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Human Factions - Lore


Humans are a hardly folk found all across the world of Raelos. They have quite a few factions that devided them, the biggest being The Divine Empire of Lordon followed by the Realm of Sands. Humans are capable of living everywhere if they can have food and place to rest. They are not afraid of hard work and they're capable of great feats in order to survive.

Human biology in standard in almost all regions of the world, with change of skin depending on the climate. For most part only wildlings are diffrent physically in more than just tanned skin. They are usually bigger and more muscular but that might because of the type of life they lead.

The Divine Empire of Lordon

Humans of Lordon live in villages and cities, usually secured behind walls for protection. They have vast land used for growing food and large pastures for horses and livestock. They're keeping a regular army consisting of highly trained units, usually heavily armored. They have a large variety of mounts.

Church, which is very important in Lordon, takes part of looking after all wounded and sick along with providing education to the young people. They also hire well known scientists from all across the world to teach their people and new types of medicines or metalurgy. They also supply armies with Inquisitors and Priests as a magical support.

The Empire is ruled by two figures, The Divine who appears twice a year to bless her subjects with her holy magic and Emperor, mortal leader of all imperial people who has direct contact with High Heaven. Once an Emperor dies his place is taken by another person selected by the Divine herself as set as a ruler for the Empire or Lordon. It is highly believed that one day a warriors will step up from the mortal realm and take place of the Emperor as an Immortal to lead Empire into glory.

Empire consists of multitude of races. Aside from humans, angels and light elementals it has a wide variety of all other races, ranging from elves to other humanoid races to even were-folk. All who take part in the society are welcome to try their luck in the lands of Empire. Church and Imperial Legion allow all who show promise of skill and devotion to their craft a possible high higher status in the society. One of the were-folk races that really found itself in the society of Empire are Centaurs who throught hard military service earned noble privilage for some of their houses.

The Empire is actually split between multiple kingdoms and each one while under the order of the Emperor and Divine is ruled by their own royal family. Those kingdoms are all tied together in political way and many marriages as to hold the Empire together as best as possible while still allowing them singular rule. Each kingdom - including central - hold a council along with their ruler where side from human representative appear other races who are in great numbers in specific lands.

Those kingdoms are as listed :

- Kingdom of Deer - Which are led by Prince Arcturus Wildheart, an experienced and honorable knight who rides into battle on his mount - battle stag, King. His territory's are mostly vast forest and wild pastures where all kind of wild animals feed. It makes them the best for all hunting and they supply Empire with skins and meat of hunted animals but also with powerful cavalry of Stag Riders, a cavalry specilized for forest and hill combat.

- Kingdom of Griffin - Their leader is Prince Issios Lightwind, knight of great value but also great pride, often ready to challange others to duel over his own prideful demeanor. He rides into battle on his Royal Griffin, The Brave. His territory which are in the mountain area where many of the iron and other metal mines are, providing Empire with steady supply of all metal material for war effort. His Kingdom provides Empire with Gryphon Knights, powerful knights mounted on beasts capable of flight.

- Kingdom of Bear - Leader of this kingdom is a young but well mannered knight, Atrius the Wanderer, named after his many travels over kingdom before he took the rule of the Prince from his father. He rides a mighty bear, Scar-Claw. Many thought he might not be able to rule well but he proved them wrong being fully capable of arming entire Imperial Legion. His territory is next to Griffins so it's easy to transport freshly obtained ore into needed weapons or tools. His kingdom provides Empire with Bear Linebreakers, cavalry of knights mounted on might bears bred for war.

- Kingdom of Wolf - This kingdom is led by Angelic Princess Xerina Silverglow, a young but very ambitious angel of truly captivating beauty. Her territory gathers wood from both her own land and those around the entire Empire and while working with Bear Kingdom capable of turning them into powerful ranged weapons or war machines. Many thought that such a soft mannered angel would be bad at position of leader of the most ferocious kingdom, however she quickly showed them that it's best to not doubt her and she ruled with iron fist and tamed the most ferocious of wolves as her companions, the biggest and most dangerous is called Silverback. The Empire is supplied with steady stream of giant wolves turned warhounds and units of Tamers who are responisble for looking after their wolves.

- Kingdom of Horse - This kingdom belongs to Prince Charon Imperian, an older male who belongs to the ranks of Cuirassiers. He is an experienced and valued ally of the Empire, marking him as one of the few high ranking Cuirassiers capable of riding Sun Steed, his is named The Dawnbringer. His kingdom breeds all types of horses for many purposes. For simple farm work, high stamina horses for couriers and massive and muscular war steeds. This is also the main training ground for Cuirassiers. This is also where Empire's main farmlands are, capable of feeding large part of Empire all by themselves.

- Kingdom of Light - They are led by Princess Aeris Brighteye, the High Priestess of the Church in the kingdom. Royal family usually takes part in religious life such as becoming priests and priestesses. This kingdom have all the main ports, since it's on the western side of the continent and trades all the goods with the rest of the world while filling Empire's coffers. Interestingly enough the magical blast caused by the battle between Lokh'Maroth and Divine caused a thin veil that's causing the light elementals to pour forth into the world. They were accepted by Empire and this kingdom takes care of them, inviting them into this world and convincing to join Empire, but still most join by simply knowing who their goddess is. Interestingly the bright lights shine even at night, among the lighthouses, and light the way for Empire sailors a way home. Elementals have a humanoid form of womanly shape.

- Domain of Goddess - The central part of the Empire with their Capital City - Lordon. It has a beautiful city where Emperor resides and angels step down. They live in the city's tower so tall it reaches clouds. It's called The Spire of Heaven. There is also the Citadel of Faith, a giant bastion where large forces resides and walls of the fortress go around Imperial Palace. Next to palace stands cathedra dubbed as Altar of Her Ladyship. There is a multitude of diffrent tournaments held in the arena through the whole year so many warriors can participate. It serves as a way to gain glory or even for suitors for many ladies to show their talents in battle.

Units of the Empire :

Priest - Lightly armored magic caster capable of amazing healing feats. They are main preachers of the Church and shepherds of the nation. Priest might be granted an honor to become a High Priest and have to stay for a month in the cathedra's trainging rooms where they will be taught higher light magic by angels.

Inquisitor - Damage dealing caster of the Imperial Legion. They are capable fire and light mages, who are very effective against all monsters of the dark. High Inquisitors are those who were capable of mastering the art of light and fire to stand against enemies and shined like a beacon of hope and faith who struck down the evil with divine powers.

Crossbowman - Ranged unit in medium armor equipped with a slow yet powerful crossbow. They are main ranged unit of the Empire and can take down entire squads because of the power behind each shot. Elite Crossbowmen are taken to the Kingdom of Deer's hunting grounds and they are stripped of everything but their clothes and crossbow. They are given a single bolt and they have to hunt down two animals with single shot. Marksmen that come out are capable of devastating crossbow attacks.

Legionnaire - Heavily armored infantry who make up first line. They are locked in plated armors and armed with spears, tower shields and short swords. They are very effective against cavalry and in case of combat in smaller space they can use short sword to stab from behind their giant shields. Among Legionnaires are Centurions so those of them who have proven themselves and are capable to ordering others. Those who are not are given 'Hero' status and set in ranks to bolster the morale of the formation.

Cuirassier - Heavy cavalry armed with lances and shields. Both rider and horse are clad in set of heavy armor. Their horses are war steeds bred by Kingdom of Horse's most talented and reputable breeders. Those among them who become true veterans are gifted with Sun Steed, a light elemental horse that's capable of moving throught any possible solid object upon their charge allowing them to fall full force against the enemy.

Gryphon Knight - Flying cavalry mounted upon griffons. They're heavily armored and armed with war axes, being fully capable of fighting off other fliers but they're most effective at peaking at the enemy from above and crushing them under the sudden strike. All of those who prove themselves can earn the Royal Gryphon, ritual of which other high ranked Gryphons accept the one belonging to rider and sharing their power with it causing it to grow bigger and much stronger. Interestingly a Gryphon who lost it's rider will fall into blind rage and attack all enemies without regard for it's own life, proving that gryphons are actually magical creatures who form a deep bond with their riders.

Bear Linebreakers - Medium armored cavalry armed with warhammers, highly capable of breaking throught enemy lines and smashing other heavy armor. Bears who can beat throught multiple battles and prove their worth become Elder Bears, who are far more ferocious and their hide grow thicker making it really hard to put them down.

Stag Riders - Lightly armored cavalry armed with spears and javelins. Perfect for quick attacks and forest battles. Stags have magically enhanced horns allowing them to break throught armor but they're also suspicable to damage. Stags that lived long enough become Royal Stags and are capable of very long distance jumps even with rider on their back. They know that in case they're rider was damage and lost conciousness they will fall back to their own lines and protect their master.

Steel Hooves - Formation made of centaurs. They're armed with axes and shields. Very effective as sudden strike unit. They're clad in medium armor allowing for quite a bit of protection but still keeping most of their original mobility and stamina. Centaurs who prove themselves in battles can possibly earn Noble status this way. The very first noble centaur house came from this formation when a captain of one of formations managed to hold off a large raider invasion on the village until reinforcements arrived. This also caused an uproar among centaurs since the captain was a woman and they were suppose to send only men. After she was given noble title - by the Emperor himself - she lifted that law, allowing both genders to freely serve as soldiers if they desire to do so.

Knights - Heavy individual units. Those are warriors that come from noble houses, they're usually armored in very good armor and they have a wide variety of weapons they use. Many noble houses send their children to Imperial Legion as Knights or to Church to become Priests or Inquisitors, keeping only firstborn to become the head of the house.

Wolf Tamers - Lightly armored unit of archers who specialize in putting the trained wolves to use. They are usually around their battle beasts, making sure that non of them are wounded and in case they are making them fall back to rest and heal. Some Wolf Tamers have lesser Priests status allowing them to heal their companions and many other wounded beast that belong to Empire.

Light Entity - Elementals capable of flight and rapid teleportation, serving as a shock troop. They can strike suddenly and teleport away before the enemy can respond. They are very effective but also take a lot of damage from darkness. Dying elemental can unleash a flare of light that blinds everyone around them and those who are the closest are burn. They might become Sun Sisters if blessed by archangel if they've served the Empire well.

Angel - Heavenly unit. Has medium armor and is armed with greatsword. They deal but also receive a lot of damage from Demonic and Darkness. Angels can take upon diffrent virtues to live by and those who pick Valor or Justice are usually main melee combatants. Those of them who truly prove themselves on the battlefield are gifted with Halo of Seraphim which forever stain their white wings with blood red color and mark them as heroes even among angels.


The Realm of Sands

Humans of Angroth that live in the sands of the southern part of the continent are depend on oasis that scattered across the desert. They raise villages and war camps around smaller ones while big and beautiful oasis are turned into blooming cities. Some tribes still follow the nomadic way of living and simply sell and buy things at those places.

The greatest city is located at the middle of the fiery desert where a giant oasis was created with magic by their goddess - The Lady of Sands. Only selected few know her real name. In the city of Raksha-Rani ( Rak-sza-rani ) is the great temple where she resides and control her subjects. Cultists pilgrim to this city in order to bask in her glory.

Interestingly their rule is set by matriarchy, meaning that women are the most important in their culture and it's them who rule in the name of their goddess. While men are usually simple workers and warriors, with rare few who have magical potential, women are priestesses, seers and rulers of tribes that are spread all over the desert.

They sell spices that can grow only in their oasis-gardens and go for high prices. Their clothes are made with the delicate materials and those made for women are especially well defined. Material they use keeps both warm of sun and chill of night at bay making many noble families from across the world to but their products, even elves.

Because of the climat change and dangers that come with it they had to remake their entire military power around light units which do better at traveling across deserts and wastelands of southern Angroth. They've also hired multiple races to their ranks and managed to tame dangerous creatures.

One of those creatures are Rakshas - named after their main city by the order of their goddess - who are lion-like creatures with blue markings that emanate magic. The Lady of Sands has a few of those creatures in her private temple-palace which she treats like her pets. Most of the males of this race are twisted with magic by her followers, turning them into bipedal lion warriors of blue glowing fur and fiery mane, creating a monster - Raja.

Their slavers after capturing people are first bringing them to nearest temple where they're being checked by priestess. Each slave have it's own category. Highly magical individuals are escorted to Raksha-Rani where they'll be give to their lady as food, since she's an energy vampire. Those of medium magical reserves and high strength are given to Rajas to breed. Simple man are used to manual labour while woman are sold off as prostitues or servants.

Interestingly they also hold tournaments for both male warriors who could be later picked up by ladies of high standing while woman have their own competitions. While also fights and all type of wits games, they also hold beauty competition and show their bodies to please their goddess who at the end might pick a winner and bless her with some of her power, enhancing her beauty further - and because of her magic, turning her into her obedient slave without the poor soul even knowing that. This is how she rules her people...

Units of Cultists :

Sandwalkers - Lightly armored unit armed with spears, sabers and shields. They are the core force of their army. Among the warriors is usually magically enhanced leader who is capable of creating sandstorms along with amazing feats of strength and agility. Leaders are armed with saber and hold the banners in the other hand. They cause fear even among their own people because of their horns growing out of their heads and as long as he's standing they won't budge from their spot.

Sand Stalkers - Light ranged infantry. They're armed with either bows or javelins. Both types of stalkers are taught how to hit weak points of the enemy. Bowman are capable of using many diffrent arrows - poisonous, barbed, fire or, worst of them all, black. Black arrows are similiar in combination to poison and barbed arrows but their concotion are used to deal long and very painful death, usually used to demoralize the enemy. Javelins are about the size of people who throw them and no armor can stand a direct hit from such a weapon.

Dune Riders - Light cavalry. They ride on horses that have been magically change, causing them to be carnivors and their teeth to be used as weapon. Riders are armed with short bows and for close combat they have sabers and bucklers. Once rider prove himself he's given a basilisk. Lizard-like mount who can curse all that look him in the eyes. While they don't turn people to stone, one look in the eyes can cause a person to weaken significantly.

Cultists - Magic unit capable of highly advanced dark and earth spells. They're both men and women who have magical capabilities and are faithful to their lady. They are not entirely human anymore as they have horns growing out of their heads and their bodies are usually covered in black markings.

Listener - Female mage who has achieved a lot of power and was gifted by the Lady of Sands, becoming energy vampire much like her. They are the most powerful of mages who are also capable of fire magic, it's throught them that true nature of their 'goddess' appears. They can use crystals to directly contact their great mistress and give others to rulers of tribes and military leaders.

Raja - Beast infantry. Rajas are magically enhanced lion-like bipedal creatures who are used as shock troop against an enemy. They are armed with a four large sabers and light armor. They can jump and their roar can even daze. They were created from male Rakshas and reproduce by breeding with female slaves. They have very imposing size, being around eight feet tall and very muscular, they also have four arms.

Mirage - Special unit. Mirage are unit of scorpion-like were-folk of upper half of human and lower belonging to scorpion. They can bury under the ground and jump out to attack at best possible moment. Their poison can be used whatever they want. If they stab and release only a little bit then they paralise and probably drag away strategic targets. Upon releasing a lot the targets dies in a very painful die, feeling as if thier insides were melting.

Mumakil - Giant elephant that lives at the desert areas and travels between oasis. They're capable of taking a lot of punishment and when used in army they have archer points for maximal effectiveness in battle.


Frelorthian Trading Coalition

Minor but very rich nation. Their are a coalition of the main trading city of Frelorth, Gate of Fiord, and all trading cities of the continent along with all free islands. The main city is located on the peninsula that has a very easy access to An-Hareth, homeland island of High Elves. Together they are creating the safest possible naval route between the other continents and all islands.

Because of this they've managed to accumulate great wealth. While they don't have a regular army they hire large mercenary forces to keep peace and get rid of any possible probelms. They also have large trading navy which they use to dominate trading of the world. They're paying large sums to High Elves and Nagas in order to have their ships safely travel.

Despite huge trade power they're paying rather fairly for all products they buy and sell since they're known for their amazing trading skills and have a reputation to uphold. Amazing fleet of trading ships would be for nothing if no one would want to trade with them.

They are also rather open about relations with all races and factions and so they have a wide variety of religions and traditions. They're traders. Money don't stink, no matter whose it is...


The Pact of Dawn

Minor faction located in the swamplands of Angroth, located between deserts and nothern wastelands. It's mostly human faction of people who decided to practice art, both art of creation and art of war. Their religious focus is around Shaalash since she has the form of their saint dragon, Kirin.

They have a very friendly relation with all were-folk in the area and they're welcome to their cities. Many of the invited guest stay to serve as servants or even part of their military. Thanks to it, their nation has took a sharp turn in development since the villages of were-folk has also join, creating the pact that is now known.

While their faction is still mostly human their ruler, called Daimiyo, is not picked by popularity but by their skill in politics, economy and battle. Current ruler is a human woman, Asuka Okami, also named by travelers and suitors Thorny Rose, because despite her beauty it is nigh impossible to get close to her. Much like all other Daimiyo in the line to throne and village leaders, she's a Kensei, Sword Saint. She's capable fighter and more than she'd let on she likes to spar with other warriors.

They earn a lot of money from trade of exotic food, art and weapon. Their art and food are delicacy for many noble houses across the world and weapons sell for high prices to all interested combatants.

Units of the Pact :

Pact Militia - Do not compare this to normal units of militia. They are only named like this. They're basic battle infantry of humans and some of the were-folk and other humanoids. They have light armor and are armed with katanas and light shields or bows. Every village have a barrack where a regular force of militia stays.

Kensei, The Sword Saint - Human infantry in medium armor armed with Nodachi. They're master of swordplay. They spend their entire life sharpening their skills and become a true force to be reckoned with on the battlefield. They are also commander unit.

Kenshi Gorgon - Gorgon were-folk in medium armor with a pair of nodachi as weapons. They're around twice the size of the normal human and are capable of crushing enemies with their powerful tails. They are very hard to hit thanks to their snake agility and they are known for challenging other powerful warriors to duels... There is few who could say that they've won.

Soulcrusher - Lightly armored anti-armor unit of Oni. They're armed with Kanabo and thanks to their strength they're capable of crushing most armors or even flinging enemies with their weapon. They are mostly used as a shock troop to break throught enemy line. They are very dangerous without weapon, being naturally capable of using fire and their strength in hand-to-hand combat.

Kunoichi - Special unit of assassins, couriers and spies. They use a wide assortment of weapons to complete their assignment. They are masters of sneak attacks and use a lot of gadgets to either escape or make their job easier.


The Northern Raiders

Barbarians and vikings of the cold north who live from pillaging others and taking whatver they can. This type of life is mostly forced upon them because of the conditions they live in, being capable of eating mostly meat and growing grain only in few short months before frost compeltely takes reign over their lands again.

While not he most disciplined they have raw strength and numbers along with usual surprise advantage. Their ships allow them for a quick travel and are also capable of storing great amounts of captured loot. Returning raiders are welcomed as heroes if they bring many spoils with them.

Raiders are broken into many clans across the northern part of the world. They try pillaging Imperial villages on Ilustrios, they fight over cold regions of Freloth with Ice Elves and they wage war with Dark Elves over large ports and territories in Angroth.

They like partying a lot. They usually drink themselves so heavily that most won't be making it out of mead hall. If someone is capable of keeping up with them in drinking, eating and arm wrestling then they will earn respect of the clan and are welcome to any further festive activity.

Aside from most basic believes in Mother Earth and Father Sky, they also believe in wide variety of their heroes who have proven themselves worthy to Thugron, Judge of Fallen, who has allowed them to rest in the Valhalla, an afterlife scape world where fallen warriors might hunt, eat and drink to their heart's content.

Raiders' units :

Shieldbearers - Medium armor unit armed with short but wide sword and large, round shields with clan's symbol on them. They are main force of any raid. Usually among them is a few of those who have battle horns with them to blow into them and raise nearby raider's morale.

Berserkers - Unit with no armor but armed with two axes. They are drunk on their battle concoction making them almost non-responsive to any type or amount of pain.

Warlord - Raider that can be armed with a wide variety of weapons but usually have medium armor. They serve as leaders of any raids and taking him down takes a lot of effort but those who manage have the deepest respect even if being worst enemies.

Valkyrie - Female raider armed with spear and buckler in light armor. Those are women who prefer to shed blood in the name of their clan rather than sitting at home waiting for husband and taking care of children. They are fast, very agressive attackers. Raiders believe that Valkyries lead them to Valhalla after they die in battle.


Elemental Tribes

Tribes of people who call out to four elements : fire, water, earth and wind. They each live mostly away from each other and stick to their respectful element. They have powerful mages who are masters at using their element and protect their villages and temples or help priests travel. They believe in their respectul Divine Dragon of Element.

Fire Tribe lives near vulcanos or in high mountains where they creat large pools of fire and turning nearby smaller water pools into hot springs. They are often trading with other mountains dwellers. Fire tribe has a full immunity to fire but is weak against water. They pray to Magalos, The Divine Fire Dragon.

Special Units :

Firehearts - Powerful fire mage who defends his village until death. They have the strongest fire magic and can shape ground near village into more 'demanded' type. Mage who has used too much power and took all the fire inside him can explode in fiery inferno.

Fire Entity - Elemental of fire, who have a shape of crystal with arms and face. They are capable of flight and explosive attacks Fire Elementals are focused on range attacks and can self-destruct by releasing all of their energy.

Magmos - Lizard creatures that prefer hot climate. They can breath fire and thanks to their powerful legs are capable of long jumps. Their tails are very tough and muscular, they can sweep enemies on the ground before breathing fire or biting into them with their powerful jaws.

Salamander - Unit of lizard were-folk who live near fire. Their tails are almost constantly on fire and they can also breath fire. They arm themselves with large weapons and lead life similiar to regular Lizardman.


Water Tribe lives near any water they sanction as holy but mostly near seas and oceans. They have structures that are very similiar to those in the Pact of Dawn and often build on water or surrounding them with it. Water Tribe has a deep connection to all sea creatures and full immunity to water attacks but weakness against air magic. They pray to Shaalash, The Divine Water Dragoness.

Special Units :

Wavecallers - Powerful water mages who can communicate with the Dragoness. They can call huge tsunami waves to drown enemies near seas and oceans. They are also capable of breathing underwater and are only humans all Naga tolerate.

Yuki-Onna - Spirits of ice, they take the form of beautiful woman and freeze all man who would come to them. Those who are with Water Tribes lend their powerful ice abilities to freeze foes and drop frozen shards on them.

Water Entity - Water Elemental who is as graceful as waves and also takes the form of woman. They attack in close quarter and can reflect the attack enemy threw at them. They are, however, very weak against all type of magical attacks.

Kappa - Frog-like were-folk that can spy on others from water and steal almost as good as any trained assassin. They close huge distances with their jumps thanks to powerful legs and they fight using them as well.


Wind Tribe lives in the open fields and at the mountains. They can cause powerful storms that can destroy large groups of enemies and they protect their villages by creating powerful barriers of wind. They serve The Divine Wind Dragon, Elzarath. They're immune to wind attacks but weak to earth magic.

Special Units :

Stormriders - Poweful air mages who can create the biggest of storms and barriers to protect themselves and others. They are welcomed aboard ships since they can also bring winds useful for faster travel.

Air Entity - Air Element that throws lighting bolts at the enemies that have a chance of jumping on nearby enemies but with less power. They are very powerful in storms where they use the static in the air to detonate energy. They can take humanoid forms.

Stormbird - Flying beast similiar to giant eagle but their feathers are mostly black and navy blue. Their connection to the storms allow them to creat lighting strikes upon attacking and their feather store electricity which can be released in a static attack.

Harpy - Bird-like were-folk who have wings instead of arms and bird-like legs. They are capable of transporting people because of their wings' strength and actual light enhancement they have, which causes that whatever they hold in claws loses almost all it's weight.


Earth Tribe lives in the desert or on top of the hills. They can create large pillars of earth to mark the territory as theirs and use them to close the area. They can turn the ground into a mud or even moving sands and the strongest can cause earthquakes. They're immune to earth but weak against fire. They pray to The Divine Earth Dragoness, Magna Terra.

Special Units :

Earthshaker - Powerful earth mage who can cause earthquakes strong enough to rapture walls and destroy mountains. They are capable of sensing for minerals and metals in the ground which is why they often are hired by dwarfs.

Earth Entity - A stone formed Earth Elemental is a large golem who can crush normal human. They also regenerate damage if they have constant contact with ground. They can throw rocks with great strength and surprising speed.

Ogre - Humanoid with large size, compared to Oni but bigger and far more ferocious. They can stomp with enough power to cause a small radius earthquake and can rip of giant rocks to throw with enough strength to cause grow man to go flying.

Cyclope - Large humanoid with a single large eye and large horn or horns growing out of their foreheads. They're good smiths and are very strong. They're also amazing at throwing, be it giant bolder or javelin they crafted themselves.


Wildlings Tribes

Tribe of wild people who wear mostly skin and fur of the hunted animals. They use primitive weapons but have a deep connection to magic to natural magic. They live in the vast jungle on the southern part of Ilustrios and fight for territory with vast amount of humanoid and were-folk, also including Wild Elves.

They're being hired for food since they're hard workers but their woman are not good for any type of selling their bodies because they'd bite someone's throath out and because they only believe in strength. They believe in Father Sky and Mother Earth but also have a deep connection with ancestors and spirit animals.

Special Unit :

Shaman - A magically gifted wildling that can forsee someone's fate is being chosen as a shaman and learn many powerful spells depending if they choose to lean into Father Sky's Anger or Mother Earth's Kindness.



There's going to be a lot of humanoid and were-folk races... Also Cult of the Void is for another page since they're even less human than Pact of Dawn that still has human ruler and their main force are humanoids.

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