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Gocker

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  1. Of course! The overall history of the world is what will likely take the longest for me to figure out.. My least favorite part of worldbuilding is the narrative. Cultures will be expanded on more once we get in-game.
  2. Sums it up, yeah. It's a work in progress, but that's what I've come up with so far. I also want to avoid monocultures, where one race = one culture. If my players decide to head to Tol'vir'ville I'll probably expand more on them. Have more kingdoms with different cultures. There will likely be subcultures in the Dwarven Empire.
  3. I worked on some basic descriptions of the playable races I'll be using. Sub-races included. Moblins are borrowed (or stolen, if you prefer) from The Legend of Zelda. I'm torn on whether to use them or Orcs. Some names are temporary. Races in WoW DnD Humans of the Empire Those Humans that remain within the Empire are shadows of their former selves. Inbred, mutated, corrupted. By their hideous acts of cannibalism, and the cruelty of their Blood Elf masters. They live in a bleak, doomed existence. Going on day by day, attempting to grow crops on dead soil, toiling to provide for their dread masters until the day they die. But even death will not give them peace, as they are only raised back to serve their lords once again. Humans of the Highlands Those Humans that migrated east grew hardy, settling alongside the Dwarves of the Empire within their autumn valleys and underground cities. Tall, fiery-haired, and handsome. They make excellent warriors, a natural skill well used by the Dwarven Army. Growing up within a culture which places so much pride in heritage and ancestry, they take it upon themselves to take back the Human’s ancestral homeland. Humans of the Great Desert Those Humans that migrated south became a tall, dark-skinned race of men. Relying on their words and pens as much as their swords and bows. Having grown rich from trading between the Dwarves and the Khylari Empire, their society has grown content with their new way of life. Their knack for diplomacy does not make them weak, for their uniquely curved swords are excellent for cutting through the air. The Horses of the desert are well adjusted to their environment, able to survive long periods of time without water, and able to have a better grip on the sands with their hooves. Humans of the Great Forest Those Humans that migrated further east, past the Dwarven lands, became a shorter, lazier people. Not quite as stocky as a Dwarf, but not quite as tall as a Highlander. Settling within small, hilly clearing of the forest, often near rivers. The fertile soil of the great forest feeds them well, and they are content to live out their lives comfortably. Eating and celebrating with their friends and family. This does not make them weak, however, for they are well equipped to defend their hamlets. Experts at blending in with their environment and making out targets from a long range. High Elves The High Elves of the Eversong Isle are a people fallen from grace, much of their land and many of their people being lost to the Blood Elves. Tall, beautiful, their ways are the ways of fairness, piety, and honor. Beautiful both in words and in battle, their style of melee more resembles a twirling dance than a hardy stance. Whipping their longswords and daggers in wide, unpredictable slashes. Expert mages, their inscribers and enchanters are unrivaled by any power in the world. Authoring the most powerful scrolls, runes, and spellbooks. Smithing the most powerful magical arms and armor. They are well equipped to deal with the Blood Elf threat. Blood Elves Cold, cruel, unspeakably beautiful. The Blood Elves were once like their High Elven kin, but the Elves of the South were more concerned with control rather than cooperation. Arrogant, they saw the Humans as servants rather than companions, and Dwarves as pests rather than trading partners. The widespread hedonism and advent of necromancy did not help this. Acting on their whims, they invaded the lands of men. With their powerful spellcasters and ever-growing legions of the dead. They overran the Empire, nearly bringing the downfall of all men were it not for the Dwarves and their strongholds. Imperial Dwarves The greatest of Dwarves, and the greatest of sorcerers. After the fall of man, the great Dwarven kingdom of the World’s Edge Mountains lofted to being the strongest military power in the world, only rivalled by the growing undead scourge of the Blood Elves. They are a people obsessed with ancestry, revenge, and magic. Their short stature does not hinder them in the slightest. Not culturally, nor in combat, for their people are closely linked to magic, and almost all Dwarves can channel the most basic of spells. Storm Dwarves The last few holdouts of traditional Dwarven society. Far to the North, beyond the Eversong Isles, the Storm Dwarves make their home. Living on the highest peaks and quarrelling in the lowest valleys. Their people are a people divided, the individual kings constantly warring and creating yet more grudges against the others. Theirs culture is a xenophobic one. The only time the Storm Dwarven Holds getting along with each other being when a strange, tall foreigner is in their territory. Wild Dwarves Beyond the Highlands, beyond the Great Forest, lies the Great Steppe. Here, the Wild Dwarves make their home. A fierce, hardy people. Their horsemen only rivalled by those of the Great Desert. The clans of the Wild Dwarves do not settle, do not create empires. They are content to stay on the move, always moving with the herds, to new pastures, to new hunting grounds. With their great strength, they make some of the greatest archers in the world. Gnomes Living in the deepest, darkest parts of the Dwarven Empire. Far from the surface, the short Gnomes are right at home. A smart, but introverted people, they are responsible for many of the Dwarves’ technological advancements, such as the Steam Tank, Flying Machine, Gunpowder, and the great Underways connecting their cities. Bullblins As tall as two men, and as wide as three. The Bullblin is the greatest of all Blins. Well respected for their height and strength. They resemble a Moblin, but their face is closer to that of a bull more than a boar, with wide, drooling snouts and wide teeth for crushing. Their horns are more suited for goring their prey and their enemies. Moblins The large and piggish Moblins were some of the most brutal, and most cunning, creatures to walk the World. Males closely resembled boars, with large tusks and curved horns spiraling out the sides of their heads, while females closely resembled pigs, with much smaller horns. Theirs was a brutal culture, one where strength and cunning brought you prestige and power. A warchief would rather kill the runt of his litter than suffer having a weak child, and such acts were often done ceremoniously, to prove to his tribe that he will not tolerant weakness, even among his own family. Goblins Short, nearly the height of a Dwarf, the Goblins were not as brutal as their Moblin masters, but far more intelligent. Acting as merchants, architects, and engineers for the various tribes. The ballistas and catapults used by the Moblins are their doing. Often bullied and bossed around by their larger cousins, but one that took up arms and proved himself in combat could elevate himself to being the second to a warchief! Khylari Quadrupedal feline taurs native to the great deserts across the Attalian sea, their males closely resembled Lions, the kings of the Jungles surrounding their great rivers, with large, flowing manes surrounding their heads, a trait their leopard-like females lacked. Their fur ranged from black striped orange, to speckled yellow, to midnight black. Their four muscular legs were excellent at propelling them forward, able to run at high speeds for long periods of time. Their weapons closely resembled spades, making wide sweeps as they ran around the battlefield.
  4. Thanks for the feedback. I'll work on writing descriptions for the world and the races. I'd sketch a map, but I lack a scanner sadly :<
  5. Checking to see what people would think of a progressive RP phase with a DnD-style roll, stat, race, and class system. All custom lore, characters would be created when a player first joins the phase.
  6. What kind of custom rp? What kind of lore? Elaborate, please.
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