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The Plaguelands - Official Thread

Started by Magnus Pym, November 01, 2011, 09:00:59 PM

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Magnus Pym

#30
Artifacts

Eternal Sword

This longsword seems unreal; its components seemingly taken from the very substance of the Fallen. It is as transparent as they are and has the same shades of green, blue and white. However, the sword seems to emanate a gentle glow and buzzes very softly.

[spoiler]I: This sword weights nothing and is extremely efficient, capable of cutting through a diamond mountain.[/spoiler]

Swallow Shield

The shield is moderate in size, covering a man's upper body, but not ordinary in appearance. Made from the greenish flesh of some unknown creature, the majority of the shield is but a depth-less hole, surrounded by dozens of small serrated teeth.

[spoiler]I: This shield's mystical power is that of a black hole. It is capable, at the wielder's will, to suck in matter and energies into its mouth. Objects larger than the shield's mouth might not be sucked in, though. When the shield's power is activated, a vacuum sound begins and grows louder the longer it works, eventually becoming unbearable.[/spoiler]

Ragaresh

[note]Ragaresh means "Stinky Carapace" in Drawan.[/note]
This breastplate seems to be the carapace of some man-sized bug. It's naturally lacquered in shades of green and emanates a brownish fume that envelops the wearer. It has been inscribed with runic words.

[spoiler]I: The armor is incredibly solid, making its wearer capable of withstanding blows by even the Hive's giant membranes.[/spoiler]

Winged Boots

These boots are as normal as they can get, except for the pair of feathery white wings that are attached to each of them. Unlike most mystically enhanced objects, they do not glow, buzz or sing; they seem perfectly normal, although very artistic, with the wings and all...

[spoiler]I: These boots grant their wearer the ability to fly at will.[/spoiler]

Whistle of Transport

This whistle looks totally normal, except for the white inscription that appears and glow on its surface when it's blown.

[spoiler]I: When the whistle is blown, it moves the user to the location he's looking at, at the speed of sound. Obstacles cannot be avoided ''magically'' as this is not teleportation.[/spoiler]

Manacles of Domination

These dark iron manacles seem perfectly normal at first sight. It's only after one uses them that the power manifests.

[spoiler]I: The shackled person becomes totally docile, executing any order given by the person who pulls the chains, whatever language this one speaks.[/spoiler]

Magnus Pym

#31
Drugs

Fallendust

The Fallen are mostly immaterial, except for the dust they leave on their path. This dust disintegrates after a few seconds, but people somehow found clever ways to preserve the dust. This powder can be consumed as is, either by sniffing it or its fumes if it's been burnt, or by letting it melts in the mouth.
[spoiler]I: The effect is instantaneous; uncontrollable laughter, feeling light and soft hallucinations, though these effects are tripled when a second dose is taken and become serious. If a third dose is taken, the user will probably overdose and become insane.
II: This drug is not addictive, but there are high probabilities that the user will lose some of his memories of the trip. (Somewhat like a good'ol'night at the bar, if you catch my drift.)
III: A dose approximates to the tip of a finger, which the user licks or sniffs.
IV: This substance is also known for its damaging effects against the Aenema. Because of this the Amonites coat their weapons with fallendust before fighting them.[/spoiler]

Mighty Moss

This fungus is turquoise in color and smells terribly bad. The origins of this newly imported substance are continually debated. Although its origins remain mysterious, it doesn't keep a lot of people from wanting it.
[spoiler]I: The moss, when smoked, grants its user extraordinary might. The downside to using the drug is it considerably affects judgment.
II: One can fill a wooden pipe for a moderate dose. There is no overdose possible, but each new dose increases the effect, eventually turning the user into a berserking madman bound to end in jail, or worse. The initial effect lasts for an hour.
III: The secret behind the gathering of the substance is kept dearly by an unnamed gang in Rampur. They venture into Hive's territory and take the moss directly from its giant protruding membranes, which are covered by the substance. They are helped by one of the nomadic tribes of the Stretch, which, strangely, do not know the gang gathers the moss and what they do with it.
IV: The gang manipulates pretty much anybody (that is easily manipulated) into addiction, then eventually forcing the victims, pretty much stripped off to the bones, to give all they have left, including their living place... or else.
V: The dealers are associates of the Freedom Fighters. Though the rebels don't know the group is funding some of their activities by using cruel means.[/spoiler]

Visionary Syrup

The cactuses of the Stretch have more to them than their countless needles. Some of them hold consumable substances, like the Visionary Syrup. This white creamy liquid is reputed to be used by drawa shamans to foresee dangers.
[spoiler]I: This drug is an incredibly potent hallucinogen. When consumed, the user's mind becomes confused and mixes reality with the subconscious, creating visions and sounds that aren't real. Those who don't know how to exploit its properties believe that the visions have a meaning, but the truth is something else. Drawa shamans undergo a traditional ritual before consuming the syrup, which does, in fact, give them insight into future events. If it is not done properly, the hallucinations are actually misleading and destructive.
II: A moderate dose equals about a cup. The syrup has a good sugary taste. If more than two doses are taken, the subject will become paranoiac; hearing and seeing things that aren't real. Further consumption will result in the subject becoming insane.
III: Becoming addicted to this substance mostly depends on two factors; the sweet tooth might find it hard to resist the lure of this syrup's taste and the ignorant might constantly want "more insights".
IV: The syrup can be found on the black market, but it's sold at great price. The more sophisticated city folks usually get it directly from the drawa.[/spoiler]

Awakenia

The cactus from which Visionary Syrup is extracted also seems to be coated in a regenerative beige powdery substance. The powder has been dubbed Awakenia. They help humans and animals to stay awake, energetic and aware.
[spoiler]I: A dose is about the tip of a finger and if too many are taken, the user's heart will pop from over-excitation.
II: Awakenia completely overrides the effect of Slumberfin, except if the one who used the fins became comatose, in which case drugging the comatose person with several doses will trigger intense nightmares that will continue even after rehabilitation, haunting his dreams forever.
III: This drug may be found amongst the drawa or bought on the black market for a slightly higher than moderate price.[/spoiler]

Slumberfin

The amazing beaches of the Bonelands are the breeding place of a very special kind of fish called the Silver Fish. This fish, when mature, is about 7" long and is very easy to catch. It's also very yummy.
[spoiler]I: Recently, an interesting discovery concerning these fish has been made. Their fins, if not heated, induce sleep if swallowed.
II: A normal dose is about three fins, each the size of a Canadian 10 cent (very small). Overdose is attained if this amount is consumed times six and induces coma for a week. Each additional fin until 25 will add two days to the coma and each additional after 25 will increase the length of the coma drastically; by a week. It takes about fifteen minutes for the initial effect to happen.
III: The Amonites have been trying to control this resource, branding third party dealers outlaws. They sell it at a reasonable price. Illegal dealers market it for much more. (This begs the question; then who buys from them? Other outlaws who can't face the amonites.)
IV: Silverfish fishers are called Slumber Hunters. Their job is extremely dangerous, obviously. They usually ride a boat along the Bonelands east coast, but far enough so the Kaftas and other Scorn don't see them. They're usually escorted by a few Amonites.[/spoiler]

Magnus Pym

#32
Diseases

Aenecurse

The aenecurse is more than just a disease; it's the mechanism behind the necromantic powers that animate the dead. Necromancers conceived a way to materialize this power, allowing their mindless servitors to raise more brainless peons.
[spoiler]I: Dead corpses affected by the aenecurse will rise to fight alongside their decayed brethren, directed by the same will that directs theirs.
II: This curse/plague allows the necromancers who use the aenecurse to stay far from the fight and still increase its minion's numbers.
III: When the power is materialized and imbued into an aenema, other necromancers can attempt to corrupt the source, stealing it and all newly animated corpses. This virus is difficult to craft and comes with high risks, for this reason only their best minions are imbued with its powers.[/spoiler]

Witherspread

This orange-ish cloud travels the Plaguelands in chaotic fashion, draining the energies from encountered life forces.
[spoiler]I: This explains why the Plaguelands are barren landscapes.
II: Certain organisms are affected more gravely by the cloud, withering completely on sight while others can tough it out for several minutes before its effects manifest.
III: The Witherspread does not seem to dissipate and always remain close to the ground.
IV: The known trick to avoid it is to reach high grounds.
V: Some things might be immune to the effects of this cloud, such as the aenema and the fallen.
VI: The origins of this phenomenon are unknown.[/spoiler]

Rottensmell

Unlike the aenecurse this disease affects almost all aenemas, rather than just a few chosen ones. The stench of decay that envelops them is so unbearable that one can be struck with intense malaise after a quick sniff.
[spoiler]I: Someone under the effect of the rottensmell will be struck with malaise, becoming very weak and vomiting.
II: The disease can spread, thought its host can only be a dead being. There has been a rumor of vegetals acting as hosts.
III: Because of this men have started using nose pincers when fighting against aenemas.
IV: The malaise can be rid of by distancing one's self from the source for a few minutes. Using one's favorites perfumes (actual perfume, or the odor of a good'ol'steak or whatever floats your character's boat) may quicken the recovery.[/spoiler]

Hivebite

The Hive is a renowned haven for plagues and parasites, but also for insects. The tales always speak of man sized bugs, gargantuan centipedes and other pests of unreal size, but there are those who are so small and seem so insignificant compared to their titanic brethren that they wander about unchecked and unhindered. Though, unfortunately, they might be the most dangerous of all their kin, for they bath in plague-tubs and spread deadly maladies all across the lands.
[spoiler]I: Hivebite is a generalized word for all fatal diseases that the Hive may bestow upon someone.[/spoiler]

Magnus Pym

#33
Poisons

Red Water

This crimson juice is taken directly from the Red River. Its properties are widely known; skin tissue damage and organ malfunction. In other words; decay.
[spoiler]I: A well placed drip of this fetid substance can outright kill a man, while a strategic, to not say wicked, ingestion can cause extreme pain for several hours, killing the victim slowly.
II: This poison is not easily found, seeing as it comes from one of the most dangerous places of the Plaguelands.[/spoiler]

Paralyzing Slime

This fluorescent green liquid substance is rumored to be gathered from the salival glands of some alien creature. It is cold to the touch and told to have a paralyzing property.
[spoiler]I: The slime is what the gladzis drools. Obviously, this poison is hard to get.
II: When the liquid enters the blood vessels of the victim, it spreads quickly and paralyzes said victim for a short time. Continued infiltration of the product in someone's blood vessels may result in permanent paralysis.[/spoiler]

Corrupted Dust

This purple powdery product seems to glow softly. Oddly enough, it looks just like fallendust, except for its color.
[spoiler]I: It looks like fallendust because it is, though it has been corrupted by profane sorcery, allowing one coated in this substance to interact with fallens as if they were material. The dust, unlike its original form, does not disintegrate.
II: This coating is made by the Deathwatch, who greedily keeps this a secret.[/spoiler]

Holesap

The trees of the Deadlands are thought devoid of life, but they still produce a strange tasteless, semi-transparent semi-purple sap.
[spoiler]I: The sap is told to cause amnesia. Although light at first, it can become overwhelming if too much is ingested or injected; destroying the memorizing capabilities of a person.[/spoiler]

Stretchking Venom

This thick black goo is taken directly from the venomous glands of a Stretchking; the man-sized scorpions of the Stretch.
[spoiler]I: When the substance enters the blood vessels and reaches the brain, the victim is struck with dizziness and becomes numb; becoming an easy target for their enemy.
II: This poison is popular in Rampur's black market and is easily procured.[/spoiler]

Magnus Pym

#34
[ooc]I rewrote the artifacts, drugs, poisons and diseases. This is part of my reviewing I've been doing lately. I've also deleted the post that had them all together and created new ones for each.

I also changed the format of spoilers to make it a bit less tedious and will continue doing this for everything else.[/ooc]

Xathan

An excellent read, as always. I like the new spoiler style - it makes it much, much easier to read and understand, and I hadn't realized how frustrating it had been until it was changed. :P Since this is mostly a rewrite I don't have much more to add than that right now, but I feel I have a much better handle on how these three (especially the artifacts) work now.

Every time I stop by here I get more and more excited for that upcoming PbP game. This setting is without a doubt what sparkletwist refers as a "boogerville" (not as insulting as it sounds). It's full of the horrifying, the gross, and the macabre - and I wouldn't have it any other way. :D
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
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[/spoiler]

Magnus Pym

#36
Rampur

[ic=An old fellow at the gates of Rampur]Aye, never came to 'tis fine city, eh? Let me tell ye about it, then. I be Yangelo, by 'ta way.

Ye'll find 'nething you want in this place, I say. Try the Mug-Swallow first fer prettay much 'nething. 'Tis the onlay tavern in town, so ye be findin' good stuff and good friends there, mate. The Almighty knows we all be needin' one in these dire times.

Ahh... ye nay the drinking type, aye? More like stud... stud... Damnation! Stud-eeeeeeeeeeeeee-us, -that be it-, type eh? More like serious'n'all. Righty? Well, ye wouldn't be my type, but I be recommendin' the Cathedral 'ta get ye started. The Amonites will be happy to recruit another blind dog in their smellay ranks. An' whatev's not werkforce,'n even then,  they be takin'.


*Mutters something really low*

Ye heard 'bout them righty? Bunch of stinkin' goons tryin' to indoc... indoc... aw, 'appenin' again, indoctri-naaaaaaa-tin' the masses. Tellin' em' what's good for em'n'what's nay. Supposedly fightin' fer justice, and freedom, too. Nonsense, me say. All they be doin' is dictatin' what 'ta do! Look at what they did to a couple peeps yesterday.

*He points towards three corpses that hang from a balcony*

These resisted 'ta –doctrination-. So they be accused of sorcery'n'branded "Witches". Thet be whet happens when one be playin' wit' 'ta occult stuff, aye. They call it 'ta "Witch Hunt".

Well, bettar get back 'ta werk, or I be branded a witch in nay time! Haha!


*He takes his cart filled with sand and disappears into the crowd*[/ic]

[ic=Rampur; The Last Bastion]

The city is built on a cliff's edge on one of the Scorching Steppes highest hill, allowing a beautiful view of the snow peaked mountains of the East, but also the atrocious sight of the Plaguelands, filled with smoke and unpleasant views.

The emplacement of the city is convenient for defense, since it can spot invasions from afar and the hill on which it is built has only one smooth descent, which faces East. It forces invaders from the Plaguelands to reach the other side of the city before even trying to breach into it. In recent times, the aggressors have been circling the city from afar to avoid detection. Though, this move was foreseen by Rampur's strategists, and many traps were built for this reason. This way, invaders never reach Rampur with their full force.

Going back in time when the Emperium still thrived, it had become very clear that Rampur was of capital importance to the empire, not only because of its geographical emplacement, but also because of its reputation. The place used to be the first stop of eastern foreigners when they visited the Emperium. Its citizens were welcoming and tolerant of strangers and their ways. Although this might seem like a good thing, it's a double edged blade, and the first emperor thought it wise to erect appropriate fortifications in case of eastern invasion. This initiative, in later times, would save Rampur.

During the Vilespread, many made their last stop in the city to bid their country farewell. Though, for many an opportunity to serve their great empire presented itself. A few stayed behind and joined their courageous brothers in the fight against the terrorists that had sacked their homes.

But it was no joking matter. The demons and Aenema made their advance on Rampur and attacked it day and night. Casualties were many, and getting some sleep was nearly impossible. Doom was nigh, and many prayed for the well being of the world.

Then, as if their prayers had been answered, came from the Stretch a strange figure; illuminated greenish particles of energy that formed into something... humanoid. It walked slowly, but had gathered the attention of all, even the vile beasts who were busying themselves against the ill equipped men of the city. For a few moments, time seemed to have stopped.

The translucent figure stared at the abominations who led the invading forces and drew a long sword made from what he, himself, was made. He screamed that not one more soul would be lost to the evil that befell the Plaguelands and vowed to put an end to their existence. After a swift moment of silence and confusion, from all parts, he slashed the air towards the invading forces. Minions fell like bugs. Each their leaders and the men of Rampur were in awe, but the latter burst in screams of joy and victory as they jumped the walls to stand beside their new comrade.

The war was quickly over with and the strange figure was now a Hero. He called himself Amon, and said he was the Son of God, sent on this world to save mankind from its troubles. The men of the city swore allegiance to him, and an order was formed, the Amonites.

Though the means they employed to supposedly save mankind were not well received by many in the masses. As they started their Witch Hunt to eradicate sorcery, many dissidents were plotting to counter their efforts, and internal turmoil kept the men from conquering the Plaguelands.

Set back by unfortunate domestic strife, the Amonites are now seeking help from abroad, but their views vis-à-vis sorcery didn't make their demands very appealing. Although the Vilespread must end, the Amonites must not gain larger powers, for others do wish sorcery to thrive. And so help has come under the form of first necessities, and nothing more.[/ic]

Magnus Pym

#37
Silent Forest

From the bone covered obsidian plains of the southern Bonelands stands an unlikely sight. An abundance of greenery forming a jungle whose exotic colors instill a sense of relief in the observer. Wildlife seems absent, except for a few flying birds that propel themselves towards the distant horizon.

Strangely enough, it is completely silent. There is no sound whatsoever coming from inside the forest. Though its beauty is enticing. You'd surely wish to venture within and behold its splendors from up close.

Upon entering the forest though, it's like you're stepping in another dimension. The sky becomes red with shades of purple and green auroras. The clouds are nonexistent, giving way to the stars. The surrounding flora remains breathtaking, and so does the wildlife who seems to be ignoring the forest's visitors. There is a small lake within and a waterfall, its glistening waters as clear as crystal.

There is, however, a truth to this forest that, for even all its qualities, doesn't make it a vacation spot. The incessant shrill cacophony would doubtless get on your nerves, and give you the goosebumps. Irony of the name given to this forest, it is far from being Silent.

Magnus Pym

#38
Swallow City

Swallowed whole by the golden floor of the Stretch, it once boasted the highest skyscrapers in the Emperium, and the most beautiful architecture. It was also the capital city, and the Emperor had its seat there. For all the glory it symbolized, its nonexistent remains is also the symbol of the sins that overcame the people of the empire and that led to such a disastrous end.

It was with twisted pleasure that Palulu told the men of the Emperium that the city had been the first to fall, while brandishing his morbid trophy; Darian II's corpse. With his listeners obviously struck with disgust and shock, Palulu went on to add that the carnage was "enjoyable to the utmost, like crushing ants."

Magnus Pym

#39
Legendary Beasts & Creatures

Belphemoth; The Slug-Guardian

Many a tale tell of a colossal slug patrolling the periphery of the Hive, leaving a trail of fetid excrement in its wake. They say that Belphemoth, as he has been named, is capable of speech, though he does not know man's tongue. His purpose seems to consist of protecting the territory of the mutant insects.

Mulu; Tyrant of the Endless Sea

Countless stories are told of horrific sea monsters crashing ships with their tentacles and forcing travelers into the dark deep sea, or the deep dark void that is their mouth. Though they were once rumors, used by playful father's to tease their kids, these creatures have actually manifested since the Vilespread. The Endless Sea harbors one such beast, it's tentacles, so enormous and massive, capable of sweeping away entire fleets. The Plagueland's northern sea is forsaken, and Mulu reigns supreme over its vast liquid expanse.
[spoiler]I: Mulu is capable of speech, although only through telepathy. Mulu allows travelers on his waters only if they "present him with a most wanted gift."[/spoiler]

Magnus Pym

[ooc]Rewrote (if only slightly);
- Rampur
- The Seven Horrors
- Silent Forest
- Swallow City
- Mulu

Added to;
- Fallendust

I've reduced the ''to review'' list greatly today.[/ooc]

Magnus Pym

#41
The Great Caucus

[note]The organization's name is unknown. Even only a few within its membership call it the Great Caucus.[/note]
A secretive group with roots in major political hotspots all over the world, they want global hegemony, though not physical hegemony as much as ideological. They seek to control all that happens and to reap the majority of benefits.

They think themselves above all, even natural laws. But that is to be expected from beings that were stripped of their capability to interact physically with the world. This closed club is, in fact, a gathering of ambitious and fanatical Fallen.
[spoiler]I: Although there is no designated leader, the members of this organization practice a sort of ranking method by effective influence. It's not impossible for one to plot against another, though they usually refrain from doing so.
II: They have an interest in keeping renegade Fallens away from communities, especially those who know of their "Gatherings". These "amoral" "celestial envoys", are dealt with as quickly as possible.[/spoiler]

The Watch

[note]The organization's name is unknown to all but its masterminds[/note]
In the city of Rampur and in the Plaguelands, an entity rebels against the prevalent ideology (set by the Amonites). It acts as a nebula, covering its operators with fronts created on the spot. The organization lacks a public representative, which feeds the doubt of its existence, in turn reinforcing its secrecy. It could be said it acts independently of other, more popular, dissident groups, but towards some of the same goals and views. In truth, behind the conspiracies of this group hide three masterminds. They are well versed in the arts of politics and warfare, be it overt or covert.

They have sources available pretty much everywhere. They see the purge of sorcery as destructive for the people, who could benefit from it in many ways. They also blame the Amonites for being too radical, indoctrinating the masses with false ideology.
[spoiler]I: The masterminds are; Jereycho (je-reye-ko), a curious Fallen chased by his more radical brethren for supposedly "threatening world peace"; Lord Hasqoui (ask-u-e), a dishonored advisor of the King who sees the Witch Hunt as a way to weaken mankind; and Lord Hsameh (he-sah-meh), a stratagem who oversees most intelligence operations of the Amonites, probably worth the title of "ultimate mole".
II: They are well aware of the existence of a gathering of Fallen who scheme to manipulate the events of the world (Jereycho had concocted machinations with them in the past). In fact, dismantling or stalling that group is probably the nebula's top priority.
III: The relation between the three is not one of warm camaraderie so much as one of mutual interests. They do not necessarily meet all three at the same time (though it has happened), but instead meet each other on a need-to basis. Otherwise, they are too busy attending to their duties as "liberators of the people"; spreading propaganda, stalling patrols, surveillance, counter-surveillance and other more... persuasive actions.[/spoiler]

Magnus Pym

[ooc]I was away for a while, but I am back.

I changed the first post of the thread nearly entirely. I think the primer is much better now. I also tagged every titles with (needs update) if I haven't reviewed it yet; so read the rest, because there might be some things that have been clarified! Oh, don't read the Stretch, onelands and Dead Valley parts if you did already because I didn't change anything.

One change of note would be my merging of the Hive and Putrid Pool in the Seven Horrors. I thought it ridiculous for them to be separated and it allowed me space for one more Horror. Behold, the Stitchvale has come!

I completely deleted my old "Factions" and added some in the post previous to this one. They are the Deathwatch and Council of Eternal -IMPROVED- and -REVIEWED-.

Now I'd really like to come up with Archetypes. As I reread my post, I see that's something I said I would do and never did. Shame on me.[/ooc]

Magnus Pym

[ooc]I updated everything up until the Drugs section.

I recommend rereading the Vilespread text and the Stretch, Bonelands and Deadlands, as well as the Slaughterhood and the Seven Horrors.

I must admit much of what was, remained, but the writing is much better and I think gives a better image, a better sense of what the Plaguelands are. Though there has been additions and subtractions to the content.[/ooc]

Magnus Pym

#44
Archetypes

Here is a list, which will expand with time, of character archetypes in the Plaguelands.

Demonologist - Converse and deal with demons. Often cunning and knowledgeable enough to force his will upon these creatures and exercise a relative amount of authority over them...

Hivebane - The Hivebane has spent alot of time studying the behavior of the mutated insects surrounding and living in the Hive, north of the Stretch. Because of this, he knows their weaknesses, and he uses these against them.

Necromancer - Dwelling deep into matters of life, and all beyond its veil, they exercise control over life force itself. Of course, all is relative, and some have more necromantic powers than others.

Pyromancer - Fire intrigues them. Its powers, beauty and chaotic characteristics excite them. Pyromancers spend their life manipulating this element.

Bloodmancer - Through much pain and sacrifices they have learned to manipulate blood and are able to do many things that many would dream of; paralyze, numb, energize and even kill.

Voidmancer - All had to originate from somewhere. Philosophers speak of many things, but which is to be believed? Voidmancers study the intricacies of all that is time, matter and space. Over time, they learn to manipulate the flow of time and every kind of physical matter.

Amonite Knight - They believe that sorcery will be mankind's demise and vow to eradicate its presence. Led by Amon, their spiritual leader, they battle against the monsters of the Plaguelands and pursue their controversial Witch Hunt, all in an effort to restore the Emperium's lost might and beauty.

Slumber Hunters - They are the greatest fishers in the region, and they know the southern beaches very much. Because of them, the population of Rampur can now sleep at night. Also, they work hand in hand with Amonites.