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Jun 7th, 2011, 06:56 PM
SkylerJB
The Good Looking DM Newb.
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Last Visit: Jul 25th, 2012
RPXP: 313
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Varlka
Setting
The people of Varlka have been subjected to the tyranny of vampires for more then a few centuries. Those few who had knowledge of the world before the arrival of the vampires have all gone into hiding. Fearful of the elven hunters who seek them day and night. Humans have become somewhat a mix between slaves and food for their vampire and elven rulers. Most humans work then a night to fulfill the desires of their masters. Else they simply become another juicy snack for their lord. The kingdom of Varlka is heavily excluded from the rest of the world. Between it and the nearest kingdom of Pilition lies the mountain range known as Crimson Tips. Few dare travel the mountains and so little to no one visits Varlka. Those who do are often capture within minutes and promptly eaten. Yet not all hope is lost. Few hidden settlements who are free from the tyranny of the vampires still exist. These hidden burrows once design my halflings are now inhabited by humans. These humans live everyday in fear that one day when the vampire and elven hunters will find them. Yet they prepare themselves and still fight against their tyrants. Those few who still have some bravery left are known as the Goddess Resistance. Originally started by a paladin of the goddess, who's name has been forgotten. This resistant front work mostly in the day when the vampires are unable to come out and hunt them. They fight against elven followers to free humans slaves or if ever wishing to try a riskier operation, to slay a vampire lord. Only the former was ever accomplish. Everyday the resistance fight for a future that is slowly fading away. Everyday the vampire lords become stronger. At this point a miracle is needed. Some say the Goddess will return one day to aid the good people of Varlka but with so many centuries without answer, hope is becoming a little more then a forgotten word.
The Goddess
The Goddess was what it to believe the ancient deity of the kingdom of Varlka. Now her presence has disappear but some still worship her. Wherever or not their prayers are reaching her is unknown, her followers still gain powers. Many have abandon the Goddess believing she's a lie and a fairy tell to bring hope to those who need it. Many in the burrows have abandon her and now believe self-reliance but she still has a large enough group of believers.
Races in Varlka
Humans:
The last race that show any opposition to the vampire lords are the humans. Most lie in captivity where they work day and night as slaves to their vampire and elven lords. Those slaves can be recognize by a branding mark on their neck. The mark itself varies depending on which vampire is the owner of the human. Vampires (and their elven followers) understand that they are only allowed to use human slaves which they own. Humans who are on the other hand, born in freedom in the burrows are do not have such marks. The personality of the two are also quite different. Slaves tend to be pessimistic, cynical, desperate, afraid and other negative emotions. They have lost hope in life and can only work to hopefully die of some sort of disease instead of being rip apart by elves or turn into a spawn by vampires. That or become a favorite pet for a elf noble and hopefully have his family live inside a elven home. Mean the free humans (known as freefolks) tend to be a bit more optimistic. They live in clean homes, with family and friends. They receive education and work as a community. They hold dearly to their freedom and most are ready to join the Goddess Resistance to oppose their vampire lords. Younger freefolks tend to be brave, optimistic individuals who listen to stories of the great dwarven armies who stood against the vampires. The older freefolks tend to be a bit more cynical but understand that if they lose hope that they will nothing left to live for.
Mechanics Change:
Freefolk lose their Skilled trait and gain the Heart of the Wilderness (APG). Slaves remain the same.
Elves:
Stories of the artistic, nature loving, beautiful and intellectual are all that left of the elves that once existed. Now days elves have become the dominating race in Varlka. How the elves have fallen so low is beyond anyone's knowledge apart from the vampire lords. The new breed is simply so different from the original that it's hard to believe they were once a good race. Elves of Varlka a cruel, sinister, scheming, pleasure seeking and violent creatures. They can be compare to their evil counterpart, the Drows, with only a few differences. They are cannibalistic by nature and strive in the torture and carnage in they can have with humans. The elves have long since left their woodlands and now inhabit the cities that man once live in. While the humans live in the sewers or streets, the elves live comfortably in their homes. Most elves have a few personal human slaves to help them with their duties. Elves refuse to do any civilian work and let their humans slaves to all their duty. They are very selfish in nature and the only thing that an elf would respect are their vampire lords. These creatures are worship by elves and are view as powerful deities who have taken a physical form to guide them in their bloody ways. The elves mock the human deity known as the Goddess. They are led to believe that their is no such as thing as the Goddess and often take the pleasure of torturing humans who worship such a thing. Elves often join the military force to serve their masters in the day. These elves often enjoy the hunt for freefolks or escape slaves and is often the most ideal career for elves. Which such evil beings now populating the country, one has to wonder if good elves have ever existed... Or still do...
Mechanics Change:
Elves lose their Elven Magic trait and gain the Silent Hunter trait (APG).
Dwarves:
Dwarves have now become myths. Stories of a powerful race that stood against the vampire lords and their elven armies. Now these legendary warriors have all but disappear from their world. Rumors exist of a few war bands that travel through Varlka but these are truly false. Dwarves have really truly disappear from the land... Or at least that is what the elven and vampire lords tell the people of Varlka.
Mechanics Change:
Dwarves lose their Hatred, Greed, Hardy and Steady traits and gain the Ancient Enmity, Lorekeeper, Relentless and Stubborn traits (APG).
Warning:
A dwarf character will require an AMAZING biography for me to accept. If you're character is EXTREMELY well done and I really want to bring him into to the campaign then you're going to need to impress me.
Halflings:
Halflings are truly the only race who have avoided the destruction and genocides of the vampire lords. These little people have foreseen the threat that had arrive and quickly left their homelands to hide deep within the earth, in the forgotten corners of Varlka. Yet a few stood by humanity and guided whatever they could into their hidden abandon homes. These rare few halflings are consider the greatest of heroes by freefolks for without them, humans would have never achieve the slight freedom they have today. These halflings work tirelessly to help the Goddess Resistance in freeing slaves and guiding them back to the hidden burrows. While small in nature they are the bravest and fearless warriors who fight everyday for people not of their own. Elves and vampires have a deep hatred for the little ones and most take their time to torture the things until they snap from the pressure. Death isn't enough for them. They deserve worst in the eyes of the cruel races. Even with the knowledge that they would suffer such a fate, halflings works effortlessly so that the world can return one day to the magical and beautiful place that stories their parents tell them.
Mechanics Change:
Halflings lose their Sure Footed trait and gain the Swift as Shadows trait (APG).
Gnomes:
Already few and scattered across the kingdom of Varlka, gnomes have now become the ideal hunting target for elven nobles. The strange little creatures have become ideal pets due to their strange nature. These gnomes learn to accept their fate and simply please their master in hope for one day to be free from their crazy masters. Those few who remain in freedom are constantly on the run from their hunters. If lucky enough they will find a freefolk or halfling who will guide them back to their burrows. These gnomes understand that they are the luckiest of all races (excluding elves) for they are consider prizes and pets by their lords and not meals or pest. These gnomes often aid humans and halflings by showing them secrets path that the elves do not know of. Some even let themselves be capture to spy on the elven lords and then hopefully transfer the message to Goddess Resistance. These gnomes understand that if this war is to be won, patience is the key. While they are no more whimsical by nature, they are the most optimistic.
Mechanics Change:
Gnomes lose their Defensive Training and Hatred traits and gain the Eternal Hope trait (APG).
Half-Elves:
The simple thought of an elf and human giving birth to a child is horrible enough for both races. Elves consider this a horrible thing for mixing their blood with those of who they meet. Humans look at it with disgust that a human would let themselves carry such a spawn in their stomach. Yet half-elves are still born. Often a beautiful individual human could seduce an elf for safe keeping. Yet mistakes happens. Usually at birth the half-elf is killed by the elven parent. If by the rare chance a human female manages to hid her child, the baby could have hope. These half-elf children are often hidden from everyone in the world. Both races have a tendency to kill the race on sight. Elves to hide the shame that they can breed with the humans and humans simply take any opportunity to slay an elf. Half-elves who reach adulthood are often on the run from everyone and can only hope one day to find someone or something to accept to accept him or her. These half-elves are often bitter and contain a deep hatred for the racism that everyone has.
Mechanics Change:
Half-Elves remain the same.
Half-Orcs:
Orcs, goblins, gnolls, giants, ogres and other savage races often work for the vampire lords. Many tribes have join the vampire lords and now live with the elves but often as second-class citizens. Of course these brutes rarely care for the political gain but instead enjoy having humans as slaves or for the ability to kills others simply for the amusement of their elven and vampire lords. While these brutal savages enjoy this luxury, a few take advantage of the more beautiful slaves. When such a child is born from these rape scenarios, half-orc children are actually kept alive unlike half-elves. Half-orcs who are often more cunning and intelligent make great leaders for any tribe. These half-orc live identical to their parents and often live the same lives. Yet a few who educate themselves a bit more question their lives. The human blood in them understands that the world they live in is wrong. Their ancestors have been slaves for years and many take the advantage of their freedom to aid slaves. Some half-orcs become household leaders and take better care of slaves. Other help slaves escape to join the Goddess Resistance. These half-rocs are far and few but the difference they make are unmatched.
Mechanics Change:
Half-Orcs remain the same.
Vampires:
The story of how these few individuals taking control of the kingdom of Varlka has long been forgotten. Now they have become many and they rule their new homes with an iron fist. The queen of Varlka is hidden in the shadows, refusing to expose herself but all other vampires receive messages from her one way or another. The only thing they fear is the wrath of the queen herself for some vampires who had tried taking more then their fair share have disappear within hours. Apart from the queen, each city is run by an individual vampire and his elven followers. Larger cities might have more then one vampire ruling it as they equally divide the city for each of them. Vampires often have a mark in which is imprinted on every human child to show they are property of the said vampire. Elves who mark themselves show total dedication to their one vampire. These vampires are often worship as deities and live a life of luxury. Vampires only recruit more in their ranks if only they feel the need to either have successor, partner or if a city is in need of a new lord. Often the strongest, wisest and faithful of elven followers are turn into vampire to join their ranks. The vampires have a deep hatred for the Goddess and ban all signs of her. While the elves toy with the idea and mock it, vampires outright destroy any signs of it.
Classes in Varlka
Fighters:
All races have an easy access to martial training. Those who live in the burrows can easily receive training from the Goddess Resistance and those who live in the cities can find training in the elven military. Slaves can secretly practice when no one is looking but this path is the most difficult.
Rogues:
All races will have the opportunity to try the secretive life of a rogue. People from the burrows can easily achieve this and so can anyone from the city who try to avoid the eyes of their vampire lords.
Wizards:
The art of magic is forbidden in the cities. The vampire lords understand the danger that magic might bring and it is forbidden, even for elves, to study it. For this reason wizards do not exist in the cities and only those few in the burrows may learn the art. A few wizards still teach the art to the freefolks so that they may use it as a tool against the vampire lords.
Clerics:
Clerics vary between two beliefs. The people of the burrows worship the Goddess and her clerics can be found either helping the Goddess Resistance or aiding in everyday task. They followers believe that the deity will lone day return and guide the good people to once again rule the land. Clerics in the city on the other hand, worship the vampires as if they were deities. Clerics of the city often are the most craziest and dangerous of followers. Often copying their vampire lords by sleeping in coffins, drinking blood and having bats and wolves as pets.
Domains:
Goddess (NG): Community (Home), Good (Angel), Healing (Restoration), Liberation (Revolution), Protection (Defense, Purity), Sun (Day)
Vampires (NE): Animal (Fur), Darkness (Night), Death (Murder, Undead), Evil (Daemon), Nobility (Leadership)
Bards:
Stories and music still exist in both the burrows and cities. Those few who grow the arcane talent often take the path of the bard. Bards are extremely important in the burrows for they are the ones responsible to spread the stories of the days before the vampire lords. Meanwhile those in the cities are use for entertainment instead. Vampires often love the lies the bards can spread and how they can easily crush the faith for the human slaves.
Monks:
Monastery have long been forgotten. The art of the monk is no more and for one to learn it, requires heavy dedication and extreme luck.
To play a monk in this setting you most give me a VERY good biography.
Barbarian:
Rage and anger is something that many must learn to control in the burrows and so very few can achieve the rage necessary to become a barbarian. Meanwhile in the cities, barbarians are often prize fighters who elves and the savage races can only dream of becoming. They are often fear by the Goddess Resistance.
Rangers:
The training to survive and fight in the wilds is prize by both sides. Rangers in the burrows are often leaders who guide their people to safety while traveling outside or resistance members in a strike against the tyrants. Meanwhile those in the city become bounty hunters who travel all across the land to find a burrow. For the reward is so great that many can retire and live in luxury forever.
Sorcerers:
Those who show to have magic pulsing in their blood in the city are often executed within minutes. Except for those who have vampire blood. These few sorcerers are train by their vampire lord himself and become elite warriors and faithful servants. Meanwhile a few sorcerers might be born in the burrows. These individuals are often train so that they can one day aid the Goddess Resistance.
Paladins:
These brave crusaders have mostly vanish in the world. Except for the Order of the Goddess. These few individuals who still follow the Goddess forge the greatest warriors in the burrows. These individuals are legends in their burrows for in their blades lies a holy power that can match the powers of a vampire. While few apart they tend to be the greatest warriors in a burrow. Most only contain only a couple of paladins. A master and an apprentice. These individuals are truly the only hope against the dark vampires but at the same time they are a dying order. Slowly fading away.
Alchemist:
The craft of potion making is valued by both groups. Burrows are train alchemist who will aid the resistance while the cities prefer to due strange experiments and mutagens. These alchemist are often target in the resistance so that the slaves may sleep a bit better the next couple of weeks.
Cavalier:
Cavaliers can be found in different regions depending on which order. Order of the Cockatrice and Lion are found in the cities while the Order of the Shield, Goddess (Star), Dragon and Sword can be found in the burrows. While those are in the burrows are few they have proven themselves powerful allies.
Inquisitor:
Probably the most prize warriors in the cities. Inquisitors of the vampires are the deadliest hunters who constantly find and eliminate members of the resistance. Meanwhile those of the Goddess becomes deadly vampire hunters. While none have yet to achieve this, a few have come close. The teachings of an inquisitor is important and many learn to respect and aid these individuals.
Summoner:
The summoner is a art favor by the elves to create terrifying beasts that create fear into the people. These pets are highly valued by elves. Meanwhile the burrows have a few talented individuals that can summon good creatures to assist them.
Witch:
Those lucky few who can make a pact will find themselves at odds with both sides. Elves are reluctant to hunt these individuals and prefer to easier target in the burrows while those of the burrows wish to live their lives away from unknown dangers. Witches will find themselves having difficulties finding their place in this world.
Oracle:
While the Goddess may be silent... Their is a sign that she may still exist. Oracles are unknown to anyone in Varlka but who knows if a individuals might arise...
Like the monk I expect a VERY good biography for an Oracle character.
Last edited by SkylerJB; Jun 7th, 2011 at
06:57 PM
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