History of Galanthus
Many ages ago when the world was dark for 18 hours a cycle, and the inhabitants of the world of Galanthus were but simple barbaric tribes, a young man unlocked the secret of the world. An element, Arcanum, met a stone pickaxe in an expedition for resources. Na Nurtu, the reckless man who had struck the indestructible ore, had uncovered it the surface of the earth. A surge of power shocked him, and he was immediately turned to stone from contact with it. Little did his tribesmen know, his spirit became a beacon, and his world was now recognised by the heavenly plane where the Grand Pentoculus sat. Galanthus was given gifts by the Gods, who saw Arcanum and the world it comes from as their best creation. These gifts came in surges: Light, faith, knowledge, guidance.
--
Plot
The Old Gods have returned. A cult of warlock, not identified by the Magocracy, have summoned the attention of eldritch beings thought to be lost in the past. Evil has resurfaced it’s ugly head, disturbing the peace within many societies, and people have started to go missing. From wherever you came from, be it from the streets of an Orcish tribe or a Gnomish factory, you find yourself in the capital city of Argest, staying at the most popular adventurer’s inn; Cailin Guildhouse.
--
The Gods
Celestials of the Grand Pentoculus
Linasaer, Patron of Faith and Loyalty (The Devotion of the Celestials)
Paha, Father of Passion and Emotion (The Love of the Celestials)
Kasdallen, Matron of both War and Peace (The Life Balance of the Celestials)
Maltha, Protector of Knowledge, Science and Culture (The Society and Wisdom of the Celestials)
Oron, Commander of Leadership and Courage (The Strength of the Celestials)
Nerwe, Lady of the Ondine - Immortalised “Mother” of the Oceans, Queen to all within her watery realm.
Na Nurtu, Lord of Arcanum - Immortalised founder of the element, has been sitting amongst the celestials for decades, first recorded being on Galanthus to possess magic.
Bodaysha, Lady of Nature
Torr, Lord of Weather
Aquarius, Lord of the Seas
Yqmos, God of Life, and the Sun
Anachrysta, Goddess of Death, and the Moon
--
Races
These races are the major ones, the less populous races include tieflings, kobolds and the like; please PM me if you want to use a race not listed!
Humans - Lead by King Godfrey in Argest. Split into two sister factions; the Kingdom of Inderon and the Magocracy of Eimrarlon. Typically reach adulthood at 18, and live until their 60’s.
Orcs - The Orcs are either under the watchful eye of Chieftain Mem‘buzh of the United Clans, or have pledged allegiance to their own designated tribal leader. Typically reach adulthood at 16, and live until their 40’s.
Elves - Following no leader except their Elder, elves are a free people, unless they are city-born. Typically reach adulthood at 20, and live until their 100’s.
Dwarves - All Dwarves, whether hailing from hill, mountain or underground, tend to listen to the preachings of Lord Grerr, who is more of a chancellor placed by King Godfrey than a leader himself. Typically reach adulthood at 18, and live until their 70’s.
Gnomes - These low-statured people like to gather in small groups, acting as a cultural sponge of whichever society they integrated themselves into. Typically reach adulthood at 16, and live until their 50’s.
Halflings - While scaling taller than the gnomes, halflings often find themselves falling very… short of humans. Their ideals are to drink and be merry, and often preach the lifestyle that Dattbo’ie, Lady of Alcohol and Recreation sees as the only way to live. Nothing will stop a halfling that has an ambition. Typically reach adulthood at 18, and live until their 60’s.
Tundrelves - A clan of elves who live in the wintery north-west areas of Galanthus, in a settlement known as Astis. Lead by Lady Castiela, ‘The Ice Queen’, they are a race of culture and much more open to difference than their woodland cousins. Not wanting to be chained by the aggressive control of the humans, they fuse most outside contact and are a very independent people. Their skin is usually a light shade of blue or a white, and their hair is nearly colorless with a tint of another color. Typically reach adulthood at 20, and live until their 100’s.
Ondine - Following the kindly ways of the gorgeous and noble Nerwe, the Ondine are found wherever the current can be. If their settlement is not under the ocean surface it is found near a body of water. Typically having hair of vibrant colors and skin of dark browns, greens and blues, they can breathe both air and water and can shift their legs into gorgeous scaled tails at will. Typically reach adulthood at 19, and live until their 100’s.
Classes
You start off as one of the classes (preferably a base one, unless you decide with me otherwise under special conditions for example, if you are a seafarer you will begin typically as a swashbuckler), and as the roleplay moves forward you will decide what / if you want to specialise in. Please message me if you need any information on the classes or the subclasses respectively.
Warrior - Duelist, Shieldbearer, Swashbuckler
Berserker - Barbarian, Warlord
Knight - Cavalier, Lancer
Paladin - Lightguard, Blackguard
Pugilist - Monk, Ninja
Rogue - Assassin, Alchemist, Shadowdancer
Ranger - Archer, Trapper, Beastmaster
Cleric - Priest, Shadow Priest
Druid - Shapeshifter, Mooncaller, Nature’s Guardian
Warlock - Necromancer, Summoner, Cultist
Mage - Elementalist, Sorcerer, Wizard
Shaman - Witch Doctor, Apothecary
Bard - Dancer, Skald, Cantor
Rules
:^) I am the Gamemaster. I control the world and the NPCs.
:^) Please only create as many characters as you can manage.
:^) This is my first RP - I want people to have fun, so play nicely with your fellow RPers.
:^) Put “shorty is cooler than Jamie” in your post if you read this.
:^) When you need to talk out of character, use “OOC:” as a prefix.
:^) Ask me if you need any more information; as this is a MASSIVE world that I cannot fit across a couple of posts. My PMs are always open.
:^) Consider the rate at which the others will be roleplaying.
Character Sheet
Name:
Age:
Gender: (if applicable)
Race:
Class: (add which class you would like to specialise in, if any)
Weapons and Abilities:
Appearance:
Personality / Ideals:
Background: (brief is fine)
Other:
Many ages ago when the world was dark for 18 hours a cycle, and the inhabitants of the world of Galanthus were but simple barbaric tribes, a young man unlocked the secret of the world. An element, Arcanum, met a stone pickaxe in an expedition for resources. Na Nurtu, the reckless man who had struck the indestructible ore, had uncovered it the surface of the earth. A surge of power shocked him, and he was immediately turned to stone from contact with it. Little did his tribesmen know, his spirit became a beacon, and his world was now recognised by the heavenly plane where the Grand Pentoculus sat. Galanthus was given gifts by the Gods, who saw Arcanum and the world it comes from as their best creation. These gifts came in surges: Light, faith, knowledge, guidance.
--
Plot
The Old Gods have returned. A cult of warlock, not identified by the Magocracy, have summoned the attention of eldritch beings thought to be lost in the past. Evil has resurfaced it’s ugly head, disturbing the peace within many societies, and people have started to go missing. From wherever you came from, be it from the streets of an Orcish tribe or a Gnomish factory, you find yourself in the capital city of Argest, staying at the most popular adventurer’s inn; Cailin Guildhouse.
--
The Gods
Celestials of the Grand Pentoculus
Linasaer, Patron of Faith and Loyalty (The Devotion of the Celestials)
Paha, Father of Passion and Emotion (The Love of the Celestials)
Kasdallen, Matron of both War and Peace (The Life Balance of the Celestials)
Maltha, Protector of Knowledge, Science and Culture (The Society and Wisdom of the Celestials)
Oron, Commander of Leadership and Courage (The Strength of the Celestials)
Nerwe, Lady of the Ondine - Immortalised “Mother” of the Oceans, Queen to all within her watery realm.
Na Nurtu, Lord of Arcanum - Immortalised founder of the element, has been sitting amongst the celestials for decades, first recorded being on Galanthus to possess magic.
Bodaysha, Lady of Nature
Torr, Lord of Weather
Aquarius, Lord of the Seas
Yqmos, God of Life, and the Sun
Anachrysta, Goddess of Death, and the Moon
--
Races
These races are the major ones, the less populous races include tieflings, kobolds and the like; please PM me if you want to use a race not listed!
Humans - Lead by King Godfrey in Argest. Split into two sister factions; the Kingdom of Inderon and the Magocracy of Eimrarlon. Typically reach adulthood at 18, and live until their 60’s.
Orcs - The Orcs are either under the watchful eye of Chieftain Mem‘buzh of the United Clans, or have pledged allegiance to their own designated tribal leader. Typically reach adulthood at 16, and live until their 40’s.
Elves - Following no leader except their Elder, elves are a free people, unless they are city-born. Typically reach adulthood at 20, and live until their 100’s.
Dwarves - All Dwarves, whether hailing from hill, mountain or underground, tend to listen to the preachings of Lord Grerr, who is more of a chancellor placed by King Godfrey than a leader himself. Typically reach adulthood at 18, and live until their 70’s.
Gnomes - These low-statured people like to gather in small groups, acting as a cultural sponge of whichever society they integrated themselves into. Typically reach adulthood at 16, and live until their 50’s.
Halflings - While scaling taller than the gnomes, halflings often find themselves falling very… short of humans. Their ideals are to drink and be merry, and often preach the lifestyle that Dattbo’ie, Lady of Alcohol and Recreation sees as the only way to live. Nothing will stop a halfling that has an ambition. Typically reach adulthood at 18, and live until their 60’s.
Tundrelves - A clan of elves who live in the wintery north-west areas of Galanthus, in a settlement known as Astis. Lead by Lady Castiela, ‘The Ice Queen’, they are a race of culture and much more open to difference than their woodland cousins. Not wanting to be chained by the aggressive control of the humans, they fuse most outside contact and are a very independent people. Their skin is usually a light shade of blue or a white, and their hair is nearly colorless with a tint of another color. Typically reach adulthood at 20, and live until their 100’s.
Ondine - Following the kindly ways of the gorgeous and noble Nerwe, the Ondine are found wherever the current can be. If their settlement is not under the ocean surface it is found near a body of water. Typically having hair of vibrant colors and skin of dark browns, greens and blues, they can breathe both air and water and can shift their legs into gorgeous scaled tails at will. Typically reach adulthood at 19, and live until their 100’s.
Classes
You start off as one of the classes (preferably a base one, unless you decide with me otherwise under special conditions for example, if you are a seafarer you will begin typically as a swashbuckler), and as the roleplay moves forward you will decide what / if you want to specialise in. Please message me if you need any information on the classes or the subclasses respectively.
Warrior - Duelist, Shieldbearer, Swashbuckler
Berserker - Barbarian, Warlord
Knight - Cavalier, Lancer
Paladin - Lightguard, Blackguard
Pugilist - Monk, Ninja
Rogue - Assassin, Alchemist, Shadowdancer
Ranger - Archer, Trapper, Beastmaster
Cleric - Priest, Shadow Priest
Druid - Shapeshifter, Mooncaller, Nature’s Guardian
Warlock - Necromancer, Summoner, Cultist
Mage - Elementalist, Sorcerer, Wizard
Shaman - Witch Doctor, Apothecary
Bard - Dancer, Skald, Cantor
Rules
:^) I am the Gamemaster. I control the world and the NPCs.
:^) Please only create as many characters as you can manage.
:^) This is my first RP - I want people to have fun, so play nicely with your fellow RPers.
:^) Put “shorty is cooler than Jamie” in your post if you read this.
:^) When you need to talk out of character, use “OOC:” as a prefix.
:^) Ask me if you need any more information; as this is a MASSIVE world that I cannot fit across a couple of posts. My PMs are always open.
:^) Consider the rate at which the others will be roleplaying.
Character Sheet
Name:
Age:
Gender: (if applicable)
Race:
Class: (add which class you would like to specialise in, if any)
Weapons and Abilities:
Appearance:
Personality / Ideals:
Background: (brief is fine)
Other: