It’s been 150 years since the great Cataclysm of magical corruption unleashed chaos upon the Exile Lands that promptly ended the War between Thyri and Hathor-Ka, plunging the Exile Lands into a new Era. Little is known the exact cause of the cataclysm or if it was intentional or not, all that’s known is it almost killed everything and much of what survived was, changed. Corruption spread to man and beast causing mutations and, in a generation, new species emerged.
Five generations have past, Clans and organizations have arisen and vanished amid the Chaotic aftermath of the Cataclysm within the self-contained biosphere of the Exile Lands.
Beyond the magical barrier the Hyborian Age continues unchanged. Human Exiles from across the Lands are still crucified and some still escape to enter this new and mysterious land… Others are born within, some still Human and others changed as the new races of mankind fight for their place in the Exile Lands.
TIMELINE OF SIGNIFICANT EVENTS
BC – Before Cataclysmic Event
AC – After Cataclysmic Event
10 BC – Season 1: Rise of Clans: New influx of Exiles from the outside world forces many to band together and form Clans within the Exiled Land.
8 BC – A new threat arises in the Northwest, The Black Legion of undead rises. Exiles are soon taken and turned into Slaves or Undead Warriors at the hand of the Vampire Coven and its Necromancer Leader.
7 BC – United against the Black Legion the Exile Clans of Grey Company and Fangs of Set form a Pact to repel the advancing Black Legion and destroy it. The Great War begins.
6 BC – Season 2: Rise of Kingdoms: New Kingdoms rise during the Great War, the United Warrior clans form Hathor-Ka in the East and in the South a Mitran Nord named Eric the Red forms Freeland as a sanctuary for those of good heart.
5 BC – The Black Legion is finally conquered, the Vampire Coven and its Necromancer vanquished. Or so it is believed. From the ashes the surviving Coven build a third Kingdom, that of Thyri in the West. Soon after Thyri and Hathor-Ka are locked in war.
-- New Era: After the Cataclysm --
1 AC – A great Cataclysm of corruption and magic almost wipes out the Exile Lands and changes it forever. A new Era begins.
5 AC – The first mutation is born, the first of the Elven people
10 AC – The mutations spread, and a second race is Born or transformed. The sane become corrupted and feral, new born babies of Human and Giant exhibit Green skin and savage demeaner. The Orc race arises.
50 AC – The races wars begin, the races birthing their own kind and growing in numbers the humans feel threatened and band together forming the Citadel of Stormhold with great defensive walls and train the first Knights to protect it.
100 AC – The Race Accord is created after 50 years of racial war and tension. The new Accord affords equal rights to all the races of man and a new peace is formed in the Exile Lands.
101 AC – Vanghoul uprising. A small band of Orc start to resist the new peace and lead by their greenskin Warchief Grum Vanghoul begin raiding villages and homesteads across the lands. Speared on by some unknown antagonists into believing the other races will try and destroy the Orc culture and race for being too barbaric and savage in this new age. The Vanghoul Guild is formed of marauding Orc and Yog worshiping Savages and continue raiding smaller clans and homesteads, declairing war on all not of Vanghoul.
Opposing the Vanghoul threat Stormhold builds a multiracial Guild for warriors of honorable intent to defend against the Savage uprising in the North, from there the Knights Order grows in ranks with those of the other races joining them.
In the Eastern Jungles the Elven Covenant open their doors to all races. Their stealthy Rangers and sturdy Wardens adding their might as allies to Stormhold against the Vanghoul uprising.
In the East the Warlocks of Felgarth remain neutral. Continuing their scholastic ways in learning Magics and Alchemy to aid all against the Corruption and Plague and ensuring another Cataclysm is not triggered.
While somewhere deep in the far North a far older presence lingers. Its manipulating presence barely noticed by the Races of Man and the name of the ‘Cold Embrace’ only a whisper in the shadows.
PRIMARY RACES OF MAN: (Characters may be Human, Elf or Orc at creation)
Thrown into Exile from all corners of the world humans are more physically diverse than the other races in the Exile Lands and far more numerous as they still are bought into Exile from the outside world. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond; males might sport facial hair that is sparse or thick.
Human Character Build:
Name: Suitable for Human sub-race chosen i.e. Stygian, Hyborian, Zamorian etc.
Hair: Any normal color suitable for Human of chosen Land origin
Eyes: Any normal color suitable for Human of chosen Land origin (Not Glowing or Red)
Ears: Normal (non-pointy ears)
Skin: Light to Dark (not Grey or Green)
Build: As preferred
The Elven folk of myth and legend where born in the Exile Lands from the aftermath of the Cataclysm. Birthed from the mutated human bloodline in a single generation with pointed ears, slender physique, vibrant, often glowing eyes and aloof personality that became known as Elven.
Elf Character Build:
Name: D&D or LOTR style elven names
Hair: Any hair color
Eyes: Vibrant bright or glowing eyes (Not red)
Ears: Pointy ears, large or small (Not Human Ears)
Skin: Any human skin color
Build: Slender athletic build
The Orc are remnants of the corrupting influence of the Cataclysm. Frost Giant, Elf and Humans corrupted by the event and birthed a new vicious, Green-Black Skinned sub species that evolved into the Orc of today.
The Orc are a tall and muscular race with green, grey or black skin and red eyes. They are not always born Vanghoul, some humans and Elf’s become Vanghoul if exposed to the corruption for an extended time without cleansing.
Over the years many Orc, whether born or made have learned to temper their savagery through meditation and fit in with the other races of man, however, there are many who embrace their savagery and file their teeth as marauding cannibals.
Orc Character Build:
Name: D&D or LOTR style Orc names
Hair: Dark hair colors
Skin: Green, Grey or Black
Build: Tall and Muscular
ADVANCED RACES OF MAN: (Characters may become an advanced race through in game RP and Quests)
There are several species of Werebeast about the Exile lands, Werewolves and Wereapes can be found among the most devout of Jhebbal Sag. Werebeasts can alter from their primary race to their Beast form at will.
There are several species of Wereserpent about the Exile lands, Wereserpents can be found among the most devout cults of Set. Wereserpents can alter from their primary race to their Serpentman form at will.
Vampires have walked among the humans for centuries, some of great power such as the Stygian Princess Akivasha more than 10000 years ago while others living in the gutters and shadows preying on the unwary.
Vampires do not age, however they are not immortal and can be killed, though not easily. They are considered Undead by most but technically they are reborn after death through the corrupted demonic blood they consumed and are more demonic in nature than undead. One can become a Vampire by drinking the blood of a Vampire. Vampires keep their original racial form, but their skin is much paler, and the eyes are pale white to blue and often aglow with the power of corruption. They have retractable fangs for drinking the blood of humans, Elf and Vanghoul to survive.
Vampires have the innate magical ability to enter Mist Form at will (Use of Apparition Skin)
During the years after the Cataclysm five Guilds emerged. Their power and influence over the Lands becoming one of politics, manipulation, alliances and enemies at War.
Characters have the option of joining a Guild but are not required to join one. Clans also have the option to become a specialized RP Guild Clans and being deeply involved in the Politics and Storyline of their guild. Being a Guild Member does not dictate where a Player must build, and they hold no territory besides the immediate Guild Base location at this time. However, building near a chosen guild makes access to it obviously much easier.
Characters may only join ONE Guild. The mechanics are set up not to allow multiple Guilds per character, so choose wisely. Leaving a Guild requires RP and Admin approval to achieve and is only permitted through a character’s story and in game RP.
Guilds are not Clans, they are totally different and play a large role in the server Storyline, Role-Play and Events. Each has its own RP, Guild base to visit, NPC Quests and feats for special item recipes that members of the guild can craft and trade if they choose.
The Five Guilds:
((Main Citadel RP Hub, home of the Warriors Guild and their Honorable Warriors and Knights))
((Felgarth Keep, home of neutraly aligned Scholars, Druids and Warlocks learning and protecting magic))
((Guild of Natures Defenders such as the Rangers and Wardens who defend the natural balance of the Land))
((Clandestine den of Vampires and Witches with secret agendas))
((Orc Barbarians and savage Yog Worshiping Cannibals))