Post by Benzo on Sept 20, 2016 2:50:31 GMT -4
Did I ever attempt this on RPF or just the interest check? Either way, it's been too damn long since I wrote in a bloody Fantasy setting for someone besides Zorrow.
I hope this doesn't bomb...
Upon the day when moorings melt
And rumblings deep in the earth be felt
Upon the horizon you will spy
And witness the harbinger of Man's demise.
The Naglfar has broken free,
The ship of dead sails upon the breeze.
Upon her, Hel, and her demonic thralls
To consume mankind, Earth and all.
Fimbulvin's here, all is in deep freeze
Only those of Valhalla can set us free,
Reverse the wheel that we call fate,
And free Mankind to steer 'er straight.
- Ancient Velinid Prophecy
Warning of the arrival of an otherwordly threat to Mankind followed by the endless winter of Fimbulvin, the ancient Velinid prophecy was once known to every Human of Velinis. However, the ancient warning has rarely been uttered since the First Age of Travina, and has otherwise been forgotten.
As the year turns to 370 of the Second Age, denizens on the island nation of Velinis experience an oddly long winter that was slow to thaw. Each progressing year the thaw seems further delay, which has made some begin murmuring of Fimbulvin once more.
By 2A 378, the winter snow survives through most of Rain Fall, which has even the Orcs of the island abuzz with worry. Is the Endless Winter truly coming? And if so... How far behind is the Naglfar, the ship composed of the nails and flesh of corpses.
Table of Contents:
1) Map of Velinis
2) Leadership of Velinis
3) Races
4) Magic & Skills
5) Professions
6) Calendars and Regional Events
7) Guilds and Profession Halls
8) Character Sheet
1) Map of Velinis:
I still suck at cartography and gave no current access to a computer. Enjoy.
2) Leadership of Velinis:
Velinis Capital: High Himsgard
High Jarl: Varon Hivik
Settlements: The Crossroads (Directly), Velinis (Indirectly)
General Background: Resting high in the cliffs of Velinis and upon the bank of Lake Gold Crown, High Himsgard is the throne location for the elected High Jarl of Velinis, acting as capital for the entirety of Human-Velinis. Over the years, High Himsgard has changed shape and size and each passing ruler has made his or, in two cases her, own person choosing, and continues to do so even today.
Clan: Handelv
Jarl: Asvard Handelv
Clan-Hold: Handelven
Settlements: Eddinfield, Twin Rivers
General Clan Background: Considered the friendliest and most open-minded of the clans on Velinis, Hanvelven is easily the most racily-diverse city on the isle for this very reason. Preferring to earn strength through trade, Jarl Handelv's Merchant's Bay is considered the only safe place for foreign ships to dock. Consisting primarily of the lowlands of Velinis, Handelv's claim in Velinis contains ample fields and crops, capable of consisting the Jarl's whole clan if need-be.
Clan: Norvur
Jarl: Kyrion Norvur
Clan-Hold: Norvakt
Settlements: Jarlgard, Cold Mines General
Clan Background: Often referred to as the Northern Raiders of Velinis, Clan Norvur ships are often a merchant and navyman's worst nightmare. Most of Norvur customs and life revolve around the pillaging of foreign seas and docks, from which they launch their longboats from the hideaway of Raider's Launch. Resting on the high cliffs of northern Velinis, the Norvurs' Cold Mines are responsible for nearly half of all the iron ore found in smiths' forges.
Clan: Ironclad
Jarl: Ivar Grisard
Clan-Hold: Ironstead
Settlements: Limvar, Highwatch
General Clan Background: With their claimant lying primarily within the Ironpine Evergreens, the Ironclad Clan has made a mark on the isle through their production of top-of-the-line lumber, which in turn, goes into the creation of some of the fiercest ships to sail the seas.
Clan: Vinisar
Jarl: Sven Vinisar
Clan-Hold: Vinjeger
Settlements: Huntervell, Coldgate
General Clan Background: Lying on the southern edge of what was known Velinis, the Vinisar Clan of Velinis houses some of the most legendary hunters of the isle. Be it an arctic wolf stalking the mountains or a savage bear, the Vinisars truly make an art out of the hunting and gathering of warm hides. After first contact with the Orcs of (truly) southern Velinis, the Vinisars constructed Coldgate at high expense in an attempt to force a tax for passage. This tax did not last long, however, as the town is now able to be passed through freely.
South/Orcish Velinis:
Chieftain: Obold Ko'Thor
Capital: New Orsinar
Settlements: High Rock, Orsgard, Orvok, Valharg
General Orcish Background: Though the Orcs of Ko'Thor are reluctant to speak about their past before Velinis, they are usually all too happy to discuss events after their arrival at what is now New Orsinar, located on the bay of Orc's Landing. The settlements and towns of Orcish Velinis typically were each constructed to serve with one sole purpose, at which they excelled. Orvok for their famed Orcish metal, High Rock housing the Shaman's College and thus serving as Velinis' capital for magic, and so forth. Chieftain Ko'Thor often spends most of his time in the confines of New Orsinar's walls, though he has been known to make routine trips to each of his holds.
Dwarven Kingdom:
Though little is known of the Dwarven kingdom, most dwarves are first seen in the southern mountains of Orcish Velinis, leading many to believe the entrance to their underground kingdom is nestled somewhere within the frozen peaks.
3) Races:
A)
Common Name: Human
Formal Name: Velinid
Background: The most numerous yet divided race on Velinis, Humans make up the majority of Velinis as many tend to show open resentment for races from mainland Travina. Human leadership on Velinis is divided into several sects of warriors referred to as clans, each holding a small section of the isle and a capital 'Clan-hold' housed by their chosen Jarl. Many Humans show themselves as deadly combatants as they practice their favorite pastime; Raiding and Pillaging. Most, if not all of the clans of Velinis partake in the raiding of any ships unfortunate enough to drift too far into the Sapphire Sea.
B)
Common Name: Orc
Formal Name: Orsin
Informal/Slur: Greenskins
Background: Fairly new arrivals to Velinis, (As far as Humans are concerned) and just like their Human counterparts, the Orsin believed themselves the sole inhabitants of the isle until the two races had a bloody first encounter. After exile from their mysterious homeland, of which few Orcs are willing to speak of, the fierce race of warriors arrived by fleet and began to settle the far side of Velinis.
After establishing a sizable nation and exploring the isle further, they ran into the Humans, who then started referring to themselves as 'Velinids.' Though several bloody skirmishes soon followed, the war was short-lived as both sides came to respect the sheer ferocity displayed in the opposite race. Thus, an unspoken truce was formed, and the Orcs slowly began integrating into Human traditions.
C)
Common Name: Drak
Formal Name: Drakkin
Informal/Slur: Dragon, Scaleback
Background: Natives of the nation of Blistrakk within mainland Travina, Drakkin are a rare sight on Velinis if only due to Human prejudice. Brilliant tacticians on the field and off, Drakkin weaponsmiths and mercenaries are responsible for the introduction of spears and polearms to the Orcs and Humans of the isle. Because of this, Drakkin-hailing ships are often left alone by many clans of Velinis, should they sail past the isle.
D)
Common Name: Dwarf
Formal Name: Donin
Informal/Slur: Gnome, Stonekin
Background: Though perhaps one of the oldest races of Velinis, Dwarven cities and culture often revolves around life under the isle's mountains. While few outsiders are openly welcome into the mysterious cities beneath the earth, those that do always tell tales of architecture grander than any on the surface. While most Dwarves tend to live underground, many are known to come to the surface with Dwarven wares in tow. Because of their sharp sense of mercantile and trade, Dwarves have quickly earned a reputation for master tradesman throughout Travina, even if the art of trade is often lost upon those of Velinis.
E)
Common Name: Sun Elf
Formal Name: Sosfur
Informal/Slur: Tanned Elf, Sand Elf
Background: Natives to the sand wastes of the Dustarn on mainland Travina, many Sosfur Elves have been known to become well versed in the magical areas of Restoration and Alteration. Without such, life in the desert would be all but impossible for the nomadic race. Because Sosfur often travel rather than settle one area, The Dustarn has very few settled towns.
F)
Common Name: Vulp
Formal Name: Vulpin
Informal/Slur: Fox, Thick-hides, Warm-backs.
Background: Perhaps the most hated race actually found on Velinis, the Vulpin are natives of the mainland nation Plavana, though many tend to travel far from home before settling down. Human and Orcish hate for Vulpins are usually due to the race's natural stealth assets, such as their low-light vision and keen hearing. Because of this, many Vulpin have taken up lives of assassin or contract mercenary work, causing a general fear of the race. Even if that fear is hidden behind anger and hate.
G)
Common Name: Wood Elf
Formal Name: Nisfur
Informal/Slur: Nature Elf, Treefolk
Background: Natives to the mainland forests making up the region of Gleamvale, many Wood Elves become masters of alchemy and nature-based magics at young ages. Rumor has it that even Nature herself respects the beings that are Wood Elves, her creatures vulnerable to their command. If a Wood Elf is found on Velinis, he is most likely there for samples of the vast variety of plant life unique to the isle.
4) Magic and Skills:
Your selected Magic and Skills are generally the primary factors in determining how your character goes about combat. These are not what you are limited to, as you can receive training from NPCs and other participants around Velinis, but they will start as your strongest abilities.
Particularly with magic, when training new skills, you may fail to receive desirable effects at first; Practice makes perfect!
A) Desctruction Magic– Elemental magic making use of fire, frost and shock to weaken and eliminate enemies.
B) Restoration Magic – Area of magical study that focuses on the betterment of your fellow comrade. Some restoration magic can prove deadly to undead and unholy creatures.
C) Conjuration Magic – Area of magical study that focuses on the ability to open temporary portals to the Burning Void, summoning denizens and items of the realm as aid.
D) Alteration Magic – Area of magical study that focuses on the manipulation of the mortal world. This includes making beneficial changes to the wielder and allies, or causing mental anguish among foes.
E) Shaman Naturism - A skill created and mastered by Orcish Shamans, Naturism involves the direct manipulation of Mother Nature to much greater extent than even masters of Alteration. This includes slight manipulation of weather, plant life, and in some cases, even creatures.
F) One-Handed Weaponry – Whether dual wielding or using a sword-and-shield, having this skill makes you more proficient when using small arms.
G) Two-Handed Weaponry – The gruesome art of using over-sized weaponry, to devastating effect.
H) Archery – Trained in the use of ranged weaponry, including bows and thrown weapons.
I) Heavy Armor & Block - Make the best use of heavy plate-styled armor while learning to ignore the hindrance of weighted protection.
J) Light Armor & Sneak - Make the best use of chainmail and leather styled armors while still being able to move silently.
5) Professions:
Your professions are what your character might do in his or her free time outside of combat, whilst earning a bit of coin in the process.
These cannot be learned along the way; You have what you select.
A) Blacksmith – The ability to sniff out mineral veins in the earth, and craft useful gear from them.
B) Enchanting – The ability to imbue weapons and armor with magical benefits.
C) Alchemy – The ability to make useful tonics and toxins using using the plant life of Travina.
D) Lockpicking – You might be thinking, "How is this a profession?"
Many doors have golden opportunities locked behind them.
E) Leatherworking - Be it bags, saddles, or leather armor, there's nothing worth making that can't be made with a thick hide.
G) Scroll Writing - [AUTOMATIC] Gained in addition to any magic skill, Scroll Writing is the ability to spend your energy on a spell now, and save the physical cast for later.
This also helps as a teaching device and money-maker.
6) Calendars and Regional Events:
Calendar is rather basic, with the current date starting around the 20th of First Harvest, 2nd Age of 378.
(First Age ended with the death of the last dragons on Mainland Travina, at 1A 977.)
(There is an outdated system simply called the 'Old Year System' started approx. 2,700 years before the First Age. Thus, it is ~4055 Old Year
Jan. - Year's Birth
Feb. - New Dawn
Mar. - Frost Thaw
Apr. - Rain Fall
May – First Harvest
Jun. - Mid Year
July – Sun's Peak
Aug. - New Life
Sept. - Last Harvest
Oct. - Sky Fall
Nov. - Frost Fall
Dec. - Last Dusk
The exact date will be updated every time a *Regional Event* is posted, which is an event important enough for news to spread across Velinis in just a few days. So unless your character is far from civilization at the time, you pretty much know about it happening.
7) Guilds and Profession Halls:
As you might have guessed at this point, or if I didn't already mention it, I am basically ripping off TES with this, and hopefully future plots. As such, there will also be Guilds to further train your abilities.
Please note that you cannot be in more than one guild at any given time.
A) The Fellowship of Fletchers
Location: Vinjeger and Huntervell
As the name suggests, the Fellowship of Fletchers are a band of top-notch archers and huntsmen. Made up of some of the best hunters of clan Vinisar, the Fellowship typically acts as a mercenary guild for smaller villages, chasing off vicious wildlife for gold. There have been Jarls who've hired them for more militaristic reasons, however.
B) Shaman's College
Location: High Rock
Located near the Orcish capital of New Orsinar, the Shaman's College is the sole place on Velinis where any might go to further their arcane knowledge.
C) Orcish Arena Combatants
Location: Orsgard
As relations between the Velinids and Orcs became more stable, the grand arena of Orsgard was constructed as a friendly proving ground in which fighters from across the isle could test their strength in melee combat with hopes of achieving gold and glory. While most gladiators are able to be healed in time... It typically isn't long that the arena goes without claiming a life.
(Yeah, no DB or Thieves Guilds. Not quite a good fit for Velinis; I think they might in the next plot's region.)
8) Character Sheet:
Name -
Age -
Gender -
Race –
Appearance –
Major Skills – Pick 2
Minor Skills - Pick 3
Profession - (Optional to trade 1 Major Skill for an additional Profession)
Bio –
Weapon preference(s) – (If applicable)
Other – (If needed for extra information)
I hope this doesn't bomb...
Upon the day when moorings melt
And rumblings deep in the earth be felt
Upon the horizon you will spy
And witness the harbinger of Man's demise.
The Naglfar has broken free,
The ship of dead sails upon the breeze.
Upon her, Hel, and her demonic thralls
To consume mankind, Earth and all.
Fimbulvin's here, all is in deep freeze
Only those of Valhalla can set us free,
Reverse the wheel that we call fate,
And free Mankind to steer 'er straight.
- Ancient Velinid Prophecy
Warning of the arrival of an otherwordly threat to Mankind followed by the endless winter of Fimbulvin, the ancient Velinid prophecy was once known to every Human of Velinis. However, the ancient warning has rarely been uttered since the First Age of Travina, and has otherwise been forgotten.
As the year turns to 370 of the Second Age, denizens on the island nation of Velinis experience an oddly long winter that was slow to thaw. Each progressing year the thaw seems further delay, which has made some begin murmuring of Fimbulvin once more.
By 2A 378, the winter snow survives through most of Rain Fall, which has even the Orcs of the island abuzz with worry. Is the Endless Winter truly coming? And if so... How far behind is the Naglfar, the ship composed of the nails and flesh of corpses.
Table of Contents:
1) Map of Velinis
2) Leadership of Velinis
3) Races
4) Magic & Skills
5) Professions
6) Calendars and Regional Events
7) Guilds and Profession Halls
8) Character Sheet
1) Map of Velinis:
I still suck at cartography and gave no current access to a computer. Enjoy.
2) Leadership of Velinis:
Velinis Capital: High Himsgard
High Jarl: Varon Hivik
Settlements: The Crossroads (Directly), Velinis (Indirectly)
General Background: Resting high in the cliffs of Velinis and upon the bank of Lake Gold Crown, High Himsgard is the throne location for the elected High Jarl of Velinis, acting as capital for the entirety of Human-Velinis. Over the years, High Himsgard has changed shape and size and each passing ruler has made his or, in two cases her, own person choosing, and continues to do so even today.
Clan: Handelv
Jarl: Asvard Handelv
Clan-Hold: Handelven
Settlements: Eddinfield, Twin Rivers
General Clan Background: Considered the friendliest and most open-minded of the clans on Velinis, Hanvelven is easily the most racily-diverse city on the isle for this very reason. Preferring to earn strength through trade, Jarl Handelv's Merchant's Bay is considered the only safe place for foreign ships to dock. Consisting primarily of the lowlands of Velinis, Handelv's claim in Velinis contains ample fields and crops, capable of consisting the Jarl's whole clan if need-be.
Clan: Norvur
Jarl: Kyrion Norvur
Clan-Hold: Norvakt
Settlements: Jarlgard, Cold Mines General
Clan Background: Often referred to as the Northern Raiders of Velinis, Clan Norvur ships are often a merchant and navyman's worst nightmare. Most of Norvur customs and life revolve around the pillaging of foreign seas and docks, from which they launch their longboats from the hideaway of Raider's Launch. Resting on the high cliffs of northern Velinis, the Norvurs' Cold Mines are responsible for nearly half of all the iron ore found in smiths' forges.
Clan: Ironclad
Jarl: Ivar Grisard
Clan-Hold: Ironstead
Settlements: Limvar, Highwatch
General Clan Background: With their claimant lying primarily within the Ironpine Evergreens, the Ironclad Clan has made a mark on the isle through their production of top-of-the-line lumber, which in turn, goes into the creation of some of the fiercest ships to sail the seas.
Clan: Vinisar
Jarl: Sven Vinisar
Clan-Hold: Vinjeger
Settlements: Huntervell, Coldgate
General Clan Background: Lying on the southern edge of what was known Velinis, the Vinisar Clan of Velinis houses some of the most legendary hunters of the isle. Be it an arctic wolf stalking the mountains or a savage bear, the Vinisars truly make an art out of the hunting and gathering of warm hides. After first contact with the Orcs of (truly) southern Velinis, the Vinisars constructed Coldgate at high expense in an attempt to force a tax for passage. This tax did not last long, however, as the town is now able to be passed through freely.
South/Orcish Velinis:
Chieftain: Obold Ko'Thor
Capital: New Orsinar
Settlements: High Rock, Orsgard, Orvok, Valharg
General Orcish Background: Though the Orcs of Ko'Thor are reluctant to speak about their past before Velinis, they are usually all too happy to discuss events after their arrival at what is now New Orsinar, located on the bay of Orc's Landing. The settlements and towns of Orcish Velinis typically were each constructed to serve with one sole purpose, at which they excelled. Orvok for their famed Orcish metal, High Rock housing the Shaman's College and thus serving as Velinis' capital for magic, and so forth. Chieftain Ko'Thor often spends most of his time in the confines of New Orsinar's walls, though he has been known to make routine trips to each of his holds.
Dwarven Kingdom:
Though little is known of the Dwarven kingdom, most dwarves are first seen in the southern mountains of Orcish Velinis, leading many to believe the entrance to their underground kingdom is nestled somewhere within the frozen peaks.
3) Races:
A)
Common Name: Human
Formal Name: Velinid
Background: The most numerous yet divided race on Velinis, Humans make up the majority of Velinis as many tend to show open resentment for races from mainland Travina. Human leadership on Velinis is divided into several sects of warriors referred to as clans, each holding a small section of the isle and a capital 'Clan-hold' housed by their chosen Jarl. Many Humans show themselves as deadly combatants as they practice their favorite pastime; Raiding and Pillaging. Most, if not all of the clans of Velinis partake in the raiding of any ships unfortunate enough to drift too far into the Sapphire Sea.
B)
Common Name: Orc
Formal Name: Orsin
Informal/Slur: Greenskins
Background: Fairly new arrivals to Velinis, (As far as Humans are concerned) and just like their Human counterparts, the Orsin believed themselves the sole inhabitants of the isle until the two races had a bloody first encounter. After exile from their mysterious homeland, of which few Orcs are willing to speak of, the fierce race of warriors arrived by fleet and began to settle the far side of Velinis.
After establishing a sizable nation and exploring the isle further, they ran into the Humans, who then started referring to themselves as 'Velinids.' Though several bloody skirmishes soon followed, the war was short-lived as both sides came to respect the sheer ferocity displayed in the opposite race. Thus, an unspoken truce was formed, and the Orcs slowly began integrating into Human traditions.
C)
Common Name: Drak
Formal Name: Drakkin
Informal/Slur: Dragon, Scaleback
Background: Natives of the nation of Blistrakk within mainland Travina, Drakkin are a rare sight on Velinis if only due to Human prejudice. Brilliant tacticians on the field and off, Drakkin weaponsmiths and mercenaries are responsible for the introduction of spears and polearms to the Orcs and Humans of the isle. Because of this, Drakkin-hailing ships are often left alone by many clans of Velinis, should they sail past the isle.
D)
Common Name: Dwarf
Formal Name: Donin
Informal/Slur: Gnome, Stonekin
Background: Though perhaps one of the oldest races of Velinis, Dwarven cities and culture often revolves around life under the isle's mountains. While few outsiders are openly welcome into the mysterious cities beneath the earth, those that do always tell tales of architecture grander than any on the surface. While most Dwarves tend to live underground, many are known to come to the surface with Dwarven wares in tow. Because of their sharp sense of mercantile and trade, Dwarves have quickly earned a reputation for master tradesman throughout Travina, even if the art of trade is often lost upon those of Velinis.
E)
Common Name: Sun Elf
Formal Name: Sosfur
Informal/Slur: Tanned Elf, Sand Elf
Background: Natives to the sand wastes of the Dustarn on mainland Travina, many Sosfur Elves have been known to become well versed in the magical areas of Restoration and Alteration. Without such, life in the desert would be all but impossible for the nomadic race. Because Sosfur often travel rather than settle one area, The Dustarn has very few settled towns.
F)
Common Name: Vulp
Formal Name: Vulpin
Informal/Slur: Fox, Thick-hides, Warm-backs.
Background: Perhaps the most hated race actually found on Velinis, the Vulpin are natives of the mainland nation Plavana, though many tend to travel far from home before settling down. Human and Orcish hate for Vulpins are usually due to the race's natural stealth assets, such as their low-light vision and keen hearing. Because of this, many Vulpin have taken up lives of assassin or contract mercenary work, causing a general fear of the race. Even if that fear is hidden behind anger and hate.
G)
Common Name: Wood Elf
Formal Name: Nisfur
Informal/Slur: Nature Elf, Treefolk
Background: Natives to the mainland forests making up the region of Gleamvale, many Wood Elves become masters of alchemy and nature-based magics at young ages. Rumor has it that even Nature herself respects the beings that are Wood Elves, her creatures vulnerable to their command. If a Wood Elf is found on Velinis, he is most likely there for samples of the vast variety of plant life unique to the isle.
4) Magic and Skills:
Your selected Magic and Skills are generally the primary factors in determining how your character goes about combat. These are not what you are limited to, as you can receive training from NPCs and other participants around Velinis, but they will start as your strongest abilities.
Particularly with magic, when training new skills, you may fail to receive desirable effects at first; Practice makes perfect!
A) Desctruction Magic– Elemental magic making use of fire, frost and shock to weaken and eliminate enemies.
B) Restoration Magic – Area of magical study that focuses on the betterment of your fellow comrade. Some restoration magic can prove deadly to undead and unholy creatures.
C) Conjuration Magic – Area of magical study that focuses on the ability to open temporary portals to the Burning Void, summoning denizens and items of the realm as aid.
D) Alteration Magic – Area of magical study that focuses on the manipulation of the mortal world. This includes making beneficial changes to the wielder and allies, or causing mental anguish among foes.
E) Shaman Naturism - A skill created and mastered by Orcish Shamans, Naturism involves the direct manipulation of Mother Nature to much greater extent than even masters of Alteration. This includes slight manipulation of weather, plant life, and in some cases, even creatures.
F) One-Handed Weaponry – Whether dual wielding or using a sword-and-shield, having this skill makes you more proficient when using small arms.
G) Two-Handed Weaponry – The gruesome art of using over-sized weaponry, to devastating effect.
H) Archery – Trained in the use of ranged weaponry, including bows and thrown weapons.
I) Heavy Armor & Block - Make the best use of heavy plate-styled armor while learning to ignore the hindrance of weighted protection.
J) Light Armor & Sneak - Make the best use of chainmail and leather styled armors while still being able to move silently.
5) Professions:
Your professions are what your character might do in his or her free time outside of combat, whilst earning a bit of coin in the process.
These cannot be learned along the way; You have what you select.
A) Blacksmith – The ability to sniff out mineral veins in the earth, and craft useful gear from them.
B) Enchanting – The ability to imbue weapons and armor with magical benefits.
C) Alchemy – The ability to make useful tonics and toxins using using the plant life of Travina.
D) Lockpicking – You might be thinking, "How is this a profession?"
Many doors have golden opportunities locked behind them.
E) Leatherworking - Be it bags, saddles, or leather armor, there's nothing worth making that can't be made with a thick hide.
G) Scroll Writing - [AUTOMATIC] Gained in addition to any magic skill, Scroll Writing is the ability to spend your energy on a spell now, and save the physical cast for later.
This also helps as a teaching device and money-maker.
6) Calendars and Regional Events:
Calendar is rather basic, with the current date starting around the 20th of First Harvest, 2nd Age of 378.
(First Age ended with the death of the last dragons on Mainland Travina, at 1A 977.)
(There is an outdated system simply called the 'Old Year System' started approx. 2,700 years before the First Age. Thus, it is ~4055 Old Year
Jan. - Year's Birth
Feb. - New Dawn
Mar. - Frost Thaw
Apr. - Rain Fall
May – First Harvest
Jun. - Mid Year
July – Sun's Peak
Aug. - New Life
Sept. - Last Harvest
Oct. - Sky Fall
Nov. - Frost Fall
Dec. - Last Dusk
The exact date will be updated every time a *Regional Event* is posted, which is an event important enough for news to spread across Velinis in just a few days. So unless your character is far from civilization at the time, you pretty much know about it happening.
7) Guilds and Profession Halls:
As you might have guessed at this point, or if I didn't already mention it, I am basically ripping off TES with this, and hopefully future plots. As such, there will also be Guilds to further train your abilities.
Please note that you cannot be in more than one guild at any given time.
A) The Fellowship of Fletchers
Location: Vinjeger and Huntervell
As the name suggests, the Fellowship of Fletchers are a band of top-notch archers and huntsmen. Made up of some of the best hunters of clan Vinisar, the Fellowship typically acts as a mercenary guild for smaller villages, chasing off vicious wildlife for gold. There have been Jarls who've hired them for more militaristic reasons, however.
B) Shaman's College
Location: High Rock
Located near the Orcish capital of New Orsinar, the Shaman's College is the sole place on Velinis where any might go to further their arcane knowledge.
C) Orcish Arena Combatants
Location: Orsgard
As relations between the Velinids and Orcs became more stable, the grand arena of Orsgard was constructed as a friendly proving ground in which fighters from across the isle could test their strength in melee combat with hopes of achieving gold and glory. While most gladiators are able to be healed in time... It typically isn't long that the arena goes without claiming a life.
(Yeah, no DB or Thieves Guilds. Not quite a good fit for Velinis; I think they might in the next plot's region.)
8) Character Sheet:
Name -
Age -
Gender -
Race –
Appearance –
Major Skills – Pick 2
Minor Skills - Pick 3
Profession - (Optional to trade 1 Major Skill for an additional Profession)
Bio –
Weapon preference(s) – (If applicable)
Other – (If needed for extra information)