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In the universe of Medaevum, all living things share a common ancestor: people. Everything alive in the world is in some way related to one another, and were at some point created by the same hand. That hand, or more accurately hands, no doubt molded them with different intentions. Valleymen were not made for the same tasks as Elves, for example. However, whatever their differences they were both made using the same shared stock.
In the universe of Medaevum, all living things share a common ancestor: humans. Everything alive in the world is in some way related to one another, and were at some point created by the same hand. That hand, or more accurately hands, no doubt molded them with different intentions. Valleymen were not made for the same tasks as Elves, for example. However, whatever their differences they were both made using the same shared stock.


Even the animals that roam the worlds on Medaevum, the shylings that stalk through the night, even seemingly inhuman monsters are all interrelated. Thsi isn't a page broadly about every single lineage of man however, just the ones that can be played or chosen at character creation.
Even the animals that roam the worlds on Medaevum, the shylings that stalk through the night, even seemingly inhuman monsters are all interrelated. This is doubly true for the playable lineages on Medaevum.


==Humans==
=[[Humans]]=
[picture of just some fucking guy]
It is unclear why the Hours made humanity, creatures supposedly made in their own image, before their image became distorted by divine power. They exist in nearly every nook and cranny of the world. Where life can exist, humanity has at least made a passing attempt at living there too.


=[[Elves]]=
In poetic convention, they are also sometimes called ''Those Who Lie in the Shadow of the Tower''. Elves were one of the last races made in the Forge of the Hours, making them technically younger than all but Valleymen. It is commonly known that elves were made not only as servants but to be physically appealing to the Hours. Such service included roles like administrators, honor guards, household servants, and concubines.


'''If you intend to play an elf, let a DM know.'''


==Elves==
====[[Verumii ]]====
[picture of elf, linking to the elf page]
Verumii are a distinct branch of the elven lineage. They inhabit The Warrens. They fled there after the death of the Fourth Hour, when the world fell into calamity. They've made their own civilization there, divided into distinct clans instead of united under a single caste system.
 
In poetic convention, they are also sometimes called ''Those Who Lie in the Shadow of the Tower''. Elves were one of the last races made in the Forge of the Hours, making them technically younger than all but Valleymen. It is commonly known that elves were made for sheer aesthetics, to be physically appealing to the Hours in service to them. And such service included roles like honor guards, household servants, and concubines.
 
 
All elves posess these traits:
 
- '''Near Divine.''' Elves have +1 Willpower. When their true name is invoked against them, their effective Willpower is halved.
 
- '''Nonsenescent.''' Elves do not age.
 
- '''Infertile.''' Elves can only reproduce by magical means.
 
==Valleymen==
[picture of balthazar, linking to the valleyman page]


=[[Valleymen]]=
To outsiders, they are Valleymen from the Kingdom of Two Valleys. Among themselves, they are Cthonians from Cthonia. While they have a rich and storied history of their struggles and triumphs, they are remembered outside of their own cultural sphere for only one thing: The Red Years. A period of time spanning centuries where they used their advanced technology and magic to invade, extort, and barter for slaves on an incomprehensibly large scale.
To outsiders, they are Valleymen from the Kingdom of Two Valleys. Among themselves, they are Cthonians from Cthonia. While they have a rich and storied history of their struggles and triumphs, they are remembered outside of their own cultural sphere for only one thing: The Red Years. A period of time spanning centuries where they used their advanced technology and magic to invade, extort, and barter for slaves on an incomprehensibly large scale.


All Valleymen posess these traits:
True Valleymen are not playable. To a man, true Valleymen are ancient beings of immense power. However, you can play as a young Valleyman or an offspring.


- '''Strong.''' This character is stronger than most, and in matters of raw strength will triumph over anyone without this trait.
'''If you intend to play a Valleyman, let a DM know.'''
(This is functionally identical to the general trait, but for Valleymen it counts as a trait from their lineage.)
 
- '''Enduring Might.''' Their muscles never atrophy, only enlarging with age. This requires that as Valleymen grow older, they eat more and more food to sustain their bodies from not wasting away.
 
- '''Nonsenescent.''' Valleymen do not age.
 
- '''Infertile.''' Valleymen can only reproduce by magical means.
 
- '''Servile.''' For the purposes of resisting the invocation of their true name, Valleymen have a Willpower of zero.
 
==Beastmen==
[i'm sure elz has a picture of a cat person]


=[[Beastmen]]=
The magic of grafting is the closest that most people ever come to realizing the power and potential of the Hours. While the unrealized potential of one's body is astounding, beastmen - or at least their ancestors - sought to empower it even more by grafting animal flesh onto their own bodies. If one does this enough, eventually they will seem more animal than man, and even their children will be born beastlike. In this way, there are clans of beastmen who have lost the understanding of grafting generations ago, but continue to bear beastlike offspring.
The magic of grafting is the closest that most people ever come to realizing the power and potential of the Hours. While the unrealized potential of one's body is astounding, beastmen - or at least their ancestors - sought to empower it even more by grafting animal flesh onto their own bodies. If one does this enough, eventually they will seem more animal than man, and even their children will be born beastlike. In this way, there are clans of beastmen who have lost the understanding of grafting generations ago, but continue to bear beastlike offspring.


All beastmen posess these traits:
=[[Artificers]]=
 
Artificers are made, not born. A mortal may either take the long and perilous journey to The Pit, or be forced there by the Valleymen to fight in The Killing Fields. During lulls in their ancient war, the Artificers will go out and collect the dead or nearly dying. Then they will be brought back, alive, and their maimed body parts replaced by plastic and steel. These strange figures often take on the guise of Grey Knights from a distant kingdom, reluctant to reveal their unnatural nature.
They don't, that's a lie. Click the image to go to their dedicated page, and pick what kind of animal your fella resembles if you want to play a beastman.
 
==Verumii==
[and a drow]
 
Long ages ago, when the power of the Hours began to collapse, a number of elves escaped into the vast underground that the Hours had excavated for themselves. These elves began to rapidly adapt to the darkness and the dangerous conditions there, even as over centuries the various things the Hours kept contained down there began to break out of their cages and fill the caverns with them. And whenever a new calamity would rock the surface, inevitably more refugees always came to them below. They call themselves Verumii, a word in the old Empyrean tongue.
 
All Verumii posess these traits:
 
- '''Near Divine.''' Verumii have +1 Willpower. When their true name is invoked against them, their effective Willpower is halved.
 
- '''Nonsenescent.''' Verumii do not age.
 
- '''Infertile.''' Verumii can only reproduce by magical means.


They also posess one other trait, depending on what clan they are from.
'''If you intend to play an Artificer, let a DM know.'''

Latest revision as of 08:38, 13 August 2025

In the universe of Medaevum, all living things share a common ancestor: humans. Everything alive in the world is in some way related to one another, and were at some point created by the same hand. That hand, or more accurately hands, no doubt molded them with different intentions. Valleymen were not made for the same tasks as Elves, for example. However, whatever their differences they were both made using the same shared stock.

Even the animals that roam the worlds on Medaevum, the shylings that stalk through the night, even seemingly inhuman monsters are all interrelated. This is doubly true for the playable lineages on Medaevum.

Humans

It is unclear why the Hours made humanity, creatures supposedly made in their own image, before their image became distorted by divine power. They exist in nearly every nook and cranny of the world. Where life can exist, humanity has at least made a passing attempt at living there too.

Elves

In poetic convention, they are also sometimes called Those Who Lie in the Shadow of the Tower. Elves were one of the last races made in the Forge of the Hours, making them technically younger than all but Valleymen. It is commonly known that elves were made not only as servants but to be physically appealing to the Hours. Such service included roles like administrators, honor guards, household servants, and concubines.

If you intend to play an elf, let a DM know.

Verumii

Verumii are a distinct branch of the elven lineage. They inhabit The Warrens. They fled there after the death of the Fourth Hour, when the world fell into calamity. They've made their own civilization there, divided into distinct clans instead of united under a single caste system.

Valleymen

To outsiders, they are Valleymen from the Kingdom of Two Valleys. Among themselves, they are Cthonians from Cthonia. While they have a rich and storied history of their struggles and triumphs, they are remembered outside of their own cultural sphere for only one thing: The Red Years. A period of time spanning centuries where they used their advanced technology and magic to invade, extort, and barter for slaves on an incomprehensibly large scale.

True Valleymen are not playable. To a man, true Valleymen are ancient beings of immense power. However, you can play as a young Valleyman or an offspring.

If you intend to play a Valleyman, let a DM know.

Beastmen

The magic of grafting is the closest that most people ever come to realizing the power and potential of the Hours. While the unrealized potential of one's body is astounding, beastmen - or at least their ancestors - sought to empower it even more by grafting animal flesh onto their own bodies. If one does this enough, eventually they will seem more animal than man, and even their children will be born beastlike. In this way, there are clans of beastmen who have lost the understanding of grafting generations ago, but continue to bear beastlike offspring.

Artificers

Artificers are made, not born. A mortal may either take the long and perilous journey to The Pit, or be forced there by the Valleymen to fight in The Killing Fields. During lulls in their ancient war, the Artificers will go out and collect the dead or nearly dying. Then they will be brought back, alive, and their maimed body parts replaced by plastic and steel. These strange figures often take on the guise of Grey Knights from a distant kingdom, reluctant to reveal their unnatural nature.

If you intend to play an Artificer, let a DM know.