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<blockquote data-quote="Stormonu" data-source="post: 8261520" data-attributes="member: 52734"><p>World of Khoravim</p><p></p><p>Aerivold - The first kingdom, it is a realm of cities populated by Warforged as the common people and ruled by Golem barons and Marut Princes. The Aerivold use an army of Modrons to enforce their will. In ancient times, the arrogant Aerivold sought to bring all other races under their rule. After their genocide of the humans, the Velderain successfully sued for peace and the realm has turned mostly inward, seeking</p><p></p><p>Velderain - Once a vast forest, when the Aerivold began to harvest the trees of the land, the Treants and their Dryad spouses created a race of elvin shifters to protect their lands, and were forced to evolve into a kingdom. Ruled by the Twelve - a council of six Treant Kings and six Dryad Queens, it laced with rural villages of half-elves and protected by an augmented patrols of shifters. Unfortunately, the woods are infested with lone or small groups of lycanthropes - former shifter protectors overcome who have been corrupted by their augmentation into shifters and now follow their darker desires to hunt and feed on their former kind. Where once the shifters fought to ward off the war machine of Aerivold, now it is forced to patrol its own lands and hunt down its former soldiers who have turned against their own people.</p><p></p><p>Mageris - A meager handful of powerful human Necromancers (not a playable race) are all that remain of humanity. Driven to barren lands unreachable by the other races, they plot in secret using alchemical magic to concoct races and beings to do their bidding. Goblinoids, broken ones, dark creepers and other strange humanoids make up their tiny communities. Armies of human corpses protect the great necromancers as they scheme to bring their own kind back from the dead, a process that has eluded them for hundreds of years (Raise Dead and Resurrection do not work in this world, though Animate and Reincarnate does). While most Necromancers are the declared enemy of the Aerivold, at least one Necroenchantress has allied with the Velderain, providing labor and assistance against the lycanthropes in trade for goods needed for her people.</p><p></p><p>Kurthain - These nomadic catfolk consist of multiple tribes of Tabaxi, Rhakasha (B/X version), and Leonin. Their ancestors were awakened to sentience by the Velderain before the rise of the Aerivold, and they flit between the lands of the other nations, calling no kingdom their own. Among the Kurthain are smaller awakened species such as the Loxodon (elephantfolk), Saluqi (dogfolk), Tauren (minotaurs) and Revurim (rhinofolk), though in small enough numbers they do not have their own tribes. Among these, the Saluqi are the most populace, trained from birth to protect and guard Kurthain caravans.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8261520, member: 52734"] World of Khoravim Aerivold - The first kingdom, it is a realm of cities populated by Warforged as the common people and ruled by Golem barons and Marut Princes. The Aerivold use an army of Modrons to enforce their will. In ancient times, the arrogant Aerivold sought to bring all other races under their rule. After their genocide of the humans, the Velderain successfully sued for peace and the realm has turned mostly inward, seeking Velderain - Once a vast forest, when the Aerivold began to harvest the trees of the land, the Treants and their Dryad spouses created a race of elvin shifters to protect their lands, and were forced to evolve into a kingdom. Ruled by the Twelve - a council of six Treant Kings and six Dryad Queens, it laced with rural villages of half-elves and protected by an augmented patrols of shifters. Unfortunately, the woods are infested with lone or small groups of lycanthropes - former shifter protectors overcome who have been corrupted by their augmentation into shifters and now follow their darker desires to hunt and feed on their former kind. Where once the shifters fought to ward off the war machine of Aerivold, now it is forced to patrol its own lands and hunt down its former soldiers who have turned against their own people. Mageris - A meager handful of powerful human Necromancers (not a playable race) are all that remain of humanity. Driven to barren lands unreachable by the other races, they plot in secret using alchemical magic to concoct races and beings to do their bidding. Goblinoids, broken ones, dark creepers and other strange humanoids make up their tiny communities. Armies of human corpses protect the great necromancers as they scheme to bring their own kind back from the dead, a process that has eluded them for hundreds of years (Raise Dead and Resurrection do not work in this world, though Animate and Reincarnate does). While most Necromancers are the declared enemy of the Aerivold, at least one Necroenchantress has allied with the Velderain, providing labor and assistance against the lycanthropes in trade for goods needed for her people. Kurthain - These nomadic catfolk consist of multiple tribes of Tabaxi, Rhakasha (B/X version), and Leonin. Their ancestors were awakened to sentience by the Velderain before the rise of the Aerivold, and they flit between the lands of the other nations, calling no kingdom their own. Among the Kurthain are smaller awakened species such as the Loxodon (elephantfolk), Saluqi (dogfolk), Tauren (minotaurs) and Revurim (rhinofolk), though in small enough numbers they do not have their own tribes. Among these, the Saluqi are the most populace, trained from birth to protect and guard Kurthain caravans. [/QUOTE]
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