Our Heroes
Aegald Stomund|Aegald Stomund|
|30| |The Hunter| |Ylraa Elf of the Caygrove Folk| |First Impressions| Aegald, for an elf, is stout; he stands half a head shorter than most males his age. Broad shoulders and a barrel chest accentuate his already unusual build. Still, Aegald's rough, callous-coated hands possess the innate poise and grace of other elves and ears hidden behind a mane of unruly brown hair taper off into points. His face is dominated by a harsh brow, beneath which hang thoughtful brown eyes. The brow extends outward into a bulbous nose that rests a bushy mustache and beard sprawling most of his chin and cheeks. The woodsman is often curt when he speaks, if he does so at all. Rarely will he initiate a conversation, and his body language leaves little of his intention or tone to question. Though his social skills may be rougher and more unpolished than a whetstone, Aegald can still function well enough with others. In short, Aegald's presence is always noted if it isn't exactly heard. As a result of his simple living, one of pragmatism and survival, Stomund is a simple individual. Straightforward communication and honesty will be met in kind, anything else will simply not be tolerated. Furthermore, his faith in individuals is derived from their actions first, their words second. The more the words match the actions taken, the better he will respond. |Basic History| Aegald Stomund was born to a family of fishers on the cove in the southwestern portion of Esendar. The youngest child of six, Aegald was mentored more by his siblings than his parents. As the youngest child, when his father went on hunting trips, his task in the group was always managing supplies and maintaining control over the family's one hound. Aegald's mother, after having caught the child trying (and failing) to practice with the bow and arrow, tutored him, stating "if you're going to do it, at least do it right." By the time Aegald was twenty, he had left home and had begun training under a mage for refinement of his natural talent. When his mentor perished at the end of a mugger's blade just a year before the official end of instruction, Aegald left the central city of Esendar and headed home. Finding that his parents had passed, with most of his siblings scattered across the continent, he retreated from society and lived alone on his family's old property, living off of the land, acting as a guide for those lost and as a protector for those in need. Rumors of Aegald festered into grand legends of a man who could wrestle bears into submission with one hand and shoot a swallow from the sky at two hundred paces. The elders of Esendar's lone mountain took interest in the tales and sent a messenger to seek the man out, believing him to be the second of two heroes spoken of throughout the continent. Stomund has honed his skills of tracking, hunting, and archery to lofty heights. Though he is a skilled woodsman on his own traversed ground, his skills of navigation end when his area of expertise does save for distinct landmarks and trails. From an early age on, it was clear that Aegald possessed a knack for magic, though he started learning too late in life to truly master any one particular lore. He relies on wind magic the most, using it to carry scents on a breeze, propel arrows further and at unexpected angles, and mask his own footsteps. |
Eäna Iruin|Eäna Iruin|
|27| "Mountaineer| |Drauga Elf of the Morau Folk| |First Impressions| When one first meets Eäna it becomes quickly apparent that there is more to her than what can easily be seen. Kindness is obvious, but certain remarks indicate a level of wrath hidden deep behind her pleasant smile. Her kindness appears genuine -- and it is -- but it lies solely in response to her respect for those around her, which isn't always sewn on stable ground. A general "trust by default" spearheads her outlook towards life, but this outlook is backed up with a keen eye for detail. If she notices one thing -- one single thing -- that she considers cause for suspicion, her kind and trusting demeanor will change drastically. From here, it takes a lot to gain back her trust. However, regardless of her trusting or non-trusting demeanor towards an individual, one can always expect to be treated in a civilized manner. Eäna was raised to honor her integrity at all costs and this integrity is based around respect for all, regardless of her views and opinions. Only the most foul of folk will ever see her spitting venom. |Basic History| Eäna comes from a small village a short ways into the Daurga Mountains of eastern Vrend. She was raised like a village girl, strong, and independent, but was not deprived of the knowledges that came with city life as her family visited the nearby capital often. She grew up around the mighty animals so often used by the Draugan, and life in the mountains made her far from skittish in the wilds. She was raised in a close-knit family with 2 younger siblings, both boys, and was loved dearly by her parents. When it became known that her duty to the people lay not in the family gemstone trade, but in a heroic fate, her family was quick to step up and support her. They dedicated a portion of the family savings to send her to the city for a year to train under the Mages of the Mountains, a group of 5 powerful mana-users, and when she had finished, she returned home a more skilled user than ever before. She had not picked up a weapon, save for a pike and bow used to fend off wild animals in the deep caverns of the mountain mines, and so when her journey neared, she chose one and focused on honing in her skills. Her weapon of choice was the bow and while not particularly skilled as a marksman, she could certainly defend herself. Eäna is at peace with her duty as a hero of ages, but often feels homesick, missing the mighty pine forests of the Drauga Mountains and longing for the hearty scents of her mother's home-cooked meals. She oft dreams of home and aims to survive this journey that she might one day return to the one place her heart will forever lie in wait. |Likes| Wit Independence Secrets |Dislikes| Liars Foul Folk, as she calls them The Reckless |Family| Miira, Mother Dakhara, Father Irryn, Brother Johra, Brother |
Relationship
As we begin our story, the pair of heroes have become well acquainted with each other. Eäna, being more vocal about her preferences, has shared a fair bit of detail with Aegald about her past, her likes and dislikes, and her family -- whom she misses dearly. Aegal spoke very little of his history but had little choice but to open up to the female Drauga as their journey pushed them across the land with only themselves for company.
RACES
Ylraa |
Drauga |
Children of the Stars
Name etymology: “Children (‘a’ suffix) of the Sun” colloquially, “Lightbeing” literally with “Ylra” meaning “Sun” or “Light” dependent on the context. Appearance: Skin Color: Ylraa skin tones vary from faint pale hues to sun-stained bronze dependent on the location and exposure to sunlight. Pale skin is a trait more often associated with the nobility and aristocratic classes though ultimately the Ylraa’s skin tones fall with the human norm. Eye Color: Frequently brown/blue, uncommonly green, purple, and occasionally golden. Eyes tend to take on a more almond shape, the pupils narrow. Build: Males average a height of 5’11”-6’6” while it is not uncommon for women to fall within an inch or two of 6’ even. As a general rule, Ylraa are lithe and agile, with very little bulky muscle. Their hands and fingers are slender, the fingers extending a few centimeters longer than the average human’s. Cultural Attire: Ylraa tend to dress in plain cotton tunics and breeches, which range in color from deep greens to neutral grays. Most jewelry is made of ornate wood decorated with various inks, paints, and dyes. Proper precious metals and gemstones are a true sign of status, as most of the Ylraa mines to the south produce iron, steel, and bronze. When the weather warrants it, thick cotton or woolen cloaks are layered over the normal attire. Generally, a Ylraa will always wear leather arm braces and boots designed to have excess sleeve fabrics tucked inside. Since most individuals work with bows, agriculture, or other such tasks, it usually serves the worker well to avoid loose clothing that can get caught or snagged. Industry: Textile: Due to their access to cotton, the Ylraa have made weaving and sewing a specialty of sorts. A burgeoning silk trade has also erupted from Ylraa in Nevriathel which has complemented the already existing textile trade quite well. Particularly skilled craftsmen have been able to blend a rare tree’s bark (known as “Ironwood”) with cotton into a strong, flexible weave that can coat shields and serve as a basic means of protection for any would-be warrior wanting to keep agile . Woodwork: Light elves all over the continent are renowned for their various gifts at crafting wood into absolutely marvels. Ylraa recurve bows are treasures in their own right to any marksman, and further north in the riverlands and around Nevriathel the shipyards are never short in Ylraa workhands. Ylraa-made ships are known for both their durability and style: as any skilled captain will tell you, if it isn’t made by Ylraa hands it isn’t worth taking to the seas in it. Agriculture: Though hardly anything wholesome grows in the swamps of Everia that is not sustained by magic and artificial islands, the Ylraa in the riverlands directly north of the marsh are skilled botanists and farmers. Using a combination of magic and knowledge, these agricultural minds have created a model of farming used throughout the continent by several villages. Most of the food produced around Everia are sent out into the open bay and back around into Nevriathel, where it is distributed throughout the realms of elves. Ranching: South towards Osted and on the open plains of Feldren, it is not unheard of for villages of Ylraa to replace their homeland’s green thumb with herding. Though in the south these creatures are used mostly for sustenance, in Feldren, most herds will make their way further north to various marketplaces, where either their meat or their goods are sold for profit. These ranchers also take part in a little portion of everything involved with the merchant trade, bearing news, medicine, gems, and the like throughout the civilized world. Government: The Ylraa operate in a loose confederation of self-autonomous regions, each ruled by a sitting noble. Whatever term this noble ascribes his or herself usually does not matter, but the official and documented term is “Solare” or “Solara” (male or female). These nobles form the ruling caste of the Ylraa as a whole, whatever province they may be found in. In Everia rules an elected member of this nobility to serve as the political figurehead for the collective and act as a tiebreaker in the case of split votes. In total, there are six ruling Solares and one Prime Solare. In matters that concern the Ylraa kingdom as a whole, the six Solares meet in Everia and discuss what should be done to resolve the issue before voting on a solution. In order for any solution to pass, at least four of the Solares must agree. In the cast of a 3-3 tie, the Prime Solare is called upon to break the tie. It is an imperfect system, often resulting in feuds between noble families that have broken out into civil war in the past. In such cases, the remaining families are honor-bound to maintain the integrity of the union by remaining neutral. In cases where the Prime Solare is caught in such a conflict, then the responsibility of the other Solares is to intervene and determine a guilty party. Such instances have usually resulted in the seated Prime Solare losing power to the rival party. The inherent instability of six ruling families loosely tied around a Prime Solare and a notion of belonging to the same kingdom and creed does not impact the average Ylraa often. Civil conflicts tend to be short, bloodless affairs. In the original creation of the system, the royal families were granted access to unique resources vital to the existence of the other miniature nations. If any single family were to experience a lapse in production, the warring parties would feel the impacts quickly enough to end the conflict. Currently, the Prime Solare is a young boy no older than 20 (200) years by the name of Voredir Ingoth. Due to the intricate policies of electing a new Prime Solare, when the boy’s mother, Serielye Ingoth, perished of a fever, her selected heir was left to fulfill her term until such a time would come that the Solares could reconvene to cast a new vote. Currently his older sister, Serielye Ingoth II, chief of the Solare Guard, resides as the effective reagent through force. It is rumored that she will attempt to displace her brother when the time comes to elect a new Solare, making her the first Prime Solare of the same family to hold the office twice in a row. |
Children of the Shadows
Name etymology: “Children (the “a” at the end) of the shadows (draug meaning shadows). Appearance: Skin color: ranges from white to black, though rarely is there ever a peachy or brown tone to the flesh. The populations that have lived above ground for the majority of their evolution have developed a darker tone, as such the lighter skinned ones are usually populaces that come from long lines of miners, the dark skinned are traditionally from lines of builders or tradesmen. Eye color: shades of red, yellow, gold, Brown, and greys. Build: males tend to stand at heights between 5’10”-6’4” while women rarely reach 6’. The Drauga are muscular and sturdy by nature. This is due largely to their mountainous lifestyle. Cultural Attire: the Drauga wear flowing, airy robes which are fastened with leg, waist, and write wraps. This allows movement, but does not hamper limb movement with the free-flowing fabric. The clothing is often dyed rich tones of scarlet, violet, black, and maroon. These dyes are made from the ground up, more commons gemstones mined from the mountain. Other, more vibrant tones come from the rarer gemstones and are worth much more in gold. Masks made of the same fabric are common, as dust often fills the air in the mining communities. These face wraps further serve to protect the fair skin of the miners from the harsh elements outside. In the winter months, the Drauga wear thick hide robes and cloaks to keep from freezing. In the more southern regions of Feldren this is entirely uncommon, of course. Jewelry of all makes is especially common Among the Drauga, for they love nothing more than to display their fine crafts. Industry: Mining: Mining is the most dominant industry for the Drauga. Their ancient techniques allow for the safe and precise extraction of gemstones and ores from the landscape and allow them to bore deeper into the planet’s depths than imaginable. They are master masons and each of their mines are produced without the crude look traditionally associated with massive holes in the earth. Almost every grown Draugan has extensive knowledge of minerals, ores, metals, and gemstones, as it is a part of their education system. The majority of working males work either in mining or processing factories and certainly work hard. Gemstone Production: Hand in hand with the mining industry is the processing of fine gemstones into immaculate works of art. The exported gemstone trade fills a prestigious demand across all of Maharan. The gemstones are signs of elegance, fine living, and wealth. They are often infused with mana to offer unique properties. For example, Fire Stones are deep, scorching red rubies that emit a warm radiance, and can be used to heat homes. Smithing: Weaponry, armor, structural components, transport vehicles, anything that can be forged of steel and iron can be found within the great forges of the Draugan empire. Deep within the earth, the Drauga use the very heat of the belly of the planet to fuel their fires and craft the most durable creations. These they do not often sell, for such goods are dangerous in the hands of an enemy, should the Ylraa ever choose to turn against them. Hardy Crop production: The Drauga survive mostly off of livestock that can survive in the forested and mountainous regions of their domain, yet agriculture serves its purpose as feed for the beasts as well as a secondary food source. Deep-root vegetables that require very little sunlight, as well as various fungi and even a few strains of grains are most common in the fields of the Draugan farmer. Settlements on the Thundering Plains do grow a wider variety and transport it to the capital cities. However, most food is purchased through trade with the Ylraa clans. Livestock Production: The Drauga utilize a number of hearty, mountain-worthy beasts to urge along their production. Some they eat, others they use simply as tools. The most iconic of their beasts are large, bipedal lizard-like creatures with thin snouts, light plumage, and razor-sharp claws. They stood at about 6-7 ft tall and were strong enough to either be ridden or to haul goods from deep within the mines. Their rough skin made it easy for them to travel through the raw stone caves without taking any serious damage in the event of scrapes or cave-ins and their vision was excellent in low-light. These beasts were named Akkaras by the Drauga, and are seen as sacred and fundamental to the vitality of the Draugan industry. As for livestock used as food, large winged bison called Uryaks [Your-ee-AKS] are kept. Their fur and milk are utilized as well and they thrive in the harsh mountainous regions, making them the perfect livestock breed for the race. Government: The Drauga are ruled by a monarchy, currently headed by a fierce, widowed queen whose eldest son is in wait of the throne as he grows into an acceptable ruler. Queen Muerana, widow of the late King Ohshtoran, has ruled fiercely and with honor for more than 400 years in total and does not expect to pass the throne alone to her son, Prince Natiir, for at least another hundred. |