CATALYST: THE LUCID DREAM
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There is a land of magic and little people, not very hard to find if you know where to look, nor very far away if you remember the roads to take. It is called New Zygaxia because it is younger than Old Zygaxia, a place that none remember. New Zygaxia was at a time crowded by terrible giants. The giants have long since disappeared, but they left behind a fair number of folk who are good, bad, and mixed, as is usual. The most notable of these people are the Elves and Dwarves who live in the forest and hills respectively. 

In recent times, a rash of natural disasters have displaced many of the citizens of this realm. Elves flee from their homes as forests are swallowed by the earth while dwarves abandon their mines and settlements to avoid volcanic eruptions. No one is sure what is causing these disturbances, and the sages of the old ways remain silent and locked away in their temples. While most accept their brethren with open arms, more and more cities close their gates to refugees and turn away the destitute. As slums spring up around the countryside, fighting and turmoil erupt in the streets. Xenophobic cults begin to appear, bringing food and shelter to the masses from unknown sources.

A group known as the Crimson Hand, a dwarven cult, has condemned their brethren, the City of Icewinter, for helping the elves. Icewinter has been destroyed entirely as their first act of resistance against the kingdoms of old. As the strength of these cults becomes reality, people clamor to their sovereigns for action. The elves demand recompense for the many elven lives lost in the massacre while dwarves claim they owe them nothing because it was a dwarven city that fell. With heroes and villains on both sides, it is only a matter of time before an all out war begins. 

Dwarves

Rumored to be older than the world itself, dwarves have existed since before scholars put pen to paper. They are a bold people and can be stubborn about helping others, instead putting dwarf problems first. And it's bad luck to slight a dwarf because they never forget the past so you are best not to complain about it. Dwarves have a sacred regard for precious metals and rare ores. Their society calls them gifts of the under-mountain, and trinkets that should be carried into the afterlife as gifts to their ancestors. 
Although dwarves can live to be 300, they waste little time on trivial matters. They're always building, tinkering, or exploring the next horizon. Born with natural curiosity, dwarves have no concerns about sacrificing a little safety for adventure. Legends say that the gods of the old world abandoned their dwarf flock in the first destruction of Zygaxia. If not for the dwarves' underground homes they would have burned with the rest of the world. A dwarf is fiercely protective of their hearth or wherever they take refuge. They are generally content in the Dreaming, full of boundless sights of otherworldly magic and technology.
Costume and Roleplay
  • Dwarves have large rounded ears. You must wear ear prosthetics when portraying this race.
  • Dwarves wear clothing appropriate for a fantasy medieval genre.
  • Dwarves are gruff and some have a guttural accent. They have a tendency to use rock and mining terminology in normal conversation. A dwarf might say that someone is "Soft as Chalk" to mean they are timid, or "I'll put a miner's pick in your head!" as a threat.
  • Dwarves think all "Pointy Ears" are the same and usually don't differentiate between Elf, Mutant, or other. 
  • (Optional) Some dwarves find elves to be a troublesome lot that dabble too much in magic. 
  • (Optional) Some dwarves have a slight obsession with learning how to use guns and other futuristic "Doodads" although they are terribly dangerous with them. 

Elves

As the kindred of elemental spirits, elves have a deep connection to the land. They  love music, art, and all things that embrace natural and worldly beauty. Elves reach adulthood at the age of 80 when many other races are entering the twilight years of old age. They do not fear death and, because elves live to be over a 1000 years old, they have patience only rivaled by stones. Elves live all over New Zygaxia. They have cities in the Darkwood Forest and Rustwood while smaller cloisters dot the Amber Coast.
Elvish homes are well kept and often incorporate nature into their design. Bungalows wrap around titanic branches and hovels mingle with massive roots at ground level. Elves gravitate toward the use of magic and often know at least one or two spells. For those that do not use magic, dual swords of equal length or bow and arrow are their weapons of choice. The seasons affect an elf in many ways. Their appearance and demeanor can all change depending on the weather. In winter, they enter a hibernation-like trance that can only be broken if their life is in danger. 
Costume and Roleplay
  • Elves have pointed ears that point more back than up. You must wear ear prosthetics when portraying this race.
  • Elves wear clothing appropriate for a fantasy medieval genre.
  • Elves, even male elves, prefer flowing garments and robes over other medieval clothing. They wear accessories and make-up that reflect the current real-life season.
  • Elves hibernate in the winter months (Dec, January, February) while magical guardians or other wards protect their chambers. When an elf enters the dreamworld in winter, they are dramatically different in demeanor and appearance because it is unnatural for them.
  • (Optional) Elves hate when they are confused for Mutants or other races with pointed ears.
  • (Optional) Some elves find Dreamwalkers from other realms to be too noisy and try to avoid technology. 
  • (Optional) Some elves think that automatons are unnatural and will not heal or even help them.

Wexons (Humans)

Wexons come from a neighboring continent of Burark that largely ignores the plight of the elves and dwarves. They generally keep to themselves and are too busy fighting each other to pose any real concern to the other inhabitants of New Zygaxia. Wexons have a rudimentary understanding of magic and associate most anything they don't understand with sorcery.
​
Most Wexons who hail from Zygaxia live in the free city of Mourngate, a bustling port city that dates back to previous eras. The city is a melting pot of cultures and anything can be found here for the right price. Its often the first stop for anyone looking to start their life anew. 
Costume and Roleplay
  • Wexons must wear medieval garb and costuming appropriate to the fantasy genre.
  • The average Wexons find most elves to be too stuffy and patient and dwarves to be too shortsighted and brash. 
  • Anything they don't understand, they chalk up to being some sort of elf sorcery or dwarf plot against them.

Other (New Zygaxia)

New Zygaxia is an eternal realm. It's an old world where stories of swords and sorcery have played out over thousands of years. There are secluded corners of the realm where unknown species dwell.​..
You may submit your own idea for your character's species for this realm by contacting us here. It is recommended that you attend a Catalyst event before making a submission, but this is not a requirement. Please be aware that finalizing a species can take some time, so please take this in to consideration.
 
​Step 1: You must submit a brief history of the culture and a description of their society as a whole. This can include things like home life, rites of passage, evolution, physiology, art, music, architecture, aesthetics, and how they fit into the rest of the realm. Basically anything that is important or unique to the species. We will work with you to revise this idea and make it fit.
Step 2: A physical description with the proposed costume and role play requirements and optional items. After we have agreed on a description, you must provide a picture of the costume and make-up you plan to wear when playing this species.
Step 3: A story (mod) that a storyteller could run which includes a member of this species. The story itself does not have to revolve around the species, only include one as a primary character. After you complete the other two steps, a storyteller will work with you on this item. 

Gatekeepers

Legend says the original “Gatekeepers” were a group of dwarf artisans from the ancient Silver Hammer Clan. The Silver Hammers built all of the strongholds from the Old Zygaxian era and kept watch against threats to the kingdom for over a thousand years. When the giants appeared, every able-bodied dwarf was called to face the threat against the world, everyone except the Silver Hammers. Being stubborn and proud warriors they sought out a way to join the war without leaving their homelands vulnerable. As the story goes an elvish diplomat named Ambend Leafblade was visiting when he learned about the plight of the Silver Hammer Clan. He offered them aid in their quest if they would in turn join the elves who were fighting in the south. Ambend was a descendant of the druids who created the Guardians of the Great Tree of Eldrak and offered these secrets to the Silver Hammer Clan. With their combined knowledge the first true Gatekeepers were born and the Silver Hammers went off to war. No one knows what happened to either the Gatekeepers or the Silver Hammers, but by the dawn of current era they had all vanished. 
​
When Icewinter was destroyed by the Crimson Hand something powerful was unearthed and across the world Gatekeepers began to emerge from the ground where they had been buried for an eternity. Gatekeepers are old souls that are bound to a stone or metal body. They have all forgotten their past life, but can sometimes glimpse it in visions and dreams. Some believe they have been reborn while others think of them as abominations and a corruption of the soul. Elves especially may view them as a betrayal of their secrets. Gatekeepers seem at peace with their own existence for the most part and strive to find out where they fit in in this new world. 
Costume and Roleplay
  • You must wear some sort of mask, helmet, or face-plate to play a gatekeeper.
  • Exposed face and hair must either be hidden or painted grey.
  • Your costume must give the appearance of being fully made of metal or stone.
  • Gatekeepers generally speak in short, terse sentences and can be very direct and literal.
  • (Optional) You may wear clothing appropriate for other species in the realm “over” your armored body, but metal protrusions or bits of armor must be visible in some places.
  • (Optional) After experiencing the dreaming some gatekeepers have had their memories returned. These “Awakened” Gatekeepers try to live like they did before, often to their own frustration. Elven souls often seek knowledge to free themselves from their “prison” and Dwarven souls seek to build upon or improve themselves even further.

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  • Events
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  • Realms
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    • Planet X
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      • Victoriana
  • Resources
    • Character Submission
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