Okay so I have finalized all the the typing (and on the start of a depressive state wow) here it is! I have decided form and rules will be on a separate post and is not to worry about. If there is something that needs to be changed please tell me, and this will be up soon!
The ground beneath rumbles lowly as a sandstorm sweeps the area, covering everything in a fresh layer of sand and dust. This is not an uncommon occurance in the Scorched Plains, and the nomads who are scuttling away from the dust are used to this. However the shaking continues, growing more violent by the second, and the sandstorms thicker than that possible by nature alone. Suddenly a flash of lightning cracks from above and strikes a point in the sand.
When the dust clears, a strange monument and pools of crystal clear water replace the dry sand and rock there only a minute prior. The markings above the building's archway are in an ancient text, glowing softly with a golden light.
"Hark," it seems to call out, "Hark, the time is nigh. Let those of all walks join here and present me with four Champions. Only those worthy may enter the sanctuary of the Divine Messanger."
Barely even a week has passed since the shrine has appeared in the midst of the desert and hundreds have tried to unlock its doors. Will you be one of the worthy four? Or will you be merely stand by and watch history being written?
Eniddia is a massive kingdom which shares its name with the land mass it calls home. Populated by five different intelligent species, Eniddia is sometimes referred to the "Kingdom of Life". Most of Eniddia is brutal desert and savanna, but the walled towns and villages prove to be a capable defense against the predators and monsters of the wastes.
Enid - Castle town of Eniddia. Surrounded by a moat, it is the safest and and coolest city in the desert. The monarch and his family live in the Palace at the city center, surrounded by two other walls separating them from the noble population and the merchant class.
Eyil - Capital of the Northeastern province. Surrounded by dense forest, it is also well protected from monsters. The Lord of Eyil tends to keep to himself, never allowing for unexpected visitors. Huge livestock and lumber industries.
Holden - Fortified military base of the royal army, where soldiers are trained. Separated into two sections: magic users and non-magic users.
The Viae - Capital of the Southern province. Not an actual city, but it is the largest trade hub in Eniddia. Roads connect directly to its 'daughter cities', the Vi's: Vi Sae, Vi Parae, Vi Wya, Vi Huns, and Vi Rae, which are all ports.
Senna - Capital of the Western province. Huge agricultural industries.
Leren - Small forest town accompanied by a minor military base. A lookout town.
Ar Rmalah - Eldest of the Scholar buildings. Houses the schools of Magic, the Arts, and the Archives.
Ar Hiadja - Second eldest if the Scholar buildings. Houses the schools of Science, Medicine, and Agriculture.
Ar Grejen - Youngest of the Scholar buildings. Houses the schools of Writing, Politics, and Social Sciences.
Humans - Humans are not native to Eniddia, having sailed to the continent over two millennia ago. Since then they have asserted themselves into the society, as the Scholars have found out all humans do. This, for the most part, a good thing; they have expanded trade, creating new routes over land and sea, and brought with them many goods, including rice and cocoa. Known to all as the Masters of Trade. A somewhat hostile species; favored weapon is the sword or dagger.
Heavy influences in their culture:
Naga - A semireptilian species with the lower half of their bodies is a snake and the upper half a humanoid, the the amount of 'skin' they have can vary to no scales on the top to all scales on the top. Akin to elves, they are very spiritual and connected to the earth. Magic flows the best through naga, so it is rare to find one without some sort of magical ability. Expert healers and alchemists. The most peaceful of the races over all, but their preferred weapon is their magic.
Heavy influences in their culture:
Odem - The Odem, or more specifically the Taj Odem are a mostly humanoid race. Their skin colors can be any human shade as well as the entire black to white scale and some muted colors such as red or blue. However, the most notable feature of the species are their elegant horns in either sets of two or four - said to mirror the halos of the gods. Despite their somewhat scary appearence, Odem are a very knowledge heavy race, as they are the ones who founded the Scholars. Despite their relative peacefulness, the Odem have perfected the art of the spear, their preferred weapon. These horned humanoids tend to keep to themselves.
-gaining of knowledge
Centaurs - Half equestrian, half human. Centaurs are a proud race who are not quite different from the orcs of other fantasy. Bred for war, they are the most hostile of any race, and the least likely to become scholars overall. Skilled hunters, their most fearsome weapon is the bow. Allied with the naga - trading protection for expert healing.
Heavy influences on their culture:
Harpies - Half avian, half human. Harpies are the most sociable of the five species. Due to their mastery of the air, the harpies have created an advanced postal shipment industry faster than any other race has made. They also are highly diplomatic; if you want a problem solved, find a harpy.
Heavy influences on their culture:
The kingdom of Eniddia is one we of other worlds would call a feudalistic patriarchy - where lords are given power over land by the king in return for military service. There are four major provinces rules by lords: the northeast, the west, the central, and the south; each under the protect of the royal army.
The royal army is a rather big and frightening force. Not unlike the Knight’s Templar, they play a large role in society. It is an honor to be even considered for the army, and an even greater one to be trained. However, it is no easy task: training is grueling, and children who wish to join begin at age ten as a page. The army consists of two primary branches: Magic users and non magic users. Each is balanced to keep the other in line.
For the most part, males and females are equal in Eniddia. Both can own land, divorce their spouses, vote in local governments, run households, and even become council members. However, females can never become the monarch, the general of the military, the head of the religious order, or the head scholar. In the end, men have more power; that is the divide of genders.
The Scholars are an organization which values knowledge and the persuit of new information. They have been around for milenia, and we’re founded when Eniddia was not yet a kingdom, but a boiling pot of rival tribes and factions in constant war. Slowly they had gain recognition and were eventually admired for their neutral stance they held with all groups, willing to trade knowledge of medicine, warfare, and anything else with the promise they would be left alone. One group in particular, led by a mighty warrior by the name Enid, formed a strong bond with the leaders of the Scholars, and together they formed the kingdom of Eniddia, aiding them in their quest to unite the warring factions. Once successful, they allowed the Scholars to remain self governing, but never severed their alliance.
The Scholars have three ‘palaces’ of study across Eniddia - The Ar Rmalah, the Ar Grejen, and the Ar Hiadja. Each have their individual schools of study, and each functions as major towns, having their own markets, housing, and smaller government.
Students begin their studies as apprentices at the age of ten, living in one of the three palaces based on their studies. At the age of twenty they are considered masters in their study and become a scholar. During the ceremony, each new scholar is given tattoos symbolizing their hard work in their studies and their acceptance in the community. Each student is given unique markings based on their school of study and their individual person.
Most students only take one study, but ambitious children may take two, which they must take extra years studying.
After additional years of training once they become scholars, students may become high Scholars, those who teach apprentices in their school of study. Even further study under the Grand Master Scholar - the leader - can grant them the title of Magister, the head of a school of study, as well as the guidance of the former title holder. The rank of Magister is the highest a female may go in the Scholars, and even it is rare a female will be allowed to become one.
The religion of Eniddia has no official name, as it is the only religion seen as right in the eyes of all major powers. Despite this, not all races equally believe in the gods. Naga are the most willing to believe, and humans - who originally hail from other lands - are the least likely.
Deme - The Mother Goddess. Goddess of Feritlity and Life.
Iion - The Father God. God of the Hearth and the Underworld
Fredal - God of Storms and Change (Wind)
Ohena - Godess of the Ocean and Dreams.
Valen - Father of Myvillion. God of agriculture and plant life.
Xehnia - Daughter of Iion and a vixen. Demigoddess of Passion and War, Love and Hate.
Myvillion - Son of Valen and a shewolf. Demigod of the Hunt. Creator of Domestication. A trickster.
The Primeval Darkness, a force of ultimate evil, was sealed away by the gods sons ago to ensure the safety of their beloved world. However, every few milenia then Darkness gains enough power to wreak havoc on Eniddia. Because the gods can not interfere directly with these forces of darkness, they have formed the League of Champions to deal with and threat that arises. The League of Champions is a group of elite warriors and mages chosen by the gods to do their bidding in the physical world. Each is handpicked, meaning there are only ever seven Champions at one time, and given abilities by their specific god to aid in the fight against evil. Although the Champions have only ever been called four times to deal with the immediate threat of darkness, ancient texts lead the Scholars to believe that in the past they have also worked to solve diplomatic issues and have fought in wars.
It has been over a thousand years since the last of the Champions have died, and those in the clergy fear that darkness is once again approaching the world.