground. With the Arkkan War over, all three races returned to their homeland – but they remained close allies. Trade routes and roads were opened up between their lands in the following years, and the civilization of all three races expanded.

As part of their expansion, the Orcs built a ship yard at the mouth of the Nez’Gren River. However, the Orcs were terrible ship makers. Eventually, a Troll exploration vessel came to Avarad
Desert from the Brodacian jungle, across the sea. The Trolls were excellent ship makers, and to this day they boast Ayvria’s most powerful navy. When they saw the Orc’s attempts at making ships, they couldn’t help but laugh.


The Trolls showed the Orcs the correct way to construct sea fairing vessels, and the Orcs taught the Trolls how to make steel weapons. Though the average Troll was not interested in such things, the Dire Trolls drooled at the thought of wielding such powerful equipment. The Orcs and Trolls took a liking to each other, despite their culture differences. Velmar and the Walu, the highest ranking Troll Witch Docta, became particularly good friends. As the years went by and the Orcs got the hang of ship building, trade roots were opened up in the Brodacian Sea. Through these trade routes, the
Orcs and Trolls kept in contact, and their connection flourished. To a lesser
degree, the Trolls were also able to trade with the Orcs other allies – the
San’Gal and Centaur, both of whom lived along/near the Nez’Gren River.


With the Trolls now in the fold, a four way alliance, which would eventually be dubbed “The Alliance of Nez’Gar” had now been forged between the Trolls, Orcs, Centaur and San’Gal. This alliance would eventually protect Ayvria in its darkest days, and as time drew on, more races joined in.

Thanks to this powerful alliance, all four races flourished. The San’Gal took control of most of their homeland, the Sanc’Tez Forest, the Troll navy started to dominate the seas,and numerous Orc and Centaur settlements sprouted up throughout the desert. Ogar Village became more of a city. As his last project, Velmar began the construction of a massive fortress wall around Ogar. However, Velmar died a short time before it was completed. This came as a shock to the Orc population, because Velmar was only in his mid fifties at the time. What caused his death remained a mystery, though Osiren eventually theorized that the “Darkhand” curse may have spread through his entire body and killed him. However, Osiren’s idea was never proven. To honor Velmar, Ogar City was renamed Velmar Fortress.


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Post by Venomar Sat May 30, 2009 12:35 pm

Culture: Life of an Orc Male

Orc culture is based on tradition that was established by the first five Orc families about 250 years ago. An Orc’s childhood days (ages1-10), for both sexes, are filled with recreation and as well as chores to help their mother run the household. The hope is that during this time period, a young Orc will come to enjoy life through relaxed recreational activities, and form a strong bond with his/her family.

From ages ten to sixteen, Orc youth go to school to study history, reading, writing, and basic mathematics. History is regarded with the utmost importance, for the Orcs believe that only through a rich understanding of the past can a young generation of Orcs create a bright future.

At age sixteen, the “journey of manhood” begins for Orc males. First, they receive a tattoo (painted on by a shaman, usually one who knows the Orc well) of their family emblem on their right hands. This is tattoo is meant to symbolize that an Orc male has come of age, and is ready to carry on his family legacy. Next, the Orc male is free to choose his future from one of the four main areas of Orcish occupation: Shamanism, Militarism, Agriculture, and the Merchant Trades. The young Orc will then spend the next four years studying his trade of choice. After his occupational training is complete, an Orc will receive a second tattoo (also done by a shaman, usually on their chest or back (sometimes even both). The design for this tattoo is chosen by the shaman, and is supposed to symbolize the Orc male’s destiny in life.

Once an Orc male is finished learning his occupation, he will usually spend a few years gathering a sufficient sum of money so he can purchase a home. With a home, an Orc male is free to take any Orc woman who agrees to marry him.. However, the Orc male must go through a ritual of bonding with some of the males members of his potential wife’s family. This ritual is often a game of football, or a gladiatorial competition. Though the outcome of the game/competition does not matter, the males must approve of the potential husband by a majority vote.

If all goes well, then an Orc male will marry his bride, and take her into his home. Traditionally, Orc couples get busy right away, and usually have large families of about eight children. And once those children reach age ten, the cycle repeats.

Culture: Life of an Orc Female
The life of an Orc woman has far less freedom and choice than that of a male. Though she has a choice in who she marries, in the end she is destined for full time motherhood. There are Orc women who have gone unmarried, but this is frowned upon. Family pressure is immense, because the Orcs believe it is everyone’s duty to produce children and carry on their ancestral blood lines.

When the men leave to study in a field of occupation, the women are sent to a work as a maid for a young Orc mother for several months. Here, she learns how to care for children, cook, clean, and other household duties. An Orc woman may work as a maid for several households, until about a year or two has passed.

Once her training is over, an Orc woman will usually study an artistic trade such as music, sculpting, or painting so she can become more appealing to her future husband. The rest of her time is usually spent helping her mother with household duties until she is finally married off.

Occupations: Shamanism

Of the four areas of Orcish occupation, Shamanism is without a doubt the most famous. Shaman are the “utility men” in the Orc culture, as they fill a wide variety of duties. They are judges, warriors, doctors, and the religious leaders. As such, the training a young shaman goes through is quite intense.

For four years, a young shaman studies as an apprentice under a Master Shaman. The Master Shaman will teach his apprentice two main things: how to control the four elements (earth, wind, fire, water) and the art of combat. It is expected that a young Shaman master one element during each year of their training, and at the same time improve in combat prowess. A young shaman will also learn social skills, such as how to negotiate, argue, and settle disputes.

Once a shaman’s four years of training are over, he usually goes on a two to three year journey around the world of Ayvria. During this trip, a shaman will visit various cities and races, trying to familiarize himself with the world as well as practice the social skills he learned from his master.

After his pilgrimage is over, a shaman will return to Avarad Desert
to build a diamond bladed weapon. This weapon is the calling card of the
shaman, and is usually an axe, as this is the preferred Orcish weapon. However, diamonded bladed swords, hammers, and scythes are not uncommon. A shaman must build this weapon completely on his own; he must mine the diamond, as well as cut/shape it. Also, he will need to find a Nez’Gren Gem on his own, which is usually placed in the center of his weapon. Nez’Gren Gems create a magical flow through any weapon they are placed in, allowing the shaman to cast spells through/on it.


With his diamonded bladed weapon constructed, a shaman will travel to Ogar Sanctuary, where he will be tested by the Shaman High Council. This test often involves the shaman dueling his former master, as well as the display of his skills in a battle scenario.

Upon passing his test, the shaman will be granted the rank of Master Shaman. He will then be given a duty to fulfill such as doctor, judge, religious leader, or military officer in one of Avarad’s Orc communities. During this time, the shaman is allowed to marry, have a family, and do all of the other things that average Orc males take part in. He is also allowed to take on an apprentice whenever he desires. It is expected that every shaman take on at least one apprentice during their lifetime, so the shamanistic cycle can continue.

In times of war, the shaman join the ranks of the Orc military. The combination of elemental magics and impeccable combat skills make the shaman deadly foes. Shaman are usually peppered throughout the ranks of Orc regiments. Since shaman cannot always be distinguished from average Orc warriors on first glance, this often provides a nasty surprise for enemies. High ranking shaman, such as Osiren Alter, will often serve as Generals during wartime. To perform special duties, groups of anywhere from two to ten shaman are also used as a kind of “special forces” squad. They are often used to sneak behind enemy lines, take out opposing commands, perform flanking maneuvers, and sabotage equipment.

Shaman Ranks are as follows:

Shaman
Apprentice: A young shaman still learning the art.


Shaman Initiate:
A shaman who has completed his training, and is on his journey around Ayvria.


Master Shaman:
A shaman who has completed his test.


Elder Shaman:
Not necessarily an old shaman, but one who has done something noteworthy enough to become a member of the Shaman High Council.


High Shaman:
Highest ranking Shaman in all of Ayvria, at the current time this is Osiren
Alter. This position is usually passed down by the High Shaman on his death bed, which is what Rash’Orn Ogar did when he appointed Osiren to succeed him. Since Osiren is nearing the end of his days, there is much speculation about who he will select.


Last edited by Venomar on Sun May 31, 2009 12:32 pm; edited 2 times in total

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Post by Venomar Sat May 30, 2009 12:36 pm

Occupations: Military

Orc Warriors form the backbone of Avarad’s defense. In times of war, these skilled fighters are a huge part of the forces of the Allianceof Nez’Gar.


Like in all Orcish occupations, young warriors spend four years in basic training. First, prospective Orc Warriors go through a host of physical tasks, such as running through the desert, swimming across the Nez’Gren River, and lifting weights. All of these activities are preformed while wearing body armor. Once physical training is complete, prospective warriors are taught how to wield axes, bows, swords and hammers properly. After this, the young Orcs are taught how to fight in ranks, and how to fight using guerilla warfare tactics. They learn both methods because Orc Generals feel that each has its strong points, depending on the situation. Therefore, the Orcs run a kind of “amoeba” offense in battle – they use whatever method of combat will hurt their enemy the most.

Having learned battle tactics, warriors are given an assignment such as working as a guard, training new recruits, and some are even given period of leave. Otherwise, warriors are permitted to live the life of an average Orc male of their age: they can marry, and raise a family.

In times of war, Venomar will sound a horn from the walls of Velmar Fortress, calling his army to battle. All able bodied warriors and shaman are expected to report to this call. Once all are gathered, the forces are divided into regiments, and Venomar will lead them into battle/send them to where they are needed.

After every battle a warrior/shaman participates in, they receive an arm tattoo representing the battle. These tattoos are unique for each battle, and usually have something to do with its outcome or location. Over time, the average Orc warrior will accumulate a number of these, forming a kind of biography on his arms.

The Orcs use desert wolves as mounts for basic Calvary units. Ever since their first few years in the desert, when the Orcs used the wolves as their hunting partners, there has been a strong bond between them. These wolves have become domesticated, and wealthy Orcs can afford to bring
them into their household. In times of war, the desert wolves go to battle,
ready to die alongside their masters.


When the Orcs migrated to Avarad Savannah, they attempted to tame lions. However, these efforts were initially fruitless. After nearly a hundred years, however, Orc beast masters have managed to produce a small family of somewhat domesticated lions. Venomar plans to ride one into battle the next time the opportunity comes.

If an Orc shows exceptional leadership on the battlefield, he will usually be recommended for a higher post by his commanding officer. Orcish military ranks are as follows:


-Warrior: Basic soldier

-Centurion: Like a Sergeant, there are two of these in every regiment. Wears an orange cloak.

-Pontifex: Commander of a regiment. Wears a blue cloak.

-General: Commands several regiments. Wears a purple cloak.

-Warchief: Commander of the whole army, almost always Orc Chieftain, and occasionally someone appointed by him. Wears a red cloak.


When going into battle, all members of the Orc military carry one/two weapons of their choice, and a shield. Standard issue military armor includes a breast plate, boots, leggings, shoulder pads, helmet, and gauntlets. Basically, the only exposed parts are the hands, and a thin neck opening. Officers, from Centurions up to the Warchief himself wear sashes and cloaks. The color of these items depends on the officer’s rank.

Occupations: Agriculture
Ever since the beginning of their time on Ayvria, the Orcs have been excellent farmers. Large farming communities are situated along the Nez’Gren River and around the Great Oasis. The main Orcish crops are wheat and corn, and the main protein products are cow and pig meat. Enough of wheat/corn is made that it can be exported and traded to other nations.

When a young Orc decides to become a farmer, he will go to a farm to work for four years. There he will gain a mastery of all the tools needed to grow crops, earn a respect for the land, learn how to pick animals for slaughter, and such things. Since most Orcs entering the farming business grow up as children of farmers, they are usually sent to another community to learn a different approach to agriculture.

Once the harvests are in, an Orc farmer will travel to Velmar Fortress to sell his products. As time goes on, Orc families will start to gain preference towards certain farmers, creating lots of competition and rivalry. Some of the best farmers even have contracts with the military, earning them great sums of gold and helping to defend their people at the same time.

Occupations: Merchant Trades
“Merchant Trades” is a broad term used to describe any occupation where objects are made and then sold. This includes crafts such as blacksmithing, carpentry, construction, ect. There are countless merchant trades, of course, but here are a few noteworthy ones.


The most important Orcish merchant trade is blacksmithing. Thanks to the large number of mines in Avarad Savannah, there is a steady supply of minerals needed to make steel, iron, and copper products. Over the years, Orc blacksmiths have perfected their art, and have a particular master of steel. Orc blacksmiths are skilled at making everything from cooking pots, to battle axes. For most blacksmiths, weapons are their forte. Orc weapons are some of the best in Ayvria, and as such they are highly coveted. Construction jobs are another important Orc industry. There is a vast rock quarry near Velmar Fortress, which has not run out yet. Rocks from this quarry are used to make homes and temples, and the skill of Orc architects is respected all over Ayvria. Shaman-made elementals are used to both mine metal and cut stone, so the act of obtaining these minerals is very easy for the Orcs.

Like in all the other areas of occupation, young Orcs going into this occupational area will spend four years an apprentice of their trade of choice. Once these four years are over, the Orc will usually open a shop of his own in Velmar Fortress’ trade district.


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Post by Venomar Sat May 30, 2009 12:37 pm

Recreation

The Orc work week lasts about four days, Monday through five o’clock on Friday. On Friday at five, shops close down and the weekend officially begins. Though the Orcs take their business during the week seriously, they are very relaxed when the weekend comes along. Friday’s festivities begin at the arena with gladiatorial competitions, football/soccer/rugby games, and chariot races.

For the most part, gladiatorial competitions are not fought with real weapons – matches are usually fought between two Orc warriors, and thus it is seen as foolish to risk losing a well trained soldier in the arena. Instead, gladiator matches are usually fought with bare hands or large, non lethal sticks/clubs. On occasion, there are matches involving real weaponry. The most common example of this is the Orcish custom of “Tyrannus
Necavit
”, where the Orc Chieftain is challenged to single combat for his
position. In the past these matches were rare, but Venomar has been challenged several times by the Orc Nobles. (See the “Orc Noble” section for most information). Despite the fact that there is no blood drawn, gladiator matches are very popular. Certain gladiators even have a large following of fans.


Football/soccer/rugby games are another popular event at the arena on Friday nights. The Orcs developed the sport as a way of preparing for war, and have been playing it since their days at the Great Oasis. They learned soccer from the trolls, and eventually the sport of rugby was developed as a compromise between the two sports. There are countless teams for each sport, some comprised of just trolls, others of only Orcs, and some are even mixed. Centaur and San’Gal teams are not uncommon. Some teams have huge fan bases, and crowds come from all over Ayvria to watch them compete in Velmar Fortress’ arena.

Chariot races are equally as popular, especially because of all the deadly accidents that often occur during them. Though all of the arena games encourage gambling, bets are placed on chariot races the most.

Saturday is usually spent at gatherings of families/friends, and on certain weekends Saturday may be occupied by a holiday festival. Sunday is the day of religious worship for the Orcs. Most Orcs spend several hours praying at a temple. The rest of the Sunday is usually spent relaxing and preparing for the work week ahead.

Aside from the weekend activities, guilds are another form of recreation for Orcs. Guilds are large clubs devoted to hobbies such as music or art. The musician’s guild is particular popular. They perform at religious services, festivals, and at the arena on Fridays. The artist’s guild is responsible for all the statues and murals found around Velmar. Though these talents are respected by the Orcish people, they are considered only hobbies, not full time occupations. However, whenever a guild performs at events/makes a work of art, all guild members who participated are paid. Venomar is a member of the musicians guild, and occasionally joins them in performances.

Government

Venomar Darkhand is the current Orc Chieftain. He has been in power for about ten years. During this time, the Orc people have grown very fond of him. Though they also liked Venomar’s father Kalgath and his grandfather Velmar, Venomar has become more popular than either of them were during their respective reigns.

Most of Venomar’s tenure has been spent in peacetime, aside from the Icebane Conflict, which was fought abroad. There have been some attacks by the Gol’Kar and the Human Empire, but thus far Venomar has been able to stop them before they become a serious threat. Protection is the key concern of the Orc people – without it, they cant live their lives – and since Venomar keeps them protected, they have very few complaints.

Though Venomar has the final say in any decisions, he respects the advice of the Orc Senate. The Senate is made up of about twenty members (four farmers, four merchants, four shaman, four military officers, and four others). Senators are elected to two year terms by their peers. For example, the shaman vote for the four shaman representatives, the merchants vote for the four merchant representatives, ect. Past rulers, such as Kalgath and Velmar have neglected the Senate and made decisions without them. Venomar always addresses them before making critical decisions, because he genuinely (or perhaps overly) cares about his people.


Aside from protection, the Orc people expect two more things from their rulers: to uphold the tenants of Rash’Orn, and allow them to go about their business – as long as it doesn’t violate a tenant, of course. (I’d write up the tenants, but since they’re just basic social laws, I’m not going to waste time)


Bloodlines

All of the Orcs descend from the five original families that Nez’Gar created at the Oasis. Over time, last names changed for various reasons, thus creating many new family trees. In the end, however, all Orcs descend from one of these five patriarchs: Rash’Orn Ogar, Velkor Eagalius, Malen Alter, Barrus Rerrum, and Karkesh Der’Ak

Each family has a seal, which all males receive on their right hand at age 16 (see life of an Orc male for more info). The Alter family seal, for example, is a sun. For families who have changed their last name over time, both symbols are usually carried. Venomar bears the Darkhand family seal on his right hand, and the Eagalius family seal on his left.

The Rerrum Family: Crimebosses of Avarad
When Sorrow took control of the Orc Empire, most families silently vowed to betray his authority. Certain members of the Rerrum and Der’Ak families, however, pledged allegiance to the King of Terrors.

When Venomar liberated the Orcs twenty years later, the Rerrum and Der’Ak families both promised to break off contact with Sorrow and serve Nez’Gar once more. Though the Der’Ak family has kept to their word, the Rerrum family has not. Led by the infamous and unscrupulous Al’Grash Rerrum, this family still worships Sorrow. Al’Grash has turned the family into an organized crime syndicate that secretly carries out Sorrow’s orders. They are responsible for countless assassination attempts on Venomar’s life, and have challenged the Orc Chieftain to Tyrannus Necavit several times. Also, they have preformed numerous operations to undermine Venomar’s plans and strategies for various things. Though Venomar is
aware that they are behind most of these events, he has no solid proof to
connect the family heads to any wrongdoing. Furthermore, to banish the Rerrum family would surely cause an uproar by the average citizens, as Al’Grash and his sons are among Avarad’s most respected and wealthy businessmen. Venomar has put up with them so far, but is putting together enough information to formerly charge Al’Grash with wrongdoing. When Accolade picks up, Venomar has been challenged to Tyrannus Necavit by a Rerrum family servant.


Religion

Almost all Orcs worship Nez’Gar, as he is their creator and has helped them to grow as time has passed. The other Gods an Orc worships depends on their place in society. Shaman worship Selerian and Ziadron, as they are the other elemental Gods. Members of the military class worship Archaeus. Some Orcs also choose to worship Gochono, because of all he and the Centaur have provided over the ages.

Location

At the current time, the Orcs mostly live in Avarad Savannah. Their capital city is Velmar Fortress, which is situated near the Nez’Gren River. The banks of the Nez’Gren River are abound with farming communities. Originally, the Orcs lived at the Great Oasis, where Nez’Gar created
their race. During Velmar Darkhand’s reign, however, the Orcs moved to Avarad Savannah. Ogar Sanctuary is at the Great Oasis, along with a small village.


Lifespan

An Orc’s lifespan depends on his place in society. Average Orcs can live for about eighty years, where as shaman can usually live for about one hundred due to their magical abilities. The longest recorded Orc life was that of Rash’Orn, the first shaman, who lived about one hundred and sixty years.


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Post by oobidoobi Sat May 30, 2009 4:55 pm

Troll merchants. Never piss them off.... Ever.
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Post by Venomar Wed Jun 03, 2009 8:33 pm

Damn straight, Oobi Razz

This weekend I plan to kick it into high gear by posting both the San'Gal and the Gol'Kar. There isnt as much to say about those races as for the Orcs, so I may be able to do it. In any case, who is working on something/planning on making something for Ayvria? Just trying to get a head count, I'm trying to get into the actual roleplaying as soon as possible. Still a damn good bit of work to do, but with summer approaching it will be managable.

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Post by oobidoobi Wed Jun 03, 2009 8:57 pm

I... would... buuuut... Ah... >_>
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