Story Spoiler (Move your mouse to the spoiler area to reveal the content) A dark unknown force has ripped asunder the world in three locations, swarming the lands and smashing most that stood before them, these shadowy beings in foreign armor with foreign weaponry come out of tears in the fabric of our world, great portals built atop temples where everyday more and more troops pour forth. Hearing the cries of the people, (and no doubt wanting to save their precious temples) the gods for once have not turned a deaf ear. Sending champions throughout the ages to stand against this invasion. Wielding powers far beyond those of mortal men, these heros, villians even, now stand atop the parapet of a world that now must put aside its petty squabbles, or be absorbed into a new Empire. Races In order of established major power or civilization. Not of age of existence. Spoiler (Move your mouse to the spoiler area to reveal the content) Jotun: Seen as the caretakers to the temples and keepers of the Ancients will, when a great cataclysm struck, the inhabitants woke from a long slumber, unsure of the world around them. Records of their civilization dates back twenty thousand years, if legends are true the Jotun are far older than even this, having no recollection of Humans, Elves, Dwarfs or the rest before the great slumber. Before that they were a servant race known as the Ascended, or Gods. The Average Jotun tends to easily stand fifteen feet, or 4.5 meters tall in the least. Because of their huge size, Jotun tend to be rather muscular, thick skinned, big boned, or just freakishly huge. Because of this for the most part they are physically unable to speak with most races, their voices sounding like a form of throat singing. Fortunately there are some called “Messengers” who are runt Jotun, standing at eight feet tall or 2.5 meters, while larger than any other race minus the Orc at this height, the Jotun’s body is able to be “thin” enough on the vocal cords to allow communication with all races. Given the burly appearance and huge height of the Jotun even then, they often would wear ceremonial robes to look less intimidating, while spreading word of the masters, and leading the infant races towards peace. Jotun overall tend to live for two and in some cases three thousand years. Because of this and the unfortunate incident with the Elvish the Jotun mostly keep to home, protecting their tomb cities. With recent events, the caretakers once more stir in vocal hymn to guide and aid the younger races. The Jotun have a remarkably primitive civilization, as if self imposed. Though as a servant race, it could be genetic programing, or a social choice. The Elvish: Uplifted by Jotun nearly 10 thousand years prior the current date, this proved a drastic mistake. The Elvish proceeded to use the god’s gifts to lay waste to surrounding areas, all but annihilating the Dark Elf and Wood Elf in brutal genocide. It was likely thanks to an ancient forest plague awakened by their acts that the Elves were stopped. With a form of dark ages falling about them, the arrogant and prideful Elven fell back in the race of development to being on par with the other races, with long periods of stagnation. After several internal conflicts, civil wars, and tribulation the Elvish were united finally Four Thousand years ago by High King Hothgar. While as prideful as ever as the 2nd race, the Elvish eventually became more focused on natural pursuits and retributions to their nearly extinct kin. Healthy if not heated relations with the Humans around this period have lead to the Elves being more diplomatic in their dealings. Minus the Sajin it could be said this is the race the Elvish are most willing to work with. The last Three thousand years have seen the Elves mostly skirmishing with the Orcs, Sajin, and the Vulcan. Normally of human height if not slightly taller, the evilsh tend to be rather thin and dainty, with pointed ears and pale skin, though tones of gold and blackish blue do exist.This is thought to be a result of the forest plague that infected 90% of their past population. A topic of debate and research, it has become a long standing aspiration of the elven people to see its effects reversed. The Dwarves: While this race, was the first the Jotun met, the first contact rather left them frightened, surprisingly. The Dwarves were a barbaric race, hell bent on killing any Jotun they seen, letting out howls and swinging stone clubs, the Jotun’s were all too happy to leave them in the ground. Around nine thousand years ago forms of primitive civilization were founded. A thousand years later the Dwarves had bronze age civilization that would advance along Clan and Keep lines, history of their ancestors misunderstood it would be nearly another three until the Jotun would meet the small fierce fighters. Making early contact with the humans, the two races got along rather well though distance and travel would keep the two from forging a powerful alliance until years later, always isolationists while in recent times the dwarves have opened up, the only race they seem to hate are the two green skins. Dwarves because of the lack of exposure to the surface seem to lack connection with Io, and even have a strong resistance to magic. Politically the Clans tend to have been unified and divided numerous times once a high king has risen up. Because of all of this, and a common culture the dwarves would develop along much the same lines of humanity but became far more industrious, currently they attempt snatching away trade contacts from the Goblins every chance they get. Dwarves tend to be half the size of humans, are greedy and have a fierce temperament. Generally being fearless, they make for effective fighters and leaders. A likely factor in their tremendous growth as a civilization, very few escape the cultural morals. On rather good terms with the humans, they trade for alcohol and simple tools largely as their growing industry has little room for such production. In return the Dwarves trade with the humans their industrious capabilities with leniency However, they do fear the new aged flying machines and anything that goes against their long established natural law, believing a Dwarf belongs in the earth, the mother's womb. Skin made of iron, steel in our bones. Dwarves will never fly so high. Interestingly, one Dwarven High King infamous for his red beard, attempted to fly on a chair back in ancient times, by tying rockets to it. He was never seen again. Humans: The most numerous and widespread race on the planet, most tend to be located within what is called “The Empire”. Humans tend to have diverse appearances and cultures. With a presence on every continent, humans are an inventive, ingenuitive people, if not a bit lazy when given the chance. Because of their versatile bio-diversity amongst the other races, humans have often been taken as slaves. Early cases of “Civilization” cropped up 8 thousand years ago. As hunter gatherers with primitive cave drawings, these stone aged men followed land bridges or went about the globe on rafts, establishing settlements far and wide. With the first real cultures propping up 6 to 5 thousand years ago depending on the source. Four thousand years ago High King of Rughzenhild, Herald Rhegan rose to prominence uniting most Human lands on the mainland. During the final years of his Reign, War with the Orcs would begin. Always an irritant in years past, the humans have a deep rooted hatred for the Greenskins, and a tolerance born out of necessity for the Goblins, though relations between the two were often warlike. Humans enjoyed close relations with the Dwarves and a form of Rivalry with the Elfs. Readily accepting the Jotun teachings, the humans were quick to make their own human centric church. Throughout the so called Morning War, as the years passed, Emperor Rhegan’s Son, Alfgar would be Emperor, his reign is mostly known for mediocrity and the rise of a figure that would haunt all of human history from that moment forward. The Empress “Rhegan the Bloodthirsty”. Being a very unnatural woman, she pushed humanity ahead in the years after the war, producing many technologies that would be lost with time. Her Reign seen the Church turned from a small monk body, into a form of secret police and powerful Political/Judicial body, that would steer the nation’s course, past councils, Emperors, and Republics. In the Reign of the Empress most human lands on the mainland were forced into the Empire. The Empress remains a figure of national pride, and dread. Some elements of the church use the legend and her name for its Inquisition units. In the following nearly four thousand years until the arrival of the new invaders, humanity would fight numerous wars, seven against the Orcs, including two that would last slightly past a hundred years. Amongst others was a war against the Vampires, a short war with the Elfs, an early war against the Goblins, and a large number of internal conflicts in the years of “peace” beforehand. Plus an expansionist policy carried out by various national leaders, against The Empire’s long lost colonies. Humanity while industrious has over the years relied on the Dwarves or Goblins for its industrial needs, growing complacent. Goblins: Developing a civilization slightly seven thousand years ago, the Goblins mostly followed the same lines of the Dwarfs, a mining civilization, curious with tinkering, being cousins of the Orcs in a manner these creatures are around the same size of dwarfs but much thinner and typically have large pointed noses. Having short lifespans the Goblins also developed along Clan lines. Quicker to unify the Goblins pretty much love watching the Humans and Orcs locked in perpetual conflict. With the arrival of the Invaders the Goblins were hit particularly hard, getting a taste of their own medicine. Generally they hate the dwarves. Not really believing in the gods for the most part, the Goblins primarily worship commerce and coin as a cultural norm. Goblins short of as traders rarely if ever leave their mountain homes. Goblin history could be described as one of merchants and inventors that improve upon the ideas of others. In their history they tend to perform rather poorly in battle. Its likely out of fear of their martial neighbors that the Goblins have such a policy. Power in Goblin lands tends to shift among tribes quickly and suddenly, with purges and brief civil wars. Cunning in nature, they fight and rob using their weak disposition and anything easily manipulated. Their long history of watching neighboring races and learning from them has taught them the strengths and weaknesses of the Humans and Orcs. With the former being subject to passion and greed and the latter to rage and violence. They bide their time and work tirelessly to secure any advantage over them. However, in many cases their own greed and love of gold has cost them these advantages and lead to their own misfortune. It's said their habit of rubbing hands together is a sign of their level of dishonesty. With the most disloyal seemingly not able to stop. Though, this too may very well be a ploy to trick their enemies. Sajin: The Most violent of all races aside from the Orcs, the Sajin seem to be a cross of humans and Elf with wings growing out of their backs. Typically 10-12 feet or 3-3.5 meters in wingspan, they come in a variety of colors, but largely white and black or a mix thereof. Largely muscle covered in a coat of feather, the Sajin are unable of ground to air flight. However, they are able to glide given an appropriate distance to drop from. With this in mind, their cities consist of freestanding towers hundred, and in some cases thousands, of feet tall. Allowing for them to soar from tower to tower, travel is mostly done above ground. When not used for flight they act as an extra pair of arms. Able to deflect blows, but at the cost of some feathers and flesh. Their most advantageous usage in combat is their staggering length. Able to keep enemies at bay and blind them with flurries of feathers and strikes. From a young age the Sajin train to strengthen their wings through weight training and toughening of the skin beneath the fathers. Many a decorated Sajin have patches of feathers missing due to wounds and battle. Regarded as a sign of fortitude and service they're honored by most, especially in cases of disability. Curiously while there own civilizations records are only 4 thousand or so years back, they show up in numerous human and Elvish legends records far prior. But given the Sajin mindset, the lack of records aren’t a surprise. Largely isolationist and combative, the Sajin have a long history of warfare within their own borders, and as raiding bands against other civilizations, primarily Humans, then Elvish preferably. In their ancient unrecorded past the Sajin were raiders, stealing men from wooded paths and ships passing through the rivers, or raiding near by settlements, taking slaves. The Sajin curiously lack males, and depend on males of other species for a child. As noted Humans and Elfs are prefered. While usually a mate is shared between Sajin, in cases of exceptional mates, disputes are settled through a duel. Consisting of unarmed combat, suitors exchange blows with wings in ritualistic form. However, in times of desperation and the Sajin population is headed for ruin, these skirmishes all but disappear. Every child born to a Sajin is always female and always winged, regardless of the father. With lifespans equal to humans, this can lead to sudden booms and shrinks in the Sajin population. Overall they maintain a rather small population compared to the other races. The caste system that arrayed the winged warriors by color also did not help, though it gave them some unity that other cultures lacked, well before they made official contact. While always isolationist the four thousand year mark of the first records nets out the first remarkable and societal change of the Sajin. Slaves would be allowed some record keeping tasks, something the warrior cultured Sajin were incapable of doing. In time this power would demand surrendering of some aspects of the previous Master Slave relationship, of abuse and power. After numerous slave revolts the various leaders after having to face grievous losses, and dealing with the ever increasing Elven presence, with the hostility of the Humans boiling over, had reached an impasse. Slaves from that point on were treated far better and have a rather strong leader user her fist and iron grip, the Sajin civilization flourished. Generally the Sajin with this and ever increasing contact with Man and Elf has became, while territorial have kept their conflicts close to home. Generally the Sajin civilization represents a reversal of gender roles, where the males are trusted with the running of the home and state, as emissaries and envoys, farmers on the ground. And while begrudged some human or elven females are allowed in to make sure there is a source of male mating partners. Sajin females tend to be rather protective and territorial with their males, taking on the role soldier and keeper of tasks amongst the trees. Generally while picky with the appearance of their slaves, the slaves of the Sajin tend to not mind it, normally brushing off any insults or the words of their masters, knowing that the relationship they share is rather not so bad. Since these reforms slave revolts are far more isolated, however fights between flocks is known to occur once population numbers get high. As of late the Sajin seem to be heavily influenced by the Elvish. Vulcans: The Vulcans are no one race, no one people, and questionably of one origin. In fact even when they all rose up to a recorded civilization, or even at all varies. Among its hierarchy there are three common form of Demon, the Succubus/Incubus, Krakens and Sumi. Developing at different times, the notion of “Vulcans” did not come about till first Contact with the Elven Four Thousand years ago. While the individual races may be hard to peg down, the common consensus among leading scholars is, the location of Vulcans lands was the crossroads of the first meeting of Humans, Elves, and Sajin. That then ended with Io Overload and the current ever erupting and corrupting Volcano. This invariably altered the original races into their current forms. Having no love for one another and different cultures and societal goals the various people of Vulcan would wage war upon one another or be caught up in intrigues. With the Elven invasion the Succubi were the first to mobilize a deal to unite the demon tribes. Ruling on the principles of a parliamentary monarchy they have had numerous wars with the Elvish, and brief skirmishes with the Sajin. Generally relations with humans tends to be touch and go, from romantic to heresy. Because of their location and cultural practices, visitors or trade are rare, minus luxury food items, thrill seekers, or gem trades at least. Plus the occasional Orc War Party. Living inside of safe zones or older burnt out zones of the Volcano, Vulcan’s tend to be excellent mages. How each tribe governs itself is ultimately left up to it. An alliance of convenience. Orcs: To say the Orks have a civilization at all would be disingenuous. More apt to call them a war party that follows the strongest and largest of them all, the Orcs only in the last two thousand years have been considered a civilization, if only as they begrudgingly agreed to follow the temple faith in order to purchase weapons publicly from the Goblins. Their own history is as old as man’s and the two have been at each other's throats for as long. The Orcs are savage and warlike, enjoying a good fight, in a manner while Humankind’s greatest enemy, it’s only as the Orc’s like them the most. Dispatching Warbands periodically to attack the other races, only the Humans have impressed the Orcs well enough to continue battle. Only lately in recent times with more cultural awareness have the Orcs started to see the problems with this. And perhaps with how they live. However, their own pagan faiths tend to lead themselves to excuse their actions in light of others. Consisting of two major fields of belief, the most supported is the idea that war and conflict are the natural order of things. Taken from simple examples found in the wild and among inanimate objects, destruction and rebirth is the cycle by which everything exists. To prevent it would be to disrupt the nature of everything, possibly forever. The second field of thought and less supported is that the Orcs are guardians of the Earth. Born in response to the ever destructive rise of the other races. Supported by the fact they share the same skin tone as the plant life and rarely leave behind skeletal remains. It's tended to be believed that Orcs return to the soil to be reborn again as they were before. Their "inner rage" or blood and consciousness finds its way back to the war hall in their capital where they reside until a new Orc is born shortly after. Generally orcs are large, brutish, none too bright, but fantastic warriors and blacksmiths, least with blades. Renowned hunters, and in their own way loyal fighters. Orcish culture is that “Might Makes Right”. Generally their society is not the most stable, and is only unified when a Warboss can unite the tribes for a Great War. Very few Orcish Leaders have taken up social reforms, minus on the times they have been beaten by humans, learning from this, the Orc’s version of his relationship would likely cause many a past Emperor or Empress to pass out in shock. Orcs Naturally tend to live as long as the Elves. Of course the key word being naturally. Most Orcs tend to die a violent death, dying as they lived. Screaming surrounded in blood. Vampires: Humans cursed by a peculiar form of Io corruption, these were originally a group of human mages from 1,700 years ago. Cursed with a weakness to the sun, a thirst for blood and immortality… Well provided you don’t know how to kill them. Being a bane in the Empire’s side, they were ultimately in a war with the humans, one that they lost, taking a few hostages and fleeing, they made a home in the coastal area’s of the frozen continent. “Ruled” by an elder council of whomsoever is the oldest vampire at the time, the Vampire nobles tend to do as they please, using the human population they brought with them, or ones caught since as slave labor and a meal source. They have hostile relations with nearly all powers, the situation with the Dwarves tends to border on unease, though the escaped slaves have ways of “helping” the situation rarely turning into conflict. Glossary of Locations. Spoiler (Move your mouse to the spoiler area to reveal the content) A planet very similar to Earth, but with only three large continents and slightly smaller as well. The planet's biome is mostly terran, with the continent's locations changing this factor. It possesses an ecosystem very similar to Earth as well, but with much larger and more fierce creatures that serve as exemplary to all races. So, what is unique to Isaiha? Well, some things. To begin with, Isaiha possesses an element called "Io"(io) which is mostly used for magical processes, such as invoking creatures from another real, summoning powerful spells to aid in wars and combat, healing allies and such. Those who tap into Io can use it for almost anything, but there aren't many who are able to do that and those who are, usually keep it a secret. The usage of Io is frowned upon by some races, but for others, it is a vital force. Some found the use of Io as an energy source for technology. Io is a odorless, colorless and cannot be seen through any way other than magical sensors. Usually, mages can also feel the amount of Io in the air, which makes them aware of their capabilities as mages since birth. The question is, where does Io come from? Primarily, it comes from the Fifteen Gods. These Gods are all revered by most civilizations, but their names and personalities vary greatly between races. What is known, however, is that they exist and that some of their shrines, built by an extremely ancient race, still cover Isaiha. These great shrines were once sought by some races in attempt to grant them graces, and they were granted as gifts to the races. The three continents that litter Isaiha are Firas, Corinthus and Dakrai. Each one of them is unique and possesses their traits and Shrines. In total, there are 12 shrines across the continents(4 in each), with 3 of them being lost to the oceans. Firas, the continent of Summer, is the one in the middlemost of the planet. It looks akin to a line with rough edges. It is divided among three races: The Elvish, the Sajins and the Vulcans. Firas is a mostly a green continent, with a biome filled with forests teeming with life. To the west stands the Vulcan's home, Virian, a great volcano that is always in activity. Legends say Virian is the "head" of the continent of Firas, which is often compared to an eel. The Elvish live in the center-most area of the continent, with their huge capital, King's Garden, as the main setting for the entire continent. The Elvish live through trading and farming, mostly, while possessing a strong military, with fishing being another minor activity. They trade with both Faeries and Vulcans and sometimes with Humans from cross continents. To the west-most side of the continent is a large volcano always active. It is home to the Vulcan's city, Hillas. It stands inside the volcano, formed around the walls of it's insides. Below Virian stands a vent that was once an active and flourishing volcano. To it's sides are large tubes that connect the water from below the volcano back into the walls which in turn makes it so that the lava condenses before it goes above it's normal levels. Additionally, deep inside the volcano are farms. Aside from that, they usually trade the extremely rare "Lava Berries" with other races for other food. The Sajins live to the East in the called "Magical Forests". They usually live by utilizing their magical properties and rarely do they interact with any other society. They tend to only trade and make deals with Elvish and are not very interested in the other races, outside of one area at least. Not very technologically advanced either, these creatures tend to live mostly in their own isolated forests, farming for their magical fruits and herbs and selling them mostly to the Elvish for ridiculously low prices. Their trade is usually made for “slaves” given societal needs. The Fairies tend to have been in the past extremely violent and warlike, prizing human captives, given a social revolution their society has adopted, and generally has became allied in a sense with the Elvish. The Sajin while dominate often leave state functions to their slaves. Firas is mostly seen trading with Corinthus, but they cut ties with Dakrai after their knowledge of the Vampires came to light. As a result, Firas lives in trade with the war-filled Corinthus, but rarely enters in contact with the races of the Forgotten Continent, Dakrai. Firas is called the "Summer Continent", usually seen as a paradise by those who live in Corinthus. Corinthus is the largest continent among the three, it stands from the extreme North to almost touching the beginning of South's edge. The continent is varied, having three races being the most prominent: The Humans, the Orcs and the Goblins. Dominating most of the south are extremely hot deserts, packets of high temperatures and usually very long threads of sand and oasis fill the surface. To the east and west-some areas there are some forests, but none too large or filled with life. To the west, the most surprising are large mountains that cover most of the area and serve as home to the Goblins and their trade caravans. Their city lies atop the mountain, called Tinky. It's usually very agitated and seeing business with both other races. To the southeast stands the Human capital: Knight's Home. A huge city with functional technology and a living, breathing economy. The city is bustling with activity and has the most prestige Magical Academy of all human cities. To the north of Knight's Home is King's Fort, a large Fort that serves as home to the King and as HQ for the Human Army. Heading further to the North one will see the desolated areas that the Orc's call Home: Heigen. A large, vicious-looking Fort that serves as HQ for the Orc Army and as an industrial site for the forging of military weapons. The Orc's city lies beyond and to the north in the cold area of Ivoras, a large snowy area in which the Orcs tend to rest. Other cities revolve around both capitals, but none are far too important to be worth mentioning. War has destroyed most of the Continent, with the central areas being filled with craters and abandoned villages on fire. The economy is mostly worked on trade between Orcs or Humans and the Goblins, with military weapons and technologies being the most traded objects. Corinthus is usually called the "Steel Continent" a continent with equally harsh cold and hot weathers, but with some areas that extremely fertile, specially to the center of the continent, which is very contested between Orcs and Humans. As a result, the country is the biggest farming continent of the three and usually exports this food in trade with both Dakrai's Dwarves and Firas' races. They've been known to trade with the Vampires, but only limitedly. Finally, Dakrai, the Forgotten Continent, is a frozen island to the extreme North of the planet. Not very large when compared to the two others, it has the form of a horseshoe. It is extremely cold and inhospitable, having very hazardous environment, specially due to the beasts that inhabit it and threaten the beings that live there. The three races that live in this continent are the Jotun, the Dwarves and the hated Vampires. Near the Frozen Bay are large pieces of Tundra that seem to be darker than most forests. These are usually home to the most dangerous creatures of the island, including giant wolves, bears and other giant creatures. Among the bay is the large Blood Port, a giant city encrusted against a mountain that is part of the mountain chains of Dakrai. The city is completely beautiful, but is always covered in a mist that drives unwelcome people away from it, or traps them inside an everlasting loop as they travel through it. Shipwrecks are common near the city as well. It is the land of the Vampires, and the port serves mostly for trading with the humans for Blood or other blood-related items in exchange for gold or other rare minerals. The Vampires own a large assortment of slaves that do their work for them, including mining the ores from the mountain's deep core. However, further across these forests and on atop and on other side of these mountains are the Jotun, a proud race that lives as nomads who walk through the mountains and keep the Shrines safe. This race is the last of the Ancients, known to live for thousands of years and to be capable of easily fending off groups of Vampire Mages. They usually guard the Temples of the Gods with their own lives if necessary. Except if their enemies are the Dwarves. Deep in the center area of the mountains are large crossroads made out of stone. The Dwarves built them to last and they use it to trade and operate the city of Khadaras, a large underground city that burrows into the ground. Since Dwarves lack magic, they usually trade with Elvish or Vampires for magical items, no matter their source to use it on their machines. The result is an incredibly advanced race that tends to usually control the market with their absurd amount of gold and strength in combat. Dakrai is a dark, unwelcoming continent, which is why it is known by many as the Forgotten Continent. The presence of the Vampires gives it a very bad reputation, but the riches of the Dwarves often bring them to deal with the Vampires in order to reach them. The relationships between the three races are tense, to say the least, but they usually are not at war due to their strong belief in the power of the Temples and the often pressuring presence of the Jotuns. The Vampires originally being exiled humans whose essence was corrupted is content to not pursue escaped slaves that reach dwarven lands, a curious sort of arrangement in which escaped slaves build top cities, which in turn hand the foolish and stupid over to their former masters as trade goods. Of Note is as mentioned the 15 temples which in a manner being ancient structures with an established doctrine serves as a common ground for the various nations. General Timeline Spoiler (Move your mouse to the spoiler area to reveal the content) 20,000 years ago: Great awakening, the Jotun return to the surface conducting visual scouting of the world, first attempts at seeding trees and crops across the globe, efforts were confounded with the need to build up the temples and crypt cities. Next ten thousand years are rather uneventful, races operate under there premise of hunter-gatherer civilizations. 10,000 years ago: The Great Mistake. Jotun Messengers uplifted the Elves to being on par with their own civilization, advancing several thousand years faster than they should have, at first progress was swift and peaceful. 9,900 years ago: Jotun realize the mistakes they have made, retreating from the world and establishing a codex based on the principles of contact and sharing the faith and purpose of the gods. 9,700 years ago: The Elven Age of strife. For the next nearly 5,000 years the Elves would have near constant war, biological sickness, genocide, and other assorted problems, which would stagnant, and even reverse elven progress. Till they would be back to an even footing with the other races, what superiority they had would be short lived. 8,000-7,000 years ago: All races enter into Neolithic state of civilizations, progressing towards a bronze age, human migration to all continents by rafts begin. Many of these settlers developed in isolation from other Humans. Mount Viria begins its chaotic eruption and release of Io Particles, this corrupts various races who had settled in the area as well as devastating the landscape. First records speaking of winged Demons snatching up sailors, later to be known as the Sajin appear. First Dwarven Civilization founded, Ancestral Worship and bronze Age technology. Elven regain something of a footing, start to learn magic with aid of the Jotun, among other races they establish the temple accord. All races will speak one language, follow one religion and have one text, Jotun are firmly established as the race of learning. Individual races would be added to this concord as time progresses, with the Humans and Dwarves being next. Golbins enter bronze age. 5,000 years ago: Dwarven-Man Alliance founded among several Clans and Kingdoms, alliance doesn't amount to much outside of trade. Great Human-Elven War: Bronze Age to early Steel Age conflict that lasted 40 years to no decisive outcome, establishment of peace accord and culture exchanges, the Kingdom of Rughzenhild in principle profits greatly among the human nations in this exchange. 4,500 years ago: Human Goblin War: Goblins decisively defeated by humans, pleading with mineral contracts and by manipulating the Orcs, the Goblins gain breathing space. Orcs Enter Bronze Age, stepping up raiding. Goblins and Dwarves perfect baseline industrialization techniques pushing into the Age of Steel, alongside the Elven and Humans. Activation of Moguz the Immortal. A Jotun Messenger with an unusual self will and lifespan. 4,000 years ago: Foundation of the Empire by High King of Rughzenhild, Herald Rhegan Foundation of the Elven Imperium under High King Hothgar 3,990 years ago: Elves discover the various demonic tribes of Mount Viria, first contact quickly turns to war, though the "Vulcan's" unify and hold off the Elvish Advance. There own prehistory was marked by numerous clan conflicts. 3,920 years ago: Morning War, First Human Orc War is fought, humans lose massive amounts of territory. Conflict lasted 30 years. 3,960 years ago: The Continuation War, 2nd Human Orc War; frontlines remain static, conflict lasted 40 years. The Church of Man takes up an active role in the conflict, fielding battle Chaplins. 3,870 years ago: Rhegan the Bloodthirsty, Thrid Empress of the Empire rises to power, leaving a profound effect upon the young nation. (That's to be edited in some other time, we wanted her to kick off the third war, taking up after Humanities Defeats in the First and 2nd.) This period is also known as the Unification War, Empress Rhegan used nationalism as justification to conquer and unify all remaining human lands, while building up relations she carries out a heavy hand crushing relations with the Goblins. Church of man gains massive powers, Establishment of the Inquisition, which many historians consider a cult built around the Empress herself. Her Reign would end at the age of 87, shrouded in mystery and myth. 3,790 years ago: War of Reclamation, the now King Herald Rhegan would launch a war against the Orcs, taking pages out of his mothers book literally, he's able to reclaim all land lost to the Greenskin horde, though he dies in battle, apparently assassinated by the Inquistion. Civil War occurs in which a regency console for his son Kamer is placed into power by the Church. Elven-Sajin War: Sajin forces carry out decisive raids and hold the upper hand until the leave the forests. On open ground Elven Archers put an end to the winged Warriors. A peace accord is established 50 years later, where in exchange for males, notably human, the Saijin would serve as axillaries in the Elven Army. 3,500 years ago: The Great War, a conflict lasting for 120 years would erupt between the Orc and Human nations. Ultimately no progress was made, though the orcs took to learning from man. First drifters appear in Orc lines. 3,300 years ago: The Great Revolt, slaves upraised against their Sajin masters, demanding better treatment and rights, overseen by Queen Jian Xia, a peace accord is established, treatment of slaves is changed and cultural revolution takes hold, from that point onwards outside of myths and public fears, being taken by the Sajin wasn't such a bad deal as prior. Sajin Society is broken down into a cast of Warriors and of Civil Servants, while still war like the first major notions of trade and culture flourish thanks to Jian Xia's rule. So far in Sajin history, she is the only one to have the title "The Great Mother". 3,300-2,000 years ago: Man finally learns of magic, or at least how to use it, House Rhegan falls, though an offshoot of the family would rise to power in the distant future. Elves locked in constant state of War with the Vulcan's, to no effect. Hostilities settle down into a "cold war" while the Vulcan's form a global spanning spy ring, dependent upon small trade vessels and circuses. Humans begin co-operation with the elves on shipbuilding. Dwarves and Goblins become major industrial giants, fighting seagoing battles with one another in favor of human trade.. Dwarven High King Simon the Great, blows himself up attempting to reach space. Orcs unwillingly given in, joining the temple, taking on writing, the temple tongue and its religion so that they might purchase weapons from the Goblins. 2,000-1,700 years ago: 5th Orcish Human War. Orcs make no gains but inflict massive casualties on human forces. Both races rely overly on the Goblins for weaponry. War lasts for 60 years. Inquisition is outlawed, lurking in the Shadows a schism has formed within the churches ranks, the Inquisition seizes the Empresses eyes and becomes a secret order, keeping peace within the Empire, covertly. This was partly over the Inquisition being dead set against the High Office Induction of Mages in the Imperium of Man; Heresy act, all mages are vigorously hunted down and inducted as conscripts, leading to a "witch hunt" though given the 5th Orc War the process is slow. Sajin start to adopt Elven customs, losing much of their own culture, males become sort of equals in the society. Vulcan's steal the fruits of Elvenand Human labor, fielding large caravels, they become a dominate seapower, which helps Vulcan endure the various raids from the Elves. Not too mention being able to return the favor. Sajin begin to fall to Vulcan sway with the offer of being crew members onboard Vulcan ships. This leads to the 2nd Elven-Sajin War, lasting only two years and very light casualties the Sajin become indepednant of the Elves. 1,700-1,300 years ago: Musketry and Age of Sail, Magic becomes more and more widespread, the Church's oppression of mages continues unchecked Sajin begin trying to broker a peace between the Elves and Vulcan's House Rhegan regains control, though its a far distant family with a dubious claim at best. Goblin and Dwarves engage in 2nd Trade war, far destructive than the last, with the Goblins being shoved all the way back to their mountains. Orc Warbands begin assaulting the Empire along its borders in what would become the 2nd Great War. Gurthug, an orc thief, is saved by Heindrik Morrowing Crowley, direct descendant of the Empress and one of a number to obtain her eyes in the past. Being hunted by the Church the pair set of a series of unlikely events that 1,730 years ago, would kick off the Great Mage Rebellion. Lasting 10 years, a traitor in the company of Heindrik would betray the group, ending in his death, but not before he brought down terrible devastation upon the Church. Gurthug would go on, out of despair and vengeance for his friend, to take over the Orc Warbands. Waging war for the next 110 years. Passing away at the gates of the Imperial Capital, on his feet and of old age, his reign lead to massive incorporation of human technology and ideas, though all Orc gains were lost in the wake of the greatest warboss to ever live. Accounting the raids, this war lasted 140 long years, badly depleting human and orc forces alike. Moguz the Immortal vanishes from all trace, some believe him to have died while aboard a ship. The Inquisition emerges from the Shadows, swiftly taking control of the situation and lessening the hold on the Mages, though there work is undone towards the later part of this Era leading to yet another rebellion and the removal of house Rhegan once more. Foundation of the Mage Gallows, enormous prisons made out of concrete and steel and reinforced with multiple Io nulification enchantments. The objective of the Gallows was to imprison inducted Mages and to kick off a secret Church's plan in which Mages were going to be utilized for war. 5th Orc-Human War slows down progress of the Gallows, but after the end of the Second Great War and following the foundation of the Templar Order, an order of warriors whose only objectives is to hunt down Mages and keep them under control, the Church grows in power even further thanks to the utilization of Heindrik Morrowing's Eyes as a 'bread and circus' strategy to keep the population appeased. The Church takes to the Inquisition's tactic of keeping to the shadows and to the outsiders shows a new "reformation" of antique ideals. In the end, however, the Church's main branch remains the same, with the war-focused efforts and incredibly racist ideals, they also start an experiment to utilize Mages to create creatures of War, ultimately resulting in the Vampire Revolt later on. 1,300 years ago: Events of the Vampire rebellion would unfold, after experimentation and fear of another war with the Orcs, Humans on accident created Vampire soldiers. Following in the footsteps of the ever erupting Mount Viria. Not more than a few years later, a renowned General, Anastasia Grimm, would lead a rebellion on there behalf. Having been given unnatural life, and the Church being back in control, treatment would be as it was on the Mages many years before. Nothing had been learned. Though this time history would play out different, with the aid of the Vulcan's the Vampires would flee with many scores of hostages, laying claim to the Content shared by the Dwarves and Jotun, they were effectively past Man's reach, or at least a reach to be worth it. The Vampires would establish themselves somewhat well, allowing the humans that did escape to form cities on the surface with the Dwarves help. The Dwarves not taking kindly to the Vampires have had a number of minor skirmishes with them in recent years, but the pleads of the humans caught in the middle, and the attempts to keep peace with the Jotun have lead to a stalemate. 1,000 years ago to present: Minus a few minor Skirmishes, and 80 years prior the 7th Human Orc War, this period has been rather peaceful, minus of course small wars, civil conflicts, the re-emergence of the Inquisition. The Vulcans and Elves seem on the verge of a permeant peace, ironically at the hands of the Sajin. Dwraven and Goblin kind seem to be in an arms race. Trade has boomed, technology as well. Landships and airships, airplanes and the first magic and mechanically powered ships appear advancing as the era's pass. (WW1-Victorian level tech at the end of this age) Hero's have largely been forgotten... The Mage Gallows are turned into centers of mage study, though the populations distrust of mages, remains within the Empire, the Templar order remains, but the restrictions have eased. Given technology has reached on par with, or in some ways out stripped it. With the Vampire revolt fresh in the minds of most, the Church is someone split, with a more liberal and conservative element. The Inquisitional Order, playing from the sidelines seem to be staying out of the Churches issues, though some of the Secret Orders members likely remain within its body. That is until 20 years ago, when an unknown army has returned, from mysterious portals, claiming the land as their own. All attempts to dislodge them have failed, and in the case of the Goblins lead to devastation upon their kind and cities in retaliation. These beings have made no effort to communicate with us, and always collect what dead is inflicted upon them. Minus the words of Jotun messengers, this threat is equal to those in legends past, on a complacent, if only somewhat peaceful populace. If what they say is true, Champions of the Gods shall arrive to aid us when our need is most great... Which may be seen judging by the massing's of soldiers and weapons unknown, looking toward us behind masked helmets, eagerly awaiting the order to advance. Character Skeleton Options marked with a * are optional and are not necessary for the approval of your Character Sheet. Name: *Family Name: The name of your character’s family, if this is not important, ignore it *Title: A title given to your character by some form of government or higher power *Nickname: A name given to your character by public, be it military or civilian Age: All Champions are revived with the “age” where their abilities were at their apex Period: Race: Historic Feats: What did your character accomplish during his time? All characters need some sort of historic importance, be it bad or good. They don’t necessarily need to be warriors either. Traders and politicians might have even more impact in history than warlords and generals. Death: Age of death and a brief IC post of how and why the character died. Weapon: What weapons your character is adept with, if any Armor: what type of armor your character uses, if any Equipment: What extra equipment your character uses, if any *Masterpiece: Does your character have any weapon or piece of equipment that made him famous? If yes, does he still have it now? Abilities: What kind of abilities does your character have? This can fit for both in-combat abilities and out-of-combat abilities. Inabilities: What is it that your character seemingly can’t do well no matter how hard he tries? *Hobbies: God: the God who selected your character and their element Here's the list of Gods Somni - The God of Sleep and Dreams - Open Methos - The God of Justice and Revenge @Detective Zero -Reserved Yamakar - The Goddess of Lies and Deceit Nomikar - The Goddess of Fears and Hopes @Reanimator Bob Hanakar - The Goddess of Balance and Equilibrium - @Ulysses Alathos - The God of War and Victory @BlueFlameNikku - Reserved Wrothgar - The God of Rage and Anger @Beowulf - Reserved Naleerith - The Goddess of Greed and Want @EmperorsChosen - Reserved. Meerith - The Goddess of Lust and Desire @VerbalAbuse - Reserved Irthgar - The God of Sloth and Inactivity - Open Orthgar - The God of Envy and Jealousy - @BlueFlameNikku - Reserved Aelerith - The Goddess of Pride and Hubris @Random - Reserved. Class: In an RPG, what class would your character be? God Energy: all characters start with 300 and with 300 being the maximum amount God Energy is the energy given to the Champions by the Gods themselves. This is an OOC systems, but PC’s may notice that they now possess God Energy to be freely used. However, the use of God Energy has to be accurate, as it recovers extremely slowly and it is vital to keep the powers given to a Champion. God Energy naturally grants their users super-human status, but using God Energy dwindles these powers. A low enough amount of God Energy may cause a Champion to be slowed, weaker, less resistant, with slower reflexes and weaker Io spells. Additionally, the excessive use of God Energy, beyond the 0 mark will cause the Champion to faint or maybe even die depending on the spell used. Each God has their own unique, special Energy that can be recognized by Champions or maybe even Mages. God Spells: All Champions receive a portion of a God’s powers. These powers are called “God Spells”, supremely powerful spells that utilize the energy from that God to be used. All spells have a cost, but there are three different types of God Spells: Sustained God Spells: Sustained God Spells are divided in two categories, but their general premise is that they periodically consume God Energy in one way or another. These spells are powerful upgrades and new formulas of previous powers or simple improved racial abilities, such as a Vampire’s Blood Rage becoming the Blood God’s Rampage. Limiting Sustained Spell: A limiting sustained spell limits the amount of God Energy a character can use but grants them powerful over-time abilities. The said amount of God Energy cannot be used and is considered as not being even present. These spells limit a large amount of God Energy by default and for one to access their true power, they must consume half of the limited amount, granting even greater power than before, but for a short time. This also can only be done once per cast. Consuming Sustained Spell: The typical sustained spell, periodically consumes God Energy to feed it’s power. These spells sometimes may have activation costs or not and their costs usually increase for every second they remain active. Active Spell: Active Spells are spells that immediately consume an amount of God Energy in order to be triggered. These spells vary quite a bit in power and cost. These spells are what classify Champions as chosen by God, these are extreme versions, which usually mix both Io and God Energy into special techniques. These spells may even sometimes constitute combos that may cause massive damage. Passive Spell: The weakest of the three types, these spells require that you have a certain amount of maximum or current God Energy to remain active. Once the amount of God Energy falls below a certain threshold, the Passive Spell becomes inactive and will only activate again after a set period of time, which starts ticking after the required amount of God Energy is obtained. Passive spells tend to be utility oriented, seeing as God Energy already grants the Champions a near super-human physical condition. Io Affinity: The elements to which your character is attuned with. Io is extremely sensitive to it’s surroundings, and it changes drastically depending even on people’s emotions. Because of this, the presence of the Champions and their attunement to the world may cause modification in it, resembling somewhat of an aura. This affinity creates a field of energy equal in element to the Champion’s attunement. Some Champions may be so connected to Io that they can literally make it take physical form around them. The use of Io is nearly limitless, but it does not alter reality, space or time due to it’s intrinsic connection to living beings. Even then, the only ones capable of altering reality and space are the three Major Gods, whose very existence is based around these natural elements. The available elements will vary greatly, so all characters may choose two different affinities and explain what the reactions of Io are to the Champion’s affinity. This affinity may not even be magical at all, as in the case of the Dwarfs, who instead can use nature's energy to generate outworldly strength and resilience. Io Affinity can vary greatly and because of that, some people use the Io around them to further their strengths and cover their weaknesses. It is a good option for wielders of this type of Io so that they do not lose their godlike strength and resilience after using a God Spell. *Special Moves: Unlike God Energy, Io is a natural element of Isaiha and it’s uses are limited to much smaller scales when compared to the God Spells, but their use is invaluable in combat. Io recovers much faster than God Energy, and can be used multiple times while in combat. Elemental Spells use the modified Io around a mage/champion to draw forth powerful attacks based on it. These attacks are usually energy-based, but other types of spells may include self-buffing. EXPLANATION ABOUT SPELLS SYSTEM: Spell Name: Self-explanatory Affinity: The affinity used to cast the spell Scale: Goes from Small to Ultimate. Ultimates are currently locked since they're HUGE Spells with immense power. Small - Usually melee or personal spells, single target spells also fall under this category if they follow previous orders. Medium - Spells with some AoE or with massive single-target damage. Spells of multi-target or with single-target with at least some sort of AoE effect apply here. Large - Spells with a large AoE or with very large multi-target range or with large AoE after-effects. AoE Type: The type of AoE your ability uses. As I showed above, just a short description, really. Either cone, circular, half-moon, line, etc. You get the gist of it. Description: A brief description of the spell. Appearance: Fantasy or Anime pictures only, please Height: Weight: *Extra: Any other information pertaining to the character’s appearance Personality: *Family Relationships: Reputation: History: Rules: As per usual, all Iwaku Rules apply. No Godmodding, Meta-gaming or powermoving. The last one may be used as a tool to move the story forward if there is little activity or if the story has been on a stop for too long. I expect at least Adept RPing levels. This means 3 paragraphs per post is my minimum requirement. Time limit for posting is 1 week. I'll be severe with judging inactive players. No OOC quarelling... Period. If you have a problem with someone, discuss it in private, not in the RP. By joining this RP and creating a character, you're hereby admitting that you're 14+ years old and that you'll accept some slightly heavy themes in this RP. Keep 18+ faded to black, though. Third person RPing only. First person RPing is disorienting and blatantly weird(sorry first person RPers, lol).