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WELCOME TO GENESIS!Hello there, travellers. Are you, perhaps, fond of intrigue, adventure, action, treachery, romance, intricate storytelling that keeps your very heart on the edge, comedy that makes you laugh, or tragedy which brings a tear to your eye? Behold then, the world of Genesis, for in this world - you are the one who tells your story. Of course, once told or have begun being told, the story is no longer just a story, as it comes to life and changes, like the ground right beneath your feet, spinning out of control.
Be prepared to enter a multi-dimensional realm of strife, the island chain of Backtrol, where many races populate the lands, with their very own politics, territorial laws, opinions and prejudices. Spread widely across the lands and being found almost anywhere on the surface - the human communities flourish. In the forests - elves and fairies lead their steady way of life. Underground, the dwarves struggle for survival against the many dangers in the stone bound halls, not the last of which is their neighborhood with the tunnels of Underdark, where the drow remain in secrecy. Crafted from dark power and driven by the path of doom, the undead, as well, begin to rise. Anyone in this world has a chance to encounter friends and enemies. Be advised, travellers, that this medieval world may demand much from your senses and focus. Beware of a wing shaped shadow over your head for dragons have been rumored to have returned, and keep your purse close to your skin at night, for thieves will crawl out of their holes in the dark alleys. Beware of spies and dangerous assassins. But perhaps, you seek a more peaceful career that leads to far better wealth per injury ratio? Perhaps your dream is to become the most respected blacksmith, or the most adored chef? A world of possibilities awaits you. The war is over, and yet it just begun. What role will you play? Will you become the greatest swordsman, or the best archer whose arrow never misses a mark? Perhaps the most powerful wizard or the loyal cleric? A well known crafter, or a travelling musician? Join the battle for supermacy, or lead a life of adventure and heroic accomplishments, of dangerous demons and damsels in distress. Accumulate friends, by never swaying from ways of loyalty and honor, or get ahead by means of lies, betrayal, and trickery. Seek wisdom and discover more than anyone else, or become a teacher and spread the knowledge. Do you think you are ready? Prepare yourself, then, for this is the portal to The Genesis Role-playing Shard - one of the best for Ultima Online role-playing. Step inside the world where you become your character, living his or her days in this fantasy realm. Remember one golden rule: treat other players with as much respect as you yourself want to receive. Joining our shard is easy:CONNECTION INFO FOR ConnectUO Desktop or Razor:
Host Address 70.38.38.214
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| © All Materials Copyrighted by Genesis Staff | |||||||||||
Hello there, travellers. Are you, perhaps, fond of intrigue, adventure, action, treachery, romance, intricate storytelling that keeps your very heart on the edge, comedy that makes you laugh, or tragedy which brings a tear to your eye?
Behold then, the world of Genesis, for in this world - you are the one who tells your story. Of course, once told or have begun being told, the story is no longer just a story, as it comes to life and changes, like the ground right beneath your feet, spinning out of control.
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| From The Link | To Ultima Online version 5.0.9.1 | Using Origins Gate Program |
Be prepared to enter a multi-dimensional realm of strife, the island chain of Backtrol, where many races populate the lands, with their very own politics, territorial laws, opinions and prejudices.
Spread widely across the lands and being found almost anywhere on the surface - the human communities flourish. In the forests - elves and fairies lead their steady way of life. Underground, the dwarves struggle for survival against the many dangers in the stone bound halls, not the last of which is their neighborhood with the tunnels of Underdark, where the drow remain in secrecy. Crafted from dark power and driven by the path of doom, the undead, as well, begin to rise. Anyone in this world has a chance to encounter friends and enemies.
Be advised, travellers, that this medieval world may demand much from your senses and focus. Beware of a wing shaped shadow over your head for dragons have been rumored to have returned, and keep your purse close to your skin at night, for thieves will crawl out of their holes in the dark alleys. Beware of spies and dangerous assassins.
But perhaps, you seek a more peaceful career that leads to far better wealth per injury ratio? Perhaps your dream is to become the most respected blacksmith, or the most adored chef?
A world of possibilities awaits you. The war is over, and yet it just begun. What role will you play?
Will you become the greatest swordsman, or the best archer whose arrow never misses a mark? Perhaps the most powerful wizard or the loyal cleric? A well known crafter, or a travelling musician? Join the battle for supermacy, or lead a life of adventure and heroic accomplishments, of dangerous demons and damsels in distress. Accumulate friends, by never swaying from ways of loyalty and honor, or get ahead by means of lies and trickery. Seek wisdom and discover more than anyone else, or become a teacher and spread the knowledge. Do you think you are ready?
Prepare yourself, then, for this is the portal to The Genesis Role-playing Shard - one of the best for Ultima Online role-playing. Step inside the world where you become your character, living his or her days in this fantasy realm. Remember one golden rule: treat other players with as much respect as you yourself want to receive.
CONNECTION INFO FOR ConnectUO Desktop or Razor:
Host Address 70.38.38.214
Port 2593
Patching: http://www.genrp.com/patches/patchlist.txt"
For other connection tools, please see our suggestions HERE and download Origin's Gate HERE!
1. Hire New Players as squires, or mercenaries, or working hands. Even blacksmiths can hire workers.
2. Be Loyal. Betrayal, though is a good story marker, should only be justifiable and should be spread out. Be aware of the entire situation before turning.
3.Let the story unfold. Too often then not the story ends up ending with one moment and 2 people. All the other main characters end up having to catch up. Give the story time to evolve, and let everyone know what happened though chain of command. (each side's leader should tell their troops or friends)
4.Know your place! Be aware of where your character really is in society. A first day person with 50 gold to his name and a broken sword has no place to be calling anyone anything.
5. Don't metagame. Metagaming is using in character the knowledge you have out of character.
6. Be respectful to everyone, from the lowliest player to the highest level of staff. Even if someone is your enemy, don't transfer in character strife into real life. Out of character good will is how something like Genesis works.
Character Speech & Typing.
Proper typing and grammar is important. If your native tounge is not English, don't worry about slipping up, but please, do try and make it as clear as possible.
Slang.
Please, do not use abbreviations or slang. This means no use of 'lol' or 'u'. Try not to use these even on Out Of Character (OOC) boards, as it can make it difficult for some people to understand. In Character (IC) it's just plain unnacceptable. Do NOT use them.
Out Of Character.
When in game, put words between a pair of brackets, for example, ((Sorry I have to go and eat dinner)). Try to use the whisper function when speaking OOC, and try not to use it too much, as it can get annoying to other players.
Flowery English.
This can get very annoying. If used properly, it can vastly improve roleplay, but when it is thrown in just because you want to, it sounds like you're being overly dramatic. Flowery English are words like "Thou", "Thine", and "Thee". Proper use of this could be in a poem your character has composed, or some kind of religious texts. Please, don't use it too much in your character's everyday speech. Remember, it can make you seem rather idiotic.
Character Concept.
Once you create a character, stick to his personality and outlook. In this way, playing a non-neutral character is more challenging, though also more fun. If your character is a bloodthirsty killer, don't walk into a tavern with a jolly smile and chit chat with your out of character friends, just because they came online. A change in your character personality has to be initiated by ingame events or storyline, not just your whim. In other words, don't be an evil lord one day and a holy man next day. There are exceptions to this, that deal with events in character. For example, it is acceptable to play a thief who got caught and learned regret or feels remorse. If your change in character is justified by some dramatic event, that is acceptable. Also, it is acceptable if your character is naturally artistic and is skilled at pretending, acting, imitations, and subterfuge.


Humans are the most populous race in the realm. They are widely known for their greed, corruption, and lack of humility. Humans build great cities, and destroy small villages. A human’s alignment is easily changed, and can vary from the most stalwart paladin to the most devious of evil entities.
Humans
Humans are what they sound to be: just humans. They populate the majority of the lands in Backtrol, and have an equally balanced set of strengths and weaknesses.
(stat cap 275 / skill cap 900)
Barbarians
A race of nomadic warriors, barbarians are viewed as primitive and generally unwelcome in most human societies. Leadership is often won by the strongest in the family clan. Barbarian religion centers on animal spirits or war-loving gods. Barbarians are notorious for their many clan tribes, and the constant warfare between those tribes. Strong and sturdy, barbarians are forged for battle. Their physical prowess makes itself known. Their special ability is a violent rage, a large increase of strength with a moderate penalty to dexterity for a period of time.
(Ability: Violent Rage + stat cap 250 / skill cap 800)
Britannians
Britannians are those humans who crossed from Britannia to Backtrol during The Exodus caused by the demonic overlord, Jilhanar’eazin. Their mystical homeland, Britannia, is now naught but memory carved by the survivors and the histories written since the realm’s fall. The people of Britianna tend to be of noble heritage, often serving the greater good over evils, hence often favored by fate, and they make excellent leaders.
(Luck +1200)
Backtrollians
The land of Backtrol is inhabited by a small population of humans, known as Backtrolians. These people are native to Backtrol. They are vibrant and often cheery and hospitable, fiercely proud of their self-governing cities. This organization allows the people a great freedom that is cherished throughout the realm, and staunchly defended against any threat. Backtrollians are often magically inclined, as they all have a part of the land’s living Source flowing through their veins. They are rumored to have worked out an immunity to toxins due to severe climates and extreme living conditions, and as such were known to have been unaffected by minor poisons.
All elvenkind have the ability of night vision.
Elves
The elves of the realm lead long lives, often spanning several human generations. Elves are often slim, seemingly fragile beings, but possess many outdoor skills to make up for their frail constitution. Elves are often more agile and graceful because of their builds. Elves have also learned that it is important to understand all creatures, and can often speak many different languages, including their own highly-developed language.
(Additional pet slot)
High Elves
High elves are the most common type of elf. They are somewhat shorter than the average human, rarely growing over five feet. High elves possess an agile build, and a fondness for the outdoors and all the creatures sharing their domain.
(Ability to peace creatures in a specific radius of them (those creatures can include players).
Aquatic Elves
Aquatic elves or sea elves are a race that lives in cities underwater and has a widely developed culture highly distinct from their ground counterparts. They are acknowledged by other elves as friendly, yet remote brethren. Aquatic elves are known for their lengthy lives, living many centuries but barely showing the physical effects. They live beneath the surface of the ocean, sometimes near wild coastlines. They are the cousins of the wood elves in conduct and outlook. Their hair is usually thin and stringy, green to blue in color. Their clothes are often intricately woven from underwater plants. They speak their own language, as well as heavily accented common.
(100 bonus to Fishing + Ability to swim)
Gray Elves
Gray elves, sometimes known as faerie elves, possess the fair builds of all other elves, and often have silver or golden hair. They are among the tallest and most intelligent of their kin, and yet have a certain aura of arrogance about them. They are probably the most arrogant type of elf, seeking to put great distance between themselves and other races, including other elven races. The Gray Elves live high in the mountains, and sometimes live deep within them as well.
Gray Elves make excellent wizards, yet most remain secluded in their mountain homes. They conceal these homes with warding and illusory magics so that unknowing races leave them alone, and so that only the worthy will enter their domains.
Gray elves are the rarest of elves, favoring their communities over outside affairs. They value their extraordinary intelligence very highly, devoting most of their time to study and contemplation, often of nature and the forest world they inhabit. They are skilled with the sword and the art of combat, defending their independence from the corrupting outside world fiercely.
(+10 to Evaluating Intelligence and Magery)
Wood Elves
Sometimes known as sylvan elves, these are elves of the woodlands. They are often perceived as a wild branch of elves, living off the forests they inhabit. Slightly darker-skinned than other elven races, wood elves wear cloths of dark browns, greens, or tans, in order to blend in with their surroundings. Most wood elves use bows, but all are skilled with spears and swords as well. They are an independent race, and value their strength over intelligence.
(Can summon an ally - Wooden Spirit)
Drow Elves
Dark elves are the evil counterpart in the elven race. Living underground, drow have developed a dark, almost black, complexion, and their hair is usually of a pale, white, or grey color. Like all elves, drow have slender and delicate builds with high dexterity. Drow elves do not follow any type of moral or ethical code or conduct, and will use any means to achieve their goals. The Drow are generally described as a society of selfish, ambitious, and dark beings. In their strive for power they do not burdain themselves with any sort of codes. Women normally stand higher in the society than men due to the divine powers granted by the dark dieties.Drow believe their race to be superior to all others, and often use stealth, deceit, and treachery to gain any advantage.
(Poison resilience + 20 Dexterity bonus + sensitivity to sunlight resulting in heavy stat penalties)
All dwarvenkind have the ability of night vision.
Dwarves
Dwarves are a race of demihumans who live beneath the surface of the world. They have a short, stocky, and muscular build, rarely exceeding four and a half feet tall. Almost always skilled with a pickaxe and a smith’s hammer, dwarves are often crafters of great renown. Dwarves skin is usually tan or a light brown, their hair black, gray, or brown and worn long. Dwarves are also known for their long beards and moustaches, which are groomed and well-tended. Dwarves are ill-disposed to magic, and are courageous (or foolish, depending on your outlook) fighters.
(120 Mining cap + Ability: hammer throwing)
Hill Dwarves
Hill dwarves are the more common branch of dwarves. With a tendency to live within the depths of earthen hills, they possess the qualities of the average dwarf. Stubborn, well-versed in combat and the languages of allies and enemies, hill dwarves are viable opponents of any evil force.
(125 Mining cap + 120 Tinkering cap)
Mountain Dwarves
Similar in complexion and custom to hill dwarves, mountain dwarves live in the bowels of mountains. Averaging for and a half feet tall, mountain dwarves are slightly taller than hill dwarves, but are just as muscular and possess the same inclinations to the axe and the forge.
(125 Mining cap + 120 Blacksmithing cap)
Derro Dwarves
Derro dwarves are a degenerate race of dwarven build. Living in the underground depths, derro dwarves are known for their extreme cruelty to surface demihumans (especially humans) and the perversion of knowledge to their ends. Derro dwarves have an icy-blue complexion and sickly or pale yellow hair. They are one of the most dexterous of humanoid races, well-equipped with weapons and combat skills.
(110 Mining cap + Ability: copper hammer throwing)
Duergar
Duergar, or gray dwarves are a malevolent and aggressive branch of the dwarven race. They exist at extreme depths of underground, tending to be fighters, thieves, or priests. Duergar have an appearance of emaciated, nasty-looking dwarves. Their hair, clothing, and any jewelry is dull in color, useful for blending into their surroundings.
(Alchemy cap and Spell Resistance cap at 120 + Ability to summon Shadow Wisp + Sunlight Penalties)
Halflings
Halflings live in a society of hard-working and peaceful peoples. Like humans, they live in collective communities, but they often live in small cottages or burrow homes. They rarely exceed three and a half feet tall, and have ruddy complexions with sandy or brown hair. Halflings dress is often colorful but serviceable for their work, and they have a tendency to wear caps and tunics. Halflings only fight to defend their homes or a force of good. They often use feint attacks to draw out their opponent, and attack with ranged weapons.
(+10 Intelligence bonus and +10 bonus to Hiding)
Hobbits
Hobbits are a race of small people, shorter than dwarves and not as muscular. Hobbits have brown, curly hair on their feet and hands, usually going shoe-less. They are a cherry race, fond of food, and very hospitable, to strangers. However, in certain situations, hobbits can be tough and fierce defenders, but are not overall aggressive beings.
(Combined Ability to Hide and Stealth away without delay)
Kender
Kender are a race evolved from gnomes and elves, and have a racial immunity to fear, a strong curiosity for all things, and an inability to work magics. Kender also have a strong wanderlust, and usually have developed thieving skills. This gives the impression that kinder are thieves, but they take offense to that insult. Kender find things that aren’t theirs, but they do not steal things. They snoop simply to find ut what is there, to satiate their curiosity, and have no intention to remove any items from your possession. Kender are of short stature, and resemble other Halflings in their physical appearance.
(120 Snooping cap + 10 bonus to Stealing)
Gnomes
Gnomes are relatives of dwarves, and also tend to dwell underground in hills or mountains. Gnomes are often peaceful, but they also have a tendency towards thieving or mage illusionist classes. Unlike dwarves, gnomes keep their beards short and well-trimmed, and they take pride in their oversized noses. Gnomes are rarely seen unless they want to be seen, persuing a peaceful life as much as they can.
(120 Alchemy cap and 120 Tinkering cap + Ability to craft golems)
Satyr
Satyrs are a male only pleasure- and peace-loving race of mixed ancestry. They are a cross between humans and goats, possessing the upper torso, head, and arms of man, with the hindquarters of a goat. Satyrs also have two short, sharp horns atop hair heads. A satyr’s skin is tan to light brown, their coarse hair reddish or brown. Satyrs in combat are swift and silent, and tend to use their horns and short swords or bows when attacking.
(Ability: Lure Creature)
All undead have the ability of night vision.
Undead
Beings who for one reason or another came to raise from the dead, The Undead of the world are the returned or never-gone spirits of fallen warriors or mages of any race. Undead are often evil, and often enjoy tormenting the living who walk the realms. The hordes of the undead are usually united in a cause to claim rulership over the land, and are sometimes found inhabiting cities or whole dungeons. Undead prove themselves to be dangerous foes, using withered magics or their high resistances to their advantage.
(Ability to reanimate dead)
Vampires
Vampires are perhaps one of the most dangerous creature types among the undead kind. Able to see in the dark and bearing a pair of bat wings, these beasts of the night are able to bite other living beings and turn them. A vampire's weakness is their lethal sensitivity to sunlight. Vampires are the most dreadful of the evil undead creatures. They are a nocturnal race, using the night to hide themselves as they prey without mercy upon the living. A vampire never leaves its grave soil for long, and returns each morning to pass the daylight hours in its coffin. Vampires possess the ability to blend in with normal humans, as they have unremarkable human features. Their true forms are revealed when they attack, and can be revealed by a careful observer as vampires do not have shadows, reflections, and move in complete silence.
Liches
the lich is considered one of the most powerful of the undead races. Liches seek to expand their powerbase at all costs, having no interest in the affairs or interests of mere mortal creatures. A lich resembles a mummy or wright in form, being skeletal and gaunt in frame. Liches are powerful variants of undead mages, and often have an aura of cold and darkness radiating around them. Craving ultimate arcane power, Liches seek knowledge and immortality through dark magic. Keeping their bodies functional after death, these dark mages may not necessarily be evil, but they are always nearby when possibilities arise to gain more power or learn secrets, especially when it is free. These walking abominations have a natural talent to necromancy which makes them possibly the most powerful dark spellcasters.
(Abilities classified)
All orckin have the ability of night vision.
Orcs
Orcs are an aggressive, carnivorous race that survives by hunting and raiding. Orcs form themselves into tribes and clans, and the strongest always rules. It is the common belief that in order to survive they must expand their territory, and as a result orcs are constantly at war with any and every race. They will use any weapon to fight, ranging from the skull of their enemy to an crossbow to a halberd. In appearance, there is no general ‘orc’ as they frequently crossbreed with various species. On average, orcs resemble barbarians, with their ugly facial structure and muscular forms. Orcs also often have a stooped posture, and a snout in place of a nose. Their skin is often gray or green in color, covered with coarse hair.
(Ability: Bloodthirst + 110 Archery cap)
Goblins
Goblins are small, usually evil, humanoid creatures. They often band together in large numbers to make themselves formidable opponents, and use short swords or daggers in fighting. Goblins have a tendency to ambush their foes in place of a face-to-face fight. Their physical appearance consists of a flat face, broad nose, and pointed ears, with a wide mouth containing small, sharp fangs. A goblin’s arms are always knee-length, giving them similar appearance to a small upright gorilla.
(Natural resistances + Ability to craft special explosive devices)
Hobgoblins
Hobgoblins are an intelligent humanoid race, aggressive and offensive against all other humanoid races. Hobgoblins are typically burly, standing six and a half feet tall. The hobgoblin skin is coarse and leathery, the hair covering their bodies a dark red and gray. Hobgoblin males are marked by large blue or red noses. Hobgoblins are well-organized, and keep their weapons in good repair as they are always at war with another humanoid race.
(Ability: Adrenaline Rush + 110 Swordsmanship cap)
Gremlins
Gremlins are often mistaken for imps and are a small, winged branch of goblinoids. Gremlins vary in alignment and type, but most are chaotic and mischievous. Gremlin coloring is often brown, black, or grey, frequently a mix of all three. They possess large, pointed ears, giving them an ability to hear minute sounds. Their bat-like wings allow them to glide over surfaces, but their strength often fails them before long.
(+10 bonus to Stealth)
Kobolds
Kobolds are a cowardly and sadistic race of short humanoids. They are almost always battling human or demihuman races for food and land. Kobolds will attack gnomes on sight. They rarely exceed three feet in height, and have scaly hides ranging from dark brown to rusty black in color. They also have two tan or white horns sprouting from their skulls. Kobolds are often taken lightly because of their small size, their rat-like tails, and their raggedy clothing. This is a grave mistake, for kobolds possess great tenacity and are ferocious enemies.
(Ability: Vicious Attack)
All magical creatures have the ability to transform into true form.
Genie
Genies are magical creatures from any of the elemental planes. Amongst their own, genies have their own societies and language through a form of telepathy. A genie’s magical nature is quite powerful, and almost every genie reaps the benefits of superb magical skills.
(110 magery cap + movement speed increase in true form + physical damage shield in true form)
Efreeti
Efreet are genies from the elemental plane of Fire. Efreet and djinn are racial enemies, attacking each other on sight. Efreet have been known to grant wishes if a wizard is able to capture or enslave it. They are massive, solid clouds of flame, bronze, and other materials. Like all genies, Efreet have a strong inclination to magic.
(110 Magery cap + fire damage shield in true form)
Djinni
A djinni is a genie from the elemental plane of Air. Djinnis are the genies summoned by powerful wizards to perform tasks or grant wishes. They are highly magical beings, and are often quite lofty, haughty and arrogant.
(110 magery cap + energy damage shield in true form)
Dao Djinn
A dao djinni is a djinni from the elemental plane of Earth. Dao are of chaotic alignment, enjoying nothing more than to stir up trouble and evil on the common plane.
(110 magery cap + physical damage shield in true form)
Marid
The marid genies are believed to be born from the ocean, as they have sea currents for muscles and teeth of pearls. They are also believed to be the most powerful of genies, possessing honed magic skills and abilities. Marid are the most chaotic of elemental races, rarely serving others in any situation.
(110 magery cap + cold damage shield in true form + Ability to swim)
Half orcs
Half orcs are a vulgar, angry race, existing from any variation of orcish breeding with another race. Orcs have a tendency to breed with any race, and half orcs are most commonly found as half human, half goblins, or half hobgoblins. Half humans are, however, the most common orcish crossbreed. They tend to favor the orcish blood in physical and mental state, although some can manage life as an ugly human.
(Ability: craft arrows, craft explosives)
Werewolves
Werewolves are a fearsome twist of man. They have the innate ability to transform into wolves (not to be confused with wolfwares – wolves which transform into humans). The werewolf form of the human is often about a foot taller, and equally stronger when in werewolf form. A werewolf’s physical appearance is that of a wolf (while in transformation), having a short tail, fur-covered body, wolf legs, and a combination of human and wolf facial features.
(Ability: tranform + infravision)
Ehkir
An ehkir is a crossbreed between a reptilian creature and a humanoid. Ehkir have a tendency towards their reptilian lineage, being passively aggressive and defending their bloodline ferociously. Ehkir are independent and solitary, although known ehkir communities have been known to exist in swamp regions.
(Use their tail as secondary weapon)
Half fiends
Half fiends were not created through the average means. Often the result of a warrior or mage who has fallen through the abyss, a half fiend is a distant relation of the undead races. They have gained minor transformative abilities and strength bonuses through their abyssal battles, but retain enough of their human essence to continue a somewhat normal lifestyle (although they still struggle with internal battles of domination and good against evil). Half fiends are usually fierce fighters, but often try to hide or contain their fiendish desires to dominate and slaughter.
(Ability: Fiend Transformation with 15 strength bonus in true form + Infravision)
Half vampires
This race is a combination of human blood with an undead vampire. Half vampires come about through the normal means, and their evil undead lineage often results in their own evil alignment. Half vampires also have the vampiric yearn for blood, although not as strong and this can often be satiated by drinking animal or impure human blood.
(Rapid Regeneration Rate + Ability: Infravsion)
Half elves
A cross breed between elf and human, this race reaps advantages from both worlds and its members are welcomed and accepted in both human and elven communities. They enjoy elven ability to see in the dark and have a natural talent to stealth, swift movement, and light tread. Half elves are a mix of human and elven blood, and possess a graceful, worldly approach of elves. Half elves have a slightly taller and more athletic build than other elves, inheriting this from humans. They are skilled with swords and longbows in combat, although they prefer peace over war.
Special:
Shapeshifters
The shapeshifters are one of the most abnormal creatures found in the realm, and these beings are also the hardest to detect. Nearly every shapeshifter seems to protect its true identity by taking on the form of other beings. Often, this results in a great deal of confusion on the victim’s behalf, and a great deal of pleasure for the shapeshifter. They come from different origins and have different natures. Little is discovered to generalize them.
(Spontaneous Transform)
Fae
Fae are an extremely elusive race related to gray elves and pixies. These beings are light, somewhat translucent creatures, prone to giggling at the most inappropriate times and being vary playful with even the most threatening of creatures. Some think of fae as naive, but in truth they are simply carefree and enjoy the sensations of life to their fullest extent. Female-Only Race
1. Each player is only allowed one account. Six characters per account are available for playing.
2. Transfer of items between characters owned by the one person is against the rules.
3. Any form of out-of-character threat and/or abuse, racial/sexual/cultural or otherwise is against the rules.
4. Impersonating a staff member is against the rules.
5. Discovering a bug and using it without reporting it to staff is against the rules.
6. Giving away your account password to other players is against the rules. You will be held accountable for all actions committed on your account. A staff member of Genesis will never ask for your password. You should not give it to anyone.
7. Using packet-tracking software or interpreting data sent to your machine by Genesis with any program other than game client with intention to hack is against the rules.
8. Rez-Killing a played character is against the rules.
9. Using Out-Of-Character knowledge In-Character is against the rules.
10. Lying to and arguing with a staff member is against the rules.

At the beginning there were the Five. Aside from then was Nothing. Wisuvus saw Nothing and addressed the Five to create. They created together, and in the ecstasy of their excitement and passion, the Younger Ten were born. Those ten now watch over the people of the world, as the Five have withdrawn into eternity, going back to the source. This was known as The Genesis.
There are five Elder Gods that oversee order of the Universe.
Wisuvus - God of Time and Spirit, Ruler of Mind
Flaamar - God of Fire and Flame, Ruler of Force
Yelemara - Goddess of Earth and Nature, Ruler of Matter
Aneila - Goddess of Water and Rain, Ruler of Life
Ortari - Goddess of Air and Freedom, Ruler of Space
Ten Younger Gods - children of the Elder Gods. These oversee the actual aspects of mortals and their lives.
Vasilis - God of Energy and Power (Descendant of Flaamar)
Reluus - God of Hunt and Battle (Descendant of Flaamar and Yelemara)
Maniana - Goddess of Health and Fertility (Descendant of Yelemara and Aneila)
Poremes - God of Travel and Speed (Descendant of Yelemara and Ortari)
Inona - Goddess of Love and Passion (Descendant of Wisuvus, Ortari, and Aneila)
Jurolom - God of Craft and Commerce (Descendant of Flaamar and Yelemara)
Gravon - God of Luck and Chaos (Descendant of Flaamar and Ortari)
Kalagan - God of Thieves and Shadows (Descendant of Wisuvus)
Corpat - God of Death and Underworld (Descendant of Wisuvus)
Exonox - God of Blood, Bones, Decay, and Pestilence (Descendant of Wisuvus and Flaamar)
Wisuvus - taught to be the oldest of the Five, if such things are comparable at all, Wisuvus awakened them from their slumber to begin creation. He is a mysterious being and does not have many followers aside from mages, and is considered a retired god, except among the ancient elven societies. He withdrew from the world, and does not interfere in its affairs. His monasteries can still be found among the High Elves and his considered a silent patron of philosophers, writers, and thinkers.
Moods and Habits:
Wisuvus is known for his wisdom and foresight, he does not exhibit visible habits for he is wise, and already knows the history of the past, present, and future.
Appearance:
Not many can boast having seen Wisuvus walk the realms in mortal shape. Some elder sages claim to have seen him in a form of a silently wandering aged man with white hair and a long beard, dressed in a torn hooded shroud and leaning on a staff. Others describe having seen him as a High Elf wizard.
Flaamar - one of the Elder Five, he is the keeper of fire and flame, he brought warmth, light, energy and power to the world and its people, and is popular among most communities of fighters, warlocks, and smiths, and especially the dwarves. His presense is in every spark, and his name can be heard at any camp bonfire. Flaamar also rarely interferes with the affairs of the world, but he has been known to manifest when angered enough. He is the one with the most raw power of the Five.
Moods and Habits
Like coals he smolders, accumulating tension until one day, explodes in a fiery blast. Flaamar is exactly what fire would be - he can be warm and caring, and surely without his heat there would be no survival, but if angered, can be very destructive and furious. Flaamar likes to be remembered, unlike Wisuvus, and it is best to avoid his wrath and honor him from time to time.
Appearance
Flaamar sometimes appears as a being of pure fire, similar to a fire elemental. At other times he takes shape of an energetic young man with flaming hair.
Yelemara - oldest of the three prime sisters, Yelemara controls matter from which the world was built. She is the compliment of Wisuvus and the vessel for Flaamar. She is the creator of rocks, and trees, and the mountains, and plants, and animals. She is very popular to this day, and so are her descendants. Her followers are farmers, carpenters, peasants, druids, rangers, and many others. Her name is praised in songs in the time of planting and harvest, construction and mining. She became a symbol of trust, ensurance, security, sturdiness, stability, like the ground itself upon which people walk. People who follow Yelemara are always respectful of nature. This Goddess is popular among both Elves and Dwarves, perhaps she is one of the few things that those two races have in common.
Moods and Habits
Yelemara is giving and generous, but she is also stubborn and dedicated. She modeled nature after herself. She followed the Elder Gods into retirement but she maintains her work through her descendants. Do not toy with her dislikes and respect nature, for nothing can be more foolish than angering a being which controls the ground beneath your feet.
Appearance
Yelemara is subject of many paintings and songs; among peasants she is described as a comely middle aged looking woman with a worker's hands, often in a green apron and a peasant dress, with hair picked up in a braid. By rangers she is described as a wandering lady forester wearing all green leather suit. Each community seems to think of Yelemara as being closer to their own image of what Earth gives them.
Aneila - the middle sister of the prime sisters, she gives water and brings life. She is the compliment and vessel of Flaamar and the living blood for Yelemara. She is omnipresent like water itself and will always find her way into state of rest. She woke up to assist Yelemara's task of shaping the physical world. Ancient myths and legends describe her relationship with Flaamar as that of a passionate love bordering with conflict and stryfe. They are complimentary opposites that cross each other on every single corner of existance. Aneila's followers can be found among the oldest wandering healers and sea creatures. Also, seafarers, fishermen, sailors, and even pirates - never fail to give her a plentiful tribute.
Moods and Habits
Aneila is a definition of humility and mercy, forgiveness and compassion, temperance and patience. Her personality is mild and mellow. She will rest and nurture until she is moved to act, and will not act destructively on her own without the influence of something more directed. Aneila is somewhat of a melancholic, instead of aggression she falls into sadness. She gave her gifts of fertility, kindness, and healing to her descendant daughters.
Appearance
Aneila comes to the mortal realm in the form of a mermaid, half fish and half beautiful woman, sometimes as a mere reflection in the water, or an illusion of a face formed in the bubbling waves of tide. Most of the time, she manifests only when driven by something else, or to warn of danger. Poets say that after the rain she can be seen in the rainbow, reflecting in the sunlight. In such moments, they say, she is with Flaamar, bathing in his light. Sailors say that dolphins following their ships are a sign of Aneila's blessing of their journey and an omen of good luck.
Ortari - the youngest of the three prime sisters, she is also the youngest of the Elder Gods. Ortari is the creator of space, compliment of Yelemara and the vessel for all. She controls air and wind. Her powers contain the world and keep it, preserve, surround and measure it. Some myths have told that she merged in a union with Flaamar, fuelling his will like air fuels fire and carrying his essense like wind carries flame. Ortari's followers are numerous and widely populated. Almost all nomadic cultures cherish her, associating Ortari with freedom. She is considered a patron to explorers and pioneers. Messengers, travellers, mages, warriors - it is hard to find someone who would not acknowledge the very air they breathe. Same wind that moves the blades of a windmill, blows into the sails of a ship.
Moods and Habits
Uncontrollable, chaotic, flighty, haughty, brazen, joyful, richly humored, and most of all free, Ortari's personality carries on in her descendants. She makes decisions on a whim and is first to act. Impatient and impulsive, she is easily distracted, she put the last of what little structure she had to her being into the space she created to hold the world. In her dark moods she can wreck havoc and send hurricanes. Her dislikes are people who confine themselves to restrictions without reason and fear to accept changes or live life to the fullest. She is a pure spirit of rebellion and delight with no regrets and only the best of hopes.
Appearance
Always described as a stunningly beautiful young woman floating in the air wearing a low cut open white dress, or sometimes nothing at all, she guides adventurers and explorers, exciting their minds and will to journey, awakening inspiration in the most hopeless of situations. Her hair and dress, if she is wearing one are always flailing in the wind and never hang still. Sometimes she carries a bow made of wind, and fires an arrow over the horizon, showing a lost traveller the way home.
Vasilis - first child of Flaamar, he was created from Flamaar's good will. This younger god brings energy, power, enthusiasm, hope, glory into the hearts of the people and into their lives. He enjoys feeling what people feel and amplify it times and times again, spread their energy around to others. He is a patron of charismatic leaders and enthusiasts, bringing success to bold enterpreneurs and risk prone daredevils.
Moods and Habits
Fond of any emotion, Vasilis is affected by both good and bad, benevolent and harmful. Upon seeing hope, happiness and joy, he brings power to those things, steeling the hearts of believers to be undefeatable. However, finding doom and despair, he amplifies them as well, making despair crushing and doom unavoidable.
Appearance
In times of happiness he appears as a decorated noble, smiling upon a feast, or being the first to start a round of applause to a good speech.
In times of darkness he spawns as a shadow or a deformed beast, weeping, screaming, or whispering dark ideas into the heart of the one who experiences it.
Reluus - second child of Flaamar, he was created as a second attempt to create a good successor to take the Elder God's place as a protector of humanity. Learning of Vasilis's instability, Flaamar was aided by Yelemara to forge a more structured diety. Reluus is the keeper of honor and a patron to warriors, paladins, hunters, and fighters. People who learned their honor in battlefield and tasted the meaning of a promise on the edge of steel, people who survived in the jungle and risked their lives to kill a mighty beast in order to feed their families - find patronage in Reluus. He is prayed to for lucky hunt and successful battle.
Moods and Habits
Honorable and selfless, the God of Battle smiles upon bravery, courage, and duty. He will not stray from his followers and will not betray them, if they keep him in their heart. Reluus answers his prayers in clashes of steel, in durable shields and arrows striking true. One who goes into battle with a purified heart steeled with faith, may find his blade outlast that of his foe. Warriors dream of dying in battle to join Reluus in his heaven, to be with him in his holy hall and dine at his table. Reluus frowns upon cowardice and dishonor.
Appearance
Reluus makes an appearance as a spearman in a closed helmet with a crimson feather and a crimson cape on his shoulders, or as a hunter with a crimson sash and a wooden bow.
Maniana - child of Yelemara and Aneila, this goddess is a patron of medicine, nature, and peasantry. Life and health in all of natural aspects, be it plant, animal, or human. Where fertile soil meets life giving water - Maniana gifts her followers with rich harvests and beautiful plants. Some of her more dedicated followers were granted a power of healing with their bare hands.
Maniana's heaven is believed to be a golden platter the size of the world, where everyone has everything in plenty and nobody needs to work in order to survive, a well deserved rest to hard laborers in the afterlife.
Moods and Habits
Calm, kind, and generous, Maniana does not enjoy seeing living beings suffer and does her best to oversee the safety of the people. It is believed that a child with many freckles on their face received Maniana's blessing.
Maniana is not prone to punish those who turn away from her. Rather, she ignores them and puts her effort to help those who call to her.
Appearance
Maniana is portrayed as an image of a young woman nurturing a child.
Poremes - child of Yelemara and Ortari, Poremes is a younger god with a stable and easy going personality. He is a god of speed and travel and is considered a messenger god, bringer of news, and harbinger of change. Rare is a caravan that does not pray to Poremes before starting on their road. People who pray to Poremes hope to see him in the afterlife and receive a set of wings like his, so he can take them to see every corner of the world before showing them the way to Ortari.
Moods and Habits
Poremes is quick on his feet, as far as gods go, and is the fastest of them all, he is generally good humored and light mooded, sometimes with a fine and dry specific sense of humor, sometimes playing ironic jokes on those who haste too much and do not properly prepare for travel.
Appearance
Poremes is most commonly seen as a friendly, young lad, quick to smile and responsive to humor, he wears light leather sandals and carries a messenger's bag. His back is usually graced with a pair of white feathered wings.
Inona - creation of love and ecstasy between Wisuvius, Aneila, and Ortari, young Inona is the first child of Wisuvius, carefully concieved from love that the Elder Gods held for the world they created and its people. Inona awakened with a natural drive to bring joy, pleasure, fun, perfection, and beauty to the world. Undoubtedly the Goddess of romance, patron of handsome lads and beautiful young ladies, every girl wants to be like her, and every man dreams of a woman like her. A season blessed by Inona is a season of falling in love.
Unfortunately, creation of Inona also caused fury of Flaamar, who was not allowed to put his hard to control passion into creation of true love, and jealously sought closeness with Aneila, the only Goddess denied to him. Instead, Ortari's passion was welcomed into this creation, which lead Flaamar later to create darker dieties.
Moods and Habits
Inona is playful and oblivious to problems, she blesses people's hearts with wine and festivities, pleasures and ecstasy, beauty and love. She is joyful and lustful, often playing with men's desires and temptations, driving them crazy just for the thrill, taking them to the top of their senses, making them self improve and seek love. To women she comes with longings and need, awakening their hearts to crave affection. Worshippers of Inona dedicate their lives to pleasure and defiance of trouble, living somewha utopian lives, and dream of entering Inona's heaven where they will be granted endless pleasures.
Appearance
Inona is what most people describe as "beautiful like a goddess". She is a dazzling angel of a woman, incredibly beautiful and attractive, usually seen playing a harp or a lute. She speaks and sings in a luring inspiring voice, with promise of spring and happiness, and drops flowers where ever she steps. Young lads often claim between themselves that Inona came into their room at night completely nude and awakened their manhood.
Jurolom - third child of Flaamar and second child of Flaamar and Yelemara, Jurolom is a patron of smiths, carpenters, tinkers, tailors, lumberjacks, miners, fletchers, cooks, and farmers. Everyone who makes their living by fair manual labor, who knows the heat and fire of the oven, and the dirt of earth, one who caught many a splinter carving at wooden boards - has his respect.
Moods and Habits
Hard working, scurpulous and prudent, Jurolom frowns upon those who cheat people out of their hard earned bread and blesses those who excel in crafts. His blessings sometimes result in crafting amazing masterpieces and his curses result in unfortunate failures. Having angered Jurolom once, it is hard to get back into his favor.
Appearance
Most commonly Jurolom appears as an ancient stocky dwarven master smith, sometimes rumored to be heard in the smithies of Khaz'Dul banging his hammer against red steel even when everyone is out of the shops for the night.
Gravon - the fourth child of Flaamar, is a god of chaos, luck, and random chance. He was created in a spiteful agony of Flaamar. Angered after not being allowed to unite with Aneila in creation of love, and having succeeded in creating two stable dieties with Yelemara, Flaamar refused to believe that his passion is destructive, and concieved a union of creation with the youngest Elder Goddess sister Ortari. The ecstasy of wind and fire exploded into a divine storm, and without Yelemara's presense to contain and stabilize it, the two passions resulted in a diety that is neither here nor there in the affinity to the creation, much like predicted by Wisuvus. As a result, Gravon is an insane diety, sometimes on the border with profound savant genius. He is a trickster, an experimentor, master of illusion and cruel sarcasm. Followers of Gravon are rare, and those who do believe in his power, don't trust him and do not pray to him, for the consequences of such prayers are unpredictable. The only people known to voice their prayers to this god are habitual gamblers.
Moods and Habits
Gravon's moods range in the spectrum of all the moods of his siblings, he lives each day by tossing a pair of dice, and is very unfocused. He is often in habit of affecting massive amounts of people or a large area with a sudden global random change, be it a lightning storm or a blizzard. He finds most fun in company of Vasilis, who eagerly responds to the emotions Gravon brings upon the realm and makes them even more intense.
Appearance
Gravon appears to random people as a veiled masked illusionist, either playing with a deck of cards, or juggling dice in his hand. He is in habit of making arbitrary deals with people for no explainable reason, just for amusement.
Kalagan - god of thieves and shadows, he was created by Wisuvus after a long pause when the Elder Gods decided to stop creating new dieties. Looking at the world and realizing that only the honorable, noble, hard working and fortunate people had protectors, Wisuvus decided to grant relief to the unfortunate people as well, those who lack the will power, ability or desire to self improve. As a result, came Kalagan, a dark humored and mysterious ascetic patron of rogues, beggars, thieves, prostitutes and assassins. Following his own creed and teaching a modified code of honor among the people living in shadow and poverty, Kalagan's name is praised a thousand times a day in the dark city alleys. Every rogue who chooses to follow the path of Kalagan dreams of an afterlife with a giant castle surrounded by a tall wall full of clever traps. The rogue who will succeed in scaling the wall of Kalagan's castle and gets inside, will sit at Kalagan's table and share his gold and riches.
Moods and Habits
Kalagan is generally no stranger to charity and mercy, but holds a grudge on the gods who overlook his followers. He considers himself a shadow warrior, yet he is loyal to the pantheon and has no evil agenda that would threaten the people. He believes in doing justice by taking away from the wealthy and giving to the needy. He grants boons and protection to honorable rogues, sometimes coming to them as a "partner in crime" and helping them escape pursuit, teleporting them, changing their appearance, or rendering them invisible.
Appearance
Usually appears as a middle aged dark haired charming man in a dark gray hood with a dagger at his hilt, or a young beggar boy with deep blue eyes asking for coins.
Corpat - is a child of Wisuvus created to oversee the passing of souls after death to their respective heavens or hells. Corpat does not have many followers, aside from very rarely found, secret paladins who pledge their cause to Carpat and receive special blades that withdraw souls which for some reason were trapped in the mortal realm. Those paladins sometimes are sent on missions to retrieve trapped souls and punish those who trapped them.
Moods and Habits
Stoical, ascetic, dutiful, Corpat is the overseer of the Underworld, and the judge of the dead. He has been known to be just and fair, but very hateful towards those who exercise dark witchcraft with intention to steal souls.
Appearance
Carpat rarely appears in the mortal realm, but when he does, it is either as a blind man or as a sick skinny woman.
Exonox - is a disasterous creation of Flaamar and Wisuvus. Witnessing success of Wisuvus in creating stable focused dieties on his own, Flaamar once again insisted on a union with Aneila. The Elders protested, resulting in a tie in opinion, with Flaamar and Ortari willing to try and see what happens, but Aneila and Yelemara advising against it. Drawn to Flaamar, Aneila finally agreed to unite with him, but Wisuvus forbid it. Flaamar then challenged Wisuvus to produce a diety together, if he was to deny him Aneila. Wisuvus agreed, knowing, of course, in advance that he would not succeed in restraining Flamaar's passion, for Wisuvus knew the future and the past. Only a goddess could successfully merge creations with a god. But to prevent strife and to calm Flaamar's wrath, sacrifice had to be done. Exonox awoke from wrathful flame and sentient spirit, more focused than Gravon, more independent than Vasilis.
He was a monstrous abomination of corrupt attempts, entering violent rage from the first moment of his birth. After the Elder Gods retired from the pantheon, Exonox was exiled by the other gods, and had to force himself to mature alone, becoming a dark patron to the orcs, carnivorous barbarians, necromancers, unholy liches and vampires. Angered at his creation, exile, and nature, he set on a soul stealing agenda to make more and more of the world like him than like his benevolent brethren. Because he is a child of two fathers and not a father and a mother like the rest, Exonox is stronger than any single one of the Younger God. It takes effort to keep him at bay.
Moods and Habits
Sadistic and cruel, Exonox makes promises to people who hate life around them, promises of power and immortality, but dooms them to tie with eternal suffering and pain. He is a patron to most of the rejected misfits who turn to him, and finds place in every sinful heart. Naturally, many barbaric or beastlike races who lack humanity, draw to Exonox's promise of immediate power. None truly know what happens to his followers after death.
Appearance
None know what Exonox looks like. When he comes in visions to people in his true form, they die of terror and lifelessly collapse.
(As chronicled in the journals of Robert Pembridge, last living scholar of Moonglow)
THE CITY OF PALACE:
An eerily beautiful dreamscape that is alleged to have been built by the gods themselves, while it does not appear to have any sort of guardians given its mysterious origins I wouldn’t be surprised to find that they still protect the place and hold it sacred. Much trading goes on there and it is home to many vast and glamorous dwellings. It is neutral ground of sorts and seems to be a pocket realm all in itself. I’ve found no history of it being linked to Backtrol physically, but you may travel there from any place else.
BACKTROL:
While Backtrol itself is ancient and has a long and violent history it is currently ruled by relatively young blood. A collection of people from different races and realms inhabit this mysterious land. It is chiefly divided into three city states. There are a number of mysterious places in this realm I’ve only heard and dreamt of, but sadly, never traveled to. I’ll leave those to you, the reader, to discover. These are the words of a man who enjoys looking at the world with his eyes and accepting what he sees as truth. Not because he knows its truth, but because it is safer than the alternative. I didn’t say I was a good scholar, but it’s better than being a dead scholar!
- Robert
BOREAL FEDERATION:
The Federation formed after the fall of the Unification of Backtrol and was recognized by Clan Stonebreaker as well as Britannia. They’re heavily backed by the industrious dwarves and boast an economy that consists mainly of mining, metal working, textiles and fishing. The people of the Boreal Federation are a tough lot and have endured some of the worst hardships ever wrought upon Backtrol. Many of their soldiers are directly descended from Backtrol’s fabled Gurardians. They’re based in the city of Caer Nital and also hold sway over the port city of Brelk. They’re not openly warm towards Backtrol’s other cities, or the Britannians. Their life on the tundra is a constant struggle and they’re proud and fiercely independent. Everything they have, they’ve had to fight for. Their capital of Caer Nital is said to be home to the legendary phoenix and its people are known to have close personal ties with its Backtrol’s fabled seer Thrain.
COLORS:
Gold (Primary)
Blue (Secondary)
ALLIES:
Clan Stonebreaker
LEADERS:
Baron Ulrich Kruger (NPC)
CITIES AND ASSETS:
Caer Nital - Capital
Brelk
The Brelk Mine
JINOLT:
The most remote of Backtrol’s city states Jinolt was often ignored due to their lack of strategic resources and holdings. Jinolt is located on a desert island, and its citizens had to make the best of what they had for many centuries. A collection of stone and palm buildings in a vast hellhole of sand it isn’t much to look at first time you encounter it, however, this city hides its own unrevealed advantages, and like their cousins in the Federation its residents are proud of what little they have. The recent addition of a dock has relinquished some of their hardships but that blessing was a double edged sword. Ophidians and desert wolves are constantly at their gates and the militia is pressed day and night to make sure the island is not taken back by the beasts themselves. They’re heavily reliant on assistance from the Britannian Army and some say that without the intervention of paladins the army wouldn’t have blessed them with aid at all. Their relative seclusion makes the place an ideal spot for criminals on the run and it is often frequented by mercenaries. Its people make their living as hunters, trackers, fisherman, and archers. Though it is most famously known for its fine leatherworkers given its complete lack of a mine, metal is scarce. Recently Jinolt has made an attempt to steady its economy by organizing a union of crafters in hopes to attract workforce and beging to prosper. However, such insitutions are quickly being spotted by the outlaws and are in danger of getting under bad influence.
COLORS:
Black (Primary)
Orange (Secondary)
ALLIES:
Britannia
LEADERS:
Lord Bortai Mer’zi (NPC)
CITIES AND ASSETS:
Jinolt - Capital
ALIVRAZ:
During the ancient days of Backtrol this was once the seat of the Imperial Court! It isn’t officially controlled by the Britannian military but it was at one point in time. A tale of crooked guards and wicked men blights this once proud city where many legends were born during the time of the plague war. It is here that Backtrol’s failing defenders and ruined morale was turned in defiance against Zagryt by a mixed band of Britannian’s and Backtrolians. It is here that Britannia’s Admiral Megoichi Saiyaka brought Britannia’s remaining forces out of exile and joined the wavering Backtrolian’s in their fight against Zagryt. People of Alivraz make their living gathering wood in the nearby forests, fishing and trading at sea, and of course hunting, it also plays hosts to many of Backtrol’s rangers. They’ve tried on several occasions to begin farming but the forests, and their inhabitants, have made such ventures near impossible. The Britannian military commissioned and completed the watchtower that stands on the hill outside of town shortly before they were ordered to abandon the town, and also repaired its walls. If ever it were returned to the control of a people, Britannian, or Backtrolian, the addition of a watchtower might make their once lost endeavor possible.
COLORS:
-- (Primary)
-- (Secondary)
LEADERS:
Currently under struggle
CITIES AND ASSETS:
Alivraz City - Capital
RAIVAC:
The strongest and the most populated of Backtrol’s city states Raivac is also Backtol’s bread basket. Much of the farming done the whole of the realm over is done here, and its people are not hesitant to remind their neighbor’s of that fact. Raivac is the only city state besides those in the federation that has its own mine. Much conflict is stirred over possession of this mine. Just North West of the city is the fabled Fort Raivac, which was built during the plague war prior to his declaration of allegiance to Britannia. Raviac’s forces consist of the remnants of The Unification and its people suffered greatly during the plague wars, such that the city itself was burned down to its frame. Its soldiers wear the colors, and uniforms, of Backtrol’s guardians in homage to their fabled legacy and they’re just as well trained as the Britannians. Raivac is home to all manner of craftsman and tradesman because it is the one city in Backtrol that does not go without. Proof, at least, that the gods do still smile upon this realm; given its bloody history they’re at least entitled to that much. Despite all that it has to offer its proximity to The Bog of Festering Wounds makes it unattractive to some. Still it is not uncommon to glimpse a band of adventurers setting out from the inn in that direction heading to the swamps themselves or the great tombs that lay beyond them. Gypsies come and go from the city walls and trade openly with the people who make their homes there. While they’re openly warm to most of Backtrol’s inhabitants as a whole they don’t tend to become involved in much of what the rest of Backtrol is doing unless they’re forced to.
COLORS:
Iron/Leather (Primary)
Forest Green (Secondary)
ALLIES:
None
LEADERS:
Count Cameron Winters (Player Status Uknown)
CITIES AND ASSETS:
Raivac - Capital
Fort Raivac
The Raivac Mine
BRITANNIA:
Though its people now inhabit Backtrol, alongside the natives, they themselves are a people apart. Depending on who you ask they’re either the most benevolent beings in existence or scheming tyrants. I prefer to call them Britannians, but as one of them, I could be slightly biased. They hold one of Backtrol’s five cities and two sizable settlements on the North coast. Their operations in Backtrol are mostly of the military sort. They maintain their ancient ties with the Dwarves of Clan Stonebreaker but the Britannia of today is certainly not the same Britannia it was yesterday. Its people are humble, for the most part, and proud but not haughty. They survived extinction and have in turn paid back their debts to Backtrol on numerous occasions in times of great conflict such as the Plague War, and again, in the Undoing. Make no mistake while Britannia did once depend on Backtrol some would say that modern day Backtrol would have long ago been snuffed out were it not for Britannia and its old world allies. Though few in Backtrol, including those Britannian’s born in Backtrol, have ever graced its grounds they’re alleged to have rebuilt their once bustling empire on Backtrol’s secluded islands. I’ve heard only bits and pieces of the place myself but speak to a Britannian who was trained in its academy and it certainly lives up to its people’s old world majesty. I hope to visit the place before I am too old and sick to travel. Until then, I’ll just enjoy my books. As in the days of old Britannia is currently ruled by a King though he is young and was recently appointed when his mother and father passed on. Britannia’s roots run deep and its upper echelon is as close knit as its people.
- Robert
FORT BRITANNIA:
The last bastion of the whole of Backtrol during the Plague War, this sturdy wooden fort was commissioned and finished by Admiral Megoichi Saiyaka while his men, and volunteers from Backtrol, delayed Zargyrt at the walls of Alivraz. The sight of their desperate charge as they fought their way through demon ranks and made their way through the night to this hallowed place is the stuff of legend among soldiers both from Britannia and Backtrol. It was here that a young Abria Durmont stepped back onto the world stage as Britannia’s young queen. It was here that Clan Stonebreaker emerged from its Stronghold of Khaz’dul and joined ancient allies and new comrades in an epic struggle for the fate of Backtrol. It was here that Thrain was last seen. It was here that Backtrol’s last great alliance defied impossible odds and defeated Zargryt for a second time. It stands now as a reminder of their struggle. Let us all hope that its sturdy walls never see that kind of hellish fighting again. In its practical application it serves mostly as a military outpost for Britannia’s armed forces and also houses a considerable mine. It is also responsible for the provisions of food that are dealt out to Granholm and to the army. It goes without saying that its existence is vital to Britannia’s operations in Backtrol proper. Those coming and going from the isles of Firn usually depart or embark from here.
GRANHOLM:
East of Fort Britannia and through the woods you’ll find Granholm. What was initially started as a farm built by Kelbin Dunkirk when he took Tinna to be his wife soon became a town. It initially consisted of a few farms, barracks, and a healer’s hut but soon came to include most general stores, a small stable, a sizable port, tavern and even a mine. It is the home of the modern day Dunkirk clan in its entirety and most of the money spent there comes from the soldiers or traveling adventurers that ply the coasts, the woods to the south, or the deserts to the west. It is the embodiment of the Britannia’s sheer will to survive given that it has lasted so long without walls nestled in a place that is not known for its benevolent native creatures. Britannian war parties can often be found in the woods tracking rune beetles or orcs.
LEADERS:
King Raimond Majere (Player Active)
DRAKENFEL:
This mysterious island kingdom was established by King Mazriel D'Carlin, a vampire who passed his legacy to his son Vincent. Vincent did not have as much success ar controlling the kingdom as his father did and the young monarch was easily manipulated. Prince Vincent marked the dark and unstable age of Drakenfel, even though oblivious to it; rumors go he employed outlaws and condoned secret slavery. Over the course of its existance Drakenfel has been ruled by everything from vampires, to demons, to Britannians. The line of D'Carlin holds court there now, but the most recent descendant, Vincent's grand daughter, young queen Wilwaren had been reported kidnapped after a successful assault of the castle by an unknown assassin. Queen D'Carlin has no children, and there is currently no heir to the throne.
PAST LEADERS:
King Mazriel D'Carlin (Player Inactive)
RELATIVES TO THE KING AND PEOPLE OF IMPORT:
BY BLOOD:
Mazriel D'Carlin (dead)
Vincent D'Carlin (Player Status Unknown)
Illuanna D'Carlin (dead)
Wilwaren D'Carlin (Reported Kidnapped)
GYPSIES:
These wandering souls frequent the roads near Raivac and enjoy free spirited lives trading with the people there. Their mostly hunters, merchants, and musicians and nice enough if you’ve got the coins though they’re known to trade goods for stories if you’re desperate.
GARINHUL’S CEMETARY:
A dreadful place that was built to house the Plague War dead but became the new resting place for Backtrol’s second Lich Lord, the dead wander this place for all time but that hasn’t stopped adventurers from hacking their way inside in hopes of finding Garinhul’s treasure! It is a short distance south and then west of Fort Britannia.
THE BOG OF FESTERING WOUNDS:
Perhaps the most infamous place in all of Backtrol all but the bravest adventurers avoid it entirely. A house in the midst of the swamp used to belong to Thrain when he was wed to the Lady Katherine but it is half submerged beneath its murky depths. All manner of unspeakable terrors roam this place and the tombs beneath it are no better. If you should venture east of Raivac make sure you’re prepared this place takes no prisoners.
THE MIRRAGE SEA:
This great expanse of desert that lies to the northwest of Alivraz and also houses a strange pyramid the creatures who frequent the place, especially the forged centaur and the “land wyrms” are feared adversaries of the Britannians. Bands of adventurers often roam into the wastes in search of treasure and some never return. The coasts beyond the desert itself are frequented by small bands of pirates and somewhere along its southern coast there is even mention of a bandit camp! Obviously I myself have never gone to investigate such things. I am, after all, a simple scholar.
RAGNINTH’S CAVERN:
No one really knows where this place came from but legend tells that it once housed a great demon who imprisoned the last member of a dying race. When he was saved by a traveling mage he was rumored to have been given this race’s legacy! I do not know if the legends are true, but the perils to be had certainly are!
THE ELEMENTAL CAVES:
A series of small but perilous caves rest beneath the cyclopian fort they’re home to all manner of elemental creatures that were alleged to be summoned there when a mage had a spell go awry. Since then, they haven’t left.
SCORNE MANOR:
This expansive but abandoned estate is held in trust by the count of Raivac himself. Rumor has it that it has housed some of Backtrol’s more nefarious and mysterious characters in its brief history. I haven’t dared venture beyond its gates for fear that I wouldn’t come back but the manor itself is certainly a sight to behold from Raivac’s eastern wall!
THE CYCLOPIAN FORT:
After years of sitting up there in the mountains and beating themselves to death the giants that inhabited this place regrettably came down out of the mountains and sacked Raivac just before the start of the plague war. They were stalwart allies of Zagryt during the plague war and were some of the first to fall victim to its ills. They’ve no more reason to fight amongst themselves as the place sees near constant raids by daring adventurers in search of treasure or looking for gold!
LAKE SARLYORN:
Nestled in the mountains just north along the road from Raivac is this pristine lake. Make no mistake, despite its serenity it has been the sight of some of Backtrol’s finest moments. Zagryt was defeated here during the first war by Backtrol’s fabled heroes of legend who counted a much younger Thrain amongst their number. It was also the site where the Ethereal warrior Syrian and Backtrol’s fabled seer gathered their comrades with the bits and pieces of Backtrol’s source to defeat The Harrower and put a stop to the undoing.
STATUS: OPERATIONAL
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