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Races of the Alliance

Mar 5, 2016
Races of the Alliance
  • Races Found Within the Northern Alliance

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    Humans(top)

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    By far the greatest population of the Northern Alliance is the race of humans. In every corner of the lands they have dominance, be it in the Kingdom of Elland where the Dukes elect the King, or in The Theocracy where they hold all offices of power from Archimandrite down to Priest, in the Northlands where the Jarls hold areas of land from the frozen beasts that roam, or in the Shield Lands where it is more tribal, or in The Sisters where the Merchant Princes reign.

    Please see Human Culture for more detailed information on the various different cultures.

    Minimum Phys Rep
    There is no minimum Phys rep for playing a human. Simply being human is quite enough.

    Look and Feel
    The feudal system of the kingdom brings a heraldic look and feel to characters from this region. The Theocracy is a much hotter land, and as such has more Persian style robes and dress, whereas the Shield Lands have a mix of traditional and flamboyant styles. The Northlanders live in harsh conditions, and generally dress in padding and furs, commonly with war-paint and lighter armour than the knights of the southern lands.

    Inspiration
    Kingdom of Elland - Knightly orders, the Court of King Arthur, heraldic.
    The Theocracy - Parthian Empire, Silk Road cities particularly Samarkand, Byzantine and Bedouin influences.
    Shieldlands - Classic Greek and Roman, Merchant Kings by Stephen R Bown.
    Northlands - Fjordmen, Viking Raiders, Mountain People in Middle Earth.

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    Beastkin(top)


    Before the Days of Fire there were no beastkin! When the invaders appeared so did they. There is no knowledge of a time before the awakening, they are born, live brutal, short lives fighting in a war they no little about. Created by the Gods to aid the battle against the forces of darkness; the orcs and the Undead allies.

    The largest contingent of Beastkin are the Legio Canis, a canine army which holds a defensive line of stockades and border forts built on the Southern edge of Elland's border with the Orclands. In all parts of the Northern Alliance you can find other Beastkin aiding where they can, be they reptiles from the swamps in Deepmoor, bird folk from the Mountains in Styrmont, and predatory feline kin from the forests of The Theocracy.

    Please see Beastkin Culture for more detailed information on Beastkin.

    Minimum Phys Rep
    A prosthetic is an essential requirement for all beastkin, along with ears (where relevenant). Facepaint should be used in addition to a mask, not in place of one. Should you wish help with the requirement please contact one of your camp referees.

    Inspiration
    Chronicles of Narnia by CS Lewis, The Dark Crystal, Were-creatures.

    Ethrin(top)

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    Within human lands, the dominant elven group are the Ethrin, which means ‘the people’ in their old tongue. These elves live within human society but also apart from it: while they live side by side they are not truly accepted, nor are they treated as equals. Elves and humans cannot interbreed and so they are always viewed as a race apart.

    Elves are not sufficiently powerful or numerous to be able to successfully form their own break away state without the cooperation from the humans, so instead live among them.

    There are no elven nobles, nor guild leaders, and even The Theocracy preaches that they are not be trusted, limiting their progression in The Priesthood.

    The treatment of elves varies; in the kingdom’s large cities they have an ‘Elven Quarter’, whereas in others they live in sewers or shanty towns outside city walls, only in the Northlands where folk are judged more on merit than birth can they be treated much more as equals.

    Since the expeditions have begun a few Ethrin elves have shown a true commitment to ways of the Northern Alliance which is helping change the views of many, but it is a drop in an ocean of distrust and outright hatred.

    Please see Elven Culture for more information on Ethrin elves.

    Minimum Phys Rep
    Elf ears and tattoo marks on the face.

    Inspiration
    City Elf from Dragon Age, Ocedhel from Midkemia, Elves in the 4th Age - Middle Earth.

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    Feralian(top)


    Not all the elves chose to live under human rule. After the Fall during the period when the Ethrin became integrated, a number of elves fled the cities choosing to live as exiles on the outskirts of society. For a long time, these elves were hunted by the humans which culminated in a number of large scale conflicts so they learnt how to live off the land and survive on the move. The Feralian sought to survive in the wilds, and preserve their culture in the hope that, one day, the elves would have a place to call their own once more.
    Within the Kingdom area of the Caerlyn Forest there is a much older district known by the elves simply as Caerlyn. This is the home location of most of the continent’s Feralian elves.

    An alliance with the King of Elland allows both to live in safety as long as they obey the laws of the kingdom, and the lords whose areas they roam through.

    Please see Elven Culture for more information on Feralian elves.

    Look and Feel
    As with their Ethrin brothers, the Feralian ritually tattoo themselves from the day they reach adulthood. However, feralians believe their tattoos have significantly more meaning to them as they depict their entire ancestral history and their pride.
    The Feralian culture is a nomadic existence akin to real world Bedouin and Romany cultures. The two styles are interchangeable and there is no real distinction between the two and players are welcome to mix the two styles in any way to create the look they desire.

    Minimum Phys Rep
    Elf ears and tattoos.

    Inspiration
    Dalish from Dragon Age, Glamdhrel from Midkemia, Forest Elves from D&D.

    Dire Beastkin(top)

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    Normal beastkin are not the largest examples of their culture. The larger and more savage examples of this race exhibit great strength and resilience and often other more bizarre abilities that make them feared and mistrusted by many in the Alliance.

    They are all larger and more bulky than regular beastkin and the one thing that seems to make them able to survive appears to be an unnatural degree of resistance to injury. Their bodies are able to deal with the damage that their huge muscles cause as they rip and wrench at their frames.

    Dire Beastkin go by many names based on similarities in appearance. Variations of feline and canine beastkin seem to be the most common but others include rarer the hulking reptilian drakes, avian Raptors. There are many more species however, the above being the most common.

    While they are respected and feared in equal measure for their massive size and incredible toughness, they are not mentally gifted. Dire Beastkin are not stupid, the problem is rather one of memory and learning. Essentially, they lack the capacity to develop their skills and abilities. This has tragic consequences for the cultural development of these creatures, being unable to develop their own separate cultural identities. Dire beastkin live as minority members of human and beastkin society.

    Minimum Phys Rep
    Dire Beastkin costumes should cover the majority of exposed skin as well as majorly altering the wearers body proportions to make them appear more inhuman.

    Inspiration
    Creatures of Greek Mythology - Cylops, Giants, Erinyes, Gorgons, Harpies, Werewolves.

    Chosen(top)


    Amongst the people that are faithful to the Gods, a select few are Chosen for a higher calling. Even to the faithful priesthood of The Theocracy the selection process seems at times random and chaotic, but one thing is true. The former creature will enter into the place of the Fane and emerge as a Chosen of one of the Gods.

    To each expedition the Father sends his chosen, an ex-Lord of the Kingdom of Elland, Sir Kayden, to oversea the actions of all chosen, The Priesthood and the spirits of all creatures within the Duke’s camp. Through his chosen he is known to speak directly to those that bring him anger, or to the righteous that require his aid is the destruction of his most hated foe the Undead.

    Minimum Phys Rep
    You cannot start the game as a Chosen, but if you are the kit requirement will increase as you gain in power and status with your God.

    Inspiration
    Angels, Paragons of Light, Champions of Good.

    The People(top)


    Arriving during Vale Expedition 8; the People are the last remnants of a once great civilisation that was all but eradicated by war with the Undead. Newly created People of this faction know little to nothing about the war they lost. Instead they now have a new home in The Mountains of Fire and a new Alliance to aid them get revenge for the genocide of their race, and rebuild their society anew.

    Minimum Phys Rep
    The People are automata that let their ever evolving bodies carry their spirit around. As a result they have a large phys rep requirements.

    Inspiration
    Clockwork Droids from Doctor Who, Tik-Tok in L. Frank Baum’s Oz books, the Robots series by Asimov, Talos in Greek Mythology, Golems from D&D.
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