The Dark Wolf General
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So, this is something I've been considering doing for a while, and since Neddy asked, I thought I may as well make it happen. Additionally, in the games of Werewolf, many names and concepts are referenced, and without the proper background context, it might be hard to properly interpret the clues. I'll list things in major categories, and likely work on them bit by bit. Criticism, advice, and critique are always welcome, so long as it's constructive.
Origin of the world This is arguably the most important part of the world, and while I do have a general idea, it isn't as fleshed out as it should be. Do note that while this takes the form of a creation myth, and a decent amount of modern people have begun to believe that it was made up, everything that follows is actually the truth, or at least close enough to the truth to matter.
In the beginning, the world was a void of energy. There was no land, no animals, no life to speak of. Several thousands of years ago, a Goddess came upon this empty world, in the vacuum of space. Using her vast power over creation, she terraformed the planet to her specification. She created the land, the sea, and everything else needed to sustain life. She then created the flora and the fauna of the world, spreading plants and animals throughout. Not satisfied, she then created humanity, giving them a spark of her own self to provide their souls. What followed was a Golden Age, the age of love and compassion. Living with her creations, she taught them many things. How to build, how to create, and how to mine and harvest the fruits of the land. All of mankind lived in peace with each other, any dispute being solved by the Goddess herself. While mankind spread across the face of the world, which contained one giant landmass, the bulk of it's population remained in the center, where the Goddess made her home. Over time, a vast city was raised in the center of the world, and it was simple known as the Capital.
Many humans who lived in close proximity to the Goddess began to develop magical abilities, which the Goddess encouraged. She taught them how to use and refine those abilities, and how they could be used to serve their fellow man. These people became know as Witches, and were then further classified by the type of magic that they wielded, Water, Earth, Fire, Air, or Holy. While all types of magic were revered, Holy magic was the most sought after. Also called Light magic, it was considered to be the closest a human could come to the power the Goddess herself wielded.
One day, without warning a great evil descended upon the land, far to the west. A massive flood of dark creatures began to spread, tearing apart the peaceful land that the Goddess had created. In an effort to protect her people, the Goddess taught humanity the secrets of war, teaching them to forge weapons to protect themselves with, to use the magic that had been used for peace, for battle. Leading her people in a resistance, the Goddess herself fought back against the creatures of darkness. In a great and terrible battle that lasted for days, Humanity and the Goddess pushed back against the evil, and for a few days, it even appeared that they would be successful. And then the Dark God took the field. Every bit the Goddess' equal, he marshaled his forces of darkness and shattered the defense of the Humans. Seeing her creations poised to plunge into extinction, the Goddess summoned up all of her power, and sealed the God away, deep in the bowels of the planet. With the last of his strength, the God fractured the planet, causing rifts to form, and chunks of the landmass to drift off from each other. With the God defeated, the dark creatures he had created fled before the Human might, and spread across the globe.
Spent, the Goddess retreated to the Capital, and after warning her creations that the God would one day return, and leaving careful instructions with the closest of her flock, she sealed her form into a tiny seed. This seed was planted, and within a year, a mighty oak tree had appeared in it's place, growing at a vastly accelerated rate. The Goddess' mostly loyal flock formed the Church, and built it around the tree growing in the center of the Capital. The Church formed the order of the Paladins, and began what was later known as the Hundred Year Crusade. Consisting of the martially and magically skilled, the Paladins journeyed around the world, exterminating the evil creatures where they were found. Many important events happened during this time. For starters, the Church began to spread it's influence, claiming lordship over all settlements of humanity, stating the need to unite under the banner of the Goddess. Additionally, a new form of magic was discovered, called Dark Magic. While Holy magic drew upon the power of the Goddess, Dark magic drew upon the power of the God. people found to be capable of Dark magic were usually killed, although occasionally, the Dark Witch would be taken back to the Capital and simply...disappeared.
For a Hundred Years, the Paladins marched throughout the main continent, exterminating the evil creatures where they could. However, despite their best efforts it seemed like all they could do was keep the creatures at bay. However, as the years went by, the fruits of their labors became more and more apparent. Attacks on towns and cities began to grow further and further apart, and eventually, the Church declared the Crusades a Success. Many Paladins were recalled back to the Church, to ensure that the Goddess Tree would always be protected. Many towns still received the occasional attack by the creatures of Darkness, but so long as they paid their taxes and swore Fealty to the Church and the Capital, Paladins would be dispatched to defend them from the evil.
So, while a few things might be cleaned up a little, re clarified and modified, that is the creation of the world in a nutshell. There are some important bits I've left out of it, but only because they deserve their own segment.
Werewolves and their Role in the world One of the many dark creatures unleashed upon the world by the Dark God are the Werewolves. While the initial Werewolves were pure monsters, they were able to infect normal humans, and create more of their kind. Most Werewolves alive these days are simply humans infected with lycanthrophy, but occasionally, a pure blooded Werewolf is found, which usually requires at least a full squad of Paladins working in synchronicity to take down, and even then, usually not without losses.
Early on, the Church discovered a cure for Lycanthropy, albeit an extremely risky and expensive cure. Due to the fact that mostly werewolves were half human, a program was put into place to rehabilitate those inflicted with the disease. While not completely controllable, the Church was able to train certain individuals to control their disease, and use it for the side of light. It was decided that if a Werewolf were to serve 11 years as a Paladin, in service of humankind, they would be offered the chance to be cured of their disease. Few Werewolves were able to complete their service, but those who were usually took the cure. While performing their service, each Werewolf is assigned to a squad of Paladins. The Captain of the squad acts as a both a Parole Officer, and a rehabilitator for the Werewolf, ensuring that they toe the line, as well as learn to control their animal side.
Magic Users While magic sometimes makes itself known as an infant, and there are ways to test, magic usually only shows up on a child's 13th birthday. It is customary for Priests in small towns to keep a list of the children, and test them once they come of age. If a Child is found to have magical ability, they are sent to the Capital to be trained in the proper uses of magic, as well as to receive a formal education. Once they turn 18, they receive an earring and a signet ring, signifying that they are a church sanctioned Witch. The earring is required to be worn at all times, so that everyone knows that they are a Witch. While individual opinions vary, traditionally Witches are seen as servant of the Goddess, and as such are treated with great respect and reverence from the average person. While magic is not rare, it is uncommon, so it is not unheard of for small villages to go decades, even centuries without ever seeing a Witch pass through, or at least, without observing one. Any magic user caught without an earring, especially someone who is not a child, is presumed to be in league with the Dark God. Regardless of what type of Witch they are, they are captured and sent back to the church, usually for questioning, or otherwise, killed if the Witch attempts resistance. Depending on the individual circumstances, it is possible to Mark them, and put them into service. Once a Witch has turned 18 and received their earring(also known as a Mark), they are required to serve for 7 years. Some choose to stay in the Capital, and so become teachers, or a member of the church's Clergy. Others join the ranks of Paladins, and put their life on the line for the sake of Humanity. Regardless of which path they choose, once they complete their service, they are released, and given an amount of gold as payment, the amount varying on the level of service performed. They then have the option of staying voluntarily in the service, or going out to live their lives in the world. While many choose the latter option, they are all told the same thing. Should the Dark God arise again, any magic user regardless of station in life, age or past will be required to return to the service. As Previously stated, there are 6 schools of magic. Each is capable of different things, although many similarities can be drawn between all kinds. Holy While all magic(except for Dark) derives from the Goddess, Holy magic is the one most in tune. It is said that powerful or select Holy witches can actually hear the voice of the Goddess. Holy Witches use light magic, and are the most accomplished Healers. Healing magic does not instantly heal wounds nor does it regenerate lost limbs, but it does speed up the natural healing process of the body, turning a week long recovery into a few minutes, or a year long battle into simply a day. Simply wounds heal quickly enough to be called instantaneous, but the distinction is important.
Additionally, Holy Witches are fairly adept at enchanting, and if they perform their service at the Capital, are often paired with a talented smith to produce the Paladin's Holy Weapons. Additionally, Holy Witches make up at least half if not more of the Churches Clergy, serving as either Nuns, Priests, or even higher ranking clergymen, such as bishops, cardinals, or even the Pope himself. Holy Witches are the most effective Witches when battling the undead.
Earth Earth Witches draw power and have command over nature. They are often skilled gardeners or hunters, communing with plants and animals alike. While different Earth Witches have different specialties, power over vegetation, rocks, and animals have all been observed, to varying degrees.
Earth Witches are often put into service tending to the Goddess Tree, ensuring that it remains healthy at all times, and healing any damage it might sustain. They also tend to make excellent farmers, and so most prosperous farming communities tend to have at least one Earth Witch in employ.
Earth Witches also make great alchemists. Many apothecaries are accomplished Earth Witches, specializing in salves and ointments. While not as skilled with Healing magic as Holy Witches, they are often able to imbue their potions and salves with healing energy, strengthening the effects of the herbs within.
The most common types of buffing magic pertains to drawing out the natural strength of an individual, allowing them to perform feats they would be otherwise unable to do.
Wind Wind Witches are the least common of Witches found in Faelhold. They have power over the wind, air currents, and weather in general. Additionally, they the school of Wind magic is the one most closely associated with te mind. As such, Wind Witches tend to be very clever, and can attain great wisdom. Some Wind Witches have even been able to see into the future, and tell prophecies, although this is a very rare talent and highly sought after by the Church.
Wind Witches, with the power to influence the weather, are often prized in farming communities, and often are hired to reverse bad weather that might otherwise devastate crops. Many Wind Witches learn to form hardened currents of air, capable of cutting through extremely thick or durable surfaces. Most Wind Witches perform their service as a Paladin, although any found with future telling abilities are secreted away in the church, and are forbidden to tell of the things they see beyond it's walls.
Additionally, while seafaring is a fairly new innovation in the world, Wind Witches are highly sought after to provide swift sailing. While weather control does grant the ability to summon lightning, it is an art that has proven very hard to control, and so is considered a higher discipline.
Common Wind Buffs involve increasing the reaction time of a person, helping them to perceive danger and react much quicker then normal. They are also able to cast the opposite on an enemy, slowing down the reaction time.
Fire Fire Witches are the most common Witches found. With control over heat, flames, and temperature in general, Fire Witches are the most adept in combat. While they do tend to make excellent blacksmiths, they excel in combat. Outside of Paladin service, some tend to become mercenaries, while others choose to become excellent chefs.
Fire magic is probably the easiest, and yet the most dangerous school to learn. While it can often lead to accidents and a few buildings burning down, Fire Magic is also very stable and easy to master. Is is not uncommon to see a Squad of Paladins with at least one Fire Witch on board.
Common Fire buffs involve super heating the blades and weapons of Allies, causing additional damage when cutting through the flesh of foes. They are also excellent allies to have during either northern expeditions, or trips through deserts, due to their natural ability to influence temperature.
Water Water Witches have power over water, as well as ice as well as a special bond with creatures from the sea. Water Witches tend to make great fishermen or sailors. Additionally, the most common form of long distance communication involves Water magic. A vial of enchanted water is given to whoever needs it, typically a Paladin Captain going far away. When this water is dumped into a basin or bowl, it connects to a partner bowl that is kept specially in the Church. With the link established, the two parties are able to speak to each other from extremely far distances, with no outer limit currently being found. Additionally, if the person with the vial is careful, the water can be recovered and used again, so long as enough of it remains. It can be diluted with regular water, but it's effects become weaker, eventually disappearing if too much of the enchanted water is replaced.
Additionally, Water Witches are the second best healers, after Holy Witches. As a human body is comprised of 60% Water, Water healing magic involves using that water to accelerate healing, albeit at a weaker and slower rate then holy Witches. Typical Water buff's involve imbuing a warrior with Water energy, causing them to heal at a faster then natural rate, without having to have a Witch actively work on them.
Dark Where Holy Witches draw there power from the Goddess, and are associated with Life and Light, Dark witches draw their power from the Dark God, and are associated with Darkness and Death. Dark magic is the least understood by the Church, but that is because most Dark Witches are considered too dangerous to be brought to the church for questioning, and are simply killed instead. Paladins actively are on the look for Dark Witches, and attempt to apprehend them whenever possible.
Dark magic often involves much death and spilled blood to perform their most powerful spells. Necromancy, mind control, and curses are most commonly attributed to Dark Witches. Most of the Dark Witches who are able to be brought in for questioning claim to be able to hear the voice of the God, and seek to do his will, although some are simple rogue evildoers. While dark magic can present itself in children previously thought to be good, it is a very corrupting magic, and even the kindest of souls will turn to great evil with it's power. It is possible to sever the magical abilities of children found to be capable of Dark magic, but it is a dangerous and sometimes fatal procedure. Even if it is successful, it often leaves the children scarred both emotionally and physically, and many become listless afterwards. Suicide among these people is not uncommon.
I actually don't have much more decided upon. I had a rough map, but it got lost in the move between computers, so i'll have to recreate that at some point. Additionally, i'd like to create a list of the creatures found in the world, but i still havn't decided on many of them.
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