Indenum
Indenum
There are seven different Kingdoms in the Realm of Indenum. Each Kingdom is out for what is best for itself, with the one exception of Coreta, the Healing Kingdom.
There is Trade between the Kingdoms, for each Kingdom has one major commodity the others lack. But there is Raiding just as often as Trading between neighboring Kingdoms.
There is no Kingdom of a single race, but a mixing of races in each to some degree depending on terrain. Most are born to their particular Kingdom.
There are only two Kingdoms that a person doesn’t have to be born to, but instead a person can choose to move, or be recruited, to; Coreta, the Healing Kingdom and Ursea, Kingdom of the High Seas.
Races of Indenum
The Elves
Youthful-seeming men and women of great beauty, similar to humans but fairer and wiser, more elongated and narrow facial features, large, slightly slanted eyes, and pointed ears. They have greater spiritual powers, keener senses, a closer empathy with nature, and have a natural bent towards magic. They were the First Race to arrive on the world, are nearly immortal, living for two or three thousand years. There has even been noted some rare exceptions living to four and five thousand years.
Their long lives gives them the possibilities to become great craftsmen, smiths, and fierce warriors, just about anything they put their minds too. They have watched the Dawning of the other races in Indenum, and still concider them rather young as races go. This view tends to make them seem haughty, arrogant, and a bit condecending when dealing with non-Elven.
The Neko
About half the height of the average Human or Elf, they look much like a humanized Lynx. They have tuft ears and cheeks, short, bobbed tails fur that covers their bodies and is dappled in colouring, and retractable claws on hands and feet. They are very curious and intelligent, as well as creative. They are generally inventors or scholars. This is the Second Race to appear in the Land. They are short lived much like Humans, living to about ninety years with rare exceptions living to a hundred.
The Humans
The Third Race to arrive in the world. They are actually evolved from apes. They come in many varieties, just like our own world. They are short-lived, the oldest reaching a hundred years. They are more social and tolerant than most the other races, accepting the company of any with noticeably less complaint. Because of their shorter lives, they generally want to learn it all as quickly as they can.
The Dwarves
A short, stocky humanoid creature, with excessive hair (both male and female), and able to see in complete darkness as if it is an overcast day. The Fourth Race to enter the world, they are actually an off-shoot of Humans. In the early times of Human history, when they discovered mining, many Humans lived their entire lives underground. This changed their physiology through the centuries and generations.
They are a bit longer lived then Humans, by about four hundred years. Some have even been known to live to six hundred and seven hundred years. They are extremely skilled in mining and metallurgy. They are stronger then Humans due to the mining, smithing and such.
The Merfolk
This is actually the Fifth Race of Indenum, but they are thought to be mythical legends by all but coastal dwellers and the Pirates, who know better. Both have dealings with the Merfolk, the Pirates more so then the Land Lubbers.
There is only one type of Merfolk, but those who don’t know better, think there are three. All Merfolk are Human looking in body type, blue, silver, or silvery-blue in skin colouring, have blue, green, or bluish-green coloured hair, have webbed fingers and toes (when in full human form), and are amphibious (breathe air and water). They can also shape-shift between three different forms; human upper half with a fish tail, human form, and a human form whose legs each end in fins.
They stay hidden generally from other, only approaching Pirates regularly, and a few trusted Land Dwellers that have saved a Merfolk life, or let one go from their nets, something major that has gained their trust.
The Pirates actually deal fairly with Merfolk, considering them much like cousins, albeit, cousins that live below the waves.
*The Lycanthropes
Originally Druids from all four races, working great Druidic Magic created magically altered weapons to use against the darkness. They used some people from every race, but the Merfolk, and blended them with an animal the person found most affinity with, and thus the Lycanthropes were created. Unfortunately, after the Banishing of the Vast Evil, too many Druids were killed, and those left couldn’t change the people back. The Lycanthropes became the Sixth Race of the world. There are as many types of Lycanthropes from air, land, and sea, and they generally breed with their own animal types. Most animal types are of predators. They have bred true as a race.
They can shift between Human, their animal forms, and something in between the two easily and are immortal. The magic also altered their physical make up, and they now must survive on fresh meat and blood. It is only the most evil of the race that will attack and eat a humaniod. They have super human speed, heightened sense of smell, and can regenerate a vast majority of wounds. What will kill a Lycanthrope is decapitaion, fire, lack of fresh meat and blood, and silver introduced to the bloodstream.
*The Vampires
Back in the misty ages, during the Race Wars, mages from all of the first four Races battled for their race. Mostly Elves and Humans, there were a handful or two of exceptional Nekos and Dwarves that could work magic as well. In the various battles, the Mages didn’t realize they had released a Vast Evil upon the land. When it was finally figured out, it caused the Races to set aside their differences and work together, the first time ever. The Mages, with help from Druids, and the support of the rest of the populations, managed to Banish the Vast Evil. Just before It was Banished completely, It Cursed the Mages, and thus the Vampires were created as the Seventh Race of the world. They have bred true as a race.
They are gaunt, pale, have long fingernails and fangs, and are immortal. The magic also altered their physical make up, and they now must survive on blood, it is only the most evil of the race that will drink humaniod blood. They have super human speed, heightened sense of smell, and can regenerate a vast majority of wounds. The worst sunlight can do to them is give them a sever sunburn with too long an exposure. So, they generally are well covered. What will kill a Vampire is decapitaion, fire, and lack of blood.
*Note: There are two types of both Vampires and Lycanthropes, those Born to it, and those Bitten. Something in both species’ saliva causes the transformation when it is introduced to a Non’s bloodstream, but they can’t change each other. Their own magic that sustains them cancels each other out.
The Twili
Once they were Human. After the Race War and the Great Magic of Banishing, the various races decided to continue the harmony. Six Kingdoms were decided upon and the members of every Race except the Merfolk, migrated to a Kingdom of their choice.
During the Millenia long Relocation, the Eighth Race was accidently created. A large clan of Theives in the Kingdom of Dry Waters was looking for a Base of Operations. One day they stumbled upon the remains of magic left over from the Vast Evil and were altered and twisted by the magic.
They are either dark, tanned skin with red eyes, or mostly black skinned while their faces, necks, and chests have gray patterns in marked contrast to the rest of their bodies and yellow eyes. Both types have red hair, and a small crystal embedded in their forhead. They have a “stretched” appearance, long limbs, necks, and heads, and great variences in overall height.They are all slender, almost emancipated, and appear as Arab harem-style figures and garb.
The magic that twisted them also make them immortal and masters of the Dark Magics. Few live to tell about the Twili. They are often considered a feaver dream brought on by dehydration and heat exhaustion.
Half Breeds
Half Breeds do exist in every Kingdom. They are rare, since they do not usually survive past early childhood. They tend to have a blending of both races. If Vamp, Lycan, or Twili are one of the Halfs, they are not Immortal, but live so long only full Lycan, Vamps, or Twilis know otherwise.
Kingdoms of Indenum
Asilini ~ the Kingdom of the Leaves
A forest Kingdom, their borders end at the tree lines. The Kingdom is generally Lawful or Good in its view and running. The main Trade Staple of this Kingdom is Wood. They also trade in forest herbs, fruits, vegetables, hides and meats of forest creatures. The Kingdom’s inhabitants are very good on Forest Husbandry and Conservation. It is nearly religious, for the people know, should the forest disappear, so disappears their ways of life.
The predominate races in this Kingdom are the Elves (mostly cities/towns), and the Lycanthropes (generally in packs/family groups in the forest proper). The Kingdom is ruled by an ancient Elven bloodline, while the Lycanthropes are the patrollers of the forest. Making sure no one poaches, cuts too many trees, trespasses, ect. There are seven habitations in this Kingdom, all fairly prosperous.
Silvana ~ Capital City (Walled)
Population: 15,996
Alignment: Lawful Neutral
Araxie ~ City
Population: 6,284
Alignment: Lawful Good
Vesta ~ City
Population: 7,358
Alignment: Lawful Evil
Parkyr ~ Town
Population: 4,498
Alignment: Neutral Good
Neesha ~ Town
Population: 1,552
Alignment: Lawful Neutral
Seda ~ Village
Population: 870
Alignment: Chaotic Good
Risa ~ Village
Population: 824
Alignment: Lawful Good
The rest of the populations, not within one of the seven centers, are in packs or clans that are semi-nomadic in nature.
Coreta ~ the Healing Kingdom
A Plains Kingdom located at the top of the continent, west of the Big Winds Kingdom and northwest of the Kingdom of the Leaves. The Kingdom is Good in its views and running. The main Trade Staple of this Kingdom is Healing, both magical and non-magical. They also Trade in farm goods and animals, and cloth.
The predominate races in this Kingdom are Humans and Vampires. The Kingdom is governed by a representative from each major habitation, with the capitol city having two representatives. There are six places of major habitation in this Kingdom.
Tiasira ~ Capital City (Walled)
Representatives: A Human and a Dwarf
Population: 23,307
Alignment: Lawful Good
Natias ~ Keep
Representative: Lycanthrope
Population: 54
Alignment: Lawful Good
Oikesi ~ Stronghold
Representative: Vampire
Population: 1,236
Alignment: Lawful Good
Radara ~ Town
Representative: Elf
Population: 3,076
Alignment: Chaotic Good
Eika ~ Village
Representative: Orc
Population: 481
Alignment: Neutral Good
Sinau ~ Hamlet
Population: 212
Representative: Half Breed
Alignment: Lawful Good
The countryside is full of single family farms that compromise the rest of the population in the Kingdom.
Mallena ~ the Kingdom of the Dry Waters
A Desert Kingdom south of the Five Wizards Kingdom. The views are generally Neutral or Evil. The main Trade Staple of this Kingdom is Glassware. They also trade in beautiful dyes, poisons, and various types of oils.
The predominate races of this Kingdom are Humans and Twili. The Kingdom is ruled by a Sheik. While the Sheik can, and generally does, pass on ruler ship to a son, history is dotted with a Dry Wateryn who has challenged, and won, a duel. Becoming the next Sheik, and Founder of the next dynasty. The current Dynasty is in its Fourth Generation having just inherited the Sheikdom from an uncle who had no sons.
While there are five major habitation in this Kingdom, there are many nomadic family clans that roam the entire desert as well. The major habitations have a constantly changing population as nomads come and go.
Im’cha ~ Capital City (Walled)
Population: 27,769 (last time a census was done)
Alignment: Chaotic Evil
Mor'kin Oasis ~ Keep
Population: 44 (last time a census was done)
Alignment: Neutral Evil
Rakoilt'q Oasis ~ Village
Population: 433 (last time a census was done)
Alignment: Lawful Neutral
Em'kal Oasis ~ Hamlet
Population: 309 (last time a census was done)
Alignment: Lawful Neutral
Kybla Oasis ~ Tent City
Population: 168 (last time a census was done)
Alignment: Lawful Good
There are also eight towers around the edges of the Kingdom towards the Five Wizards Kingdom. Nomadic family clans are also found near these towers.
A Basic Run Down on the Towers:
Population: 23
Alignment: Lawful Neutral
A Basic Run Down on a Nomadic Encampment:
Population: 70 (last time a census was done)
Alignment: Changes as often as the people do.
Trarcul ~ the Kingdom of Volcanoes
This is a Mountain Kingdom with active volcanoes in the lower half of the Kingdom. The views and running of this Kingdom is Lawful in nature. The main Trade Staple of this Kingdom is Steele and anything made of Steele. They also trade in blankets and cloaks made from mountain goat hairs and stone.
The predominate races of this Kingdom are Dwarves and Nekos. The ruling of this Kingdom is rather unique. The Kingdom is broke up into seven clans, each with their own center of habitation to rule. Each clan is a mix of all the races. The Clan Leadership is not an inherited potion, in the fact that it doesn’t get passed on generally through a bloodline. A Clan Leader is chosen for their wisdom, knowledge, and their actions showing that they are acting for the best of the clan. The Clan Leaders meet in the city of Firea every three months to compare Kingdom news and issues.
Firea ~ Capital City (Walled)
Clan: Warsmelter
Clan Leader: Dwarf
Population: 30,927
Alignment: Lawful Neutral
Draosia ~ Stronghold
Clan: Irondig
Clan Leader: Human
Population: 118
Alignment: Lawful Good
Ghaisia ~ Town
Clan: Goodfire
Clan Leader: Neko
Population: 1,297
Alignment: Lawful Neutral
Kalynia ~ Village
Clan: Grimflame
Clan Leader: Vampire
Population: 490
Alignment: Lawful Good
Untalia ~ Hamlet
Clan: Farlode
Clan Leader: Lycanthrope
Population: 105
Alignment: Lawful Good
Queysia ~ Monastery
Clan: Godsbolt
Clan Leader: Elf
Population: 49
Alignment: Lawful Good
Irynia ~ Religious Center
Clan: Holybreaker
Clan Leader: Half Breed
Population: 3,854
Alignment: Lawful Neutral
The rest of the population is scattered through the various clans’ areas with small mines.
Ursea ~ the Kingdom of the High Seas
This Kingdom is one of Pirates, with a few “honest” Traders thrown in. In truth, the “honest” Traders are only really honest with other pirates and the Merfolk. The views for this Kingdom are predominately Chaotic with circumstantial Lawfulness. Those that do trade, trade in the exotic bounty from the sea; octopi ink, whale blubber and oil, the more rare edibles that never come near the shore. This is also the ‘youngest’ of the Kingdoms.
There isn’t really a predominate race for this Kingdom, though if one believes in Myth, it would be the Merfolk then. The running of this Kingdom is loose, and sporadic. The islands and the Merfolk choose the nine strongest Captains to deal with the more tedious or distasteful of things. Captains in general tend to look out for themselves, their ships, and crew. The Nine Captains also add those land bound on the many islands surrounding the main continent. To outsiders, it seems that the Nine Captains are always changing; no Seavian will call the group other then the Mariners. So outsiders figure, as chaotic as the Pirates are, it must change often, if not daily.
There are no major habitation centers, but instead, huts and encampments dot the many islands. These places are for those too old, too young, crippled, or temporarily handicapped (wounded, pregnant, ect.) to survive on ship. They are also places where various ships can intermingle and trade. Also, the Pirates aren’t confined just to Indenum for Piracy. Some will raid and trade far away lands to bring back rare, exotic, interesting items.
A Basic Run Down on a Ship’s Complement:
**Population: varies by ship; anywhere from 50 – 100 sailors
Alignment: Varies by Captain
**Race types also varies by Captain, i.e. whatever race s/he is will more likely have that as the predominate population on ship.
Xanarnus ~ the Five Wizards Kingdom
This is the second, and largest, Plains Kingdom of Indenum. It is located between the Kingdom of Dry Waters (southwest), Kingdom of the Leaves (north), and Kingdom of Volcanoes (east). This Kingdom’s views are a mix of Lawful, Good, Neutral, and Evil. The Kingdoms main Trade Staple is horses of all types. They like the Kingdom of Healing, also trade in farm goods and animals and cloth.
The predominate races of this Kingdom are Vampires and Humans. The Kingdom is ruled by five Wizards who all reside in Orissa. Each Wizard commands an Element; Earth, Air, Fire, Water, and Spirit. And successors are decided by who is the most powerful in their Element. There are nine major habitation centers in the Kingdom.
Orissa ~ Capital City (Walled)
Wizards: Earth is a Lycanthrope; Air is a Vampire; Fire is a Human; Water is a Elf; Spirit is a Half Breed
Population: 27,650
Alignment: Neutral
Chicut ~ Town (Walled)
Population: 16,131
Alignment: Lawful Good
Boac ~ Village (Walled)
Population: 4,260
Alignment: Lawful Evil
Ysasit ~ City
Population: 6,675
Alignment: Lawful Evil
Dyanifer ~ Town
Population: 1,315
Alignment: Lawful Evil
Cyttan ~ Village
Population: 698
Alignment: Neutral Evil
Namorcion ~ Village
Population: 538
Alignment: Lawful Good
Jisec ~ Hamlet
Population: 393
Alignment: Neutral Good
Dretri ~ Hamlet
Population: 258
Alignment: Neutral Evil
The countryside is full of single and extended family farms that comprise the rest of the people of the Kingdom.
Zeeletus ~ the Big Winds Kingdom
This is the other Mountain Kingdom in Indenum. It is north of the Kingdom of the Leaves and east of the Healing Kingdom. This Kingdom is Lawful and Neutral in its views and running. The main Trade Staple
of this Kingdom are Precious Metals and Gems. They also trade in things made from the hairs of mountain goats and stone, much like the Kingdom of Volcanoes.
The predominate races in this Kingdom are Nekos and Dwarves. Kingdom ruler ship is decided by who wins the Challenge every time the old ruler dies. Challenges are set up to show strength, intelligence, wisdom, agility, and creativity. The Challenge is a physical competion. There are five main habitation centers in this Kingdom.
Zecha ~ Capital City (Walled)
Population: 19,775
Alignment: Neutral Good
Periw ~ City
Population: 9,348
Alignment: Lawful Evil
Nysup ~ Town
Population: 4,656
Alignment: Neutral Evil
Nysnar ~ Town
Population: 1,660
Alignment: Lawful Neutral
Etuk ~ Village
Population: 586
Alignment: Lawful Neutral
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Storyline
A Curse has fallen on the Realm of Indenum. Trading has virtually stopped, and Raiding is even more prevalent. People have become hateful, cruel, and vicious. In some places more so then usual. Only the Vampires, already Cursed and having first hand knowledge of such things, seem to realize what has happened. A few individuals in each race are aware that something is wrong, just not what exactly.
A secret meeting of the Vampires has met, and sent Seekers out to find the right individuals to help restore Indenum to rights. The Seekers have found and recruited these people. The Chosen now make their journeys to meet with the wisest ones of the Vampires to see what they must do.
Okay, the story will start with your characters finishing the last leg of their journeys to meet with the Vampires and the other Chosen. You can choose to either do a brief rundown on how your character was recruited in-story, or in the History of your character. If some of you wish to be friends or relatives picked for the journey and traveling together, that’s fine by me. You’re also welcome to play multi-characters as long as you can handle them. Otherwise, I may ask you to pick your favorite and just play that one.
Needed:
~ At least one more Vampire to go along as an “advisor” – I am playing two as it is.
~ At least one Healer.
~ Ideally, I’d like at least a char from every race and kingdom, but I won’t fuss over minor details like that.
~ There will be a Central Villain of all the Chaos. I’m planning on making it an NPC (unless someone has their heart set on playing him/her, then PM me to work out the details). They will pop up occasionally during story, but can’t be killed off until the end of the Quest, at least. Anyone would be welcome to use them as an NPC (unless someone grabs them as a PC). And every Central Villain needs Underlings, if anyone cares to make one or two, PCs or NPCs… but unless they are PCs, Underlings can be killed by anyone, no permission needed.
Not Needed: TBA
[color=teal]MG Name:[/color]
[color=teal]Char Name:[/color]
[color=teal]Race:[/color]
[color=teal]Gender:[/color]
[color=teal]Age:[/color]
[color=teal]Height:[/color]
[color=teal]Weight:[/color]
[color=teal]Appearance:[/color]
[color=teal]Personality:[/color]
[color=teal]Kingdom:[/color] (which one are you from)
[color=teal]City:[/color] (if your char is actually from one and not the countryside)
[color=teal]Clan:[/color] (from Trarcul Kingdom [b]only[/b], otherwise just delete)
[color=teal]Alignment:[/color] (Lawful, Chaotic, Neutral/Good, Evil, Neutral – Neutral Neutral would just be True Neutral)
[color=teal]Occupation:[/color] (job in life normally i.e. smith, warrior, mage, healer, weaver, scribe/scholar, ect.)
[color=teal]Weapon(s) Used:[/color] (if any)
[color=teal]Skills/Abilities:[/color] (magic or mundane or both – Lycan’s would put their shape shifting here and what animal type)
[color=teal]History:[/color]
[color=teal]Miscellaneous:[/color] (any extra info that doesn’t fit elsewhere can go here)
There are seven different Kingdoms in the Realm of Indenum. Each Kingdom is out for what is best for itself, with the one exception of Coreta, the Healing Kingdom.
There is Trade between the Kingdoms, for each Kingdom has one major commodity the others lack. But there is Raiding just as often as Trading between neighboring Kingdoms.
There is no Kingdom of a single race, but a mixing of races in each to some degree depending on terrain. Most are born to their particular Kingdom.
There are only two Kingdoms that a person doesn’t have to be born to, but instead a person can choose to move, or be recruited, to; Coreta, the Healing Kingdom and Ursea, Kingdom of the High Seas.
Races of Indenum
The Elves
Youthful-seeming men and women of great beauty, similar to humans but fairer and wiser, more elongated and narrow facial features, large, slightly slanted eyes, and pointed ears. They have greater spiritual powers, keener senses, a closer empathy with nature, and have a natural bent towards magic. They were the First Race to arrive on the world, are nearly immortal, living for two or three thousand years. There has even been noted some rare exceptions living to four and five thousand years.
Their long lives gives them the possibilities to become great craftsmen, smiths, and fierce warriors, just about anything they put their minds too. They have watched the Dawning of the other races in Indenum, and still concider them rather young as races go. This view tends to make them seem haughty, arrogant, and a bit condecending when dealing with non-Elven.
The Neko
About half the height of the average Human or Elf, they look much like a humanized Lynx. They have tuft ears and cheeks, short, bobbed tails fur that covers their bodies and is dappled in colouring, and retractable claws on hands and feet. They are very curious and intelligent, as well as creative. They are generally inventors or scholars. This is the Second Race to appear in the Land. They are short lived much like Humans, living to about ninety years with rare exceptions living to a hundred.
The Humans
The Third Race to arrive in the world. They are actually evolved from apes. They come in many varieties, just like our own world. They are short-lived, the oldest reaching a hundred years. They are more social and tolerant than most the other races, accepting the company of any with noticeably less complaint. Because of their shorter lives, they generally want to learn it all as quickly as they can.
The Dwarves
A short, stocky humanoid creature, with excessive hair (both male and female), and able to see in complete darkness as if it is an overcast day. The Fourth Race to enter the world, they are actually an off-shoot of Humans. In the early times of Human history, when they discovered mining, many Humans lived their entire lives underground. This changed their physiology through the centuries and generations.
They are a bit longer lived then Humans, by about four hundred years. Some have even been known to live to six hundred and seven hundred years. They are extremely skilled in mining and metallurgy. They are stronger then Humans due to the mining, smithing and such.
The Merfolk
This is actually the Fifth Race of Indenum, but they are thought to be mythical legends by all but coastal dwellers and the Pirates, who know better. Both have dealings with the Merfolk, the Pirates more so then the Land Lubbers.
There is only one type of Merfolk, but those who don’t know better, think there are three. All Merfolk are Human looking in body type, blue, silver, or silvery-blue in skin colouring, have blue, green, or bluish-green coloured hair, have webbed fingers and toes (when in full human form), and are amphibious (breathe air and water). They can also shape-shift between three different forms; human upper half with a fish tail, human form, and a human form whose legs each end in fins.
They stay hidden generally from other, only approaching Pirates regularly, and a few trusted Land Dwellers that have saved a Merfolk life, or let one go from their nets, something major that has gained their trust.
The Pirates actually deal fairly with Merfolk, considering them much like cousins, albeit, cousins that live below the waves.
*The Lycanthropes
Originally Druids from all four races, working great Druidic Magic created magically altered weapons to use against the darkness. They used some people from every race, but the Merfolk, and blended them with an animal the person found most affinity with, and thus the Lycanthropes were created. Unfortunately, after the Banishing of the Vast Evil, too many Druids were killed, and those left couldn’t change the people back. The Lycanthropes became the Sixth Race of the world. There are as many types of Lycanthropes from air, land, and sea, and they generally breed with their own animal types. Most animal types are of predators. They have bred true as a race.
They can shift between Human, their animal forms, and something in between the two easily and are immortal. The magic also altered their physical make up, and they now must survive on fresh meat and blood. It is only the most evil of the race that will attack and eat a humaniod. They have super human speed, heightened sense of smell, and can regenerate a vast majority of wounds. What will kill a Lycanthrope is decapitaion, fire, lack of fresh meat and blood, and silver introduced to the bloodstream.
*The Vampires
Back in the misty ages, during the Race Wars, mages from all of the first four Races battled for their race. Mostly Elves and Humans, there were a handful or two of exceptional Nekos and Dwarves that could work magic as well. In the various battles, the Mages didn’t realize they had released a Vast Evil upon the land. When it was finally figured out, it caused the Races to set aside their differences and work together, the first time ever. The Mages, with help from Druids, and the support of the rest of the populations, managed to Banish the Vast Evil. Just before It was Banished completely, It Cursed the Mages, and thus the Vampires were created as the Seventh Race of the world. They have bred true as a race.
They are gaunt, pale, have long fingernails and fangs, and are immortal. The magic also altered their physical make up, and they now must survive on blood, it is only the most evil of the race that will drink humaniod blood. They have super human speed, heightened sense of smell, and can regenerate a vast majority of wounds. The worst sunlight can do to them is give them a sever sunburn with too long an exposure. So, they generally are well covered. What will kill a Vampire is decapitaion, fire, and lack of blood.
*Note: There are two types of both Vampires and Lycanthropes, those Born to it, and those Bitten. Something in both species’ saliva causes the transformation when it is introduced to a Non’s bloodstream, but they can’t change each other. Their own magic that sustains them cancels each other out.
The Twili
Once they were Human. After the Race War and the Great Magic of Banishing, the various races decided to continue the harmony. Six Kingdoms were decided upon and the members of every Race except the Merfolk, migrated to a Kingdom of their choice.
During the Millenia long Relocation, the Eighth Race was accidently created. A large clan of Theives in the Kingdom of Dry Waters was looking for a Base of Operations. One day they stumbled upon the remains of magic left over from the Vast Evil and were altered and twisted by the magic.
They are either dark, tanned skin with red eyes, or mostly black skinned while their faces, necks, and chests have gray patterns in marked contrast to the rest of their bodies and yellow eyes. Both types have red hair, and a small crystal embedded in their forhead. They have a “stretched” appearance, long limbs, necks, and heads, and great variences in overall height.They are all slender, almost emancipated, and appear as Arab harem-style figures and garb.
The magic that twisted them also make them immortal and masters of the Dark Magics. Few live to tell about the Twili. They are often considered a feaver dream brought on by dehydration and heat exhaustion.
Half Breeds
Half Breeds do exist in every Kingdom. They are rare, since they do not usually survive past early childhood. They tend to have a blending of both races. If Vamp, Lycan, or Twili are one of the Halfs, they are not Immortal, but live so long only full Lycan, Vamps, or Twilis know otherwise.
Kingdoms of Indenum
Asilini ~ the Kingdom of the Leaves
A forest Kingdom, their borders end at the tree lines. The Kingdom is generally Lawful or Good in its view and running. The main Trade Staple of this Kingdom is Wood. They also trade in forest herbs, fruits, vegetables, hides and meats of forest creatures. The Kingdom’s inhabitants are very good on Forest Husbandry and Conservation. It is nearly religious, for the people know, should the forest disappear, so disappears their ways of life.
The predominate races in this Kingdom are the Elves (mostly cities/towns), and the Lycanthropes (generally in packs/family groups in the forest proper). The Kingdom is ruled by an ancient Elven bloodline, while the Lycanthropes are the patrollers of the forest. Making sure no one poaches, cuts too many trees, trespasses, ect. There are seven habitations in this Kingdom, all fairly prosperous.
Silvana ~ Capital City (Walled)
Population: 15,996
Alignment: Lawful Neutral
Araxie ~ City
Population: 6,284
Alignment: Lawful Good
Vesta ~ City
Population: 7,358
Alignment: Lawful Evil
Parkyr ~ Town
Population: 4,498
Alignment: Neutral Good
Neesha ~ Town
Population: 1,552
Alignment: Lawful Neutral
Seda ~ Village
Population: 870
Alignment: Chaotic Good
Risa ~ Village
Population: 824
Alignment: Lawful Good
The rest of the populations, not within one of the seven centers, are in packs or clans that are semi-nomadic in nature.
Coreta ~ the Healing Kingdom
A Plains Kingdom located at the top of the continent, west of the Big Winds Kingdom and northwest of the Kingdom of the Leaves. The Kingdom is Good in its views and running. The main Trade Staple of this Kingdom is Healing, both magical and non-magical. They also Trade in farm goods and animals, and cloth.
The predominate races in this Kingdom are Humans and Vampires. The Kingdom is governed by a representative from each major habitation, with the capitol city having two representatives. There are six places of major habitation in this Kingdom.
Tiasira ~ Capital City (Walled)
Representatives: A Human and a Dwarf
Population: 23,307
Alignment: Lawful Good
Natias ~ Keep
Representative: Lycanthrope
Population: 54
Alignment: Lawful Good
Oikesi ~ Stronghold
Representative: Vampire
Population: 1,236
Alignment: Lawful Good
Radara ~ Town
Representative: Elf
Population: 3,076
Alignment: Chaotic Good
Eika ~ Village
Representative: Orc
Population: 481
Alignment: Neutral Good
Sinau ~ Hamlet
Population: 212
Representative: Half Breed
Alignment: Lawful Good
The countryside is full of single family farms that compromise the rest of the population in the Kingdom.
Mallena ~ the Kingdom of the Dry Waters
A Desert Kingdom south of the Five Wizards Kingdom. The views are generally Neutral or Evil. The main Trade Staple of this Kingdom is Glassware. They also trade in beautiful dyes, poisons, and various types of oils.
The predominate races of this Kingdom are Humans and Twili. The Kingdom is ruled by a Sheik. While the Sheik can, and generally does, pass on ruler ship to a son, history is dotted with a Dry Wateryn who has challenged, and won, a duel. Becoming the next Sheik, and Founder of the next dynasty. The current Dynasty is in its Fourth Generation having just inherited the Sheikdom from an uncle who had no sons.
While there are five major habitation in this Kingdom, there are many nomadic family clans that roam the entire desert as well. The major habitations have a constantly changing population as nomads come and go.
Im’cha ~ Capital City (Walled)
Population: 27,769 (last time a census was done)
Alignment: Chaotic Evil
Mor'kin Oasis ~ Keep
Population: 44 (last time a census was done)
Alignment: Neutral Evil
Rakoilt'q Oasis ~ Village
Population: 433 (last time a census was done)
Alignment: Lawful Neutral
Em'kal Oasis ~ Hamlet
Population: 309 (last time a census was done)
Alignment: Lawful Neutral
Kybla Oasis ~ Tent City
Population: 168 (last time a census was done)
Alignment: Lawful Good
There are also eight towers around the edges of the Kingdom towards the Five Wizards Kingdom. Nomadic family clans are also found near these towers.
A Basic Run Down on the Towers:
Population: 23
Alignment: Lawful Neutral
A Basic Run Down on a Nomadic Encampment:
Population: 70 (last time a census was done)
Alignment: Changes as often as the people do.
Trarcul ~ the Kingdom of Volcanoes
This is a Mountain Kingdom with active volcanoes in the lower half of the Kingdom. The views and running of this Kingdom is Lawful in nature. The main Trade Staple of this Kingdom is Steele and anything made of Steele. They also trade in blankets and cloaks made from mountain goat hairs and stone.
The predominate races of this Kingdom are Dwarves and Nekos. The ruling of this Kingdom is rather unique. The Kingdom is broke up into seven clans, each with their own center of habitation to rule. Each clan is a mix of all the races. The Clan Leadership is not an inherited potion, in the fact that it doesn’t get passed on generally through a bloodline. A Clan Leader is chosen for their wisdom, knowledge, and their actions showing that they are acting for the best of the clan. The Clan Leaders meet in the city of Firea every three months to compare Kingdom news and issues.
Firea ~ Capital City (Walled)
Clan: Warsmelter
Clan Leader: Dwarf
Population: 30,927
Alignment: Lawful Neutral
Draosia ~ Stronghold
Clan: Irondig
Clan Leader: Human
Population: 118
Alignment: Lawful Good
Ghaisia ~ Town
Clan: Goodfire
Clan Leader: Neko
Population: 1,297
Alignment: Lawful Neutral
Kalynia ~ Village
Clan: Grimflame
Clan Leader: Vampire
Population: 490
Alignment: Lawful Good
Untalia ~ Hamlet
Clan: Farlode
Clan Leader: Lycanthrope
Population: 105
Alignment: Lawful Good
Queysia ~ Monastery
Clan: Godsbolt
Clan Leader: Elf
Population: 49
Alignment: Lawful Good
Irynia ~ Religious Center
Clan: Holybreaker
Clan Leader: Half Breed
Population: 3,854
Alignment: Lawful Neutral
The rest of the population is scattered through the various clans’ areas with small mines.
Ursea ~ the Kingdom of the High Seas
This Kingdom is one of Pirates, with a few “honest” Traders thrown in. In truth, the “honest” Traders are only really honest with other pirates and the Merfolk. The views for this Kingdom are predominately Chaotic with circumstantial Lawfulness. Those that do trade, trade in the exotic bounty from the sea; octopi ink, whale blubber and oil, the more rare edibles that never come near the shore. This is also the ‘youngest’ of the Kingdoms.
There isn’t really a predominate race for this Kingdom, though if one believes in Myth, it would be the Merfolk then. The running of this Kingdom is loose, and sporadic. The islands and the Merfolk choose the nine strongest Captains to deal with the more tedious or distasteful of things. Captains in general tend to look out for themselves, their ships, and crew. The Nine Captains also add those land bound on the many islands surrounding the main continent. To outsiders, it seems that the Nine Captains are always changing; no Seavian will call the group other then the Mariners. So outsiders figure, as chaotic as the Pirates are, it must change often, if not daily.
There are no major habitation centers, but instead, huts and encampments dot the many islands. These places are for those too old, too young, crippled, or temporarily handicapped (wounded, pregnant, ect.) to survive on ship. They are also places where various ships can intermingle and trade. Also, the Pirates aren’t confined just to Indenum for Piracy. Some will raid and trade far away lands to bring back rare, exotic, interesting items.
A Basic Run Down on a Ship’s Complement:
**Population: varies by ship; anywhere from 50 – 100 sailors
Alignment: Varies by Captain
**Race types also varies by Captain, i.e. whatever race s/he is will more likely have that as the predominate population on ship.
Xanarnus ~ the Five Wizards Kingdom
This is the second, and largest, Plains Kingdom of Indenum. It is located between the Kingdom of Dry Waters (southwest), Kingdom of the Leaves (north), and Kingdom of Volcanoes (east). This Kingdom’s views are a mix of Lawful, Good, Neutral, and Evil. The Kingdoms main Trade Staple is horses of all types. They like the Kingdom of Healing, also trade in farm goods and animals and cloth.
The predominate races of this Kingdom are Vampires and Humans. The Kingdom is ruled by five Wizards who all reside in Orissa. Each Wizard commands an Element; Earth, Air, Fire, Water, and Spirit. And successors are decided by who is the most powerful in their Element. There are nine major habitation centers in the Kingdom.
Orissa ~ Capital City (Walled)
Wizards: Earth is a Lycanthrope; Air is a Vampire; Fire is a Human; Water is a Elf; Spirit is a Half Breed
Population: 27,650
Alignment: Neutral
Chicut ~ Town (Walled)
Population: 16,131
Alignment: Lawful Good
Boac ~ Village (Walled)
Population: 4,260
Alignment: Lawful Evil
Ysasit ~ City
Population: 6,675
Alignment: Lawful Evil
Dyanifer ~ Town
Population: 1,315
Alignment: Lawful Evil
Cyttan ~ Village
Population: 698
Alignment: Neutral Evil
Namorcion ~ Village
Population: 538
Alignment: Lawful Good
Jisec ~ Hamlet
Population: 393
Alignment: Neutral Good
Dretri ~ Hamlet
Population: 258
Alignment: Neutral Evil
The countryside is full of single and extended family farms that comprise the rest of the people of the Kingdom.
Zeeletus ~ the Big Winds Kingdom
This is the other Mountain Kingdom in Indenum. It is north of the Kingdom of the Leaves and east of the Healing Kingdom. This Kingdom is Lawful and Neutral in its views and running. The main Trade Staple
of this Kingdom are Precious Metals and Gems. They also trade in things made from the hairs of mountain goats and stone, much like the Kingdom of Volcanoes.
The predominate races in this Kingdom are Nekos and Dwarves. Kingdom ruler ship is decided by who wins the Challenge every time the old ruler dies. Challenges are set up to show strength, intelligence, wisdom, agility, and creativity. The Challenge is a physical competion. There are five main habitation centers in this Kingdom.
Zecha ~ Capital City (Walled)
Population: 19,775
Alignment: Neutral Good
Periw ~ City
Population: 9,348
Alignment: Lawful Evil
Nysup ~ Town
Population: 4,656
Alignment: Neutral Evil
Nysnar ~ Town
Population: 1,660
Alignment: Lawful Neutral
Etuk ~ Village
Population: 586
Alignment: Lawful Neutral
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Storyline
A Curse has fallen on the Realm of Indenum. Trading has virtually stopped, and Raiding is even more prevalent. People have become hateful, cruel, and vicious. In some places more so then usual. Only the Vampires, already Cursed and having first hand knowledge of such things, seem to realize what has happened. A few individuals in each race are aware that something is wrong, just not what exactly.
A secret meeting of the Vampires has met, and sent Seekers out to find the right individuals to help restore Indenum to rights. The Seekers have found and recruited these people. The Chosen now make their journeys to meet with the wisest ones of the Vampires to see what they must do.
Okay, the story will start with your characters finishing the last leg of their journeys to meet with the Vampires and the other Chosen. You can choose to either do a brief rundown on how your character was recruited in-story, or in the History of your character. If some of you wish to be friends or relatives picked for the journey and traveling together, that’s fine by me. You’re also welcome to play multi-characters as long as you can handle them. Otherwise, I may ask you to pick your favorite and just play that one.
Needed:
~ At least one more Vampire to go along as an “advisor” – I am playing two as it is.
~ At least one Healer.
~ Ideally, I’d like at least a char from every race and kingdom, but I won’t fuss over minor details like that.
~ There will be a Central Villain of all the Chaos. I’m planning on making it an NPC (unless someone has their heart set on playing him/her, then PM me to work out the details). They will pop up occasionally during story, but can’t be killed off until the end of the Quest, at least. Anyone would be welcome to use them as an NPC (unless someone grabs them as a PC). And every Central Villain needs Underlings, if anyone cares to make one or two, PCs or NPCs… but unless they are PCs, Underlings can be killed by anyone, no permission needed.
Not Needed: TBA
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