Back Story / FAQ

Discussion in 'RPG#10 - Gyin' started by Crys, Jul 11, 2005.

  1. Crys

    Crys The Blood

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    In the world of Gyin, there are many races, some at war, others resting in peace. Many wars have been waged, mostly between men, and the united coalition of the more ‘animalistic’ races. The humans feel as though they are superior, but as of late, there has been no war. Not peace mind, but not full-blown war.

    There have been disturbances in the south, many small raids by the Orga; a large, brutish race of twisted human stock. They have been doing small pillaging, but little more. The southern countries feel unsafe, as the raids slowly become more violent, frequent, and of course further into the continent.

    The Dwarves were the first to be hit by the raiders from the south, as the mountains are the far boundary. Next, the Elves fell victim to the hellish onslaught of raids. Soon, the southern most countries of the Animalistic tribes of half men were being struck down in these raids, and then the central countries.

    The countries that would appear to be next on the hit-list of the Orga would be the lands of men. Humans, not the strongest, fastest, or even smartest of the races, but surly the most numbered, have began to rally their forces, they’ve moved south, slowly, but like a plague. They have joined forces with their hated rivals, the tribes of the half-men now fight with the true-bloods, and soon the humans will ask the aid of the elves and dwarves, in hopes that these raids will end.

    Meanwhile

    In the lands of the Orga, the armies have been rallied, and await the word of their master, known to them as Hil’ka, which roughly translated means ‘Light-Ender’. The embodiment of his reign is the Wizard and alchemist known as Beldral, and he is to send them into battle when the word is given.

    The ‘raids’ as the northern countries saw them as, was a scouting militia, and soon, the true strength of the Orga will be known.

    Races

    Humans: Humans are the most thickly populated of the races of Gyin. The humans are good in all proficiencies of battle. They are the race, above all others, that can do magic with the most ease, others can as well, some even with equal talent, and there are many elves with excellent magic ability, but the humans are the best mages.

    The Humans can thrive in any area, many live in a colony of sea goers called the 'Sea Folk'. These people live on an island not far from the west coast of the Animalistic lands. Their culture varies a little from the humans who dwell on the main land. They rely more on fishing than hunting, and also excel in naval combat. Many people, poorer people, find that they cannot sustain life on the mainland, and if convicted of being a thief, you are given a choice, death, or life on the isle. Because of this, many thieves and the like dwell on the isle known as Tyrun.

    Dwarves: Living in the safety of the underground, the dwarves reside in the depths of the mountain range known as the Kilnako Mountains. They are by far the most brutish of the domestic races, falling just short of equal strength with the Minotaurs and Orga. The use mostly hammers and axes, and sometimes, if possible, small, rounded shields. The dwarves make for invaluable allies in battle, as they never retreat, and are stronger than oxen. The dwarves are short, and stout, with enough weapon knowledge to bring an army down around the commander’s ears.

    Elves: Elves are the most graceful of the races. They are sleek, and made for combat in forested areas. They find that they are exceedingly talented in archery, and seem to have a particular talent with slender-bladed swords. They are tall, and immortal, sleek, and agile, slim, and fast, with excellent eyesight. The Elves are excellent comrades in battle.

    The Half-Men (The Animalistic Tribes)

    Driders: These beast-men are half human, and half spider, and are usually weak in combat; they are primarily mages, sometimes healers, but rarely warriors. You can occasionally see a Drider druid. The Driders have the eight-legs of a spider, and the upper body of a man.

    There are warrior tribes of Driders that live against the magic oriented lifestyle. They find themselves outcast most times, but times like this, where the Driders are in need, as are all races, they may find they will be accepted to help the cause. These bands of warriors make their own armor, and it is very difficult to do so. They use primarily spears, as it is unwise to allow an enemy near the legs of a Drider ally, as losing one will slow them to nearly a halt.

    Centaurs: The centaurs are a very ritualistic tribe of horse-men. They often give live sacrifices to their gods after a hunt, and drink blood before a battle. The centaurs are proficient with small blades such as short swords, daggers, even up to broad swords. The centaurs will occasionally use spears, and are oddly talented with a bow. Centaurs are often followers of the druid ways. They have the body of a horse, but where the head would be, is the upper body of a man.

    Minotaurs: These brutish bull-men are very large, averaging around 7’6’’ to 8’ tall, and weigh anywhere up to 700 lbs. the Minotaurs are less ritualistic than the centaurs, and have fewer beliefs, but are much more violent. The Minotaurs do combat in small groups of 5 to 7 members, and usually use larger hammers or axes. The Minotaurs are bulls in the figure of a man.

    Vulpines: The Vulpines, or Vulpinians, are the fox-men. They are quick, and can often give Elves a run for their money in tight, close-quarters combat. They are very agile, and often use two, one-handed weapons, such as small swords, daggers, krises, and sometimes small axes. The Vulpines have a human figure with the head of a fox.

    Clans/Tribes/Kingdoms

    Humans: The humans coexist under the rule of Kingdoms. In each Kingdom there is a King, and sometimes a Queen (if the King is married, the Queen cannot rule). There may be children from such a joining, in which case a Princess will be used to strengthen ties between Kingdoms, and a Prince will be taken akin to the King, and taught how to rule. When the King dies, the Queen is banished from the title, and the Prince then becomes King, the Queen, if once a peasant, shall be so again, unless direct otherwise by the now King. If there is no Prince, then the closest male blood-relative to the King shall take his place.

    There are 5 Kingdoms of men. There is Joyik, ruled by King Huila, Koina, ruled by King Jefery. Gorna, ruled by Goran the Great, Ulruk, ruled by King Martyr, and the struggling Kingdom of Vilance, ruled by the once great King, and warrior, King Damzus.

    Elves: The Elves too use the Kingdom system, however in the event of the death of a King, the Queen will take set role. The rule of the first born Prince still applies, but the rule of selling of Princesses to other Kingdoms was last seen 300 years ago; ever since the Kingdoms have been strongly allied.

    There are only two Kingdoms of Elves, Lorinea, ruled by Queen Morya, and Guhina, ruled by King Fyllum.

    Dwarves: The Dwarves all live under one united Kingdom that spans the entire length of the Kilnako Mountains. The Kingdom, is in turn entitled Kilnako, and is ruled by the King of the Dwarves, Tyrin.

    Driders: The Driders are split into two different clans, each of which is separated into tribes. The two clans are of course the Magick’s clan, and the Warrior’s clan.

    Warrior’s Clan; The Warrior’s Clan, which is not really a clan, more a large like-minded group, (that doesn’t even live all together) that is split, into three tribes; the Trui, which are a thick-skinned group which fight mainly with spears, the Gwan, faster, more agile, and they use swords and shields, and finally, the Hyla, which have no preference of weaponry.

    Magick’s Clan; This clan, not unlike the Warrior’s Clan, is split up. This however, has only two primary tribes. The Dridak Tribe, which consists of mainly Elemantalists, and the Aiydn Tribe, which consists of primarily healers.

    Centaurs; The Centaurs follow the unbinding law of Tribalism. They can choose to leave their tribe, and try to join another, this however, is risky, as once you leave your tribe, you are neither guaranteed into the tribe in question, nor aloud back into your original tribe. The tribes are many, but not unlimited. There are three that are well known to all, the Jinkas, a group of blood-thirsting, sacrificing killers, who are unmatched in combat among the Centaurs, the Druidic Tribes, which live in wooded areas not unlike those of the Elves, and the Bowmau, a group of archery oriented fighters unmatched – save by Elves – in archery.

    Minotaurs; The Minotaurs are a very combat oriented race. Because of this, each clan of the Minotaurs have a particular fighting style. Each tribe and most every Minotaur lives together in a city in the Animalistic Plains. After reaching manhood, at about age 15, the Minotaurs are drafted according to their skills into a clan. A Minotaur going into battle will dye their fur to allow easy identification of their clan and style.

    The Blood Clan; The Bloods are the front line fighters, each one is a massive killing beast armed with anything possible, or nothing at all, though they prefer large axes or hammers. A single, unarmed Blood can defeat 5 armed humans with ease. These traits make them the perfect killers. The Bloods dye their fur red for battle.

    The Night Clan; Nights are formidable with pole arms. They dye their fur black, and prefer to attack from the shadows. Nights are very formidable against mounted units, and find combat against such easy, due to extended reaches of the pole arms.

    The Duaal Clan: These Minotaurs have been trained in speed, and use shorter, easy to swing weapons like scimitars (due to Minotaur sizes, this is small). They choose to dodge, and then strike quickly. The Duaals will only strike when safe, and able. The Duaals dye their fur in bright yellows and oranges.
    Vulpinians: The fox-men all fall into one of two followings. They either follow the Way of the Fist (Fists). This group prefers to fight with small weapons in little armor. Or the Way of the Skull; the followers of the Skull, or Skulls, prefer larger weapons, like broad swords or whirling demons (curved, hook-like blades on opposing ends of a shaft). These Vulpines wear more armor and tend to go into battle last.

    Religions/Deities

    Mother Gaea: The followers of Gaea believe that nature is sacred. In their praise of nature is her worship. All Druids, and most of the Animalistics fall under this category, as do the Elves, as they live in a large forest. The patron deity of this religion is Gaea, the creator of all.

    Kilkanism: The Dwarves hail their fiery master Kilkan, a deadly beast who dwells deep below the Kilnako Mountains. They believe that he is the creator of the mountains, and therefore their home. He does not hate other races, like the human god. However, he does favor his Dwarves.

    Joima: The God of humanity. The humans are favored, and in fact, the only race accepted by this god. He feels that he created them perfectly, why should there be any other races? Many of the wars between men and the other races are because he told them the others were no match for them, because the humans were perfect, and they must remove the flawed races from this world.

    Classes

    Magic Users:

    White Magic;

    White magic users are healers, they often know chants and incantations that can aid an ally in battle, but usually stick to healing the wounded.

    Black Magic;

    Elementalists: The Elementalists use their power over the elements to do great damage to the enemy hordes. The raw elemental values are fire, water, earth and air, but in combination, they can be used to create lighting (fire, earth, and air) as well as ice (water, and air).

    Illusionists: The illusionist is the oddest magic user. They illusionist can send images, thoughts, and even feeling into another persons brain. Having one well trained illusionist in your party can easily turn the tide of a battle, as the enemy can see thousands of your men that are not actually there.

    Necromancer: The Necromancer is a controller of the dead. They can speak to spirits, as well as channel them into fallen bodies to bring back fallen allies in battle. The allies, however, are not themselves, but empty shells that will never be the same again. A corpse can only be returned once. The necromancer is also a master of poisons and curses.

    Warriors;

    Ranger; the ranger is a mix between an archer and a swordsman, as well as a master of herb lore. A ranger is an invaluable member of a team, and can prove most useful in most any situation.

    Swordsman: A swordsman is a person who has trained with their blade for years to become talented with such a mighty weapon. A swordsman usually uses a shield to accent their blade, and can wear armor of any extent.

    ((PS: If you wish to be the master of another weapon, simply replace the ‘sword’ in ‘swordsman’ with the weapon of which you’ve become proficient in.))

    Berserk: The berserk is the brute of all brutes. Their anger feeds their strength, and they can freely wield most any weapon. They prefer the heavier weapons, and after a ‘berserk run’ they must recuperate their lost energy.

    Other Classes:

    Bard: The bard is a master of entertainment. They are poor with weapons (save throwing knives, etc), but make up for it with the enchantments they can play on their instrument. They usually know about 4 or 5 songs with enchantments. They are good jugglers, and generally good entertainment.

    Druid: The druid is a master of herb lore, as well as the unique ability of talking to animals. Each druid has a unique animal that (s)he can talk to, and each has a guardian of that type.

    Assassin: The assassins are masters of stealth; in addition, they are unrivaled in the field of poisons and venoms. They use primarily daggers, krises, and the occasional short sword. Usually dressed in deep colors, they live primarily in the larger cities of man. There are few Dwarven assassins.

    Thief: The thief is somewhat a jack-of-all-trades. They are excellent gamblers, as well as masters of pick pocketing and slight of hand. They excel in dice and use primarily small bladed weapons, sometimes with a shield. There are some Dwarven thieves, rarely Elven thieves, and many human thieves, as they are the least noble of the races.


    NOTE: Other classes are fine, but please, PM me first, also, I've chosen these races selectively, sorry for the narrow choice, I just don't like too many loose ends.
     
  2. Moriar

    Moriar New Member

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    i'm posting this in hope that it will then appear when i look at the Gyin thread :)

    EDIT: It worked, right i'm gonna see if i can check if there are any other threads seemingly invisible to me :)