What exactly are the "Realms of Renth? Why is the project named after them?

The Realms is a name given to the three major continents of our world (or sphere) of Renth. These realms are known as Nirune, Telara, and Alciar. A world map of Renth and the Realms can be found in the cartography section of the website. The first game and it's sequels will take place on each of these continents in turn, therefore, Realms of Renth series is an apt title with which to head our games.



Why is the site focusing mainly on the Realm of Nirune?

The first installment of the series will take place on the continent of Nirune, therefore we are directing all of our efforts toward it's completion. Though we have developed general historical and background content for the other Realms, we do not intend for them to enter the focus of the series until a later point.



Is there any history or background information to explain the origin or creation of Renth?

We do have an expansive history, though it is currently being edited and reformatted to include recent developments. Further development will be noted in this FAQ as time progresses.



What does the term "lore" mean, and is it an important issue?

The term "Lore" refers to the vast amount of information and knowledge surrounding a particular subject. In this case, the lore of Renth and Nirune in particular, includes information about the cultures, practices, beliefs and lifestyles of the inhabitants of the world, environmental information, historical knowledge and so on. Lore is a collective term for all the information about the RoR universe and all of the diverse content it includes. We use this term often while developing, and we are constantly expanding upon the lore of the Renth in order to make it more complex. We want the game to have an immersing atmosphere and therefore all of the detailed and sometimes scientific information about the world must be made known through the creative process known as "lore development".



What is the game itself comprised of? How will I play it and what are some planned features?

Realms of Renth: Nirune will be a single-player adventure RPG, played in the first and third person camera modes*. You will venture forth into the unique and alien country of Nirune, destined to choose your own fate as you encounter plot paths that will lead you in very different directions. You enter Nirune just as small outbreaks of war have begun to ripple across the continent, in the form of a character of your choosing. Character development will be highly customizable, and will allow the player to choose body type, personality, gender, race and facial features, as well as what the character specializes in, and a trade. Nirune is planned to be completely open-ended, which means that there are no "levels" or obstacles that hold you from exploration. Every crevice and mountaintop is open to you. You are not required to move from one task to another as the plot suggests, and may freely roam at your leisure. Everything is left for the player to decide. This is why it is a true role-playing game.

We plan to include a number of completely unique features in the game. A new take on combat will allow the movement of the mouse to determine the damage dealt. The magic system will be oriented around many incantations that the player must master, and devices they must use to channel the power of their words. The advanced stealth system will allow the player to climb on different surfaces as they grow in skill, as well as move more quietly. Additionally, we plan to add an entire economy in which the player can participate. This is the business system, and will include such things as farming, hunting, mining, smithing, trading, and training and other common trades. All of which the player can choose and excel in to earn money and "make a living" in the game.

*(First-person means you are viewing the world through your character's eyes, and third-person means your view is somewhere behind the character.)



The Fantasy RPG genre has become very stereotypical. How does RoR differ from the rest of this genre?

This is the first question many people ask us; "How are you different from the rest?". While Renth does generally fall into the category of 'Fantasy RPG', we certainly don't enjoy the label of "fantasy" when it is considered in today's perspective. Fantasy is a broad term for anything otherworldly. However, many people today instantly think of several things when asked to describe the term "fantasy": Elves, Dwarves, Paladins and Rogues, Minotaurs, Centaurs and man-beasts of every sort. Knights wearing ridiculously impractical armor, wielding laughably large weapons, and women wearing armor that is better suited for street-walking than battle.

While this may seem like a rather harsh assessment, it is sadly only too true in many of today's alleged "fantasy" games. The founding fathers of fantasy literature surely never intended for this to become the perception of their genre, and we don't intend to uphold the stereotype. Renth is a very biologically conceivable world, deeply rooted in science fiction and realism as well as some fantasy. The game environment will be vast, and many breathtaking features of our world will be brought into it. Our races each have amazingly detailed histories and cultures that will absorb the player, with believable architecture and lifestyles to go with them. The game design and features will be unique, though some features will unavoidably be familiar to RPG enthusiasts. Everything from the equipment to plant life will have a fresh, unique touch of Renthian lore that will make it both believable and immersing. Renth will feel like an entirely new experience to most who are used to the average RPG content.



Throughout how many games is the Realms of Renth series projected to take place?

Though we have long discussed the possibility of sequels to Nirune, and the plots of which are preliminarily written, we are focusing only on the first game at this time. Creating a project of this scale requires an immense amount of time and effort, and sequels will be far from the minds of our developers until the current project is completed in it's entirety. Should Nirune be successfully completed, we will continue with the series as planned and we hope to be able to complete the overlying plot and tell the tale of Renth as it was meant to be told; through several games.



Toward what final goal is the project aiming? Am I to expect a tangible and playable game in the future?

Because we are a project powered by the contributed time of volunteers, we cannot project a reliable release date for the final version of Realms of Renth: Nirune. However we are certainly focusing all of our efforts on completing the game, and realizing the dream we have all believed in from it's very modest beginnings. We hope to bring Nirune to the gaming community in the form of a major independent release, but to get there we need your help. Please, take the time to join if you are skilled in any of our departments and help to make gaming history as a part of the first volunteer team to tackle a game of this scale and complexity. If you can help us, whether it be as a writer, artist, composer, modeler, texturer, animator, programmer, world builder or quest writer, please click the join button above. We will be happy to help you get started.



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COMMON QUESTIONS ABOUT THE SETTING OF THE GAME

What kinds of inhabitants are native to Nirune?

On Nirune, there are ten principle or "Loridic" races. These are fully civilized peoples, each a complex society unto itself. This fact alone, however, does not define a race as being Loridic. Each race, at the beginning of time, was created by a member of the group of deities known as the Divine Assembly. Upon entering Renth, they were given dominion over the lesser animals and beasts, and certain laws and codes were created to ensure this state of higher being. This is not to say there are not other intelligent species that inhabit the sphere. Certain creatures of Nirune have the privilege of being known as "Lerbe"; a group of intelligent beasts that also have lesser rights, though being only a collective work of the Divine Assembly, have no place in Loridic society. The other inhabitants of Nirune include unique creatures, both predators and prey, which cooexist with the Loridic and Lerbe races to create a stable ecosystem.



You mention deities. Do divine beings exist in this world?

Yes. There are ten members of the aforementioned Divine Assembly, who dwell in a separate plane of existence known as the Eotar. Though their origin is mysterious and fairly unknown, these divine beings of great power possess supremacy over time and space. Each member of the Assembly is known as a Lord or Lady, and each holds governance over certain happenings and areas of the mortal sphere. Each member of the Assembly contributed a critical piece of Renth during it's creation, but each also created a race to themselves, and instilled in that race many of their own traits and qualities. They have not interacted with their mortal creations since the tragic downfall of eldest of their number; Velurme. However they overlook the sphere of Renth and are still worshipped, each by their own race.

Panloridicism is a somewhat recently contrived mode of belief that states that there must be one great creator of the Assembly, and that they too are but creations of this one all powerful ruler. Though this faith and it's believers were at first exiled, it has now been adopted as the state faith of the Commonwealth. The name given to this almighty creator is Erator, which means transcendent.

What are some things that make the "Loridic Races" unique?

Here is a list of the ten Loridic races with short descriptions. Extensive lore on this subject can be found in the Library.

Cortar - The Cortar appear much like humans, however this race has very heavy and angular features. They are usually muscular and very powerful. The Cortar are superior warriors with a distinct and almost cumbersome style of battle. Despite a clumsy self-image, they are also brilliant political minds, and currently lead the Commonwealth of Nirune.

Astar - The Astar are also similar to humans in appearance, however this race ages very rapidly when compared to the other Loridic races. Male Astar are considered to enter the prime of their youth at the age of eleven years, which is also a common child-bearing age for females. However, usually around the age of forty, when already they appear considerably aged, this process ceases, after which most Astar may live peacefully for up to three-hundred years. They are characterized by a love of thinking and philosophy, a profound affinity for magic, a love of science, and sometimes, a good drink and smoke at the local pub.

Maliak - Maliak are a beautiful race with bronzen skin, and extremely dark hair. However, though beautiful, they are also cruel, due to their self-ordained superiority. Bodily art is a very common practice in Maliak culture. Though Maliak will actively disfigure their appearance; all modifications are considered enhancement of the natural form. The Maliak are enemies of nearly all of Renth- for they and their Lord and creator, Velurme, seek to bring all nations under their command. They are not irredeemably evil, however upbringing in the strict Maliak society makes it impossible for them to impartially view political circumstances.

Tiritan - The Tiritan are a very tall and slim race with very pale skin and bright eyes. Often bald or with very little hair in either gender, and with prominently large features, they are sometimes referred to as birdlike. This description suits them, for they love avian creatures. Each of the three Tiritan tribes are named after a different bird. The vast majority of the Tiritan are nomadic, and most dwell in one of the aforementioned tribes which lay scattered across Nirune. Though they are a tribal people, they are not entirely primitive. Tiritan are generally uninvolved in politics, although they are fittingly represented in the High Council. They are characterized by their musically-centered culture, their perpetual happiness and optimism, and their agile grace.

Delarri - The Delarri are a proud race of mariners. They possess dark, olive-tinged skin tones and very dark hair. They were once the highest political power in Nirune; a position that they held primarily with their powerful navy. This leadership was forfeited after The Alliance crumbled to the Maliak Dominion. Fittingly, their creator was also the creator of the seas. At sea, the Delarri remain unchallenged. They move gracefully on the waters, and their shipwriting is a cultural secret. They are characterized by sensibility, courage, and dignity.

Lanviri - In appearance, the Lanviri could not be more attractive. They are a race of light, with deep golden hair and pale skin, and eyes that can often entrance those who listen to their many tales. Though beautiful, they are a very somber race, and prefer to remain rather reclusive. The Lanviri are responsible for many of the magical and alchemical advances that have taken place throughout history. They are usually pessimistic, never assuming or freely advising others. They are characterized by a love of nature, incredible grace, deep spirituality, and a bittersweet view of the world.

Morim - If the Lanviri are called reclusive, then the Morim are surely a rare encounter. Their province of Greenheart is a vast and dark forest into which outsiders rarely (and wisely so) venture. The Morim are a dark and colorless people, with almost grayish skin and black hair. Whether this is a result of their chosen dwelling place is unknown. They are a stealthy people who are fascinated by the arts of secrecy and concealment, though they rarely practice such things against one another. They are not quick to begin or take part in war, however, when provoked they are a fierce enemy. They are characterized by stealth and secrecy, and a keen sense of curiosity.

Wirrathi - The Wirrathi are a simple woodland folk who enjoy solitude and comfort amidst the pleasant wildernesses of Nirune. They are a stout people, usually with brown hair and ruddy colored skin. They are generally farmers or similar by trade, though in urban environments they have proven themselves to be shrewd merchants. The Wirrathi are known for their elegant woodwork and the subtle detail in which they immerse every project undertaken. They are characterized by a sense of privacy, a love of comfort and stability, and at times rough or rustic behavior.

Dwarrow - The Dwarrow are a gruff race, stubborn, and built like the stone under which they have chosen to dwell. They are generally tall, though well-build and powerful. They are vastly wealthy- both in mineral resources and finely crafted goods of all sorts. Because of it's convenience in both war and business, two of the three major Dwarrowic cities on Nirune were built underground. The Dwarrow are fierce in battle, and are renowned tacticians. They are characterized by attributes such as sarcasm, stubbornness, greed, durability, and technological know-how.

Ekkash - The Ekkash are a harsh, uncouth, and sometimes rather brutal race. Even in appearance, they are intimidating. These muscular warriors have a mottled, grayish-brown skin, with slanted, coal-black eyes, and rigid facial features. Their lives revolve around competition. Each year in Ekkashian society, events are held to test the resolve, strength, and will of those who participate. The Ekkash prefer to dwell in cities of their own design; tall and simplistic buildings constructed of mudbrick and sandstone, which are grouped closely so as to defend against attack. The Ekkash are characterized by rash judgement, a love for tactics and battle, strength, and immense loyalty toward allies.



Historically, how many of these races have held power over the others?

Three nations have united substantial portions of the world within memory. The Lanviri and Delarri kingdoms had once united most of the continent under their rule, the government of which came to be known as the Alliance, but this degenerated after a particularly long period of war with the Maliak. The second dynasty was a Maliak enslavement of the continent, which was eventually beaten back after many years of struggle and civil strife. This lead directly into the current civilization, which is known as the Commonwealth of Nirune. It is engineered by the Cortar and maintained by a fair council comprised of each race. The Maliak do not take part in this council and remain enemies with the Commonwealth and it's allies.



Where can I find a map of Nirune?


http://www.realmsofrenth.com/maps




There are nine separate regions on the map; what is each one like?

Port Isles - The isles to the west of the mainland are commonly referred to as the Port Isles. However, the isles themselves have little in common; differing greatly in climate and culture.

The largest of the Port Isles is known as Kamjaara or The Grape Isle. The hot climate and frequent rains in this area foster the natural growth of abundant flora. Among the flora are many types of grapevine which, in the hands of the island's Wirrathi inhabitants, are used to create the finest wines in Nirune. Not only wines are brewed here, however. Kamjaara City is also the site for many ale breweries that use the unique Kamjaaran plant life to flavor their splendid beverages. The port isles are not so named because of the number of ships they house, but because of the amount of port that flows out of Kamjaara City.

The smaller of the two isles is Northwatch. The climate here is cold and somewhat dry, akin to nearby Cyuranth bay. Commonwealth law requires any ships bound for Alciar to depart from Northwatch City, and so Northwatch has been called the gateway to the north. Amid these dry plains, however, there are certain cold loving plants that thrive. Snowberries and Cyuranthian Barley are both major trade items, the later being sent to Kamjaara for the brewing of beer. -----------------------------------------------------------------------

Cyuranth Bay - The region of Cyuranth Bay is composed of several different types of terrain. It's southernmost borders are clouded by the northern portion of the Silran Fen, and are wisely avoided by most. As travelers move north, they will encounter rocky tundra, bedecked with plants of olive hue and dry grasses, rising in large hills out of the lowlands. The tundra of Cyuranth is home to a diversity of creatures, and is arguably one of the most beautiful areas of Nirune to traverse. The elevation of the tundra rises steadily as one continues north, until it meets the foothills of the great Mount Sirac. There stands the large coniferous forest of Utherad and the Delarrian capitol of Arkenvale in it's midst. To the north and west lies the great Chalia Harbor, largest in Nirune, on cool beaches of thick brown sand and limestone. -----------------------------------------------------------------------

Northmoors - The southern and western borders of this region are filled with vastly uninhabited wetlands. The shallow marshes of Northmoors are seen as unattractive in the eyes of all but the Lanviri, who see beauty in the natural decay and enjoy the sounds of singing insects in the tall, brown grasses. In the lowlands in the center of this region, pools of standing water can only be traversed by the winding paths and grassy patches that are strewn across the surface. Wise travelers to the Lanvirian cities either come from Stone Tiers or by ship from Cyuranth Bay; for the murky waters of the Northmoors are connected to Silran Fen, and likewise hold many unpleasant creatures in their depths. To the north, scattered highlands and foothills rise out of the marsh and it is on this dry and solid ground that the Lanviri build their cities. -----------------------------------------------------------------------

Stone Tiers - The Stone Tiers region consists largely of a vast and fertile valley, overgrown with conifer trees, and laden with wildlife. It is bordered on three sides by the Sea of Rhun, and on it's western flank by the immense Elzum'Irek mountains. The region's name was given to it by the original Dwarrowic settlers, who, gazing at the mountains, compared their rocky peaks to great stone pillars, upholding the sky from north to south. This observation is not without reason, for so it appears to one looking out from the Dwarrow capital city of Nargrond. The Stone Tiers is abundant in natural resources. Researchers come here to collect rare flora and fauna specimens, while there are nearly a dozen different mining shafts and pits in use throughout. Rare Ironwood and Ebony groves have been noted to grow here, and despite the rocky terrain, crops seem to grow extremely well. The Dwarrow people that inhabit the land reap most beneficial rewards from this beautiful region, by which three monumental trade cities have been established -----------------------------------------------------------------------

Swiftwater - This region, consisting of pleasant, meandering rivers and streams, is home to many distinct species of wildlife. It's grassy banks and sprawling meadows provide a dwelling place for fair-weathered nomads, traveling merchants, and bards. Though the southern reaches of the Swiftwater region are by far the most peaceful places one could wish to find in Nirune, the northern expanses are shrouded in a murky, impenetrable mire known as the Silran Fen. Stretching for several leagues, the Fen has been the subject of tale and legend since the days of dawning, and rightfully so. Hopeless travelers and gallant adventurers alike have become entangled in it's depths, never to return or be recovered. The rare few that dare to brave it's outer thickets speak of strange lights that move about, slowly enchanting the unwary onlooker that does not withdraw his gaze. Others recall hearing strange voices, calling out from the recesses in long-forgotten tongues. Whether these reports be factual or mere myth, the Fen continues to intrigue the daring and curious from across Nirune. -----------------------------------------------------------------------

Greenheart - As soon as one crosses the borders into the region of Greenheart, the first thing to be seen is the immense entity that is the forest of Fendalon. The name of the forest means "the abyss of trees", and it is apparent to see that the name is appropriately given. The trees of Fendalon grow very close together, nourished by the rich waters of the nearby Finocyria river, creating a dense canopy, impregnable to light. A wise traveler does not enter the forest, even in the daylight hours, without the light of a torch. In the midst of these trees many fearsome beasts lurk and there are many bandits and unseemly folk who find shelter in the perpetual darkness. -----------------------------------------------------------------------

Haven - Haven is the heart of the Cortarian Commonwealth and the native province of the Cortar themselves. However, its towns and cities are home to folk from all parts of Nirune; near and far. Many travel to Haven because it is a pleasant land of rich and unique colors as well as a center for learning and civilization. Blond fields of wild wheat grow in abundance and the trees are ever clad in crimson and gold. There is beauty in the rolling plains of the south, cleft by the mighty Cyros river, on the placid shores of Lake Zeir surrounded in sylvan majesty, and in the north where regal mountains frame the royal city of Havenguard the seat the High King himself. Towering above the glimmering walls of Havenguard is the snowcapped peak of mount Zeir. This jagged spur of land was, in bygone times, the site of a mighty Lanvirian citadel that protected items of untold power within it's walls. -----------------------------------------------------------------------

Morthond - The region of Morthond is shrouded in mystery, for it has not been thoroughly explored for many centuries. Therefore, not much can be said of it's geography. Old Morthond is the home of the enemy and his accursed race- the Maliak. Here, the very earth is subject to the will of Velurme; therefore, few sane men have ventured into its lifeless wasteland. Those who have entered the realm bring back tales of a desert land where the air is still and heavy. Though the heat in itself is moderate the dry stillness of the air and the foreboding emptiness of this country are enough to weaken the resolve of the boldest explorer. Those who have traveled in Morthond speak of a slow loss of sanity, until they began to hear whispering voices amid the silence. -----------------------------------------------------------------------

Karthor Isles - Karthor Major is unspeakably green and quite beautiful despite the fact that the sky is brooding as often as not. The frequent rain and the rich soil nurture the growth of dense green grass which carpets the rolling hills. These grasslands rise gradually in elevation as they travel westward, until the shore drops off in a sheer cliff face. This wall of stone thankfully makes the inhabitants of Karthor impervious to a naval attack from the west. In the center of Karthor lies a pair of crescent shaped lakes that frame the city of Mythlon which stands atop a large hill.

The small island north of Karthor Major is known as Karthor Minor. This isle was first to be seen and explored by the renowned Astar; Karthor the Farseeing. Later the Astar built the city of Tharrbis upon this isle, which now provides transport and an excellent bay for fishing.

This all sounds extremely interesting. How can I help with the project?

All quality help is appreciated, and all members with the skill to help us advance are openly welcomed to become a part of the development team. If you can help us, whether it be as a writer, artist, composer, modeler, texturer, animator, programmer, world builder or quest writer, please click the join button above to join our forums. We will be happy to help you get started. If you are not interested in helping but would like to know more about the team or project, feel free to join the forums and post; we are always glad for both support and criticism.