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.
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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. |
warriorA 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. | |
clericClerics 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. |
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paladinThe 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. |
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mageMages 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. |
druidFollowers 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. |
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rangerHunters 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. |
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rogueThe 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. |
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bardWhile 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. |
magicMagic 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:
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religionMultiple religions coexist in Terociel, as varied as the races and cultures practicing them.
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. |
Other points of interest will be added in the future. Map is not to scale; for geographic reference only. |
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