"You better watch yourselves around these parts, Zeldor ain't no place for heroes"
-Pirate Lord Soran to Grandmaster Durnil
Ill times have fallen on the Rangers, the former guard to the Emperors of Zeldor. After the assassination of Emperor Regulus X, who left no living heir, the Zeldoran Empire fractured into many warring states, after being unable to elect a successor. From the snowy land of Drakenwuld where there hardy people rode drakes into battle, to the southern realm of Torandail where gleaming knights take the field alongside peasant militia, war erupted as all tried to carve out larger borders, and eat what remained of the old capital lands of Ar Dornast. The Rangers, then known as the Phoenix Guard, did all they could to defend the old lands and maintain order, being one of the few able to utilise magic, living long lives which they used to perfect their martial prowess. But as their numbers dwindled, and the capital of Al Dornast was burnt to the ground along with the knowledge of how to create more, they took the name Rangers and began to roam.
Lead by Grandmaster Durnil, they took an oath to encourage and safeguard peace, and to defend the states until the were united once more. However they were universally unaccepted by all nations, who viewed them not only as former enemies, but monsters to be eradicated. For decades they wandered the continent, fighting hordes of Dark Ones, warbands of Orcs and occasionally armies sent to deal with them until they were slowly pushed into the far east to the Forests of Shadow where they met an unlikely ally, the Elves. The Elves had been pushed to the edge of annihilation after the boom of the other races, and the race who once ruled a continent had been reduced to one city in the forest, Elacrai. Finding it under siege by a Toranian army from the south, Durnil ordered the attack on the rear of the besiegers, routing the superior force. Meeting with the Elven Council of Nobles, they gave their thanks and offered them access to the city, where no other race had entered for years. The Council and Durnil struck a bargain, where the Rangers would lend their power in casting a powerful illusion to hide Elacrai to all but those deemed friends to the Elves, and in return the Rangers would forever find a home within its walls. Sadly afterwards, Durnil died from a poison wound suffered in the battle.
The wars began to die down as borders began to settle in place, with only sporadic wars between 2 or 3 nations and not the continent engulfing civil war that had raged for nearly 50 years. The Rangers under their second Grandmaster Vulcan, began their crusade against those who would harm the nations of Zeldor. Believing wholeheartedly in Durnil's vision, he frequently ordered the Rangers against the Dark Ones over the mountains to the east and the warbands of Orcs to the north of the forest and with over 400 years of near constant warfare the Rangers dwindled from 5000 to merely 1500 due to the attrition of battles. But unknown to them, a new, more dangerous enemy was about to arrive on the shore of Zeldor.
The Varricus Imperium arrived on the south eastern shores from a continent far away. Worshippers of the Ruinous Ones, and highly militarized, they posed a threat to the balance that had managed to take root on the continent, and with their vast, highly trained armies, not much could stop them. Upon hearing of the arrival of the invaders, Grandmaster Vulcan decided that it would be better to destroy this fledgling bud before to turned into a tree. Mobilising the Rangers, they marched to the encampment of the invaders determined to drive them back into the sea. The Rangers experienced some success at first, and looked set to defeat them until the powers of the Ruinous Ones intervened. Within the ranks of the Imperium were sorcerers. Wielding dark magic not seen on Zeldor for over a millennium, they summoned a warp portal behind the Rangers which dispatched a horde of demons to cut off their retreat, with the lieutenants of each Ruinous One accompanying their demons. And this is where our story truly begins, with the Rangers facing an impossible enemy and faced with annihilation.
Yet fate has decreed that not all should perish this day. Several Rangers, chosen by destiny, are chosen to escape this slaughter and unite the lands against the Varricus Imperium and the Ruinous Ones. Will they do so by being shining beacons of virtue, fighting until the bitter end to uphold the old oath? Or will they forge their own path with fire and blood, bringing the rebellious states to heel and reforming the old Empire?
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Ranger History
The Rangers
"Let my blood seal my vow, to defend the lands of the old Empire and protect the weak. I give my life to the Rangers, and neither men nor gods will stand in my way. Like a storm I will tear through the enemies of the land, like my brothers and sisters I will fight until the end. In war, I will fear no evil. In peace, I will remain vigilant against the darkness. In death, I will have victory"
-Ranger Oath
When the Zeldorn dynasty first conquered the whole of the continent and named it after their family, the threat of rebellion from the conquered kingdoms and tribes was still a major concern for the new Emperors. With this threat and attempted assassinations, the imperial scholars began to research how to create super soldiers to protect the Emperor Regulus I. The result was the Phoenix Guard, soldiers that were stronger and faster, able to utilise the primal form of magic and as time would soon tell, immortal. Boys and girls were chosen from the populace at the age of 7 and subjected to extensive training and conditioning to ensure they would survive the Trials. On their 18th name day, they would be brought blindfolded to the Tower of Sarnost, the centre of learning for the scholars and where the Trials would take place. Tied down, they were injected with an unknown substance which caused extreme pain that would either kill them, or cause them to pass out where the senior members of the Phoenix Guard would continue the Trials. At the end, a new Phoenix Guard was created, with power over a lore of magic and blessed with immortality.
The few rebellions that did fire were swiftly put down by the overwhelming power of the Phoenix Guard. With sword and spell they were brought to heel, and as decades passed of imperial rule, the rebellions ceased and the Phoenix Guard settled into their role as the Emperor's guards. The capital of Ar Dornast was also guarded exclusively by them, and peace and prosperity would follow. At their peak, the Guard numbered at around 10,000 strong, until the collapse of the Great Warp Gates far to the east, and the Ruin Wars began.
The Warp Gates were the barrier between this world and the realm of the Ruinous Ones, dark gods of primal human emotion. Anger, lust, pride and envy all took form in the Ruinous Ones, and each commanded legions of demons and greater demons. After their collapse, a massive horde of Ruin came rumbling over the mountains to the east, sweeping above the Forests of Shadow and dispelling the warband of Orcs in their wake. The Zeldoran Empire mobilised, as did the Guard, and at the Battle of Darrondell, the first Ruinic Invasion was defeated at great cost. But the collapse of the gates would also come to bring down the Empire itself in the form of the second Ruinic Invasion.
The second invasion came only 20 years before the fall of the Empire, when the Emperors two eldest sons perished alongside 4,000 of the Guard in protecting the realm, leaving the old Emperor with his only son Geralt, who would come to take the name Regulus X on the death of his father. Regulus has not been groomed for rulership, and the taxes and new laws introduced by him created much animosity among his subjects and the common folk, and only 10 years into his rule, he was assassinated after he sent the Guard out to deal with a rebellion to the north. Upon hearing the death of the Emperor, the Guard returned and the Grandmaster assumed control of Ar Dornast and attempted to restore order. But already the realm has fractured and war began between the upstart nations.
Unable to quell the civil war, the Guard protected the central lands of Ar Dornast, hoping to mediate peace and vote on a new Emperor. But as it became clear the fighting was not to cease and the armies encroached on the capital, the Guard began to fight back. After realising they would not be able to defend from all sides, and after the death of the Grandmaster, Durnil assumed command and ordered the retreat from the capital. The city was burnt to the ground as fighting over it ensued, and with it the loss of the Tower of Sarnost and the knowledge of how to create more Phoenix Guard.
It was Durnil that renamed them to the Rangers, warriors without a home that would roam the land and defend it until a new empire would be born from the ashes like a phoenix. Noble intentions, but the Rangers were not appreciated by the common folk and the new nations, and clashes were common. Even in the free city of Ionia, ruled by pirate lords and merchant princes were they unwelcome, and so they made their way to the north east, keeping the barbarian horsemen and the Dark Ones in check until they entered the Forests of Shadow. Finding the Elven capital of Elacria under siege from a Tolranian force. Despite being outnumbered, Durnil decided their help was required to save the last Elven city. The Battle of Elacrai was a significant conflict for the Rangers, as after it they had gained a powerful and eternal ally in the Elves, and once again had an home. Training alongside the Elves, they learnt techniques of battle vastly superior to their own, and their archery skills were now legendary.
Sadly Durnil had passed after establishing a home for the Rangers, and Vulcan was named as his successor. However Vulcan fanatically followed Durnil vision and saw the end of the Rangers struggles as when the last fell in battle defending their ideals. He made all reaffirm their oath laid down by Durnil and sent the Rangers out on countless attacks against threats to Zeldor for over 400 years, even attempting raids into the Darklands where the Great Warp Gates collapsed. While he met with some success, defeating the uprising of a doomsday cult and further protecting the last Elven city, his bold nature led to the greatest decline in the Rangers since the second Ruinous Invasion, leaving less than 2 thousand of the warriors left. But it was his next decision that would lead to the near destruction of the order.
The Varricus Empire had set their eyes on Zeldor, and after conquering their own lands set sail with a force of legionnaires. Worshipping the Ruinous Ones, they sought to subjugate the land and sacrifice all to the dark gods. Upon hearing their landing in the south east, Vulcan summoned all Rangers to Elacrai before setting out to drive the invaders back into the ocean. Rather than defend the narrow pass they would be forced to take, Vulcan met the enemy on the open fields in his arrogance. Rather than to play to the strengths of his men, in ranged combat with bow and spell, he ordered an all out assault to blitz the enemy and force them back to their ships. And while the sudden ferocity of the Rangers pushed back the numerically superior enemy, Vulcan has underestimated them. The sky turned black, and with a sudden deafening boom and loud screech, dark sorcerers of the expeditionary force opened a rift between the realms, summoning a warp gate behind the Rangers. Lieutenants of the Ruinous Ones came forth, and for the first time since the last invasion over 500 years ago, the forces arrayed against them were Ruin Undivided. As hordes of demons assaulted their rear, and pinned against the legionnaires as they were, the Rangers were all but wiped out, with only several escaping the bloodbath to face a new challenge. How to save the world.
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The Nations of Zeldor
"Zeldor. As diverse a land as you could ever hope for. From rolling hills, to snowy peaks and the scorching desert, and all of it is mine"
-Emperor Regulus X before his assassination
Drakenwuld
Located to the far north and stretching from the Shivering Bay to the Darkpeak Mountains that runs from the top of the continent all the way to the Igonia Sea, it is a land of snow and ice. It's northern borders is protected by the Darkpeak Mountains and to is left the Shivering Bay keeps them separate from the Vikingr Jarldoms. The River Saurun which flows from Mount Sky, separates it from the old Imperial Heartlands, leaving the only easy land route through the Highlands. The people here are hardy, and in war their knights ride drakes into battle. Agriculture does occur in the cold north through the blessing of the Eternal Dragon, and Valonbray the capital rests where the River Saurun meets the Shivering Bay. A feudal society, it's current ruler is King Henryk Frostwyrm.
The Highlands
While not a nation, the entire area is more or less under the control of the various warbands of Orcs that roam the land. Located to the south-east of Drakenwuld, the area is a vast craggy area, with deep crevices cut into the stone peaks. The Orcs here have a 'might makes right' policy of ruling, and while the trolls are much more powerful than the Orcs, they are remarkably stupid and are controlled by them, while the goblins do the tasks that the Orcs can't be bothered with completing, and serve as light infantry in battle.
The Forest of Shadows
Located to the south of the Highlands, the forest is a highly dangerous place. Warbands of Orcs make their way here, as well as the occasional horde of Dark Ones and yet the ones who rule over here are the Elves from their hidden city of Elacrai. The trees are so dense that the floor is in perpetual darkness, which suits the Elves fine as they can eliminate invaders from afar with their bows. The only agriculture here takes place on Elacrai where the only land clearance has taken place, as well as a variety of hunting. Monsters are also known to roam the area.
Jeraldain
West of the Forest of Shadows, Jeraldain has become a hostile place for any outsider. After losing much of their manpower in a failed attempt to invade the Drakens alongside the Vikingr, Jeraldain was subject to many invasions from Drakenwuld and the Southern Kingdom, they became hostile to any foreigner and are experts at siege defense. Mammoth walls surround their few cities and fortresses, layered and containing all agriculture and industry. The hilly terrain of the land adds to their defensive nature, and their King Alaric Ashfell is as hostile as his land. The people here also have a deep hatred for elves, often raiding into the forest in the hope of capturing them to sell into slavery. Solanoth the capital of the region is mammoth, one of the largest population centres in the world and with 3 ringed walls defending it.
Henglewend
The second largest of the Southern Kingdoms, Henglewend is south of the Forest of Shadows and the forests of the north give way to more fertile plains and white cliff coastline. At the very south-east of the continent aside from the Darklands, Henglewend is relatively peaceful and has the third largest trading hub of the continent and it's capital, Lossar. It fields similar armies to its southern brothers, of heavy noble cavalry, with professional men-at-arms supported by peasant militia, which mainly faces off against Rivera as it tries to claim their fertile farmland, something King Randall Carrow would greatly appreciate.
Rivera
The smallest of the Southern Kingdoms but immensely fertile, lies to the north-west of Henglewend, where many men have died defending the land. In control of the vast river basin of the Great River Oscolos where it splits to join the Ionian Sea, it's agriculture is immense compared to its neighbour despite its smaller population and as such had been in many wars against Henglewend and Tolrandail. Rather than using heavy cavalry in the soft lands inundated with rivers, their nobles train to use the longbow and are second only to the Elves and Rangers. In addition, all peasants must practise the javelin or shortbow and they together make easy work of the invading forces. Queen Dalia Leon rules from her seat at Oscoford, the only of the Southern Kingdoms to treat their female offspring the same as males.
Torandail
The largest of the Southern Kingdoms and west of Rivera, it is often thought as the most dominant and prosperous of all the nations however hampered by their neighbours. Haruvain, the capital and known as the City of Culture, lies atop and around a sacred hill where many cathedrals and wonders have been built to honour their gods, and ruled over by King Louis the Splendid. The rolling plains to the east of the nation gives way to savannah and exotic animals, which are often captured and sold at Ionia, the second largest trading hub and a free city separate to Torandail. The north is barred off to them by a deep gorge that splits the earth, leaving their only neighbours Rivera, which it has failed to conquer several times and the Kingdom of Shirbi, one of the most hostile and well protected areas on Zeldor.
The Kingdom of Shirbi
Located west again of Tolrandail, Shirbi is a hostile land, a vast desert stretching on for miles except around the River Vitae and the coastline. It is on this river that one of the most powerful nations has grown. Through the worship of the god of death, the River Vitae floods regularly making the land around it highly fertile and perfect for the more exotic crops of the continent. From her great pyramid of Nagashi, Queen Nefareti has grown her cities around the river and coast into thriving trading posts, and the slave market in Nagashi is the biggest in Zeldor, rivalled only by the pirate lords. And yet Shirbi is hardly undefended, with many light infantry, skilled archers and fast chariots as well as the undead if any is foolish enough to cross with an army.
The Grand Republic of Isri
Caught between the Kingdom of Shirbi and the Vikingr Jarldoms, the largest free city of Isri is the beating heart of all trade in Zeldor, where one can find anything their heart desires from cloth to slaves and wine. It is also the most accepting culturally and religiously, with strict laws in place to punish those who persecute those based on race or religion. It has a healthy trading agreement with Shirbi while fending off raiding parties of Vikingr with their elite mercenary armies. The Republic is the richest of all nations, matched only by the Pirate Lords and it's conclave of merchant princes has one goal. To ensure the wine and spice continue to flow.
The Vikingr Jarldoms
Located to the far north-west and across the Shivering Bay from Drakenwuld, this collection of smaller lords comes together to form the Jarldoms. From its pine forests in the south, over the mountain range and the icy plains to the north, hundred of smaller jarls vote for their high king, voting for the fiercest and most wealthy of jarls to ruin Ragandaur, the City of Blades. The current High King Frofnir Bloodraven has led the Vikingr on many raids and captured a great wealth from the other nations, using their longboats to sail up the rivers and attacking isolated settlements, as well as testing the defenders of Isri.
The Kolor Isles
A series of four islands not far off the shores of Shirbi, with very little of note except each is ruled by a powerful Pirate Lord who all come together to form a council and pool their riches. The Pirate Lords rule over their own city, each with extensive ports and usually named after the Lord who currently rules over it. The Pirate Lords excel at naval combat, and are terrors for the trading ships of Isri, Ionia and Lossar who must always have a significant escort or risk losing their goods to the greedy pirates the plague the Ionian Sea.
The Dead Lands
Located directly in the center of Zeldor, from the ruins of the old capital At Dornast, a necromancer who was once a Ranger has taken up residence, raising the undead from their deathly slumber. Drawing in bandits to serve as living auxiliary, he rules the center making it especially dangerous to attempt any trade of movement, unless they risk joining his undead army.
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Main Religions of Zeldor
"May the Eternal Dragon guide your swords"
-King Gregor Frostblade at the siege of Valonbray
Many wars have been fought on the name of gods on Zeldor, but none know that in fact, all gods are in fact real. The realm of the gods, known as the Void, is a vast, empty space that stretches on for miles. A mirror of the world, The beliefs of all create gods of various power. The widespread belief of the Eternal Dragon In the north created a powerful entity in the Void, that can affect the material world in great ways such as miracles and the ability to manifest itself in the world. However the pantheon of Tolandail, with dozens of gods each with their own role, can work smaller miracles and blessings.
The Eternal Dragon
Worship of the Eternal Dragon began after the fall of the Old Zendor Empire in Drakenwuld, when their lands were under threat from their bigger more prosperous neighbours. When their capital city of Valonbray was under siege by the Vikingr forces, the people prayed for deliverance and in the Void, the Eternal Dragon was formed. Saving the Drakens, the Dragon continues its blessings by giving them the ability to tame drakes to ride into battle and providing them respite in the harshest of blizzards.
The Tolrandail Pantheon
The Tolrandail Pantheon has existed since before the empire, worshipped by the lords that once fought against the budding empire and is primarily worshipped by Tolrandail, Rivera and Henglewend. Each god has its own blessings in regards to what they govern. For example, Politar the God of the Harvest is mainly worshipped by farmers, and blesses the crop for a more plentiful harvest. The most notable of the gods is Zarandur, God of Gods who leads the pantheon and is mainly prayed to by nobility.
Yormandir, The God of Battle
The main religion of the Vikingr Jarldoms, Yormandir is another religion that predates the Old Empire, and is a brutal god that encourages war and conflict. The Vikingr show their faith in battles or duels in his honour, and when enough blood has been shed then Yormandir blesses the crop to begin to grow and that infants will be born safely. All prayers to him must be met with a sacrifice of blood before they will be heard.
Tazargomet, Dwarven God of Science and Perfection
A god strictly worshipped by the Dwarven Under-Empire, Tazargomet teaches that the future is in science and in craftsmanship, granting the Dwarves long lives to pursue and master their craft as well as filling the earth with the abundance of minerals the dwarves use. Dwarves are more innovative than those above, having managed to create rifles, cannons and even an experimental gatling gun. However their pursuit of perfection means these weapons will not be available for hundreds of years while they perfect their testing.
Zargonast, Black Dwarven God of Industry
After their split from the original Dwarves, the Black Dwarves or the Daruhi as they call themselves, began to worship their own, cruel god. The God of Industry, fire and slavery gifted them with the power to create powerful engines of War and craft enchanted armour and weapons in exchange for the souls of the Daruhi. It is believed this compact is what makes Zargonast so powerful despite his relatively low worshipper count.
Mordain, God the Death
No one truly knows when the worship of Mordain began, but those in Zeldor who openly preach his power is the Shirbi Kingdom. Worshipping him and the dead in their desert home, the dead are embalmed and their souls pledged to Mordain, who blesses the living by flooding the River Vitae ensuring their land is lush and bountiful, with wildlife and farming aplenty. He also raises the undead to defend the land should they come under harm, leaving the Shirbi Kingdom as a powerful and prosperous nation.
Da Great Green One - Orc Deity
While many consider the orcs, goblins and trolls nothing more than barbarians and in many ways they are, they still worship a god in the form of Da Great Green One. Not much is known about how the Orcs revered their god, but totems built all over the Highlands serve as monuments to him and warnings to others. It is believed the god is responsible for increasing the population of the green Orcs, which grow stronger and taller than their other grey and red counterparts.
Sapphira - Elven Goddess
The Elves have worshipped Sapphira as their primary deity since the collapse of their kingdoms at the hands of the inferior races of men and beasts. Sapphira is the goddess of protection and is worshipped through song and dance, and giving praise to her for every new day. She blesses the Elves with immortality, their agility and the ability to bless arrows under a full moon.
The Ruinous Ones - The Dark Gods
The Ruinous Ones are said to be the most powerful of all gods, and are generally worshipped by all in the emotions that fuels them. Those who swear fealty to a Ruinous One are called Dark Ones, and as they pursue their gods goals they are granted immense power, and if they live long enough they are chosen by all to become Ruin Undivided, given the power of a god and ordered to attack Zeldor. The Ruinous Ones are Daruga, God of Bloodshed and Torment, and is feed through anger and pain, as well as war. The next is Yarula, Goddess of Lust and Excess. She is feed through lust and gluttony, preferring her followers to go to excess in all things and also relishes extreme pain. Valora, Goddess of Change and Rebellion, is feed through pride and greed. Her followers move to enact change in her name, and were responsible for the doomsday cult uprising put down by the Rangers. Lastly is Savarga, God of Fear and is feed through the fear of all things. His followers are often mutates into monsters and let loose on the world. It is said all monsters such as werewolves and vampires were created by him.
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Lores of Magic
"Magic has always been intriguing to man. And why not, who wouldn't like fire to erupt from their fingertips?"
-Grand Scholar Tyrence in his Treatise on Magic
Lore of Alorn - Elemental
The Lore of Alorn is one of the rarer forms of magic that the Rangers are blessed with, with maybe one in a thousand blessed with the power to use all the elements. While most can access it to a small degree, maybe to specialise in one form such as fire or water, most prefer to channel their given power. The elements are fire, water, air, earth, and aether. The magnitude of the spell determines how taxing it is. Aether is also the rarest of them all. It was known as the life force and "oxygen", the gods used in order to breathe and create the world. While no mortal is able to wield this power, it can be used as a tether to learn a new sub element from the primary elements (ex. Fire to Lightning).
Lore of Mordain - Death
The Lore of Death is another rare talent, mainly associated with necromancy and the raising of the dead. However those who can use this lore can also banish the undead and create powerful wards of protection to protect against curses. A highly taxing form of magic. Highly taxing on the caster.
Lore of Ashif - Life
A highly sought after magic, Rangers that can access this lore can heal the wounds of others, generate protective shields as well as the removal of poisons. The Lore of Life can also be used to curse many disabilities such as blindness. Highly taxing on the caster.
Lore of Vormal - Champion
Those who are blessed by the Lore of Vormal can be a powerful assets to allies on the battlefield, able to cast various buffing spells on their allies while debuffing enemies, and as such many crowd around these Rangers for their protection.
Lore of Edglast - Nature/Beast
Those adept in the Lore of Edglast will find much to gain from association with wildlife. Animals bend to their will, and the most powerful of which can include the great reptiles of Ingri or the drakes of the North. Plants will also bend to their will, causing trees to come to life to attack their enemies. Can also buff allies with a berserk rage.
Lore of Tyrol - Heavens
Those Rangers who can draw power from the stars can call down the very wrath of the heavens on their foes, or look into the future to get a vague glimpse of what is to come. Cosmic powers include being able to summon meteors or channel starlight into a concentrated beam. Highly taxing on the caster.
Lore of Ungol - Shadow
This lore of magic is a unique form aimed at deception. Rangers born with the power of Shadow can turn themselves invisible, create copies of themselves that can harm others and create other illusions, like the one hiding Elacrai to this day. Highly taxing on the caster.
Lore of Ruin - Ruinous
The lore of Ruin is not among the powers of the Rangers although it is recognised as a lore of magic. Coming directly from the Ruinous Ones, it's power is highly destructive and diverse that ranges from mind control, dark magic and the power of Ruin itself, a destructive and warping magic. The least taxing magic to use.
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Ranger Identification
Name: Age: Lore of Magic: Weapon(s): Appearance: Personality: Bio:
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