New to Giralda, I see. Well, it takes all sorts around here. Take that shifty-eyed weasel by the fire.
Oh, he acts looks like a simple merchant, peddling meager wares, but watch what you say around him. The Empire’s got ears everywhere...
See those two there? They seem all chummy now, but that’s only because Var is trying to convince Jarek to desert the navy in Thisbē and join
those lawless bastards who sail from the Spice Isles. I’m sure that one will kill the other before the week is out, once they’ve got what they want from each other.
Then there’s always the usual mercs; bastards who’d happily kill their own mothers for a coin. Oh, they say those twins from Brelan aren’t so bad,
but a merc is a merc, and money is all they see.
At least there're no damned elves here tonight. One got uppity last month when I insisted the
bastard slept in the stables. A damn generous offer for a half-breed, if you ask me!
Mind yourself if you head into the Wilds. It’s full of things that
would happily eat you and shit you out without a second thought. Even the people who hunt those things are more beast than civil.
Anyway stranger,
what'll it be: a room, or a drink?
SKYE
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FIZZ
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ZIGGY
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CURRENT MONTH: AUREL, 762
This month marks the transition from the scorching sun of summer to the cooling of autumn. The night skies become more magnificent as shooting stars are more frequent, and auroras dance across the horizon. Aurel is a time of harvest when the farmers gather the crops that cannot withstand the upcoming heavy rains of Nandir.
October 2023 Site month change! New threads (unless set in the past, future, or an AU) should be dated "Aurel 762". See the Information tab for a description of the month. Characters in the Temple Crew should be mindful of the continuity of possible injuries, connections made, relationship changes, increase in wealth, etc. as much as possible as this is set after the campaign.
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May 2023 On of our image hosts (nickpic) is no longer running. Please excuse any broken images, we will rehost and replace as soon as possible!
January 2023 The site month has changed! Old & new Solstice threads may still continue at your leisure. + The Forsaken Temple campaign has started! The opening thread can be found in Brelan. This is set with enough time after Solstice events that characters will have no issue doing both.
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November 2022 Threads without 2022 replies have been archived (unless otherwise noted/requested). If you would like to resume a thread that has been archived, please contact the staff to have it reactivate!
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August 2022 The new map is well underway and might be up by the end of the year!
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April 2022 Excuse the mess as the site undergoes routine cleanup and slow/ongoing lore revamping. Please note some boards may be temporarily unavailable as changes are made. If your character(s) are mistakenly archived or you're ready to resume activity, please contact the staff!
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January 2022 Happy New Year! We hope everyone had wonderful holidays and a good start to 2022. ♡ The current site month has been moved to Sondu of 762. There are some updates for Noria's post-earthquake progress and info on a major in-game holiday at the end of Sondu - this can be celebrated anywhere on the map but the 'main' event will be held in Thisbē.
December 2021 Soft hiatus - have a safe, warm, and minimally dysfunctional holiday season!
This thread offers general information in regards to the default playable character types. Characters may be tailored in any number of ways; this information will simply serve as a guideline in terms of very basic biological and socio-cultural traits. If you have any questions, concerns, or suggestions, please feel free to contact the staff.
Population: Humans are the most common of all the races in Giralda, and rule over much of the continent.
Reputation: Humans have a complicated history with the other races. Allied with the Dwarves and Mages, they overthrew the tyrannical rule of the Elves long ago. However, since then their treatment of many races (especially elves) as second class citizens - or worse - means that aside from Dwarves, non-human races do not tend to hold humans in especially high regard. Though generally, only Elves hold any real animosity towards the race as a whole.
Culture: There is no one shared culture for humans. With a large global population across vast expanses of land, culture is highly variable from one place to the next. As a blanket statement, humans are anti-magic nearly everywhere.
Physiology: Humans are arguably the most diverse of all the races, coming in all shapes, sizes, and colors. On average, humans vary between 5’3” and 5’10”, depending on the sex and other factors. On a broad scale, males tend to be taller and stronger than females -- however, individual comparisons vary greatly.
Health: Humans have an average constitution and are susceptible to most diseases. Typically these diseases are not lethal, except in extreme circumstances or to persons with a weaker immune system. Lifespan: With an average life span of between 50-60 years, Humans are typically the shortest lived of all the races. Under the right conditions, Humans can live up to 100 years.
Gifted Humans: Under very rare circumstances, humans are sometimes born with magical capabilities. Limited 1 per player. Character may have 1-2 powers OR be a spellcaster. Due to human anti-magic sentiments, often times Gifted Humans are killed, have their powers bound soon after they first manifest, or are sent to the shamans of Dholen Sûr for safe-keeping. Gifted Humans are highly sought after by the Mage's Guild for protection and training, and are believed to be key in furthering their cause.
Population: Pure-blooded Elves are increasingly rare to come by. Many people will go their entire lives without having ever met one, or even knowing someone who has.
Reputation: Being such a rarity, most opinions of Elves are largely indifferent or drawn from historical records. As a result, they are generally either reviled or disregarded entirely.
Culture: The Elves are a very broken people, having no territorial claims nor an active government. Most remaining pure-blooded Elves have buried their traditions of old, favoring cultural practices in the lands they reside in as a means of survival and peaceful living.
Physiology: Elves are generally taller and more slender than Humans. Their slenderness can be misleading, however, as they are often quite strong -- especially when compared to a human of similar build. Average heights tend to run between 5'6" and 6'1". Males and females have a smaller margin of sexual dimorphism in terms of facial features, and are often perceived as being somewhat androgynous.
Health: Due to the Genophage effect during the Human Rebellions, Elves have an incredibly low viable birth rate. The odds of two pure-bloods successfully carrying a child to term is roughly 1 in 1000, coupled with an extremely high mortality rate for children under the age of 5. That being said Elves born before the Genophage and those that survive it, tend to have one of, if not the highest constitutions of all the races, making them virtually immune to disease and resistant to poisoning.
Lifespan: The average lifespan of an Elf is approximately 400 years. However, under the right circumstances, records show some Elves living to be as old as 700.
Population: Dwarves have a pretty common presence in the world, frequently taking up occupation as traders and smiths, plying their goods and trades as they cross the lands.
Reputation: Dwarves are generally well respected both for their skill at the forge and the goods they bring. While they supported humans during the uprising, most Elves believe that they are not responsible for the true horrors born of that war.
Culture: Historically, Dwarves dwelled beneath the surface, mining out precious gems and stones. However, more recent generations have gone to join the Sun-people, founding towns as well as moving to existing ones. While there is still a heavy presence of traditionalists, who believe that they should return to their old ways, the vast sums of money that Dwarven made goods can make often tempt Dwarves to abandon this school of thought.
Physiology: Dwarves are small, robust people. They have the ability to see well in low light, be it underground or night time. However, they generally can’t see quiet as far in bright lights. Average heights for Dwarves run between 4’6” and 5’1”. Males and females share even more ambiguous physical traits (with some exceptions, such as facial hair) than Elves, something that is further exaggerated by a lack of clearly defined gender roles and dress.
Health: Dwarves have a fairly high constitution and can usually shrug off all but a handful of diseases, but are rather susceptible to poisons.
Lifespan: The average Dwarf is expected to live anywhere between 80 and 100 years.
Population: Most Orcs reside in the Wilds of Giralda among their birth-clans. However, in more recent time, Orcs have become a more common sight throughout the lands as certain groups choose to trade or otherwise assimilate with the rest of the continent.
Reputation: Although they sided with the victors during the Human Rebellion, their reputation is marred by the behaviors of Feral Orcs, who are unfortunately much more common than their civilized cousins.
Culture: Generally speaking Orcs are civil, if a little cold to strangers. They are often slow to anger and will go to great lengths to avoid conflict. They are highly prized as weapon smiths and armorers. When they come of age, most Orcs must leave their stronghold in the Wilds to go out on a pilgrimage.
Most orc clans are ruled by a matriarch, often supported by a champion who is usually male (but can be any sex or gender). Clan Mournthrall differs slightly in that it is ruled by a council of citizens who can vote on important matters. Each clan has at least one stronghold, usually near the center of its territory. Strongholds are where the clan members typically live when they are not out hunting or farming, and numbers range from 30 to 100 per stronghold. Larger clans often have multiple strongholds across their territory. A stronghold is a fortification with a wooden longhouse situated on a raised earthwork, accompanied by an enclosed courtyard, surrounded by a protective ditch and palisade. Most buildings are located in the courtyard.
For information on the five major clans, see The Wilds.
Physiology: Living in the Wilds tends to hone the natural strength of Orcs. This means they are usually tall and well built, regardless of sex. Average heights are between 5’9” and 6’4”. Orc skin tones can range from deep green to grey or dark bronze.
Health: Orcs have a higher than average constitution, a result of living in the Wilds and being exposed to many diseases from a young age.
Lifespan: Life expectancy in the Wilds is often short, but in more 'civilized' lands Orcs can reach the age of 70.
Population: Uncommon, but not necessarily a rarity. Hybrid numbers are largely dependent on local culture, and whether or not there are strong stigmas attached to 'mixed breeding'. However, Hybrid populations do appear to be on an upward trend, particularly after the discovery of the Elven Genophage.
[Note: Players will have a lot of creative license here and staff will develop/regulate consistencies as needed]
Reputation: While local reputation varies widely on both ends of the spectrum, the sentiment toward hybrids is generally negative. In much of "polite society", they are largely considered to be abominations, undesirable, untrustworthy, dangerous, and even bad luck.
Culture: Hybrids are found in all realms of Giralda, coming from all walks of life. No single culture or societies exist on a large scale, however, small isolated communities have been seen here and there.
Terms:
Peredhel - half elf, half human
Dwemer - half dwarf, half elf
Ormir - half orc, half human
Skelh - half elf, half orc
Dwedwyr - half dwarf, half human
Ordwen - half orc, half dwarf
Physiology: Highly dependent upon parentage. Most hybrids tend to exhibit more dominantly one way or the other. Half-elves almost exclusively take after their non-Elven parent -- though all offspring always share traits from both parents. ALL hybrids are born with a notable defect that manifests itself in heterochromatic (different colored) eyes. This, unfortunately, makes them easier to pick out when their otherwise "normal" features do not betray their parentage.
Health: The vast majority of hybrids tend to suffer low constitutions and frequent illness as a result of genetic incompatibilities. However, it should be noted that human/elf offspring suffer from poor constitutions the least of any known hybrid variation. Additionally, all hybrids are infertile -- a trait that has resulted in the [highly profitable] sex trafficking of many female hybrids. These women are particularly attractive to higher status individuals that can't go worrying about a bastard laying claim to their wealth and/or legacy.
Lifespan:Potential lifespan can be calculated by taking the average of each parent race. However, with a greater disposition to disease and poorly constitutions, typical lifespans tend to be shorter than what they have the potential to be.