There was a world of grand technology and discovery, covered in vast swathes of forest and ocean with grand cities of metal and stone, but a great cataclysm would turn this lush planet into a volcanic wasteland. The creators, the Old Gods, would take up the final pieces of life from their destroyed home and form it into something new: The Ark- a vast expanse of what remained of the world we forgot below us. Now, the sentient races traverse across the span of the Ark in search of their salvation, their glory, or something entirely different, oblivious to the Old Gods and the creation of their world now. .
Around half of the known Ark is a vast plot of desert and wasteland, known as the Scorch and the Barren Expanse respectively. The other half is a vast sea of volcanic islands with varying biomes, flora, and fauna. No matter the place, however, the sentient races have found a way to survive in it, and will continue to as explorers chart out new, foreign lands. . .
The Ark of the Old Gods floats far above the volcanic wastes of the world left behind in a time long forgotten. The Ark is many hundreds of miles across and consists of oceans, deserts, islands, and pure wasteland. One day, the Old Gods may return to mold the completed Ark over the world they left behind. The sentient races spread across the Ark to rebuild in the vision of the Old Gods, although many of them do not even know the Old Gods exist, or the destroyed planet below them. The Ark is slightly curved, as if one part of the surface of the planet was torn off. It has edges that people can go to, many unexplored portions, and varying environments varying from pleasant to brutal. However, the final gift from the Old Gods was the universal language, that all races know how to speak, along with any languages the race or subrace speaks.
The average lifespans for all the races are here: Humans: 175 to 200 years, mature at 16 to 18 (a 100 year old man in this lore would be about the equivalent of a 50 year old man in the real world in terms of health and appearance.) Nordlings: 200 to 225 years, mature at 20 to 23 Dawi: 750 to 800 years, mature at 30 to 34 Golbi: 100 to 120 years, mature at 7 to 9 Urki: 200 to 210 years, mature at 15 to 17 Elfir: 1000 to 1500 years, mature at 20 to 23
There will be seven playable subraces this season, as they are the ones who have arrived on the island of Raggenhelden (Ragnarok):
-Boriads (Humans): Resilient people of a once great empire, these survivors have found themselves allied with the sea-faring Cyrkals as they crashland with the last remnants of their fleet of ships onto the continent of Raggenhelden, forming the faction known as The Bay Peoples. Boriads are known for their preference for independence, and live as ancient tribes of humans and nordlings did long ago in small family groups, tribes, or democratic cities. Boriads tend to be built more physically, and are far more cold-weather adapted than the other subraces. Boriads tend to stay put where they are free to live as they please, and if they do not live that way, they will find somewhere that they can. Boriads typically have dark blonde to light blonde or red hair, brown grey or green eyes, and extremely fair skin.
-Cyrkals (Nordlings): The second half of the two races who make up The Bay Peoples, the Cyrkals once served as allies to the great empires the Boriads were once a part of. They fled with them to the sea, letting the winds that once guided their trips at sea guide their fates. Cyrkal tend to form attachments rarely and give quarter even less so. Cyrkal are typically known for being collected, and unforgiving to an extent to rival their Nordurnir cousins. This inner understanding can show itself as inquisitive, curious, or downright intimidating. Cyrkal are only slightly taller than most humans, the shortest of the Nordling subraces, but are just a physically impressive. Cyrkal typically have black or grey hair, darker eyes in colors such as deep orange, dark blue, or even near black, and olive tan skin.
-Vilkin (Nordlings): The savage and nomadic Vilkin are one of three races who form The Exiles, kicked out from their homeland with their greenskin compatriots to die at sea. the Vilkin once dwelt in the hostile redwoods and deadly frigid mountains of their homeland, and often dwelt in small societies where brawn was favored over brain, and you make a living on your own terms. Vilkin are often times, independent, slow to embrace new ideas, quick to act, and even stubborn, but these traits are extremely offset by their sheer physique, willpower, and presence. Vilkin can vary in nature, as will all races, but the lives they have usually lead often cause them to be untrusting of strangers or unwelcoming of assistance from outsiders. Vilkin are by far the tallest of the Nordling race, and even the tallest of all races. Vilkin have grey or white hair, and usually very short. They have more icy colored eyes in shades of grey, white, and blue, and their skin varies from pale white to very light blue.
-Hamerils (Dawi): The short and stout Hamerils were part of a great empire who subjugated them for their knowledge and labor, and they fled to find a new homeland with the Snow Elfir to seek the freedom they so deserved, forming The Highlanders. The warrior Hammer Dawi are known for their invention of Dawi-Iron, called steel by the other races. The Hamerils once resided upon the volcanic continent of their birth land, mostly within its massive system of dangerous caverns and mountains. Hamerils are stalwart, unshakeable when they set their mind on a goal, and can often be very prideful of their honor or the honor of their friends and clan. Hamerils are, as related to their discoveries in metalworking, most well known for their weapons, armor, and works of iron, obsidian, and steel. Hameril empires have fought many wars with the other races, and won almost as many. Hameril craftsdawi, are quick, efficient, and nearly machine in their ability to recreate near identical items repeatedly. This quality is extraordinary when it comes to the massive Hameril foundries, which can pump out enough equipment to properly outfit an entire army in less than a week, but those were the glory days. Hammer Dawi have reddish tan to rust colored skin, copper to red hair, and brown, yellow, or orange eyes.
-Marsh Urki (Urki): The second third of The Exiles, the Marsh Urki had attempted to revolt to regain their rights in an empire that had subjected them to torment and imprisonment for so long, forcing them to live as raiders and bandits. The Marsh Urki are known for their underhanded tactics in combat, notorious for being great bandits, raiders, and thieves, and clans of them have plagued the waterways of the old world for centuries. Marsh Urki are naturally adapted to dwell in water for long periods, along with the traditional nomadic, raider lifestyle. Marsh Urki are often less interested in who they are raiding, and instead the wares and goods they carry, leaving those they attack alive to live another day, or to be raided another day. Marsh Urki are typically crafty, unnaturally stealthy for their stature, and even ruthless if threatened. Marsh Urki have black-green to blueish colored skin, black, green, or dark brown hair, and blue, black, or green eyes.
-Etters (Golbi): The final third of The Exiles, Etter Golbi are, in a sense, often more primitive the other races of the Ark, as their subrace tends to be more shamanistic and crude than the civilized races. Etters traditionally dwell in forests and caves, having a close relationship to animals such as spiders and frogs. Etters are not as savage and brutal as some of the other Golbi or even the Urki subraces, instead often being welcoming of outsiders, albeit a tad eccentric or strange in their customs and culture. Etters are curious, loyal, and often well-meaning. There are exceptions to the rule, as with all subraces, however. Etters have green, grey, or black almost bark-like skin, eyes of most colors of more muted colors, and black or brown hair.
-Snow Elfir (Elfir): The Snow Elfir are believed by many races to be the first placed upon the Ark by at least a few decades, and are believed to be the first to set foot onto. The second half of The Highlanders, the Snow Elfir in the faction were sentenced to mass death by their empire leaving them scattered and leaving many dead. The Snow Elfir are unlike most of their Elfir kin in the fact that they do not feel xenophobic towards the other races, or even resentful, rather the Snow Elfir regularly trade and meet with empires, tribes, and settlements of the other races to discuss topics of varying degrees. Snow Elfir are often stoic but warm, despite their tendency to dwell in the cold, snowy realms of the Ark. Snow Elfir have extremely pale or even solid white skin, brown, blue, red, or white eyes, pointed ears, are much taller than the average human, and usually have white, grey, or blonde hair.
Race Sample Names
Here are some guideline names to make “in character” thematic names based on each race. Don't use these names (as some of them are already being used.) But feel free to use this as guideline names!
Boriad- Lugaid Ó Fergaile, Beanon Mac Calleighson
-The main thing to note is Boriads always have an Ó or Mac for males or a Nic or Mhic for females
Cyrkal- Fanndir Argherson, Valyugg Mordran
-If it sounds nordic you're doing it right
Vilkin- Eylem Kolak, Sevket Kirac
-Names normally favor As and Es and tend to end in a vowel-consonant pair (ex. em, ak, ac, ir)
Etter- Fizz, Melk, Sprit, Babo
-Short, simple names that golbi can easily remember
Marsh Urki- Zugbu Spinetaker, Urkhart Gnasher
-While Marsh Urki have first names, they are usually referred to as their title given to them from a deed they have done. For example, an Urki named Urgod Stonethrower would just be called “Stonethrower” by his kin.
Hameril- Kadrakk Brightstone, Zaldat Trueheart
-Last names are ALWAYS one or two word titles (Ex. Brightstone, Azuremine, Trueheart, Goldenblade, Silver, etc.)
Snow Elfir- Faisur Emwenoth, Latring Edlatis
-Names usually long and elaborate
The Mortals Arrive On Raggenhelden
There are three factions who have arrived almost simultaneously onto the continent of Raggenhelden: The Exiles, The Bay People, and The Highlanders. The Exiles: Formed by the Etters, Marsh Urki, and Vilkin, the name is very literal for this group. This group was formed by three races of convicts, poor folk, and exiles simply searching for a new life, and to defend what little they have from anyone who might take from them (maybe taking a bit for themselves along the way.) The find themselves in the desert islands of Raggenhelden, near the green obelisk.
The Highlanders: Formed by the Hamerils and the Snow Elfir, these naturally arctic dwelling races fled their kingdom in an uneasy alliance with each other simply to survive. They find themselves in the bay of the highlands, near red obelisk. The grudge holding Hamerils and the nearly pompous Snow Elfir must work together if they seek to succeed.
The Bay People: Formed by the Boriads and the Cyrkals, these two races fled the burning remains of their conquered empire as it was razed in their wake. They began as a massive fleet, but landed with only a few shattered boats. They find themselves in the viking bay, by blue obelisk, in the wake of their shattered fleet.
The factions will be at odds with each other simply out of fear and survival to begin with, but soon land and resources (and even petty grudges) will drive bloodshed to heights Raggenhelden has never seen before.
A New Land
This is the map of the starting territories of the factions. The Neutral Zone will be released when one is decided upon.