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Fantasy Shadows of Esteren: Lore

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Airagog

And all at once, the universe groaned.
The world as we know it is naught but a peninsula on a larger darker continent. Though said peninsula has enough resources for all and has plenty of land. We begin our story from the beginning, when Tri-Kazel was united and called Creag. In the beginning there was one named Adam. It was from he that we descend. Originally he found favor with The One but due to his folly and pride he thought himself greater and attempted to learn the secrets of the universe. This was how magic was formed, as Adam used ancient and now forgotten techniques to permanently marr the land and release the hellish beings known as noctis. Yet it was through this ritual he gave humanity its greatest tool for fighting them: the very magic that lead to Adam releasing the noctis. He taught his ways to his descendants and they in turn refined the magic to become a tool to fight back.

Once they were driven deep into the underground humanity had a brief respite where it began populating the world, building extremely primitive structures before once again the noctis came from below. They began wreaking havoc in much smaller amounts but to this day remain a major threat to society, despite how many thousands of years it has been. As the years passed humanity separated itself into three tribes. These tribes would eventually build for themselves three kingdoms, splitting the peninsula and giving it the name Tri-Kazel. There is the holy country of Gwidre, the magical kingdom of Taol-Kaer, and the technologically advanced nation of Reizh. Each has its own rulers and its own history, full of scars and sorrows.


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TERMS TO KNOW
Diablist: Group of specialized warriors from Taol-Kaer who use magic and hand-to-hand combat
Alchemist: Scientists from Reizh. They transform matter and are the ones responsible for the vast machinations of Reizh. Their technology is on the same level as your typical steampunk or the dwarves from The Elder Scrolls
Saints: Magic users from Gwidre. Named so because their magic comes from chants that they know as prayers. It is debated if this magic is inherently holy or not.
Paladins: The bodyguards of the Saints. Each has their own use of miracles that are mainly meant to defend and weaken.
Noctis: Dark creatures that come in many shapes and sizes. They are eldritch abominations.

Witch: Refers specifically to a group of witches on the southern end of the continent. They live in the swamps.

Miracle: Magic from chanting. Possibly divine.
Sorcery: Magic that comes from runes or from channeling. Said to be descended from Adam.
Alchemy: Process of gathering materials then using cylinders mounted on the arm to break them down into core components. Can be reconstructed or used as fuel for attacks or golems.

Council of Ruoch: The senate of Reizh. Ruled by 12 members who are elected representatives from across the country. Current head is Laghwen Vei
The Holy Seat: governing body of Gwidre. Ruled by a figure known as The Pope. The Pope is always the strongest miracle user on the Peninsula, even if they are not actually from Gwidre. Currently the Pope is a middle aged woman named Morgan.
The Court: Refers specifically to The Court of Osta-Baille. Currently ruled by Dustin Mac Aenweald, high king of the clans.


Rindath: How much magical power someone has. Think mana.
Exaltation: how much "divine" power someone has. Similar to Rindath but used entirely for miracles
Flux: The result of breaking down a material into its base elements. There are two types of flux: Mineral and Organic.
 
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People to know:
Added bonus: Their reactions to you telling them "Fuck you."

Pope Morgan IV: Leader of Gwidre. Smiles, nods, says she's sorry you feel that way about her while you're fined by the other members of the church for swearing.

Holy Thronebearer Justin Duwald: Morgan's personal bodyguard. Quite tall, though not taller than Dustin and his brother Lughdoff. Always is seen bearing two shields and no weapons. Glares at you but does nothing.

Saint Mikealis: Prominent Saint in Gwidre. Renowned historian. Often seen around ruins or fighting off the noctis.

Dustin Mac-Aenwald: High king of Taol-Kaer. Won the title by beating all other champions from all other clans in single combat. Proceeded to unite them under one banner again and dissolved all tibes. Laughs it off and says, "Aye fuck ye'self too."

Leona Mac-Aenwald: High Queen of Taol-Kaer. Attempted to assassinate her now husband several times before they were married. Eventually gave up after Dustin laughed off all of her attempts and fell in love. Possibly the country's spymaster. Would slice your tongue in half before you finished "you".

Lugh Mac-Aenwald: High commander of the Taol- Kaer army. Doesn't like magic or the noctis. Calls you a bitch, rips his shirt off, and demands you wrestle him.

Laghwen Vei: Current head of the senate in Reizh. Born into nobility, getting on in life, and a lifelong politician. He says nothing but waves since he does not want any sort of bad publicity.

Aldo Aelfwynn: Head researcher of Reizh. Known for his advances in alchemy. Modernized the golem into the hulking steam giant that is commonly seen. Also known for his advances in medicine. Looks offended and demands to speak with your boss or professor if you're a student at any of the academies in Reizh.

Gunther Murdaugh: Prominent investor in Reizh. Infamous for exploiting the working class. Perhaps the biggest reason why alchemy and factories have not spread to the rest of the peninsula. Used often in propaganda against Reizh. Shrugs and says he's used to it.
 
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(note: in order to know this information you need a 2 in erudition and need to buy it for 2 azure)
TRAVELER'S GUIDE TO TRI-KAZEL.



  • Forward:

    Greetings avid reader! Fist let me congratulate you on being able to read! Most of the population cannot read common and so you, very esteemed reader, stand as one of the most, statistically speaking, well educated and definitely most handsome people on the continent as was surveyed with the circulation of the last Traveler's Guide. There are a few things to note and you, as a well versed traveller would need to know. First, the wilds of Tri-Kazel are very dangerous! Watch your step. Secondly, sea travel at this time is largely impossible due to the terrifying creatures known as Leviathans that roam the open ocean. Make sure to stay within 10 kilometers of the shore, or about half a day's rowing. Third, never stare at a noctis. After extensive research, we have concluded the best way to engage the noctis is to not think about them or about what you're stabbing and pray that it's a blackblood and you have enough fire to take it down.

    Now that that is out of the way, it's time to introduce our up-to-date, most accurate map ever published:
    1520647706083.png

    You'll notice that this one has boundaries that have been adjusted to better suit the current geo-political environment. In this opening chapter we are going to go over Taol-Kaer.
 
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EXPLANATION OF SYSTEMS

  • Skill Checks: when rolling a skill check take the discipline and its respective way (it says on your character sheet), add those together. If it exceeds the test you do not need to roll. Botches do not exist. If your total + 10 is less than the difficulty, that roll is impossible. If it is not an auto success or impossible, roll a 10 sided dice, you will roll a 10 sided dice for every single check. You take the outcome, add it to your total, that is your roll, if it equals or exceeds the difficulty you succeed. Here is the table for difficulty:

    Easy: 8
    Standard: 11
    Complicated: 14
    Difficult: 17
    Very difficult: 20
    Exceptional: 25
    Superhuman: 30
    Impossible: 31+

    Impossible is labelled impossible for a reason. This is the realm of trying to hit a Leviathan.

 
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Economics
100 ember pieces are equal to 10 azure pieces which is equal to 1 frost piece. It's your standard copper< silver < gold ratio.

The daily wages for working a job are as follows, the + indicates that they can earn more depending on what they do and how skilled they are:

  • Unskilled laborer: 6 ember.
  • Skilled laborer: 8+ ember.
  • Scholarly or Artisan profession: 1+ azure.
  • Dangerous professions (bodyguards, mercenaries, couriers): 1+ azure.


Prices for items and services:

  • Prices of living:

    Living is not free. If you live in the city, you must pay to eat and pay to live. The costs are as follows:


    Food:
    • food for a day = 3 ember. (basic food, broth, bread, soup)
    • hearty food for a day = 5 ember (Full nutritional value. Has eggs or meat plus breads and veggies)
    • Ale = 1 ember
    • Cider = 2 ember
    • Beer = 1 ember
    • Cheap wine: 2 ember
    • Good quality wine: 10 ember.
    • Best quality wine: 10 azure.
    • Full cut of ham or other dried meat: 8 ember. Enough for 9 meals for one person if paired with sides like bread and veggies.
    • Fish: 4-10 ember. Depends on how close you are to the sea or other body of water.
    • gallon of ale: 9 ember. Enough drink for two days.
    • Gallon of beer or cider: 10 ember. Enough drink for two days.
    • Bread: 2 ember. Full loaf. Can be used to feed for an entire day but expect to be malnourished if this is your only meal.
    • Fruits and vegetables: 6 ember per pound. If you get potatoes it's only 4 ember per pound.


    Living arrangements:
    • Common room at a tavern: 2 ember per day.
    • Bedroom at a tavern: 5 ember per day.
    • Luxury room at a tavern: 1 azure per day.
    • Stable: 2 ember per day.
    • Shack: 7 azure per month.
    • Hut, cottage, small apartment, dorm, etc (single room plus common area): 1 frost.
    • Large apartment (think 2 rooms plus common area): 2 frost.
    • House (3 small rooms, common area, kitchen area, two stories): 5 frost.
    • Large house (has a garden, some actual land, 4 rooms): 10 frost.
    • Farm: 10 frost.
    • Workshop + House: 13 frost if it's not any capital city. 18 in any capital city.
    • Mansion(very large. 8 rooms. Multiple common areas.) : 100 frost.


    Furniture:
    • Table: 4 azure.
    • Chair: 1 azure
    • Shelf: 5 ember
    • Rack: 5 ember
    • Cupboard or cabinet: 1 azure.
    • Feather mattress: 6 ember.
    • Straw mattress: 4 ember.
    • Feather pillow: 4 ember.
    • Straw pillow: 1 ember.
    • Linen sheets: 1 azure.
    • Stove: 2 azure.
    • Wood oven: 3 azure.
    • Cup: 1 ember.
    • Glass cup: 8 ember.
    • Glass or ceramic bowl: 1 azure.
    • Wooden Plate: 1 ember.
    • Ceramic Plate: 3 ember.
    • Cooking pot: 1 azure
    • Frying pan: 1 azure.


    Storage:
    • Backpack: 1 azure.
    • Handbag: 6 ember
    • Water/wineskin: 4 ember. (day's worth)
    • Large cloth or hide bag: 3 ember.
    • Small wooden chest(a foot by a foot): 1 azure.
    • Large wooden chest (two feet tall by 5 feet across): 7 azure.
    • Small cask: 3 azure
    • Barrel: 6 azure.


    Clothing(full set):
    • Hemp clothing: 6 ember
    • Linen clothing: 8 ember.
    • Wool clothing: 1 azure
    • Fur clothing: 3 azure.
    • Sandals: 3 ember.
    • Boots: 8 ember
    • Galoshes: 6 ember.
 
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(note: in order to have any information from this book you must be a diablist.)
Diablist's Little Black Book of Noctis:

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    Blackbloods are by and large the most populous of all noctis. They are 12 feet tall, their skin is boiling and craggy like a mix of blemishes and rocks. It is recommended that whoever is fighting be very strong of stomach. They bleed a pitch black substance that burns like oil. As such once they begin bleeding the best solution is to light them on fire. This will disorient them and send them into a frenzy, however the fire will never go out until it is dead. It was reported that one very drunk field commander ran into one after a night out. The commander thought it might be funny to see if he could make it eat a molotov cocktail. That field commander suffered 2nd degree burns on most of his skin due to, in his own words, "That fucker explodin and gettin 'is burnin blod all over me damn skin." It is highly recommended not to engage without fire, they are extremely sturdy. Mostly solitary hunters but can travel in groups of 2 to 3.

    Difficulty: Threatening.
    Health:40/30/25/10
    Def: 16
    Attack: 14(5)
    Speed: 4.

    Traits:
    Flayer: Creature may extend its tendrils to make an attack. Attack is 16, damage is 2.
    Weakness(fire): Creature takes double damage from indicated type.
    Unwavering: Creature cannot be stunned.
    Frenzy(fire): creature once afflicted with status condition must make a conviction roll, difficulty 11. If the creature does not have conviction or fails then the creature is inflicted with frenzy, decreasing attack and defense by 5 but increasing damage by 8.
    Taste their fear: Once per combat creature may initiate a mental stability roll, difficulty 14.

 
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Crafting Systems and Spell Systems


  • In this role-play you can craft your own weapons and armor. In fact, you can even gain XP for it depending on how much you craft. Below are some crafting tables that I think will be useful. If it is not on here, you can ask me. I will tell you the difficulty and if your character would even know how to begin to make it.

    HOW THE CRAFTING SYSTEM WORKS. YES IT IS DIFFERENT

    Normally in this roleplay you just roll a d10, no crits, no botches, none of that really happens. However, in crafting you can actually get a critical hit. What happens if you roll a d10, if you get a 10 then you roll another, you then add the second result to 10, then add your respective skill, then your respective way. If you happen to get over 15 of your target mark, then you will make a masterwork. Masterworks are what you would expect to see a truly masterful blacksmith make. They are weapons with such fine edges that you think they were magic or armor that just so happens to be made in such a way that it can absorb blows easier since it has more give than usual without breaking. You can decide how your specific masterwork has slightly more flare than usual.

    Also crafting is done over a period of time. You will need to take a day to craft the item or more. Since that is the case failing a roll does not mean you waste a day. You get a total of 3 rolls to be successful at your craft. However if you get 5 less than your goal for any of those rolls then you botch. A botch will take away a success. A masterwork will auto succeed if you hit the target.

    -In short, you pick something to craft. You roll 3 times.
    -Count how many times you succeeded at the difficulty.
    -Subtract the number of times you got 5 under the difficulty you were going for.
    -If you are still left with a positive number, you are successful.
    -If any of those rolls were eligible for a masterwork (over 15 of the target) you auto succeed and it is a masterwork.

    Now the tables, it goes what you're making, what difficulty, how much material:

    Smithing (note all these weapons also will take a leather wrap otherwise you are going to hate yourself):
    Dagger: 11 (Takes 2.5 lbs)
    Longsword: 15 (Takes 10 lbs)
    Spearhead: 11 (Takes 2.5 lbs)
    Mace: 13 (Takes 10 lbs)
    Metal Staff: 11 (Takes 10 lbs)
    Francisca Head: 13 (Takes 5 lbs)
    Battle Axe: 18 (Takes 25 lbs or can take 15 if you just make the head and make the body with a very sturdy wood)
    Gladius: 15 (Takes 10 lbs)
    Halberd: 18 (Takes 20 lbs or can take 10 if you make the body out of wood)
    Claymore: 20 (Takes 20 lbs.)
    Maul: 14 (Takes 25 lbs.)

    Blacksmithing can convey different bonuses based on the materials you use. Format is Material, difficulty, attack bonus, damage bonus, misc bonus. Here's a list.
    I
    ron: base.
    Steel: +5, +0, +1
    Adamantine: +10,+1,+2, Spiritual
    Silver: +5, 0,-2, Spiritural

    Leatherworking:
    Handbag: 11
    Vest: 15 (Must also use some sort of clothing as the base, def/protection of 1
    Leggings: 15 (Must also use some sort of normal clothing as the base, def/protection of 1)
    Leather Grip: 11

    Leatherworking is unique in that you have a lot more to work with which determines the stats of what you're making. Below is a list of materials and their associated difficulty as well as their bonuses. Bonuses go: Added difficulty, added protection/def

    Normal Leather(Cowhide, Ox, Bison): +0,0
    Bear(furred): +5, +1, adds cold resistance
    Crocodile: +7, +2.
    Shark: +10, +3.
    Strider: +12, +4.
    Wolf(furred): +6, +0, adds cold resistance.
    Drake: +12, +5.

    Enchanting:
    Enchanting works differently, it is not its own separate craft, but rather based on your prayer. If you fail this by more than 3, you will lose some of your exaltation AND the item. Bad things happen if you fail a major incantation by more than 6. So don't try it unless you're sure.

    Below are some samples and their difficulty, (note: these need to be recharged every so often):
    Minor incantation, (very faint glow in certain situations, slightly lighter, etc): 15
    Lesser incantation (glowing when it's dark, resistant to rust): 18
    Incantation(Heat resistance, shock resistance, doesn't chip when striking other swords): 21
    Greater Incantation(Warding against other magic, glowing, binding, damage against certain noctis): 25
    Major Incantation(Talk to me): 30+

    Tailoring:
    Tailoring can be used to make clothing, most of which is difficulty 15 unless you want to make something super fancy which will never exceed 21 difficulty. However, it can be used to repair equipment too, mainly leather armor. Below are some samples of repairing. The difficulty is for a seamless repair, if you fail by a margin of less than 3 then the clothing just gets more ragged but still can be worn.

    Fixing a torn shirt or dress: 15
    Fixing a leather tunic: 17
    Fixing an exotic leather tunic: 25 (shark, drake, strider, etc)
    Fixing leather chaps/pants: 15
    Fixing Exotic chaps/pants: 21
    Making a bowstring: 13
    Making a heavy bowstring: 17
 
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