Post by Azuloth on Jun 14, 2016 20:29:06 GMT -5
Players should use this handy guide to help immerse themselves and their characters into the world of Cruinthe.
The Humans
As far as people know within The Five Kingdoms of Humanity there is only one demographic of human. Most of those people are dark haired, dark or blue eyed European types. Most if not all are fair skinned. Blond hair is a rarity in the land and is usually remarked as a light blessed person. People with red hair are nearly non-existent. Many humans dye their hair as a sign of wealth or power. Tattooing is also reserved for the rich or powerful. Humans in The Five Kingdoms of Humanity do not pierce their skin or any other part of their body as they believe it compromises any sort of barrier against evil. They come in a variety of shapes and sizes.
Humans are a hard working race on average, though their worst traits are selfishness and greed. Though they are known for banding together against a common foe, as soon as any external threat is eliminated they are known for fighting against each other. Despite their faults there are more than enough of them that try to make each other’s lives better.
Religion was outlawed in the Sovereign Kingdom of Cruinthe. It is blamed as a cause of much strife and degeneracy. Millions were slaughtered in several wars between the country and those that worshipped the dark gods and their terrible avatars and demons. As of the current era, no religious texts are known to have survived the purging and most that do practice a religion only worship the light or darkness on a general level.
Magical practice was institutionalized in the sovereign kingdom of Cruinthe, all those that are capable of wielding magic are sent to an academy and taken from their families at the age of six. They are fostered there until they are adults and then are forced into service of the crown’s mage battalions. Julgrava’s enforcers execute these and more draconian laws at the point of the sword. The truth is much uglier. Ninety percent of the foster children don't make it through the academy, and those that do, tend to block out the bloodier memories or are brainwashed to not remember them. These people serve as mage hunters for the crown, perpetuating the cycle.
Selbria is a province of the Sovereign Kingdom of Cruinthe, as are Cahalia, Fringoth, and Hek’Cruica. Though technically they are supposed to follow all of its laws, the local governors are more or less lenient on the laws surrounding religion and magical practice.
Human culture in the region varies. Where Hek’Cruica has a closed off society that favors modesty, sacrifice and conservatism. Cahalia is more liberal in their attitudes about tolerance in general. Selbria’s culture centrals around self-secrecy and a lack of emotional expression. People show their emotions to others only in complete privacy in a one on one setting. The Selbrians are traumatized and scarred from all they’ve been through, though they as a people don’t have a record of what exactly had transpired, all they know is that they were all betrayed, butchered, and nearly annihilated by their own allies. Fringoth is almost a direct mirror of Selbria except the people are outspoken about how they feel about outsiders and people of other races, which is not positive.
The people from The Sovereign Kingdom of Cruinthe are naturally xenophobic and do not allow others into their country without proper certification and trust. Usually only emissaries/diplomats, foreign lords and their cohorts, and traders are allowed into the country. Traders are only allowed as far as the merchant towns near the borders. Permanent residence in Cruinthe is hard to acquire if you were born in a foreign country, and usually comes with service to the crown in some fashion or another. Be that military service, or by providing some kind of trade skill or social benefit to the people.
The average lifespan of a human during these times is fifty or sixty years.
The Skaldi
The Skaldi are a race of lizard-people that have lived within the boundaries of The Five Kingdoms of Humanity since before humans were known to come to the lands according to their oral history. They are a tribal people that strive to exist in harmony with nature to better understand themselves and the world they live in. Normally they are a peaceful people of hunters and gatherers but for the past millennia or so they have been routinely hunted by the humans that have settled within the Five Kingdoms of Humanity.
This encroachment, violence, and undue racism towards them has caused them to shift from a society that would rather be left alone, to one that raids and carries out brutal violence. There are no Skaldi that are accepted within human civilization other than those that are enslaved and trafficked for their strength. Those that have been enslaved, have been so for generations. They are casually referred to by the free skaldi as “Gorklu” which is a slang term for “one who has given up his fighting spirit”.
The Skaldi clans are not as widespread as they used to be. Despite the lack of organized raids on their territory, and aggression with the humans, their numbers have been dwindling for the past two centuries. Only two clans remain in operation in The Sovereign Kingdom of Cruinthe, and one clan remains in Selbria.
Of the two clans, the Shadowscales are the more violent and territorial. They inhabit The Brakish Pits, a swampland in the eastern region of Verenald Plains. Their societal structure is based upon strength. The leader of the clan is always the most powerful Skaldi among them.
The Flametongues in the north are not known to stay long in one place, and tend to be more secretive. Rumor is that they have been nearly wiped out.
Elkagr
Elkagr are the oldest known race in the world. They are tall, fair of skin and hair, and typically have green or blue eyes. Their ears are pointed. They seek perfection in everything they do. The Elkagr are mostly a mystery to the humans of the world post fall of the old kingdom. A swath of barren lands called the bone wastes marks the boundaries of their empire. Humanity and all the other races within bounds of the Bone Wastes must remain within or die. Elkagr are rarely seen in Cruinthe, and usually they are part of an emissary’s household and guard. They are a passionate people, known for striking out at the slightest provocation with extreme violence, and going off on rants about the things that interest them to great length. To humans it seems that the Elkagr do everything and feel everything to a degree that is unheard of, especially emotions.
The Empire of the High Born, from which the Elkagr hail, lords over the Five Kingdoms of Humanity, and in truth subjugate them. As the rulers of the world, the Elkagr often commit senseless acts of violence or do as they please in general as they can do so with impunity. Elkagr believe that all other races are inferior to them, and as such do not care if the other races suffer or die.
Elkagr are immortal, and tend to never fall ill. Death is a meaningless word to them, and seeing the death of their own kind is overly traumatizing.
The Elkagr worship a trio of gods known only by their aspect names: Power, Wisdom, and Justice. Many religious Elkagr agree that the current age is their utopia, that history has ended in their ideology, and how things are now is how they were meant to be in the beginning.
In regards to their relationship with the Drokagr, there is none. They try to stay as far away from them as possible.
Drokagr
Drokagr are a bastard race that had derived from the Elkagr. Banished underground for an ancient transgression according to lesson, the Drokagr are the dark skinned cousins of the Elkagr. The only traits that they have maintained in connection with their fair skinned cousins are the pointed ears, and the color of their eyes. The Drokagr have since changed as a race, becoming white of hair entirely and able to see perfectly well in the darkness. Their skin is very much like the color of coal or a dirty ash to better blend in with the dark caverns under the Darthaks. Since their banishment the Drokagr have developed a language that functions on the same grammatical level as the Elkagr’s language, but has very different vocabulary. Their culture, similarly, has changed to one that values metals, matriarchal lineage, and personal redemption and journeys.
The Drokagr in Cruinthe live in an enclave in the eastern region. The area is known as Korasus, and the colony is 95% full blooded Drokagr. Though the elders have lived more than two hundred years, they do not discuss what happened before Julgrava ascended to the throne as they believe it is the past and only the future matters. Those half-breeds that live in the colony are usually left alone unless they make trouble for the rest.
A drokagr is only immortal so long as they are surrounded by their own people, contrary to the Elkagr who are immortal regardless of whether or not they are alone or among others. To express their individuality, many Drokagr dye their hair.
The practice of magic in Korasus is not illegal but also not encouraged either. Those that are magically inclined are steered towards theory, and academics, rather than mastery of the power.
The Drokagr are religious only to a certain deity they call Azuloth, the Redeemer. They also tend to steer clear of Elkagr as much as possible. They tend to pity humanity as well, and frequently launch charity missions.
Drakagr
The Drakagr have only been referenced vaguely in legends and lore. They are described as massive reptilian beasts that breathe fire and hoard treasures. According to legend, they live in mountains, caves, swamps, and deep lakes. No Drakagr, or in the common tongue: Dragon, has been seen in living memory.
Orkagr
A vaguely referenced group of people by the commoners of Cahalia and Selbria. They no longer exist. Legend says they were huge and brutish, as well as colored green and brown.
Half-Breed: Elkagr-Human:
The Half-Elkagr sits in an interesting space of Cruinthian Society. As half-elkagr, the humans around them tend to loathe them, where the elves look down on them as dirty blooded mutts. Unable to catch a break, most half-elkagr live their lives with others of their kind. Not nearly as emotionally unfettered as the elkagr, and not nearly as emotionally dull as humans, the half-breeds occupy a fine line between. The half-elkagr live a longer life than their human parents, but are still mortal. Their average life expectancy is around a hundred and twenty years.
Half-Breed: Drokagr-Human:
The Half-Drokagr can, according to legend, trace their lineage back to a single man and woman. This is unlikely but not disproven. Half-drokagr are similar to Drokagr in that they can see perfectly well in the dark, have pointed ears, and have naturally white hair. Their skin is typically an ashen gray color, though very few have paler skin more like humans. Almost all of them have a family tattoo, the majority of which have the Zig-zag pattern which starts long at the top and ends at a point at the bottom. Some half-breeds have mutated a little, either with demi-fangs, or black sclera and elliptical eyes, which are also family identifiers.
The Half-drokagr sit on the edges of Drokagr society, typically left alone by their pure blooded brethren.
Races
The Humans
As far as people know within The Five Kingdoms of Humanity there is only one demographic of human. Most of those people are dark haired, dark or blue eyed European types. Most if not all are fair skinned. Blond hair is a rarity in the land and is usually remarked as a light blessed person. People with red hair are nearly non-existent. Many humans dye their hair as a sign of wealth or power. Tattooing is also reserved for the rich or powerful. Humans in The Five Kingdoms of Humanity do not pierce their skin or any other part of their body as they believe it compromises any sort of barrier against evil. They come in a variety of shapes and sizes.
Humans are a hard working race on average, though their worst traits are selfishness and greed. Though they are known for banding together against a common foe, as soon as any external threat is eliminated they are known for fighting against each other. Despite their faults there are more than enough of them that try to make each other’s lives better.
Religion was outlawed in the Sovereign Kingdom of Cruinthe. It is blamed as a cause of much strife and degeneracy. Millions were slaughtered in several wars between the country and those that worshipped the dark gods and their terrible avatars and demons. As of the current era, no religious texts are known to have survived the purging and most that do practice a religion only worship the light or darkness on a general level.
Magical practice was institutionalized in the sovereign kingdom of Cruinthe, all those that are capable of wielding magic are sent to an academy and taken from their families at the age of six. They are fostered there until they are adults and then are forced into service of the crown’s mage battalions. Julgrava’s enforcers execute these and more draconian laws at the point of the sword. The truth is much uglier. Ninety percent of the foster children don't make it through the academy, and those that do, tend to block out the bloodier memories or are brainwashed to not remember them. These people serve as mage hunters for the crown, perpetuating the cycle.
Selbria is a province of the Sovereign Kingdom of Cruinthe, as are Cahalia, Fringoth, and Hek’Cruica. Though technically they are supposed to follow all of its laws, the local governors are more or less lenient on the laws surrounding religion and magical practice.
Human culture in the region varies. Where Hek’Cruica has a closed off society that favors modesty, sacrifice and conservatism. Cahalia is more liberal in their attitudes about tolerance in general. Selbria’s culture centrals around self-secrecy and a lack of emotional expression. People show their emotions to others only in complete privacy in a one on one setting. The Selbrians are traumatized and scarred from all they’ve been through, though they as a people don’t have a record of what exactly had transpired, all they know is that they were all betrayed, butchered, and nearly annihilated by their own allies. Fringoth is almost a direct mirror of Selbria except the people are outspoken about how they feel about outsiders and people of other races, which is not positive.
The people from The Sovereign Kingdom of Cruinthe are naturally xenophobic and do not allow others into their country without proper certification and trust. Usually only emissaries/diplomats, foreign lords and their cohorts, and traders are allowed into the country. Traders are only allowed as far as the merchant towns near the borders. Permanent residence in Cruinthe is hard to acquire if you were born in a foreign country, and usually comes with service to the crown in some fashion or another. Be that military service, or by providing some kind of trade skill or social benefit to the people.
The average lifespan of a human during these times is fifty or sixty years.
The Skaldi
The Skaldi are a race of lizard-people that have lived within the boundaries of The Five Kingdoms of Humanity since before humans were known to come to the lands according to their oral history. They are a tribal people that strive to exist in harmony with nature to better understand themselves and the world they live in. Normally they are a peaceful people of hunters and gatherers but for the past millennia or so they have been routinely hunted by the humans that have settled within the Five Kingdoms of Humanity.
This encroachment, violence, and undue racism towards them has caused them to shift from a society that would rather be left alone, to one that raids and carries out brutal violence. There are no Skaldi that are accepted within human civilization other than those that are enslaved and trafficked for their strength. Those that have been enslaved, have been so for generations. They are casually referred to by the free skaldi as “Gorklu” which is a slang term for “one who has given up his fighting spirit”.
The Skaldi clans are not as widespread as they used to be. Despite the lack of organized raids on their territory, and aggression with the humans, their numbers have been dwindling for the past two centuries. Only two clans remain in operation in The Sovereign Kingdom of Cruinthe, and one clan remains in Selbria.
Of the two clans, the Shadowscales are the more violent and territorial. They inhabit The Brakish Pits, a swampland in the eastern region of Verenald Plains. Their societal structure is based upon strength. The leader of the clan is always the most powerful Skaldi among them.
The Flametongues in the north are not known to stay long in one place, and tend to be more secretive. Rumor is that they have been nearly wiped out.
Elkagr
Elkagr are the oldest known race in the world. They are tall, fair of skin and hair, and typically have green or blue eyes. Their ears are pointed. They seek perfection in everything they do. The Elkagr are mostly a mystery to the humans of the world post fall of the old kingdom. A swath of barren lands called the bone wastes marks the boundaries of their empire. Humanity and all the other races within bounds of the Bone Wastes must remain within or die. Elkagr are rarely seen in Cruinthe, and usually they are part of an emissary’s household and guard. They are a passionate people, known for striking out at the slightest provocation with extreme violence, and going off on rants about the things that interest them to great length. To humans it seems that the Elkagr do everything and feel everything to a degree that is unheard of, especially emotions.
The Empire of the High Born, from which the Elkagr hail, lords over the Five Kingdoms of Humanity, and in truth subjugate them. As the rulers of the world, the Elkagr often commit senseless acts of violence or do as they please in general as they can do so with impunity. Elkagr believe that all other races are inferior to them, and as such do not care if the other races suffer or die.
Elkagr are immortal, and tend to never fall ill. Death is a meaningless word to them, and seeing the death of their own kind is overly traumatizing.
The Elkagr worship a trio of gods known only by their aspect names: Power, Wisdom, and Justice. Many religious Elkagr agree that the current age is their utopia, that history has ended in their ideology, and how things are now is how they were meant to be in the beginning.
In regards to their relationship with the Drokagr, there is none. They try to stay as far away from them as possible.
Drokagr
Drokagr are a bastard race that had derived from the Elkagr. Banished underground for an ancient transgression according to lesson, the Drokagr are the dark skinned cousins of the Elkagr. The only traits that they have maintained in connection with their fair skinned cousins are the pointed ears, and the color of their eyes. The Drokagr have since changed as a race, becoming white of hair entirely and able to see perfectly well in the darkness. Their skin is very much like the color of coal or a dirty ash to better blend in with the dark caverns under the Darthaks. Since their banishment the Drokagr have developed a language that functions on the same grammatical level as the Elkagr’s language, but has very different vocabulary. Their culture, similarly, has changed to one that values metals, matriarchal lineage, and personal redemption and journeys.
The Drokagr in Cruinthe live in an enclave in the eastern region. The area is known as Korasus, and the colony is 95% full blooded Drokagr. Though the elders have lived more than two hundred years, they do not discuss what happened before Julgrava ascended to the throne as they believe it is the past and only the future matters. Those half-breeds that live in the colony are usually left alone unless they make trouble for the rest.
A drokagr is only immortal so long as they are surrounded by their own people, contrary to the Elkagr who are immortal regardless of whether or not they are alone or among others. To express their individuality, many Drokagr dye their hair.
The practice of magic in Korasus is not illegal but also not encouraged either. Those that are magically inclined are steered towards theory, and academics, rather than mastery of the power.
The Drokagr are religious only to a certain deity they call Azuloth, the Redeemer. They also tend to steer clear of Elkagr as much as possible. They tend to pity humanity as well, and frequently launch charity missions.
Drakagr
The Drakagr have only been referenced vaguely in legends and lore. They are described as massive reptilian beasts that breathe fire and hoard treasures. According to legend, they live in mountains, caves, swamps, and deep lakes. No Drakagr, or in the common tongue: Dragon, has been seen in living memory.
Orkagr
A vaguely referenced group of people by the commoners of Cahalia and Selbria. They no longer exist. Legend says they were huge and brutish, as well as colored green and brown.
Half-Breed: Elkagr-Human:
The Half-Elkagr sits in an interesting space of Cruinthian Society. As half-elkagr, the humans around them tend to loathe them, where the elves look down on them as dirty blooded mutts. Unable to catch a break, most half-elkagr live their lives with others of their kind. Not nearly as emotionally unfettered as the elkagr, and not nearly as emotionally dull as humans, the half-breeds occupy a fine line between. The half-elkagr live a longer life than their human parents, but are still mortal. Their average life expectancy is around a hundred and twenty years.
Half-Breed: Drokagr-Human:
The Half-Drokagr can, according to legend, trace their lineage back to a single man and woman. This is unlikely but not disproven. Half-drokagr are similar to Drokagr in that they can see perfectly well in the dark, have pointed ears, and have naturally white hair. Their skin is typically an ashen gray color, though very few have paler skin more like humans. Almost all of them have a family tattoo, the majority of which have the Zig-zag pattern which starts long at the top and ends at a point at the bottom. Some half-breeds have mutated a little, either with demi-fangs, or black sclera and elliptical eyes, which are also family identifiers.
The Half-drokagr sit on the edges of Drokagr society, typically left alone by their pure blooded brethren.