Current Age - The Godfall Lore:
The Kingdoms of Men were changed, molded, and ultimately broken after the Exodus. It was once thought that men were the most indomitable of all the mortal races. It always seemed like no matter how many times they came to the brink of extinction, they would bloom by the thousands by the hand of a kindly deity like an infuriating weed that just couldn’t be stomped out. With the rise and fall of the Godbinder, those deities were no more, and thus-they fell. The Andminas Empire was one of the first to fall to the God Binder. The colossal mountain city crumbled under their might, orphaning its children once more. The Four Peoples united together for the entirety of the God Binder’s millennia-long reign, and made little progress until they broke through and ultimately destroyed the Godhead. Once a great neutral power in the civil war between the empires of men, the Mercenary Republic, and the Thanasi, were forced to retreat to the island nation of the Horns. Their people were dying off, and given no other option for survival, the grand mercenary companies could either defect to the God Binder’s Empire and become his legionnaires or be killed off in the wars to come. The Okma, however, thrived during this time of war. They never received any of their blessings from any gods, always finding their physical and mental strength from within. For six-hundred years, they lived in relative safety. When the Wytch Queen’s power was beginning to wane, she struck out against the Okma, enslaving many of them into a life of servitude. Many Okma houses considered it a great honor to serve the Queen, and did so willingly; many even sold their own people for a hefty turn of coin and guaranteed safety from the Empire. The tribes of the Komuh also thrived during this time of war and bloodshed. Once perceived as mere savages and barbarians by the other nations, the Komuh shocked much of Ohr by leaving their ancestral homes and exploring new worlds outside of Lost Aurum. The Komuh underwent many changes in values and leadership over the years. They turned from being focused primarily on destroying foreign tribes and elected civic-minded leaders that turned their intentions internally to take care of their people. This progress was all but fleeting. The God Binder’s Empire soon caught up to the tribes and exploited and enslaved them for labor. The ancient lands were stripped of resources and left the Komuh a broken people with their way of life destroyed. The Briagothian soldiers returned once more to Ainerth, after nearly a four-millennia absence. The God Binder stretched his arms wide and welcomed them to the ravaged continent, claiming them as his people, and rewarding their leaders with power beyond imagining for disembarking safely on the mainlands. The Briagothians fell into place as the first soldiers to the God Binder’s Empire. They served him well, as enforcers and law-keepers. The Nemedians were another prosperous group that originated from the Forbidden East, and set sail to the continent of Ainerth to take full advantage of the chaos that the Empire had unleashed. Noting that the seas were unclaimed by any greater power, the Nemedians charged themselves with securing their new dominion on the waves and established trade routes and supply lines to further assist the Empire in their goals. Foreign slaves and workers were quickly ushered through these new trade routes, and traded to the Empire for a substantial amount of coin. When the Empire finally fell, they faced competition on the seas once more and settled on the western edges of Ainerth. They have been focusing on expanding their influence ever since. |
Kin Attributes:Human Features: Increase three ability scores by 1.
Human Determination: You can choose to re-roll any saving throw, attack, or death save that you make but you must take the second result. After using this feature you can’t use it again until you have taken a short or long rest. Starting Health Bonus: +3 Health Points. Naming Conventions:
|
Myth & History: The Exodus Lore:
Onak led his Orkon tribes away from the Forgotten Lands, after he struck the first blow that started the Exodus. Though the meaning behind this is still heavily debated among scholars, is it highly speculated that this, combined with hieroglyphic evidence, puts the Orkon as the first of the exiled mortal races to head to the West. The divine champion Onak guides the chieftains that lead more than forty tribes of Orkon in the established lands of Morga on Ohrros. When the remaining divine champions fell into a deep sleep, Onak remained in direct contact with his clansmen, making appearances at clan gatherings to bestow upon them his wisdom and guidance. Though their tribes may be spread out, the bond of a ‘blood-brother’ is inseparable. The Orkon are undoubtedly fierce warriors, with massive, hulking forms that can wield great-swords easily in one hand if they so choose. Honor means everything to an Orkon, and they have been known to go to great extremes to preserve it and their way of life. Current Age - The Godfall Lore: The Orkon and the rest of the people’s of the Mercenary Republic suffered during the God Binder’s rule of Ohr. Initially, free of conflict with the expanding empire, it soon become clear that the republic would become an occupied state. The ruling mercenary companies held demonstrations protesting the increasingly aggressive nature of the empire’s legions in the region. The republic was ready to accept the fact that they would be tethered to the God Binder’s Empire but were hoping to remain autonomous in their decisions making process and government. The God Binder refused and soon demonstrations turned to riots and open rebellion against the empire’s legions throughout the republic. A military offense that resulted in many skirmishes between the republic and the empire followed this. One of the most infamous incidents occurred during the year GB: 213, when the Empire’s Legions stormed the city of Osterdale. Thousands of citizens were killed and Osterdale was decimated during the battle. Osterdale now sits in ruin, haunted by the whispers of those who died there and things far more sinister that lurk below the city. The Orkon in the current year have scattered to the winds, most Orkon choose to travel alone. The once proud clans that defined Orkon culture have all but vanished, out of the forty or so diverse clans that existed only eight remain. |
Orkon Attributes:Orkon Features: +2 to Strength.
Blood Rage: When an Orkon becomes blooded (half-health or lower) they deal +2 damage with all attacks. Brute Strength: The Orkon are capable of wielding two-handed weapons in one hand but have disadvantage on all attacks if they do, in addition they cannot dual wield while using two-handed weapons. Fear the Wytch: Orkon cannot choose a class or archetype that uses spell points. Starting Health Bonus: +6 Health Points. Naming Conventions: Orkon |
Myth & History: The Exodus Lore:
The Halflings of Foalm Wood are nomadic folk who traverse the continent of Ohrros and beyond on the backs of their traveling companions, the massive beasts called Gadwor, giant reptiles from which the Halflings build their cities on the creature’s backs. Each Gadwor is usually large enough to house dozens, if not hundreds of halflings. They travel the lands on these gentle giants and use a system of pulleys, chains, ropes, and other instruments to traverse the suspended towns as the Gadwor moves to the next location. Halflings are often found beside large rivers, lakes, or other sources of water as the Gadwors need to drink massive amounts of water to sustain themselves for the hundreds of miles they travel. Halflings are not people who often get involved with politics or wars and will usually pack up and leave on their Gadwors if that becomes an issue for them. Not only that, but they often must make quick escapes from large cities as the populations see them as gypsies, trading baubles, trinkets, and other mundane items for people’s hard earned coin, believing these things to be of exotic make from far away lands. That’s only true about half the time. Current Age - The Godfall Lore: Halflings live an existence not dissimilar to a leper. They are often left to die in the cold streets of far-off cities or never make it out of the forests that they are almost universally born in to begin with. Almost always considered an ill omen when conceived, halflings are pariahs from birth and rarely lose that stigma even into their later years of life. Halflings are dexterous, clever, and have an almost endless well of sorrow that broods deep within themselves. Halflings have earned a reputation for being foolhardy or at times, outright idiotic. Halflings are not a well respected people and there’s very little chance of that changing anytime soon. The Gadwor that the halfling people were well known for in previous ages are all but extinct now, many of them used as engines of destruction and warfare by the God Binder’s Empire. The Halfllings of the Foalm Wood have always lived on the outskirts of civilization but during the God Binder’s rule of Ohrros they were forced to abandon their nomadic life styles forever, less they risk execution or being arrested by the empire’s legionnaires. |
Halfling Attributes:Halfling Features: +1 Dexterity, +1 Intelligence.
Sneaky: When you roll to hide, stealth, or use sleight of hand you always roll with advantage. Omen of the Foalm: Halflings are reviled everywhere outside of the Foalm Wood, you have disadvantage in all social situations when dealing with races that are not halflings. You have advantage in all social situations when dealing with other halflings. Starting Health Bonus: +2 Health Points. Naming Conventions: Halflings |
Myth & History: The Exodus Lore:
The Time of Madness was relatively calm in the Stone Confederacy, but the great wars took a massive toll on the dwarven people. A splinter of the Andminas military lead by commander Valtyr Grunlad managed to break through the defenses of the Arcbarrow Steam Gate leading into dwarven lands. The most southern regions of the Stone Confederacy fell quickly to the surprise attack, traitorous noble houses and princes aligned themselves with Andminas and together they pushed northward towards Nulbizar. Scholars still hypothesize that the early rulers must've had some great power at their disposal, as a massive Andminas armada was crushed by violent waves as they approached Nulbizar from the Black Waters of the Dream. The combined forces of Valtyr's armies and the traitorous dwarven princes attempted to strike at the heart of the Stone Confederacy, but met a sleeping Tholdun and an army of well-equipped Tuatha lead by Silanest at the crag between the Twin Dragon Fang mountains. The divine Silanest held Valtyr's forces at bay for two hours before Tholdun awoke and using his hammer World-Shaper fractured the ground beneath Valtyr's feet and destroyed him utterly. It was on that day that Tholdun and Silanest made a treaty such that their peoples should never take up arms against each other again. Utilizing their divine powers, they carved the mountain faces into the Tholdun's Gate monument, featuring both of their likenesses and scripts of the treatise in every known language. Several centuries have passed since that time, the Long Dread would eventually steal away Tholdun's mind and he would betray his closest allies, leaving the Tuatha in a state of complete chaos. Tholdun claimed dominion over the northern portion of the Stone Confederacy, the Tewa, Freemarch, and Greywater dwarves have since migrated all throughout the confederacy and beyond. The Empire Dwarves are the remnants of the armies and military power of the traitor princes, their holdings are in part an extension of Andminas. Empire dwarves are called 'mutts' or 'hounds' by most humans for their "subdued" nature, as they are "domesticated" dwarves. Current Age - The Godfall Lore: The Dwarven Empires never recovered and Nulbizar remains sealed. Numerous expeditions and entire dwarven armies have gone back to Nulbizar through the centuries in an attempt to reclaim their greatest kingdom but all have failed. Since the dark days of Tholdun’s retreat never again have the dwarves built a city as grand or as beautiful as Nulbizar and many believe they never will. The dwarves are a reserved and xenophobic people, no longer caring for the surface world or its wars, most of the dwarves have chosen to settle beneath the earth in large underground cities. Only the Tewa dwarves still have a significant presence on the surface world, sailing the seas and expanding their secluded island nation. |
Dwarf Attributes:Dwarf Features: +1 Strength.
Darksight: You can see in the dark up to your normal vision range. Dwarven Constitution: You are resistant to poison damage and have advantage on saves against becoming poisoned. Fear the Wytch: Dwarves cannot choose a class or archetype that uses spell points. Dwarven Ancestry: Choose your starting ancestry.
Naming Conventions: Tewa, Greywater, Empire, Freemarch |
Myth & History: The Exodus Lore:
One of the last of the mortal races to arrive on Ohrros, the Harkon have faced prejudice since the divine champion Modestus set foot on the shores of Aurum. Here they founded the City of Ellivia and thrived for close to 300 years under the leadership of their champion. Having locked themselves away from all other cultures, they experienced an extraordinary resurgence of the arts. The Harkon threw themselves into the study of literary works, creating hundreds of their own, painted breathtaking portraits of the coast, and studied the path of the astral bodies which led to further development of arithmetic. This golden age was not to last. The greed in the hearts of the Assai pushed the warriors of Uthra to wash over the city like a plague and destroyed all of the Harkon work in a fortnight. Once more, they were an orphaned people, and with broken spirits spread across Ohrros seeking refuge and stability wherever it could be found. The champion Modestus exiled himself to Death’s Plateau, hanging his head in shame. The Harkon are generally greeted with some degree of mistrust among the other races on Ohrros because of their physical appearance. Their skin colors range from rustic reds to rich browns, with horns protruding from their temples, and pointed ears. Golden eyes rest above high cheekbones and add an otherworldly touch to finish off the appearance of the denizens of the lost city. Still, many Harkon have found their home in human courts, hold esteemed positions of office, or toll as anglers off the Riva Della Morte. Current Age - The Godfall Lore: The Harkon have fared better than many of the other mortal races during the God Binder’s rule. Already a people spread to the wide corners of the world, many of the Harkon were ready for a change and willingly accepted the rule of the God Binder if it meant a transition into a more peaceful life or turned the tides in their favor. Just as humans, Harkon are well adapted to the lands that they call home and very quickly found ways to make themselves useful. Harkon today are accepted more readily into society depending on location and region. This does not mean that prejudices and fear-mongering because of their appearance no longer exists, but it’s to a far lesser degree than it has been in the past. Recently Aurelius Quintus, a Harkon of great prestige and wealth was welcomed into the Nemedian’s merchant society, a lofty title for a non-human indeed. This of course has caused an entirely different host of issues within Nemedian society and those they trade with. At the end of the day it’s going to come down to one of two things to determine just how at home Aurelius will be made to feel, coin or superstition. |
Harkon Attributes:Harkon Features: +1 Dexterity, +1 Wisdom.
Blood of Fire: You are resistant to fire damage and cannot suffer the effects of exhaustion brought on by desert conditions or heat. Natural Killer: When using a Scimitar or Dagger you gain a +1 bonus to your attack roll. Starting Health Bonus: +2 Health Points. Naming Conventions: Harkon |
Myth & History: The Exodus Lore:
The Elves were met with immediate conflict when they first arrived on Ohrros. Assai warriors, carving their way across the heart of Ohrros, waved banners of the goddess Uthra while they drove the elves from Mt. Koli. Banished from the Forbidden East, and herded like cattle from the one blessed spot of reprieve after their long journey, the elves looked to their champion Silanest to save them. They boarded what was left of their ships and turned westward, battling unspeakable horrors from the deep, to finally settle upon a flat expanse of pure-white sand on the southern edge of the Walking Wilds. It is here, where they would build the glimmering city of Istani. After aiding and allying with the dwarves in the Great War, it was nothing short of harrowing when the Mad King Tholdun ambushed Istani during the Long Dread and murdered the Council of Three. If that wasn’t enough, soon after they lost their greatest champion, Silanesh, to the hand of the Slender Crown. It is said that it takes time for the Keeper to weave new threads once they have been clawed from the tapestry of life. The elves have nothing but time and an abundant source of energy to ruminate on their pain and misgivings. Current Age - The Godfall Lore: In the Age of the God Binder the elves are one of the most sorrowful races to walk the earth, they are defined by treachery, cowardice, and guilt. At the beginning of the age it was obvious that with the arrival of the God Binder the world would be thrust into a time of darkness. As Kythra was slain the elves gathered at their great city of Istani where they were at their most powerful. With the mage councils present the elves held a meeting to determine their future and the evils they would face as the gods powers waned on Ohrros once more. On the year GB 4 the majority of the Elven Lords voted to hide themselves and their peoples away from the despair and viciousness that would soon consume the lands. Not all of the elves agreed with the vote and the master of the Todeswald refused to leave the lands of Ohrros behind. He, his queen, and his people would be the only race of elves to stay to assist in the war, though they were far too few to make a difference. The rest of the elves and the walking wilds themselves vanished from memory for nearly eight-hundred years. During these turbulent times the elves watched in horror as Ohrros was thrown into war, no race was spared and the world was forever scarred by the legacy left behind by the God Binder. Eventually, the lord of the bright elves wished to return to the waking realm to assist the mortal races against the God Binder’s empire. They were refused and for the first time in nearly four-thousand years elves spilled the blood of elves. The Bright elves won their freedom but as they attempted to escape back into the world of the mortals they found that they were caught between the Shallow Halls and the Waking World and it is there waited for nearly three centuries. Finally the elves stepped foot back onto the material plane but by that time the war was nearly over and the damage had been done. The elves rode into battle to face the last and most powerful of the God Binder’s agents, the Wytch Queen but it was a hollow victory as the mortal races who had already suffered and fought for nearly a thousand years had done the lion’s share of the work. Elves now live a secluded and sad existence, suicide and woeful attitudes are commonplace among their people. |
Elf Attributes:Elf Features: +1 Dexterity.
Keen Sight: When rolling a test related to your sense of sight you roll with advantage. Elven Proficiency: When using a Spear, Broadsword, or Short Bow you deal +1 bonus damage. Elven Ancestry: Choose your starting Ancestry.
Naming Conventions: Gothic | Celtic (Gaul) |
Myth & History: The Exodus Lore:
The Drakon are fiercely tribal, arrogant, and perfectionist in every sense of the word. The Drakon of Inox are the remnant of a once great civilization that flourished thousands of years ago next to the Mezoark Empire. They were favored as demigods among scale kind and were often treated to positions of power, leading their kin into battle or advising the great lords of the Mezoark. This came to a sudden and violent end as the Mezoark empire erupted into civil war when the Naga staged a coup that eventually lead to the downfall of the empire. As the new empire shifted to the worship of Anantha, the Drakon shifted with them until eventually the great Kothammet, Father of Dragons destroyed the entirety of the empire in a single day. The Drakon have only recently began to journey back into the world once more, leaving behind their homeland of Inox to seek treasures, glory, and hopefully reclaim at least a portion of the influence and recognition they once held over scale-kind. Current Age - The Godfall Lore: Many of the Drakon who were already living on Ohrros during the time of the Godbinder found themselves in positions of power as they highly valued and appreciated the rule of law that the Godbinder established during his reign. These days the Drakon are seen as Godbinder sympathizers or traitors to the rest of the mortal races but they’ve never been held in high regard by the soft skins so the Drakon make due just as arrogantly and obnoxiously as they always have. |
Drakon Attributes:Drakon Features: +1 Strength, +1 Charisma.
Fire Breath: Like the deadly drakes that the Drakon must thank for their heritage, they are capable of producing a gout of powerful flame from their mouths up to medium distance at a single target, dealing 3D6 fire damage. This feature can only be used once per long rest. Powerful Hide - The thick scales of the Drakon provide them with a natural AC bonus of +1. Starting Health Bonus: +3 Health Points. Naming Conventions: Aztec | Dragon |
Current Age - The Godfall Lore:
Clad in thick leathery skin of green and brown hues and buffered with their intrinsic cloak of pride and honour. Most men of Ohrros might mistake the Mesadee for an Orkon if it were not for the large curved horns and other bony protrusions jutting out of their skulls, often decorated or carved to mark their clan or family lineage. The High Ogres, or the Mesadee, as the other races of Ohrros call them; are native to the northern reaches of Rhuneland, where mountains scrape the sky; sprouting from the glacial fields that reach out into the horizon until oblivion, a land they shared with the Centaur until recent. There are two types of beast lords in the land of Rhuneland; the Centaur who are one entity, and the Mesadee, who have mastered the dire wolf to the point where they can be considered one entity; with each young boy and girl being taught to ride and care for their mount as if family. High Ogres are native to the cold lands of Rhuneland, living a nomadic life amid the rugged landscape, in tandem with the Dire Wolves that lie at the heart of nomadic life; towing what little equipment that the High Ogres need to survive off the crude but beautiful land and providing a mode of transport important to a nomadic life. During the Grey Times, the High Ogres were nothing but roving nomads, split into many factional clans called T’darktu, each T’darktu; headed by D’kari (respected members of each T’darktu, that decide on behalf of the clan) had their own allegiances to other clans in the area, allies today, enemies tomorrow would be a common observation among the clans of the High Ogres. Over time however, this system changed in a violent and sudden way; as the war between men threatened to overwhelm and engulf the primitive High Ogres, in reaction, the first Great Khan rose to power, uniting the numerous T’darktu. With unification comes progress, and united under the first Khan, the High Ogres flourished and became the proud people they are now. They say with each crisis, a new Khan will rise, guiding their people like a shepherd, to pastures bountiful and green, in a time of desolation. However the time of Khan’s seem like a fairy tale to many of the High Ogres as no Khan has surfaced in many ages, even when their race faced the atrocities of the mists and the long dread. |
High Ogre Attributes:High Ogre Features: +1 Constitution, +1 Wisdom.
Promise to my Ancestors: The ancestral bond of your people is of great importance, you revere your greatest warriors and those that share the same blood who have come before you and either fallen in battle or died as honorable citizens of the Mesadee nation. During times of need you're able to call on the knowledge and skill of your ancestor and they will guide you through almost any situation. Once per long rest you can use an action to summon the spirit of a fallen Khan or family member, they can impart upon you one of two options.
Naming Conventions: Nepalese | Tibetan | Mongolian |
![]() The Half-Giants are estimated to be scions from the titans of old, a time when men did not walk on Ohr’s surface world. Titans are some of the most ancient and mighty beings to still live in modern times. Thought to have been weapons of war shaped by the gods intending to fight back against the advances of Shaldrot’s elder spawn, the titans themselves are frightful and dangerous adversaries because of that legacy. Most titans claim the realm of Rhuneland as their home, and that is where a bulk of the Half-Giant population lives. Half-Giants gain acceptance by accomplishing heroic deeds. Half-giants who are raised among the half-giant culture will attempt to gain acceptance by honing their combat skills to perfection. Adventuring typically allows them to hone their combat skills and accomplish heroic deeds at the same time, so most Half-Giants who get the chance to will gladly join an adventuring party. Many more have since joined the Khaldish fleets invading the lands of the south, Fainland, Umbria, and Mercia offering them plenty of opportunity for fortune, glory, and chances to prove themselves in bloody combat.
|
Half-Giant Attributes:Half-Giant Features: +1 Strength, +1 Constitution.
Cold Heart: Half-Giants are powerful and dangerous foes, living in the harsh northlands of Rhuneland they survive by being as brutal and relentless as the environs they hail from. When a Half-Giant lands a critical strike (natural 20), they roll on the critical hit chart twice and choose the result they want. Survivalist: You are well-equipped to deal with anything the world throws at you. You can find food in the harshest of environments, skin exotic animals and can use the elements to track your prey. You have advantage on all tests related to tracking or hunting. Starting Health Bonus: +4 Health Points. Naming Conventions: Norwegian | Icelandic |
The WytchbornThe Wytchborn origins are shrouded completely in mystery. They began to appear a few short years after the death of the Wytch Queen occurred, and have since been met with interrogation and suspicion. An unknown, black brand marks the right palm of each Wytchborn . Some speculate that it is the sign of their pact with the eldritch powers lingering in the Great Dark. Others like to think that the Wytchborn are the reincarnations of ancient, dead gods, sent to Ohr to rectify the sins of mankind and save them from impending doom. Survivors of the continent of Ainerth wonder if the Wytchborn are their fallen allies, who somehow managed to sway death into offering them a second chance. Whatever the case, the Wytchborn have claimed no knowledge of it. They do not know why they are here, or even possess the knowledge of what they inherently -are-. What is known, is that the Wytchborn hold a strange connection to the now fraying nature of magic in the world. Even as the veil ripples and tears, they hold an ever-present connection to it. The Wytchborn appear similarly to humans, with strange varying differences to their appearance. The Black Brand, is one of the defining features of a Wytchborn . So far, there have been four recorded brands, each that sits in the same place on the right palm. The Wytchborn possess vibrant, unnaturally-colored hair, and skin that also sets them apart from normal humans. Throughout the Known World, they seem to know their own shared language, and have proven readily capable of learning the common tongue of the realm. Currently, they live among most humanoids - though they may still be greeted with disdain and suspicion.
NarakenThe Naraken are the oldest race to inhabit the World of Ohr, perhaps even predating the giants themselves. When the world was young and being formed by the gods, some of Kor’nu’s essence fell to the planet and breathed life into the core of the earth, unearthing the primordial beings. It is thought that the Naraken was one of the first of these to awaken, and perhaps the only ones to survive from that time. Due to having been born from the earth, the Naraken bear a deep connection to it. Despite their terrifying appearances they are in fact natural creatures of Ohr.
Standing from 9’5-12’0 feet tall, and weighing 500-1000lbs, these saurians tower over most other modern races on Ohrros and have the fighting power and temperament to back up their intimidating stature. Their backs, shoulders, and tails are lined with curving spines that can grow to be 8-14 inches in length, with shoulder spikes that reach upwards of 24 inches. Massive arms carry yellowed claws that can also grow to be anywhere from 8-14 inches. The Naraken also possess giant maws like that of a shark, filled to the brim with razor-sharp teeth. These spines, claws, and teeth “shed” and are replaced constantly. Once, the Naraken were a solitary, proud, noble people with no specific home city to call their own. Hundreds, if not thousands of years enduring the shifting moods of Ohrros and her naive children had taught them that it was best to pass through their seemingly endless lifetime as wanderers. Much of their established way of life changed, however, with the resurgence of magic in the world. The Naraken are completely and utterly averse to magic. When it is used around them, they become enraged because it physically harms them and threatens to undo their very being. As a result of this, many Naraken have then chosen to migrate to the Empire of Swords because of their stances on magic. MinotaurMinotaurs live in great clans, comprised of several tribes. The fighters of the clan, and the chiefs of every tribe, swear vows of allegiance to the Tyrant of Horns, who leads the clan by merit of his power and heroism in battle. All who follow the Tyrant of Horns do so willingly - Minotaurs hate nothing more than servitude or subjugation, and every Minotaur would sooner perish than declare to be any individual’s slave. Every Minotaur is able to leave their tribe as they please, and they make it exceedingly evident that they do not serve their chiefs, but only follow them. Minotaur Chiefs, lacking any institutionalized authority, must walk a delicate line, vigorously maintaining their position through force. Bloody duels over tribal policy are an everyday occurrence, and the moment a Chief shows instability, one or more of his followers invariably engage him in a duel to the death. Where once death ended all disputes, in the days since the Dread the Minotaurs have become even more callous. When a Warrior challenges the Chief, the loser of the duel is mutilated and abjectly humiliated, so that when he is ultimately allowed to perish (after a term of days), no other minotaur would indeed consider supporting the next traitor. Losers of Tribal duels often escape the tribe to follow a different Chief, and a few even journey to the baffling lands of the “Weak Hearts” (the Minotaur term for the human race) to find their fortunes there. Minotaur warriors can earn even higher wages in a Lord’s entourage or a mercenary company than a Half-Giant, although employing one can be just as risky.
While more and more Minotaurs seems to be setting aside their distaste of humans and leading their lives among them, most communities still only know of the terrible beasts through their bloody onslaughts. The Minotaur have little time for tactics or subterfuges, relying instead on brute force and their toughness to carry the day. One universally reviled Minotaur custom is their ancient practice of trophy taking - Minotaurs will butcher the carcasses of their fallen foes, carrying away heads (usually with the jawbone torn away), ears, hands, feet, and even grislier trophies to embellish the walls of their strongholds. Every Chief’s hall is decorated with his tribe’s trophies, and Minotaurs are always hungry to bolster their collections. |
The CorvusThe Corvus once served an Ancient and Powerful feathered dragon known as Corvaxus. Created through powerful magics as servants to Corvaxus, they served as scouts and explorers, stealing into ancient kingdoms and pilfering gold and other valuables to further build Corvaxus horde. The name of the ancient Corvus Empire is long lost to history, but it's mark upon Ohr is clear, ancient temples, buildings, and cities built high into the sides of mountains and cliff faces, decorated with sparkling jewels and precious metals. According to legend, the Corvus grew greedy, coveting the possessions of their creator, and betrayed Corvaxus. Unable to resist the lure of beautiful, sparkling treasure, the Corvus descended upon the great dragon in droves during an elaborate ceremony they'd planned as a 'celebration'. Diving down upon Corvaxus, each Corvus buried a blade into the Grand Dragons flesh, opening a thousand cuts that, according to the tale, bled for a thousand days after the death of Corvaxus.
Unfortunately for the Corvus, their Master survived just long enough to call upon the ancient magics of the land, and curse his creations for their betrayal. First, the Corvus' beloved wings withered and fell away from their bodies, leaving them bound to the earth. Corvaxus had given the Corvus flight to serve him, and so he took it away. Second, because their ingenuity and skill had turned towards a traitorous scheme against their patron, the spark of creativity was torn from their souls, no longer would they be allowed to create the beautiful wonders that Corvaxus taught them. Finally, to ensure that the Corvus could never again divulge the great secrets that Corvaxus taught them, he took away their voices. Since then, the Corvus have wandered the world, a broken and scattered people. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime. The GodtouchedWith the Long Dread having come to an end, descriptions of newborn children with bizarre markings and traits cropped up all over Ohr. Some children appeared more frightful than others with large horns protruding from their temples or green scales lining their arms and legs. Many had mysterious glowing eyes that seemed to know far more than they should. This baffling coincidence earned these children the name “Godtouched”. Whether they had been influenced by light or dark gods is always assumed by their characteristics. Those with horns or dark purple skin are usually frowned upon, immediately becoming suspect of having eldritch influence in their blood. Those however with pleasant features, almost resembling light demi-gods themselves are either fawned over or feared. People shy away from things they do not understand, and that fact remains true for all the Godtouched, no matter what their characteristics might be. No one truly knows or understands why they look the way they do, and no one stays around long enough to find out. For the last decade scholars have continued to speculate and study the Godtouched to no avail. Their birth is still shrouded in mystery to this day.
The LuminousThe Long Dread lasted for nearly a century and some years. In this desperate time, the mortal races sent their strongest into the darkness to overcome the eldritch threat, hoping to secure just one more day for those cowering deep within the keep’s walls. A portion of Andminas’ army met the Slender Crown in the western mountain pass and held their ground, but it was a bloodbath. As the eldritch horrors and undead marched over their broken bodies, the goddess Nythura petitioned Wenafar to spare the souls that were refusing to leave the mortal realm, sensing that they still possessed the will to fight.
Two sacred trees dwelled deep within the Gray Peaks, bearing luscious fruit that sparkled in the moonlight. Nythura quickly plucked the fruits from their boughs and fed them to the fallen warriors. Immediately the bodies stitched themselves together, burning with white light as their forms were reborn. With newfound strength and determination, the “Luminous,” as they would come to be called, launched themselves at the backs of the Slender Crown’s army, surprising them in an ambush, and drove them from Andminas territory back towards the Stone Confederacy. When they returned to the mountain, they fell upon the ground and wept at the goddess’s feet. It is from this place that they sent a message to the lords of Andminas re-articulating their loyalty to their nation and insisting upon holding their station in the western pass. The two trees had been drained of all their power to bring them back, and so they built two large temples of worship in their respective places. These temples would soon grow into moderately large cities: the Golden Citadel, and the Ivory Halls. Two factions would come to arise out of these Luminous: the shining Astorans, and the luminous Pannovalians. As the years waned on, the people found themselves separated with how to best approach the defense of the Andminas Empire and looked to the heavenly bodies for wisdom. The Astorans took on the values and goals that they praised in the lessons of Aith’na: eradication of the unjust and unholy, purity in body and mind, and steadfastness in the face of adversity. The Pannovalians in turn looked to the three moons, the Thieves of Light, for their lessons: patience in the struggle, power in numbers, learning to accept things as they are, and adaptation to any given situation. With the goddess’s power flowing through their veins, their newly formed bodies started to undergo remarkable changes. The Astorans’ hair faded to warm, golden hues, and their olive skin shimmered with flecks of sunlight. The Pannovalians on the other hand wondered as their skin paled to dusky rose and lilac hues, with their hair gaining thick streaks of silver. Not long after, they began to feel the very essence of their goddess, running through their veins. This enabled them to connect even more intimately to Nythura than they had ever been able to before. Working together, these factions held a mutual respect and unbreakable bond that ensured their survival through the long nights. |
|
The Ohr Gaming Network is a gaming community focused on fostering a group of mature, intelligent, funny and down to earth players who are more interested in camaraderie over competitiveness. We want the Ohr Gaming Community to be a place for adults that can enjoy socializing with friends as much as they enjoy playing the games themselves.
|
E19823942023LUMIN283