In Terociel, the year is presently 5:42 after the Fall—the name of the age that began after the arrival of humans and orcs, and the end of the elven empire. But the setting is best compared to the western medieval period, as buildings are still constructed from stone and wood, and warfare continues to be waged by sword and sorcery. The ubiquity of magic has stunted the need for technological innovation and advancement, and peace is constantly threatened by monsters.

Our lore draws heavily from classic high fantasy settings and RPG systems such as Tolkien, D&D, Elder Scrolls, Dragon Age, etc. The information provided in this guide is intended to give a rough sketch of the world and its inhabitants, so players are encouraged get creative and decide the finer details for themselves. Anything left undefined on this page or unanswered by our FAQ can be asked about or suggested to the mods at our dropbox.


Races

HUMANS

Domain: Kingdom of Belamond
Lifespan: 60-100 Years
Maturity: ~18 Years
Height: 5'4"–6'2" / Weight: 125–220 lbs
Governance: Constitutional Monarchy (Equal Primogeniture; elected council)

The race of man is the youngest of all, not only in their mortality, but in their later arrival to Terociel. Said to have voyaged across the sea over 500 years ago, humans quickly carved out a foothold in their new surroundings, much to the ire of the indigenous peoples. They eventually made peace with their neighbors, uniting against a common threat in the orcs. Most humans reside in Belamond, under the reign of the royal family, but are known to travel far and abroad on quests. About 1 in 100 is innately attuned to magic, and while others can study the craft, they may never be as gifted as those born to it.

ELVES

Domain: Tal'Anorath; Elynost Forest
Lifespan: 300-450 Years
Maturity: ~100 Years
Height: 5'8"–6'6" / Weight: 130–190 lbs
Governance: Meritocracy (City council); Theocracy (Tribal leaders)

Once said to be immortal, the proud elven people dominated the lands for millenia, constructing grand cities and bending magic to their will, until being humbled by the arrival of humanity. Their lifespans were cut in half and their population suffered from illnesses that collapsed their empire. Never again would they see the glory they held before. Elven culture is not monolithic; some reverted to the old ways of nomadic tribalism, living in the woods and wilds, while others remain fixed in urban centers. Tall, lithe, and agile, if not somewhat delicately built. Powerful magic users, strongly connected to nature.

DWARVES

Domain: Khaz Kharak; Khaz Dunmorn
Lifespan: 200-300 Years
Maturity: ~80 Years
Height: 3'10"–4'8"/Weight: 160–220 lbs
Governance: Parlimentary Republic (Clan Representatives)

The oldest of the races, dwarves are known as the Children of the Stone, rock turned to flesh according to ancient legend. They make their homes deep in the mountains, carving great halls and vast networks of tunnels below the surface for mining and trade purposes. Impressive craftsmen, dwarven smithery is unparalleled. Society is divided into clans and houses, with leaders chosen democratically. Tend to get along with all Surfacers, but maintain neutrality and isolation in conflicts. Hearty, stout people, with high strength and durability. Immune to most magic and cannot wield it themselves.

HALFlINGS

Domain: Brehill
Lifespan: 90-150 Years
Maturity: ~25 Years
Height: 2'8"–3'4" / Weight: 30–45 lbs
Governance: Anarchy


A fairly reclusive people, little is known about the history of halflings, for they tend to live very much in the present moment. Traditionally pacifists, many were pressed into servitude of the elves centuries ago, but became free agents after the arrival of humanity. Rather than return to the foothills, the majority continue to live among the other races in their cities. Though they be but little, they are fierce, and have acquired more than humble domestic and agricultural skills over time. Like elves, they seem to have a natural touch for magic, but few tend to spend time developing their skills.

hybrids & others

  • Half-Elves — Despite early tensions, humans and elves found enough commonalities (such as physiological compatibility) that many began to cohabitate and begin new generations together. Mixed families are not uncommon, especially in urban areas, though each group has its own fanatical purists who resist the idea of blending races. They tend to be tall and thin, with slightly pointed ears, but can generally pass as human. They reach maturity at the same rate as humans, but live half as long as full-blooded elves, with an extended adulthood.
  • Half-Dwarves — Rare, but not unheard of, offspring of human and dwarf unions tend to be shorter than the average human, taller than a dwarf, with a compact, muscular build. They have thicker skin, and higher resistance to magic, but can still enchant objects and use alchemy. Traditionalist clans do not approve of such hybrids, and may not accept them into their ranks to be recorded in the Stone.
  • Merfolk — Inhabitants of the aquatic depths surrounding Terociel, particularly in the warmer waters of the Radiant Sea, merfolk attitudes towards land dwellers tends to vary. Some are curious and playful, coming to the aid of drowning victims, others cruel and sadistic, with a penchant for luring sailors to their watery graves.
  • Norn — A race of giant barbarian folk who live in the arctic tundra above the northern range. Long ago, they attempted to invade Terociel, but were driven back by the combined forces of the elves and dwarves. Respecting their military prowess, the Norn withdrew and made peace. They tend to remain in their frigid territory, but occasionally come south to trade goods, such as furs, at port.
Orcs — Enemy to all other races in Terociel, the orcs are vicious raiders who are known to attack travelers, ransack villages, and abduct victims for their own twisted purposes. Those who manage to survive, few as they number, are often left mutilated and traumatized. They arrived on the continent around the same time as humans, who were engaged in their own conflict with the natives. However, they managed to set aside their differences to prevent a fullscale invasion by the orcs.

Orcs are incredibly strong, agile, and relentless; despite their brutish appearance, they are not unintelligent and have their own rich culture and rituals. The most dangerous of their ranks are those capable of spellcasting, who are rumored to fuel their magic with blood. Few have ever seen an orc without their roughly hewn armor, though they are described as being muscular, heavily scarred, with leathery skin. They make their home in the arid southern wastelands, but smaller bands roam across the countryside, terrorizing the locals and pillaging settlements for supplies.

classes

warrior

A warrior is a versatile, weapons-oriented fighter, who employs skill, strategy and tactics to win their battles. They come from all walks of life, serving as bodyguards, adventurers, soldiers, mercenaries, knights, even royalty, and so on, and can equip a wide variety of weapons and medium to heavy armor. Any race can be a warrior.

cleric

Clerics are healers of the Order, invoking the powers of the gods to mend wounds, protect their allies, and even resurrect those who've recently passed into Death. Dedicated followers of the Light, they are capable of banishing dark forces with their holy spells. However, they tend to be more erudite than militant, and require protection in the battlefield.

paladin

The paladin is a champion of justice and destroyer of evil, empowered by the divine will of the gods. As members of the militant arm of the Order, they combine the physical prowess of a warrior with the pious devotion of a cleric. They are not as adept at healing as their clerical counterparts, but draw strength from the Light to protect themselves and others.

mage

Mages are spellcasters who can manipulate the elements, conjure or summon items, and plant wards–just for starters, with a thought and a command. They are also capable of imbuing ordinary objects with spells, a function called enchanting, and crafting special potions with alchemy. Referred to as "glass cannons", they work best at a distance from the fray. See the magic section for more details.

druid

Followers of the old ways, druids are individuals of elven descent who are in deeply tune with nature, allowing them to tap into primal magics. They are spiritual leaders in their communities, capable casters, healers and shapeshifters (taking on several animal forms), who are dedicated to preserving traditions and protecting the wilds from destructive forces.

ranger

Hunters and woodsmen frequently classify themselves as rangers, for their skill in tracking, trapping, taming, and mastery over ranged weaponry. Their affinity for the outdoors allows them to form deep empathic bonds with feral beasts and take them on as personal companions. Rangers are observant, swift and rely upon instinct to keep them out of harm's way.

rogue

The best rogue is the one you don't even know is there. Masters of stealth and subterfuge, they avoid meeting their enemies head on, clinging to the shadows until the right moment to strike. Given their reliance upon wit, dexterity and a bit of luck, many are master thieves, con artists, spies and assassins, though they aren't always on the wrong side of the law.

bard

While the power of song might seem silly, it's best not to underestimate any good bard. Charismatic and highly talented, bards are capable of inspiring those around them through their music, and are spellcasters in their own right. Though they usually play a supporting role in a party, they're capable enough at defending themselves.
Icon pack by Icons8

magic

Magic has been part of the world for as long as anyone can remember. No matter what faith one follows, it is a tangible force that was and continues to shape our plane of existence. Some view the ability to wield it as a divine gift, others mean to bend it to their will, though it has no innate alignment of its own.

Magic takes its most obvious form in spellcasting. Clerics and druids derive power from a divine source, while mages manipulate arcane energies. All require training to master their abilities, to ensure the wielder is in control, not the other way around. Casting magic has its limitations and can be mentally and physically taxing on the user; one's threshold depends on the individual's willpower and stamina. One may also possess passive magic, for example in the form of luck, enhanced skill, or special talent.

Schools of Magic:

  • arcane: Most common form. Spells devoted to manipulating energy, transformation of objects and elements, casting illusions, summoning items, or calling on the services of pure magic beings. Associated with Mages, Bards.
  • elemental: Command over the four elements of air, earth, fire, water, and their subforms and combinations. Technically a branch of arcane magic.
  • divine: Channeled from a higher power. Encompasses healing and restorative spells, as well as protective wards. Can also manifest in psychic abilities. Associated with Clerics, Paladins, Druids.
  • primal: Comes from raw energy found in nature, allowing for command over plants, animals, and shapeshifting, as well as some restorative ability. Associated with Druids, Rangers.
  • necromancy: Command over the dead and undead, allowing reanimation of corpses to serve as minions, and manipulation of life energy. Widely considered a forbidden magic, though no school is inherently evil.

religion

Multiple religions coexist in Terociel, as varied as the races and cultures practicing them.

The Order of Light is the dominant faith in Belamond. Though the highest power is the Light, the source of all magic and life in the universe, it is a polytheistic religion. Guided by the Light, the pioneers who brought humans to Terociel were raised to godhood, representing specific domains of influence. Many qualities can be attributed to each, but their names and primary aspects are:

  • kiralei: goddess of order, justice, protection, air
  • ildevon: god of battle, hunting, strategy, fire
  • cassim: god of cultivation, harvest, feasts, trade
  • thanel: goddess of healing, harmony, water
  • seppa: goddess of crafting, building, earth, metal
  • viskar: god of knowledge, discovery, luck, magic

The main temple for the entire pantheon is located in Nova Sanco, while smaller shrines can be found in each town in Belamond, attended to by ordained Brothers and Sisters. Worshippers of the Light pay tribute to all of the deities, but many choose a patron god who reflects their own interests. Clerics are pledged to Thanel, while Paladins are typically devotees of Kiralei. Though it is a human religion, anyone is welcome to join the Order as long as they believe in the power of the holy Light and are of Good alignment.

The Amarthan, or Creators, are the ancient gods worshipped by the elves who are an intrinsic part of the natural and spiritual world. Modern elves tend to be irreligious in their day-to-day lives, feeling abandoned by the gods, but those who've returned to their roots among the wilds still pray daily to an extensive pantheon. Many rites and rituals were lost when the elven empire fell, but Druids seek to preserve the ways of their ancestors. Old shrines can be found tangled in wild growths and lost ruins of fallen cities, and the deities' moral alignments vary.

The Stone is the center of all dwarven belief, as they are said to be born from the living rock that lies under Terociel. Some even claim to hear the Stone speak or sing to them, though they don't worship it the way other races do their gods. Upon death, it is necessary their remains be buried or entombed so they can be returned to their origins.

geography & Locations

Terociel is one of five continents located in the northern hemisphere of the world, bordered by the Argean Ocean on the west, and Senfinic to the east. Little is known about the lands beyond those waters, as no one who has attempted to voyage across the vast ocean has ever returned. The closest neighboring landmass is Azpitik to the south, separated by the Sea of Radiance, with a chain of tropical islands in between. This region is populated by sirens, naga and other creatures of the sea, making maritime trade across the strait especially perilous. Due to its location above the equator, the climate is temperate and cycles through moderate seasons, with the northern regions bracing against freezing cold conditions, and the subtropic southern zones experiencing warmth all year round. Vast mountain ranges border each coast, where dragons make their lairs. Two moons hang in the sky, one larger than the other, named Manen and Ilosna, though few of this world concern themselves with what else may exist among the stars. . .

TIP: Hover over icons on the map for more landmarks!
Other points of interest will be added in the future.
Map is not to scale; for geographic reference only.
  • Belamond - The kingdom of humans, stretching across the eastern half of the continent. Much of it is fertile farmland, fed by the rivers flowing from the mountains to the Sea. A sanctuary exclusively for halflings is rumored to exist in the northern foothills. Notable cities include Bright Harbour, boasting a highly diverse population, Lakeshore in central Belamond, and Wytcombe at the pass through the eastern range.
  • Nova Sanco - Capital of Belamond, home of the royal family, and impenetrable port city nestled in a cove.
  • Elynost Forest - The ancient wild woods of the Elves, inhabited by nature spirits and roaming clans who follow the old ways, protecting the massive sacred trees and flora from defilement.
  • Tal'Anorath - Last elven citadel from before the Fall, built on top of a cliff overlooking the lake. An incredible feat of architecture and magic, featuring a mix of elegant, towering spires and lush greenscapes. Home to the foremost (and only) educational institute of magic, overseen by the Consortium of Magi.
  • Khaz Kharak - First home of the Dwarva, a great hall carved out of the western mountain range, said to be where they first breached the surface. Only safe passage through to the western coast.
  • Khaz Dunmorn - Dwarven settlement in the eastern range, originally established by exiled rivals of the controlling clan of Khaz Kharak. Relations have vastly improved, but they continue to engage in friendly competition.
  • Infernal Barrens - Arid desert wastelands in the southwest, where orcs are known to roam the sand dunes. Sunset Vigil sits in the valley between the mountain border, guarding the civilized areas of Terociel.
  • Ork'rok - The orc home base, and city in the loosest sense, drawing resources from the nearby river delta and the coastline on the Sea. Said to resemble a hive or insect mound, studded with metal plating and spikes.
  • The Saltmarsh - Fertile swamplands in the Barrens, where the river delta feeds into the sea.