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Enduring Paladin


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Inspired by Dragon Age, Dark Souls, and other awesome s**t.



Intro:
The lands of Sorus have always been in turmoil and chaos, for centuries with enough blood spilled to fill lakes and rivers. But even with all the hellish dangers this land has faced, there will come one, far greater than them all.

Centuries ago, in the heavens deep within it's golden city, the hall of valor, where many proud and powerful warriors who had fallen in battle and earned their place were brewing a dark conspiracy against the creators. With other lesser gods they had planned to expand a rainbow bridge down upon the Earth to allow armies of Frost Giants and many other earthbound empires to attack the heavens, where they would take the creators places as the gods. But the Maker had already known of this, and before they could begin, he would grant them a punishment far worse than death...

The darkness and corruption in their hearts had consumed every one of the conspirators mutating them. They were transformed, changed completely to the point it was impossible to recognize them. They became feral, insane, twisted beasts. This was the first generation of the undead. They were banished from the heavens by the Maker, and outcasted them to the Earth, down to the lands of Sorus.

Wars and blood thirsty empires out for conquest were common in these times. The history of Sorus was a result of such wars. When the Woeecor Imperium and their armies of magic users had set out to conquer new lands, many people lost their homes, land, and even their lives. Those who survived knew they couldn't stand a chance against them, and set sail east. Towards a new continent they discovered, Sorus. But the human settlers would not be ready for the hellish nightmares and perilous dangers that awaited them all there. Untamed the land was full to the brim of hungry man-eating beasts and monsters, fleshing eating diseases and all kinds of other horrors, out to kill them. This would only be the beginning of the countless trials, sorus's new settlers would face. It would literally take years upon years to tame the land, and unify it.

When the undead first arrived on Sorus, to avoid detection, and following natural instinct they quickly moved underground. Living underground already where the Dwarves who established an underground kingdom safe from the dangerous surface world, using the many mines for their main income. The dwarves would be the undead's first victim. The Undead quickly swarmed the outposts on the outskirts of the dwarven kingdom. Never facing an enemy like this, the Dwarves suffered heavy losses in the beginning of the war, and have lost much territory. Over many years of fighting, the Dwarves have lost 30 percent of the it's oringal population. Today they still fight the undead, struggling to defend every inch of their remaining territory.

As the centuries passed, undead stragglers would venture into the surface worlds kidnapping human and nonhuman settlers. Sometimes they would ambush rouge mages and bring them back under ground for unknown reasons. Eventually the undead horde grew and swelled with numbers, starting the first dread march. The dread march happens every few years, or centuries. When the undead horde following instinct, and has grown large enough in number, they begin their attack on the surface world.

When the first dread march happened the legion of Sorus was unprepared for the threat, and lost many soldiers and knights as armies clashed first in the western forests. As battle progressed many villages and towns were burned down, along with parts of the forests. Eventually the undead horde moved east leaving much of the southern parts of the forest alone. As they progressed into the eastern plains, destroying what ever laid before them, many legion battalions and knight commanders fell to battle trying to hold off the undead. Many of their bodies making quick food for the hordes. As they moved closer to the capital of the Kernwith Hold leaving a trial of destruction, the carnage finally stopped, when top tier levels of the Paladin order with a large unit of powerful battle mages and rallied the remaining legion forces. Riding Griffons they lead the legionaries and knights into one final battle. Eventually the horde fled back to their underground den, and weren't heard from until centuries later. The Paladins became the primary order in charge of defending Sorus. But it isn't over..

No one knows that leading the horde miles and miles underground are dark corrupted fallen gods banned from heaven. They lay in the abyss, waiting. Now, leading the undead horde is an evil dark paladin, a twisted opposite of a noble holy paladin, using dark magic instead of holy magic. With his legion of soul-less dark knights, they lead the undead horde against the world.

It is now the fifth dread march, and the undead is larger than ever before. After many battles, the paladin order and the guilds of magi are starting to suffer in decline as battles progressed. As the dark paladin general and his champions slay many paladins, they are now opening portals right form the abyss itself. As hordes of demons escape oblivion itself and wreck havoc on the land, the kingdoms of Sorus fall into chaos, and soon the darkened gods will make their appearance. It's time for a new group of heroes to save the land, and possibly the world.

Lore:
The lands of Sorus are no stranger to war.

Long ago, Sorus was occupied by many various species of dangerous monsters and beasts. There were only a few sentient species that lived in the lands. The majority where the Dwarven kingdoms who lived underground working in mines safe from the surface world. And The forest Elves who formed different tribes around the land, and where often fighting for survival against the many untamed beasts of the wilds. In another country far off, there was a war. The Woeecor Imperium sought to enslave the kingdoms with their vast armies and superior knowledge of magic. Unable to hold back the invaders, many of the countries survivors moved west and set sailed, hoping to escape the Imperium. Where the unsettled lands of Sorus where discovered. However human settlers happy to be away from the Imperium where unprepared for the many various monsters and beasts that roamed the land freely killing and eating many of them. The Kernwith Hold was created as the first human settlement. Barriers were made, and a militiah was raised to fend off both monsters and barbarians who tried to invade. Soon Highburn Castle was made, and Sorus's first king crowned. However humanity was still not prepared for the harsh untamed lands. And employed the services of Battlemages from the lands of Dostan to use their magic to defend the humans settlements, hunt monsters, to provide protection for explores and settlers who began to move deeper in the lands. As the humans moved deeper in the lands, the Elves became worried that they would loose their lands. Concerned and wanting the humans to leave, many proposed that they attacked Highburn Castle and demand the humans to leave. But many of them knowing that they wouldn't be able to defeat Superior human soldiers with a full complements of battlemages many of them met with the humans and agreed to live in peace with each other. Some of Sorus's other species such as the Beast-people the Alef, and the Marsh Nymphs agreed not to interfere with human settlers if they were left undisturbed. However some of the other Elven tribes became dishearten and moved west, attacking any human settlers they would run into. Eventually as the years passed, the humans had settlements and villages all over the kingdom. They were often attacked by angry Elven Raiding parties, but it was to late by then. The kingdom of Sorus was settled and was noticed as an official sovereign state. Many of the villages were also home to none humans, such as Aleffians, and Elves and other manner of nonhumans. Despite few angry Elven tribes the Kingdoms of Sours were able to unite the majority of the Nordic villages and nonhuman under one banner swearing loyalty to the crown.

The White Spire Incident; Birth of the Howling Brotherhood:
As more and more attacks from new mythical creatures, rouge mages, beasts, and other abominations and freaks were being reported, the Paladin Order granted the Guilds of Magi special permission to study dark magics and bestial forms to give the Order an advantage over the over whelming numbers of problems. A larger unit of Paladins were sent to the White Spire to pay close supervision over the mages conducting these studies. As the studies continued, the Alchemy labs became full of activity in part of the new research efforts. However there was an accident where the wrong chemicals and potions when mages were studying werewoflsim. This caused a large explosion that crippled the Spire. Many mages and paladins were killed in the explosion. Because all mages had casted special protection spells, and were more used to the affects of magic, the survivors would be immune to things like Lycanthropy. How ever the surviving Paladins in the spire who weren't killed, weren't so lucky. They were mutated from being exposed to so many chemicals and potions all at once in the explosion and all became cursed with Lycanthropy transforming them into werewolves. Disgusted by the "taint" of Lycanthropy and the various exposures to dark magic, the Elders and Knight Commanders in the order had them outcasted and banned from the Order. No longer members of the Order. These mutants would move west to form a new Knightly order of vigilants. (For more information look in the factions section)

The Angerborn:
1,000 years ago, The Frost giants lived peace fully in the southern krad Mountains. That was before their lands were invaded by Snow Elf settlers. Knowing the lands would keep them safe from their High Elven over lords who sought to enslave them, they proceeded to take the Krad Mountains for themselves and by force. Casting lethal spells, they used their magic to drive them out. Transforming these once isolated creatures into the Angerborn. A new species of giant, who moved north to the lands forests, their harts still bitter, and filled with rage they wiped out any village they found, dragged off the survivors to the lakes, and threw wood set on fire so the survivors would either drown, or burn. And took over the deepest parts of the White Forest for themselves killing anything they saw that wasn't Angerborn.

Enduring Paladin

Factions:
The Legion of Sorus:
The primary military force for Sorus. Soldiers go through 8 weeks of intense training to be efficient warriors to defend the land, they are loyal first to the crown, and committed to defending Sorus from any foreign or domestic threat. Legionaries patrols are seen all throughout Sorus. Though often watching over the lands in their forts spread across the lands, patrols often find themselves in combat with bandits, monsters and even Elven raiding parties in the far west, or even Orc and Woeecor Imperial slavers at times. The Legion used to be a human only force in it's beginning, starting as human militias to defend human settlers. Today it is a multi-species group all with the same objectives and interests of keeping their country safe. The legion has different sub branches as well. As Sorus's official standing Army, the Legion's head quarters are in the Kernwith Hold, the capital city of Sours. Their head quarters are also where young legionaries train. Because the Legion is large, legionaries are equip with Iron weapons and armor, where as Scouts needing light armor, are equip with leather armor. Though not as effective as steel, legionaries still have good training and numbers that often grant them victory. Legionaries are allowed to scavenge for, or buy better equipment if they can afford it. Though this is rarely the case. Legionaries with different equipment is extremely rare,


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Knight's of Sorus: Trained on the field, Knights are the best of the best. They are efficient field commanders able to lead groups of legionaries into battle and use cunning strategies and tactics for victory. Their skills in combat are also just as impressive as their leadership abilities and usually surpass them. Few have what it takes to be a knight, and even fewer have the skills to take on a knight, as they are given the best training and equipment the legion can offer it's soldiers. Clad in steel armor, and given top-notch steel weaponry. They ride into battle on their steeds and often have warhounds fight by their side. Many tremble at the sight of a Knight, as they are proven champions of the King.

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Paladins Order: Early when Sorus was very young, settlers were constantly being attacked by feral beasts, powered beings and other super natural occurrences. Where it were Vampires, werewolves, demons, dark mages, ect. The Legion even with the help of battle mages where unable to keep all the villages and settlements safe and many soldiers and Knights were being killed. To counter this, special Knights who where able to use the ability of magic were recruited. These highly trained knights have been commissioned by the king to be trained by priests and even by senior members of the guilds of magi to use light magics in combat to take on feral beasts and other powered beings. The Paladins are not officially part of the legion, they are their own separate order, though have been known to support the Legion when needed. To fight the many super natural threats like vampires or demons or what ever, Paladins are equip with Enchanted weapons and armor along with their magical talents and skillful training to take on what ever dark threats lurk within the land. Because they are not part of the legion, Senior members of the order leads the order. There are 6 Senior members who take the rank of "Knight Commander" or High Paladin. Though the order still serves the king and sometimes the priest. When Paladins are not out vanquishing dark evils they are also in charge of watching over the guilds of magi, and ensure all rules are being followed. They go through rigorous training to take on any beast, and even serve as mage and witch hunters, enforcing the guilds rules. The Order accepts all races, and both genders from the ranks of the Knights, who have the ability to use magic, and cast spells. Their headquarters is in Fort Maerin in the plains farther to the west, close to the mountain range, separating the plains and the forests. There, many Paladins continue advance training, oversee operations, Garrisons the majority of the order, and can keep a watchful eye on the land. Paladins often use Silver weapons, such as silver swords or maces for killing monsters, though also use well crafted Steel from the finest smiths.

The guilds of Magi: The guilds of Magi are a society of mages and magic users. Joining the guilds are not required. But learning magic outside the guilds is extremely difficult, so many join the guilds. Once a member of the guilds members are required to swear absolute loyalty to the guild and are forbidden from sharing guild knowledge to outsiders. Many mages though don't have to join the guild, join anyways. Anyone who has magic allowed to join, but even nonguild members by law must follow guild rules. The dark arts such as Necromancy and blood magic is forbidden in the guild, meaning it is also illegal throughout the lands. Anyone casting any forms of black magic find themselves being hunted by the paladins. The Paladin Order closely supervises the guilds of Magi to ensure they are following their own rules. The guilds are very influential in Sorus's politics. The guilds conduct their practices and research under the watchful eyes of Paladins in the White spire, a large fortress in the south between the plains, and the white forests not that far from Fort Maerin.

Woeecor Imperium: One of the largest empires in the known world, the imperium is lead by the emperor, who leads the Imperium from the lands of Woeecor, deep in the Easts. In Woeecor, the majority of the population are able to use magic, and those who are unable to cast spells are seen as inferior and often forced to live in slums and live as second-class citizens without much rights. With much of it's large armies being sorcerers and powerful mages and battle mages they have conquered other nations and are out to conquest all nations. Though once the most powerful known kingdom, they have been at war with 3 other kingdoms and are not in rapid decline, and have lost half of the lands they conquered.

Howling Brotherhood:A group of Paladins in the order who became werewolfs, they were outcasted and considered "tainted" stripped of their rank and authority as a Paladin, they were kicked out of Fort Maerin and told the Order would not discriminate if they ever spotted them in their Wolf forms, and they'd be attacked on sight. Outcasted they left for western woods, and formed their own order. When the threat of the Undead were finally reveled to Sorus, it was obvious the Paladin Order were to few in numbers to deal with the threat, and the Legion and Knight's Corps had taken heavy losses countering the threat. Working as vigilant and honest mercs, these Ex-Paladins got together with illegal mages outside the guilds and formed a new Knightly order: The Howling Brotherhood. Knowing this was illegal, the Paladin would be to busy dealing with the undead threat to do anything about the brotherhood. Instead of having only Ex-Knights in their ranks, the brotherhood recruited anyone who could weld a blade into their ranks. And often found many willing recruits from villages. However all members must have the blood of the beast to become werewolves. Aside from Lycanthropy, every Mage went through many mysterious rituals and trails. The mages apart of them would augment every member's body, with magic, and use alchemy to form potions made of many forest ingredients such as herbs, grasses, mushrooms and other stuff, along with the blood of mages, demons, and other supernatural beings. All of this would mutate them and even grant grant non-magic users the ability to use magic. These mutations would change them into super powerful beings, who possess superhuman speed, strength and other dread powers and supernatural abilities and powers. However this "joining" is dangerous and many often die. Passing on the Paladin Order's training to new members, the Brotherhood became it's own Knight-order of Paladins, and brotherhood members are often refereed to as 'Wolf-kin Paladins' due to their Lycanthropy, in which they use in battle against enemies. Though first seen as enemies by the kingdoms of Sours, the Paladin order, and the Legion, they were eventually accepted and all hostilities where dropped when they proved to be very efficient against the undead and showed themselves as Sorus's new guardians against the Undead. The King now sees them as an official independent order of Paladins. The Brotherhood gain their funds from Jarls who hire them to preform many dangerous jobs in keeping the peace, and fighting the undead. With their funds they hire smiths to create strong weapons and armor, in which the mages in their order enchant them, to give them an edge in battle. The Howling Brotherhood is splint into two orders: The mages order, who are technically illegal mages for working outside the guilds of magi, who supports the order by enchanting armor, oversees joining rituals by augmenting and mutating new members, act as scribes who studies the undead and other enemies who use their knowledge to give them the upper hand, and sometimes fill in combat support roles. The other order is the Wolf-kin Paladin order. Wolf-kin Paladins fight the undead head on, and have many of the same roles as the oringal Paladin Order. Their headquarters is a small camp in the western forests away from the legion and the Paladin order. Though no longer enemies with the order, tensions still run high. Though the Legion leaves them alone, and have even recruited them for jobs, paladins from the oringal order still sees them as threats and have threatened to go after them in the past.

Dwarven Kingdoms:Not much is known about the Dwarven kingdoms, as they are underground. The Dwarven Kingdoms make their main income from their vast mines underground. Soldiers in the Dwarven Kingdom are out fitted in armor made form the many stones in their mines. Dwarves being hardy and strong, are usually able to wear the armor without any problems. Once a powerful thriving kingdom, the Dwarven Kingdom has been in decline, since the Undead also inhabit the underground kingdoms with them. For centuries the Dwarves have fought a bloody war for territory underground, with the Dwarves losing much of their kingdom tot he undead. Many have been exiled to the surface world as a result of losing their territory to the Undead. Due to lack of experience in surviving the surface world, many Dwarves in the surface world make easy prey to monsters or worse. Others end up joining the Legion, or settle into villages. Many Dwarves make good miners, fighters, and are excellent smiths. Many surface Dwarves had made a good living off of their smiting skills. The dwarven kingdom has isolated itself from the surface world, and it's problems and are only now committed to defending it's remaining underground kingdom from the undead and hopes to one day reclaim their kingdom from the undead invasion.

Knights of the Scorpion: An Elite well equip mercenary group. They are often hired by many Jarls and sometimes by the King, when the Legion is unable to do something. There is no job they won't take, and don't let the name fool you, they are just as sinister as the Aren Syndicate, who oddly enough have hired them to ensure the Howling Brotherhood is completely destroyed and to hunt down surviving members.

Igoldar Rebellion: Formed in the village of Igoldar, located in the southern region of the western forest, tired of having to pay taxes, despite the legion unable to repel bandit attacks, village elders decided enough was enough. The village formed it's own militia, and united many nearby villages and tribes, formed the Igoldar rebellion, declaring civil war. Although the legion should've crushed this rebellion easy, the rebels superior knowledge of the forests gave them a superior advantage over legionaries. Another problem was the Legion didn't consider them a threat, until the rebels swelled in numbers, and captured several forts in the wood's southern region. Now, despite sending in reinforcements, the legion has yet to capture Igoldar and end the rebellion, as many legionaries fall victim to constant rebel ambushes on their patrols.

Screams of the revenant: A group of dark mages and necromancers who practice the most forbidden and darkest of magic experiments. Obviously not part of the guilds of Magi, these dark mages kidnap many travels off the roads and preform dark experiments on them. These evil mages preform many dark illegal rituals and live on the northern parts of the western forests. The Paladin Order, and the Howling Brotherhood has been committed to taking them all out.

Aren Syndicate: A crime syndicate. For now, their agendas will be a secret. They hold a level of influence in Sorus, and their strengh is unknown. Their leaders are unknown, and for some unknown reason have hired The Knights of the scorpion to eliminate the Howling Brotherhood.

Clan Warsworn:A largely growing Orcish clan from the far eastern lands of Oseistaria, once they have enough numbers they plan to launch a conquest on the Human lands starting with Adrana.

Basok Clan:A Vampire family who inherit Wolfsbane Castle.They kidnap unsuspecting ravels for servants and blood cattle. Though rarely seen outside their castle, even less outside the Vyrers Isles. Though they have been known to occasionally send vampire assassins into Sorus to kill certain high target individuals. Aside from vampires and human servants, they have a small army of gargoyles and a few haunting spirits that guard the castle. The Nordlings of the Vyrers Isles have tried many times to burn down the castle and kill the Basok Family, but attempts of raising warriors to storm the castle have only met with failures.

Enduring Paladin

Key locations:

The Kernwith Hold:
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The capital city of Sorus. 5 square miles in size, and with a population 70,000, The city of Kernwith has the largest and most mulch-curtural population of Sorus, with a mix of Humans,Dwarves,Elves, Aleffians, and other species, with both nobles and commoners living in the city. Highborn castle home to Sorus's High king is located on the north-eastern part of the city, where the King often meets with the jarls to discuss Politics or other matters. The city has much to offer to adventurers and warriors fresh on the quest. With it's many market places, magic shops, smiths, other things such as bordellos, and guild keeps, and much more. With The northern part home to the castle and mostly it's nobility and the elite guard, the eastern part of the city is the safest and cleanest. With the west divided, between a semi-clean and nice part of the city and lower level slums,where theirs and all kinds of cut throats and scum make a living praying on the innocent. Though despite trying it's best efforts, the Kernwith often have a hard time with the low life scum.


The great plains
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One of Sorus's largest landscapes, makes almost almost the entire mid-western part of Sours. Mostly grasslands, with many hillsides, lakes, and even a few forests, and large mountain range on the far west. Because it is so large, and the is easy to move through and settle on, the plains are one of the most dangerous parts of Sours's. For hundreds of years human settlers had to deal with all kinds of roaming monsters and feral animals when moving westward. Today though still full of dangerous life, the plains are filled with Nordic Villages who have sworn loyalty to the king, and are always safe to take refuge from the beautiful yet dangerous lands. Most of the lands have also been proven good for farming, and many farming communities can be found here. A few Elven and Aleffian villages are also located here. The plains are also littered by Forts, who who were by the Kingdoms of Sorus national Army to help settle and tame the land. Though most of these forts are military outposts occupied by loyal soldiers a good amount of them have been abandoned by the Army. Many of them have become Bandit base of operations, or settled by even worse life forms, such as Vampires, or even became Orc Strong Hold, and even more dangerous forms of life.


The forests:

Home to many monsters and creatures, the forest is also home to the biggest Aleffian and Elven populations on Sorus. The forests Occupy the other side of the mountains in the mid-western plains. Behind the mountains and tundra landscape are beautiful forests that cover much of the war eastern lands stretching to almost the coasts. They have a few forts, Nordling villages and 2 holds of the kingdom of Sours. They have a large variety of wild and rare plants and berries which the Nordlings like to max into special types of Mead and often sell them to passing merchants.

The Marshes:
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Located on the North eastern coast, connecting to the plains, the marshes are home to my exotic life forms. With 3 Aleffian villages, an Orcish Strong hold, and home to the Mire Nymphs who inhabit the marshes of Sorus. Though there is no proof, the Aleffian villages in the marshes often tell of tales of the marshes being haunted. And even the Orcs in their stronghold don't ever venture to deep in the marsh, afraid of what's deep inside. Many settlers and travelers have gone missing when traveling to close, after ignoring the warning of the Aleffians. The Kingdom's Legion established an outpost, a fort close to the Marsh to watch over the swamp and any "super natural" haunted states of the marsh. However when soldiers started going missing, and reported sighting of ghosts, the army abandoned the fort and all remaining soldiers were ordered to return back to Kernwith, after making many warning signs to warn settlers.

Halland: A Nordling village on the western forests. The village was attacked by Dark Mages and burned down. A small Legion patrol was around and attempted to rescue the villages. Their bodies on hanging on a large tree infront of a village to serve as a sign. Many of the village's warriors were recruited into the Howling Brotherhood, meaning the village's defenses weren't as strong as they could have been.

Grimsaross:
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A large city in the eastern coast of Sorus. This is where the Whitmore Hold is, which is home to the Jarl is the Sorus's east coast providence.
Grimsaross, though not no where near as large as the Kernwith Hold, is still fairly large with a population of 20,000. The city has a shipyard in the east coast, and one of the largest trading and shipping ports, meaning this is one of Sorus's largest financial providers in the land.

Vyrers Isles: Small islands located in the northeast of Sorus, close to the northern coast lands, these Islands are mostly grasslands with a few forests and many cave networks. Many of these caves are home to Miniatures who attack settlers down on the roads and sometimes drag them to the caves. A few Nordic villages can be found their, a a large haunted castle that has been inhabited by vampires. The Legion has two forts there and small patrols.

Wolfsban Castle:A haunted castle that serves home to a family of vampires known as the Basok clan. The castle is all black, and almost impossible to see in the night. Located on the coast to the west, there is a commentary infront of the castle where ghouls and zombies often roam the graveyards in the night, looking for prey.

The Wasteland Islands: There are also another set of islands on the east south part of Sorus. With so many wastes from the White Spire from Alchemy and other magical experiments, most of those wastes were transported to the islands, who were home to mostly just creatures and savage tribal who attacked anyone. After years of dumping the wastes, the islands where mutated and became a wasteland, many of the forests in the coasts became disgusting infectious marshes and swamp lands, and half the tribal population became ghouls, and other half being mutated tribals. There used to be a legion outpost, but the fort was quickly abandoned and the legionaries returned to Sours.

White forest:The far off lands in the south of Sorus that borders Sorus and Adrana are cold icelands, and snowy Montanan ranges. The northern part of the ice lands still on Sorus's soil, are snow capped forests known as "White forest" here, the angerborn have settled and wiped many of the villages their, and the Legion lost a large number of soldiers trying to counter them. Many brave legionaries, knights, and even some paladins were killed trying to hold back the angerborn. Unable to, the giants had made the white forests their new home and kill anything they see "trespassing" in their new home. In the white forest, the rare, but incredibly strong white wood grows. More powerful then steel, brave adventurers can make a fortune if they find a tree, and survive to bring back some of the wood.

Enduring Paladin

Races:

Humans:
The most common of the races in Sorus, they are also the most dominant. Many of the human Nordlings are known to be skilled fighters. They have the most basic of stats, and some of them can be born with the ability to use magic.

Elf:
A humanoid race. Elves are typically short and more slender than humans. They are easily recognizable by their pointed ears. Though a large number of them live in villages or even cities in Sorus many of them known as "forest elves" live in the western forests in their own isolated tribes. Elves are typically weaker than humans but are usually faster and have better agility due to their smaller frames. Though due to some generations ignoring it,some are instantly born with the ability to easily use it. While others sometimes have to spend years of practicing and training to use it. Though every Elf has the potential to be a skilled mage. Elves also have sharper eyesight and keen senses making many of them efficient hunters.

Dwarves:
Another humanoid race, strong and bulky and usually shorter than any of the other humanoid races, to see a slime dwarf as tall is Elf is an extremely rare. The dwarves are skilled warriors, black smiths, miners and builders. They are a proud and couragous race, though are slowly in decline. With most of them living in their underground kingdoms, it is rare to see a dwarf on the surface, though many of them due leave the underground kingdoms to settle on the surface. Sharing the underground world with the undead, has lead to centuries of bloody wars. They do not possess the ability to use magic due to some odd reason. The only way a Dwarf could use magic would be through dangerous augmentations and magical rituals.

Aelf'lings:
Often called "Beast kin" or "fur folk" these canine humanoid mix are covered in fur, and have animal like tails and ears, and other canine like traits, but walk on two legs like humans. Many of them are located in the western forests in isolated tribes like the elves, but it's not common to see them in other settlements like villages and cities. Having almost similar traits humans many of them are just as tall as average humans, but obviously have stronger senses such as smell and hearing due to their more canine parts. Many of them make excellent hunters and gatherers, and animal trainers due to their stronger connections to nature and the wild. It is extremely rare for an Aelf'ling to be born with the ability to cast magic, but it has happened before. Only 3 percent of all Aelflings have been known to be able to cast magic.

Mire Nymph: Living only in the swamps and marshes of Sorus, (with a few living in the coasts) Not much is known about them. They are extremely tall with a height of almost 9 feet tall. Their skin is incredibly pale, with sparking blue eyes and light blonde hair. The majority of them are females, with very few males. They are weaker than other races, and defend themselves using magic. Every Mire Nymph has the ability to use magic.

Orcs: No one knows how the Orcs came to be. In ancient lore it is believes they were Elven mutants experimenting with magic. Others believe they were teleported here from another realm. Orcs are huge and massive. They are brute-like being the strongest race in the lands. With a dark grey-ish like skin tone, and sharp teeth, and elf like ears. Unlike elves though they are just as tall as humans, if not taller with Orcs ranging from 6-7 feet tall.

Ents
Werewolves
Vampires
Demons


More will be added as the story progresses.

Monsters/Animals:
Sheep [Self exploratory]
Cows [Self exploratory]
Horses [Self exploratory]
Dogs:
Dogs have been domesticated by the humans and nonhumans in the lands of Sorus. They are loyal to their masters, and make excellent guard dogs. They are common on the plains near farms.
Feral Dogs [Self exploratory]
Wolves [Self exploratory]
Foxes [Self exploratory]
Deer [Self exploratory]

Akazim Warhounds:

Giants:
Standing at about 16 feet tall, they are mostly humanoid, and are obviously the second large species in Sorus. (First being dragons of course) They have thick rough grey skin that doesn't pierce easily. Giants are not as hostile as other beasts, and will only attack if they feel threatened or someone gets close. They are omnivores and though usually prefer to eat from plants, have been known too eat humans or non humans they have killed. Though considered animals, they are intelligent enough to create some tools, and use clubs as a weapon. They are extremely strong, able to kill almost anything with a single hit form their clubs.

Anger-born:These types of giants live only in the white forests. They are almost the same as normal giants, except still bitter from losing their lands to elves, they will attack and kill anything they see.

Goblins: One of the most common creatures in Sorus, they are small, but tough two-legged creatures. They are even slightly smaller than dwarves, and have a greenish toned skin. Msot Goblins are part of small tribes, but there have been known to be a few 'lone wolves'. They are smart enough creatures to craft their own tools and weapons, such as clubs and small knives to kill prey. They are generally found in the wilderness, with a more grey skinned variant living near caves mines, and even sewers.

Ogres: These large and powerful beasts even rival that of the Orcs. What makes Ogres most freighting is their cannibalistic tendencies. Despite massive brute strengh they are slow and sluggish. They can stand and even walk on both feet, but when going after prey, they prefer to move quickly on all fours. Ogres are green, have Elf-like ears, large jaws and stand usually at 7 feet. They are a very primitive species.

Ghosts: Spirits of the dead who are bound to the mortal world, or perhaps maybe have unfinished business. Ghosts often take punishment on the evil, or stick around to help other living mortals... or haunt them. Though other times their agendas are unknown, as each individual ghost is different. They are mostly seen in abandoned ruins, and cannot be harmed with physical attacks. The only way to 'defeat' a ghost is with magic, or an enchanted weapon.

Night Stalkers:
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Trolls: Large and hairy apelike monsters, with sharp fangs, claws, and powerful armors, these creatures have black eyes. Usually in caves, mountains or ruins, they are not very intelligent, but make up for that with brute strengh.

Ghouls:Horrible creatures that were made as a result from necromancy, ghouls were ancient humans that were forced into cannibalism as part of experiments from necromancers, causing their evil hunger for human flesh. Immune to poison, they usually roam in packs searching for humans to drag down their lairs to devour. Disgusting creatures, with rotting flesh, they wait for the full moon to leave their lairs and feast. Well-rotten corpses as a delicacy for these monsters. Fire and silver weapons are the easiest and best way to kill them. Because the horrific transformation changed them so much their DNA is changed completely allowing them to breed amongst themselves in their lairs. Only human flesh can satisfy their evil hunger.

Frostcrawlers
Sabre Lynxes
Drakes

Leviathans

Enduring Paladin

Enduring Paladin

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