[TBR] The Beasts Riders
Feb 18, 2017 21:59:44 GMT -6
Post by The Unknown on Feb 18, 2017 21:59:44 GMT -6
This one tonight talks about some warriors
Warriors in great shiny armor
Who crossed every land and mountain
To give peace and clear the reign of pain
Real heroes who conquered our trust
During night and day
They face their duty for ever
This is why we sing this song
To remember the warriors who fought for us
The world of Beasts Riders is built of many tales, legends and heroics, from the far North, the tundra and its Barbarians, to the Southern seas, the archipelagos where Pirates thrives, and into the Western Kingdom where adventurers roam the land in search of a better day. But the bravest are the ones who dare to cross the Rock Gate, a lone fortress built within a chain of mountain, and meet with the Nomads of the Great Dunes, fight alongside the warriors of the Easterdom, challenge the soldiers of the Alliance, or travel deep into the unexplored jungles.
It is an ancient world, where history and legends are blurred, where demigods were once living beings, and dragons are just beasts like any other creature, and where some individuals within The Five People are born with Half-Souls, connecting them to the universe around them and granting them unnatural abilities. Wizards won't meddle with daily issues, Paladins are secretive and hidden, Knights are more interested in fighting each other than protecting the weak, and mercenaries are seen as the heroes of the common folk...
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At its core, Beasts Riders is a simple and straightforward fantasy world: The five main species (Humans/Orcs/Dwarves/Elves/Goblins), a big bad, real and fantastic creatures, along with fantasied-up real-world cultures. Here are its main components.
At its core, Beasts Riders is a simple and straightforward fantasy world: The five main species (Humans/Orcs/Dwarves/Elves/Goblins), a big bad, real and fantastic creatures, along with fantasied-up real-world cultures. Here are its main components.
HISTORY
Mythology: When reality took its first breath, the world was energy, neither bad or good. Some of these collided, and these primordial forces became god-like life. This energy took the form of a celestial dragon, a beast that encompassed every future living things to come.
WORLD
The Half-Souls: The most prominent particularity of the Beasts Riders' world are the Half-Souls, born from the Five People, almost randomly so, and with a part of their soul belonging to an aspect of the world. There are the Beasts Riders, who share their soul with an animal, the Guardians, whose soul resonate with a unique weapon, the Pirates who belongs to the sea, the Barbarians in the tundra and the Nomads of the deserts. These are however unnecessary to be part of these cultures, a well trained sword fighter could defeat a Guardians, anyone could tame a dragon to ride, and anyone can be a sailor of the seas. However the Half-Souls have an edge as their are part of this world.
Beasts Riders: Many creatures born in these lands are much larger than their regular counterpart, allowing an adult of most races to ride them with ease. Some share a Half-Soul with someone, and all their lives they'll seek out their other half. When they meet, they become inseparable, linked through a bond that cannot be rivaled by any other creature. They have an impressive synchronicity, allowing for surprising teamwork. The Half-Souls Beasts are also much more intelligent than their average, along with a distinct personality, often shared and on the level of their Rider. The Beasts Riders make up for excellent adventures, since they have known travel all their lives. They also feel at home with their Half-Soul, meaning they are mostly nomads and wanderers. They take up exploring, mercenary or military scout jobs with ease. They are the most common Half-Souls, and are present in every cultures and regions.
Guardians: An unusual Half-Soul people. Their Soul actually becomes complete when it resonates with the appropriate weapon. The Guardians are a secretive group, and are present in every corners of the continent and from every people. They are usually trained by the Weapon Masters up in the mountains, in hidden temples. Their particularity to turn any object into a lethal weapon makes them highly sought guards, mercenaries or assassins. Though most Guardians chose to lead a life of wandering and fighting, many just get hired to train soldiers, not wishing for an adventurous life. They are the second rarest Half-Souls.
Berserkers: The most resilient and tough Half-Souls. They belong to the cold tundra and the northern wind. They are immunized to cold, frostbite and hypothermia. They can travel almost unseen at night under a full moon, and a blizzard allows them to move quicker through the snow. Physically, a Berserker will be much stronger than they appear, making them intimidating threats, with enough force to be able to counter a Guardian with ease. They are most common in the North, where Berserkers will usually bear marks on their bodies, which due to the nature of their souls, allows them to travel lightly even in winter.
Seafarers: Belonging to the Seas and Ocean, these Half-Souls are commonly found on islands and in harbors, where they seek adventure. Unable to feel thirst while at sea, cannot drown in a storm and will always find their way home. They have the natural ability to perfectly understand the stars, the moons and the sun, along with the tides. Their affinity with the sea gives them a lower point, as they have high risks of being earth-sick if they spend too much time on land. They are naturally quick and nimble, giving them perfect physicality to work on ships and fight their way in closed space.
Wanderers: The most secretive and rarest Half-Souls, they are a part of the desert just as much as the desert is part of them. Not much is known of them, as they tend to not mesh well with various people, mostly keeping to themselves and being alone. They are known to be amazing fighters, almost on par with the Guardians, and able to teleport within a sandstorm. They are also immunized to the sun and dehydration that the desert can bring, making them relentless travelers.
The Races of the World
The Five People: The name given to the five most common races of this world, all of them can be Half-Souls. Most of them can be found in any culture of the world, they have no actual limitations to this.
Humans: The most common people, they inhabit almost every corners of this world. The largest nations were actually founded by Humans. In the past they've had issues with the Dwarve and Elven armies, but after peace was settled, their respective nations grew and work well together. They tend to both start and finish wars.
Elves: Nature's self-appointed protectors. They have a long-lasting alliance with the Dwarves, as early on they had to form an alliance to fight off the Humans, they gathered the best wood for the Dwarven constructions, while the Dwarves supplied them with steel. They are very sensitive to nature and in tune with it, as they are both calm and lethal. They have the longest life expectancy of the Five People, reaching well into the thousands of years. It was a gift from the Oomvolks, the Forest Folk. Commonly Beasts Riders and Seafarers.
Dwarves: Builders, crafters. Their hands are strong, their dexterity unmatched. They are the reasons Human cities are so strong during wars, and that they now have powerful weaponry on their walls. They are the most secretive of the Five, and own vast cities, carves within the mountains, spanning kilometers underground. Commonly Beasts Riders and Berserkers.
Orcs: Formerly raiders and hunters, they've turned over time more into cattle herders and soldiers, making their homes in plains and fortresses, becoming full fledged members of the Kingdom. They are mostly widespread in the West, where the harsh tundra and the mountains suit their needs the most. They have a good relationship with the Barbarians of the North, as well as common jobs on the sea. There's a saying that if you don't find your weapon lethal enough, give it to an Orc and he'll double the deadliness.
Goblins: If the Dwarves a known for their massive underground cities, Goblins are known for expanding said cities. And then miniaturize everything they get their hands on. They have an excellent relationship with the Dwarves and the Orcs, only the Elves see them more as childish creatures, even if they highly respect their precise crafting. Goblins prefer to dodge actual combat, and rely mostly on support and tactic. They are avid alchemists and crossbow users, and are very common in larger cities. They aren't big fans of the daylight.
The Other People: while the Five People are known to be commonly Half-Souls and the most widespread races, there are a few that are considered Lesser, as they cannot be Half-Souls, but their connection to the world is as of yet unseen. They are as much a part of the cultures as the Five People, even if it took centuries to get there.
Trolls: By far the most common and widespread Other People, the Trolls are highly sensitive to their environment, having quick mutations to represent their origins, like a rocky hide in the deserts, symbiotic plants in the forest or a blue colored skin with long hair in the cold. Found in the deserts of the East, at seas in the South, the mountains of the West and the Tundra of the North, they are part of the Kingdom's culture and their most fearsome warriors. Their origin place can be traced to the Old Forest, as it is their political center, even though they are free spirits. Female trolls are extremely rare however, making up about 5% of their population, and generally untouched by mutations as they tend to stay hidden at the center of their villages, directing their society and making sure their people goes on.
Oomvolks: Secretive and distant, they appear as large trees walking and talking. They are some of the oldest beings of the world, and they are only dedicated to its protection. Though nowadays they can only be found deep in the Old Forest, protected by the Elves, and friends with the Trolls. They taught the Elves long life, and the Elves are forever thankful of this help. They are physically the strongest beings around, but have no will to use it.
Third People: [REDACTED]
Fourth People: [REDACTED]
Guardians: An unusual Half-Soul people. Their Soul actually becomes complete when it resonates with the appropriate weapon. The Guardians are a secretive group, and are present in every corners of the continent and from every people. They are usually trained by the Weapon Masters up in the mountains, in hidden temples. Their particularity to turn any object into a lethal weapon makes them highly sought guards, mercenaries or assassins. Though most Guardians chose to lead a life of wandering and fighting, many just get hired to train soldiers, not wishing for an adventurous life. They are the second rarest Half-Souls.
Berserkers: The most resilient and tough Half-Souls. They belong to the cold tundra and the northern wind. They are immunized to cold, frostbite and hypothermia. They can travel almost unseen at night under a full moon, and a blizzard allows them to move quicker through the snow. Physically, a Berserker will be much stronger than they appear, making them intimidating threats, with enough force to be able to counter a Guardian with ease. They are most common in the North, where Berserkers will usually bear marks on their bodies, which due to the nature of their souls, allows them to travel lightly even in winter.
Seafarers: Belonging to the Seas and Ocean, these Half-Souls are commonly found on islands and in harbors, where they seek adventure. Unable to feel thirst while at sea, cannot drown in a storm and will always find their way home. They have the natural ability to perfectly understand the stars, the moons and the sun, along with the tides. Their affinity with the sea gives them a lower point, as they have high risks of being earth-sick if they spend too much time on land. They are naturally quick and nimble, giving them perfect physicality to work on ships and fight their way in closed space.
Wanderers: The most secretive and rarest Half-Souls, they are a part of the desert just as much as the desert is part of them. Not much is known of them, as they tend to not mesh well with various people, mostly keeping to themselves and being alone. They are known to be amazing fighters, almost on par with the Guardians, and able to teleport within a sandstorm. They are also immunized to the sun and dehydration that the desert can bring, making them relentless travelers.
The Races of the World
The Five People: The name given to the five most common races of this world, all of them can be Half-Souls. Most of them can be found in any culture of the world, they have no actual limitations to this.
Humans: The most common people, they inhabit almost every corners of this world. The largest nations were actually founded by Humans. In the past they've had issues with the Dwarve and Elven armies, but after peace was settled, their respective nations grew and work well together. They tend to both start and finish wars.
Elves: Nature's self-appointed protectors. They have a long-lasting alliance with the Dwarves, as early on they had to form an alliance to fight off the Humans, they gathered the best wood for the Dwarven constructions, while the Dwarves supplied them with steel. They are very sensitive to nature and in tune with it, as they are both calm and lethal. They have the longest life expectancy of the Five People, reaching well into the thousands of years. It was a gift from the Oomvolks, the Forest Folk. Commonly Beasts Riders and Seafarers.
Dwarves: Builders, crafters. Their hands are strong, their dexterity unmatched. They are the reasons Human cities are so strong during wars, and that they now have powerful weaponry on their walls. They are the most secretive of the Five, and own vast cities, carves within the mountains, spanning kilometers underground. Commonly Beasts Riders and Berserkers.
Orcs: Formerly raiders and hunters, they've turned over time more into cattle herders and soldiers, making their homes in plains and fortresses, becoming full fledged members of the Kingdom. They are mostly widespread in the West, where the harsh tundra and the mountains suit their needs the most. They have a good relationship with the Barbarians of the North, as well as common jobs on the sea. There's a saying that if you don't find your weapon lethal enough, give it to an Orc and he'll double the deadliness.
Goblins: If the Dwarves a known for their massive underground cities, Goblins are known for expanding said cities. And then miniaturize everything they get their hands on. They have an excellent relationship with the Dwarves and the Orcs, only the Elves see them more as childish creatures, even if they highly respect their precise crafting. Goblins prefer to dodge actual combat, and rely mostly on support and tactic. They are avid alchemists and crossbow users, and are very common in larger cities. They aren't big fans of the daylight.
The Other People: while the Five People are known to be commonly Half-Souls and the most widespread races, there are a few that are considered Lesser, as they cannot be Half-Souls, but their connection to the world is as of yet unseen. They are as much a part of the cultures as the Five People, even if it took centuries to get there.
Trolls: By far the most common and widespread Other People, the Trolls are highly sensitive to their environment, having quick mutations to represent their origins, like a rocky hide in the deserts, symbiotic plants in the forest or a blue colored skin with long hair in the cold. Found in the deserts of the East, at seas in the South, the mountains of the West and the Tundra of the North, they are part of the Kingdom's culture and their most fearsome warriors. Their origin place can be traced to the Old Forest, as it is their political center, even though they are free spirits. Female trolls are extremely rare however, making up about 5% of their population, and generally untouched by mutations as they tend to stay hidden at the center of their villages, directing their society and making sure their people goes on.
Oomvolks: Secretive and distant, they appear as large trees walking and talking. They are some of the oldest beings of the world, and they are only dedicated to its protection. Though nowadays they can only be found deep in the Old Forest, protected by the Elves, and friends with the Trolls. They taught the Elves long life, and the Elves are forever thankful of this help. They are physically the strongest beings around, but have no will to use it.
Third People: [REDACTED]
Fourth People: [REDACTED]
Geography
Kingdom:
Center Kingdom: As the name implies, this is the political, cultural and military critical point of the Kingdom. While many great cities exist, like River City, the capital of it is named Mountainborne, where the Watchman, or King, reigns. As the name implies, the city was carved and built from the mountain, one side to a larger river, the other to the plains. It has a temperate weather and lush forests separating various towns.
Easterlands: The immediate province after Rock Gate, the Easternlands are mostly plains and rivers from the north. The habitants are used to a simple life as farmers and traders, their main cities are Cliff City, built around converging rivers, Dragon Home, a breeding and training castle for dragons, Dragon Peak, a Dwarven city beneath the mountain and Riverton, at the south of the province, between lakes, rivers and forests.
Great Forest: The Elven mainland, populated also by Humans and Orcs, overlapping with the Northern Kingdom, Center Kingdom and Easternlands. It is mostly composed of small towns hidden throughout the forest. Bark Town, being a mostly merchant and farming city. Spring’s Open, a transitioning town, along the Root Path joining with Uprooted Mound, made up mostly from non-Elves. And finally, Trunk Town, the capital of the Elves built through the largest trees of the forest, with little non-Elves presence.
Northern Kingdom, which contrary to what its name implies, is still South to another land. Stretching along the Northern Border, it was built upon the remnants of a failed conquest of the North hundreds of years ago. Their largest settlement was named Ice Mountain, and is their only stronghold of the North. They are a hardened and adventurous people, and their Gray Steel Knights are known through the Kingdom as some of the most dangerous soldiers, and the first line of defense if the Barbarians come south.
South Easternlands: The smallest territory of the Kingdom, and one of the most strategic in terms of defense is an attack from the East breaks Rock Gate. The province is riffed with rivers, all making their ways to the south. Their capital city is named Waterfall Gate Towers, actually a series of dams, and maintains the level of waters in the south, allowing the Easterlands an assured water supply. Their second strategic point being the South Walls Citadel, a series of wall, along with a whole city built within it, made to defend from both the East and the South. On a side protecting the harbor of the South Shore if Rock Gate is breached, or protecting the East and Center if an army comes from the sea.
Northern Border, or Northern Territory, the Northermost lands of the Kingdom, and rightfully belongs to the Barbarians.
Kingdom:
Center Kingdom: As the name implies, this is the political, cultural and military critical point of the Kingdom. While many great cities exist, like River City, the capital of it is named Mountainborne, where the Watchman, or King, reigns. As the name implies, the city was carved and built from the mountain, one side to a larger river, the other to the plains. It has a temperate weather and lush forests separating various towns.
Easterlands: The immediate province after Rock Gate, the Easternlands are mostly plains and rivers from the north. The habitants are used to a simple life as farmers and traders, their main cities are Cliff City, built around converging rivers, Dragon Home, a breeding and training castle for dragons, Dragon Peak, a Dwarven city beneath the mountain and Riverton, at the south of the province, between lakes, rivers and forests.
Great Forest: The Elven mainland, populated also by Humans and Orcs, overlapping with the Northern Kingdom, Center Kingdom and Easternlands. It is mostly composed of small towns hidden throughout the forest. Bark Town, being a mostly merchant and farming city. Spring’s Open, a transitioning town, along the Root Path joining with Uprooted Mound, made up mostly from non-Elves. And finally, Trunk Town, the capital of the Elves built through the largest trees of the forest, with little non-Elves presence.
Northern Kingdom, which contrary to what its name implies, is still South to another land. Stretching along the Northern Border, it was built upon the remnants of a failed conquest of the North hundreds of years ago. Their largest settlement was named Ice Mountain, and is their only stronghold of the North. They are a hardened and adventurous people, and their Gray Steel Knights are known through the Kingdom as some of the most dangerous soldiers, and the first line of defense if the Barbarians come south.
South Easternlands: The smallest territory of the Kingdom, and one of the most strategic in terms of defense is an attack from the East breaks Rock Gate. The province is riffed with rivers, all making their ways to the south. Their capital city is named Waterfall Gate Towers, actually a series of dams, and maintains the level of waters in the south, allowing the Easterlands an assured water supply. Their second strategic point being the South Walls Citadel, a series of wall, along with a whole city built within it, made to defend from both the East and the South. On a side protecting the harbor of the South Shore if Rock Gate is breached, or protecting the East and Center if an army comes from the sea.
Northern Border, or Northern Territory, the Northermost lands of the Kingdom, and rightfully belongs to the Barbarians.