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Fantasy Anan Royal Academy - Lore (fantasy academy rp - OPEN

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DovahBeat

The Flame of Kamura
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Tensions between Anan and Thoigard have always been strained, but after several border patrols have been attacked and smugglers found trying to carry strange weapons across the border of Thoigard and into Anan, tensions reached a breaking point. Now the two Kingdoms are at war, based upon suspicion. Anan has demanded that at least one member of each household in their Kingdom be drafted for the war efforts. They are sent to Anan Royal Academy to be trained.
Current high King: High King Shatter Roar
The continent of Leohain is separated into three different kingdoms, all ruled by their own lords who answer to one High King.
The kingdom of Anan
Anan, to the east, is the largest kingdom, and holds the capital city of Khipia. The kingdom itself is mostly arid savannah and swamps. Their main export is beef and leather. Khipia sits on the Eastern coast and is a major center of trade, as such is it home to many different races. The city itself is separated into several different “tiers”, the lowest tier is the Seafoam tier, it is closest to the ocean, with some houses even seeming to float on the water itself. It is also the location of the docks, if that wasn’t clear enough. The next lowest tier is the bronze tier, this tier is home to many blacksmiths and other craftsmen. The third tier is the silk tier, here fiber artists make themselves at home, producing fabrics to make clothing and blankets.The fourth tier is your steel tier, the only people who make their home here are soldiers and their horses. A wall surrounds this tier, with only four entrances, one pointing in each of the cardinal directions.
The fifth tier is known by most as simply, the crown. Where the High king resides in his castle.
The Kingdom of Thoigard
Current Lord: Lord Tyrik
The kingdom of Thoigard is the westernmost kingdom, the kingdom is home to acres and acres of rolling grassland and ironwood forests. Their main exports include horses, wheat, and lumber. The most prized of those being their horses. Sturdy steeds who are said to be able to canter for miles without rest. Horses from Thoigard are highly prized and are the mounts of choice for many kings and great knights. The most common races to find here are fauns, centaurs, and humans. Though any race can live here.There are no proper cities here, mostly small villages and quaint towns, though a large settlement cropped up around the Lords stronghold. It’s a bustling town, but not impressive in any way. The current Lord is an elderly man with a charitable demeanor, he is known to take in exiles and orphans, and train them for his army.
The Kingdom of Saphia
Current lord: Lord Crispin
To the south lies the kingdom of Saphia, the smallest of the kingdoms, known for keeping secrets and producing strange technology. They once had an incredible library, and the best mage college on the continent. But that was before it was burned to the ground by a young wizard who learned too much. There are a few towns dispersed around the kingdom, but the most populated is the central city of Alban.
Despite its small size, Saphia has one of the most technologically advanced and most powerful armies on the continent.

The Outlands
The outlands are the lawless lands in the far north. Little is known of the people who live here, other than they were pushed north when the continent was first colonized and now refuse to have anything to do with the new kingdoms. People who travel into the Outlands report that the people are “savage” and worship the old Gods, and that the forests and fields are rife with danger, ranging from wolves to dragons.
There are two main Pantheons in Leohain, the pantheon of the old Gods, and the new Gods. Very few people still worship the old Gods in the three Kingdoms, but in the Outlands they are almost the only Gods that anyone worships.
Gaea is the Earth Mother—the sustainer of all that lives, incarnation of wisdom and nature. Gaea is commonly depicted as a handsome woman of middle age, with an inviting smile and a gentle, forgiving demeanor. Prayers to Gaea typically revolve around protection and security—blessings for plentiful rain, a good harvest, health and prosperity.
Gaea is the most noble of the gods; she is loving and sympathetic and honestly cares about the needs of mortals.
Cronus, the God of Time, fate, harvest, Justice and Evil, Cronus is sometimes depicted as a tall, powerful man with a black or grey hair and beard, blessed with well proportioned features and dressed in simple robes. Alternatively, he is depicted as a skinny old man with wispy grey hair and beard and a wicked expression. Prayers to him bring about plentiful harvests.
Orius, the Old God of death, peace, and sleep. He said to ease the pain of mortals before he carries them to the afterlife. He is a mostly benevolent God who does not meddle in the affairs of mortals. He has no children, demigod or immortal. Prayers to him are usually only uttered in times of war, or over the dying.
Vith, the Goddess of magic and wisdom, It is said she still roams the Outlands where magic is strongest. She watches over young mages, and chooses who will be blessed with the gift of magic, prayers to her usually bring protection and good fortune. But get on her bad side and you might find yourself cursed.

The new Gods
The new Gods are the most commonly worshipped in the kingdoms. They were brought over when the continent was colonized. There are no regulations on who you can and cannot worship, but beware, Gods are known for being jealous and do not always play well together.
Ocus, Goddess of death, Ocus protects the dead from the curse of undeath and carries souls into the afterlife. She is known to be a benevolent goddess to most, unless you practice necromancy, prayers to her bring security in the afterlife, and assurance that you will be protected from necromantic practices.
Zon, God of punishment, Monsters and necromancy, Zon is thought to reside deep underground, where he creates undead and other monsters to unleash upon the overworld. He is also the father of Minotaurs, centaurs, and other beast races. If you dare to practice necromancy and are barred from Ocus’ halls you are cast to the underworld to serve Zon for eternity.
Imphia, goddess of light, storms, and wind, said to be one of the most beautiful goddesses, she is the mother of Pegasi, fae, and all other celestial and flying creatures. Her mortal children are known to be beautiful and swift, they are talented musicians and healers. Prayers to Imphia Are often said to bring mild weather and rain in times of drought.
Hys, the God of the wild, the God of the hunt, he is the patron of all hunters and rangers, he protects all those who wander lost through the forests, and punishes those who take more than what they need. His children are great hunters and rogues, though some receive the gift of magic.
Diolix, the God of balance, justice, and Wisdom, Diolix is the king of the Gods, he is often called upon during times of war for guidance and fortune in battle. He is one of the most popular Gods to worship and he has a shrine in most cities.
You know, generic, boring humans. Not particularly good at anything, but not bad either.
Half human half horse, specialties lie on their breed, much like horses (Quarter, draft, thoroughbred, etc.) They are typically fast and strong and weigh a lot. Best suited as Knights, Rogues, and occasionally Spellswords. Centaurs typically live in tribe-like herds, where battle prowess is heavily valued. They take a lot of pride in lineages, and will usually keep different breeds together. Grooming one another is important to their culture, as one centaur can’t reach their whole body to get clean. Rough housing and tag are also important bonding activities.
It is said the first of the Elken was D’Orion, the greatest mortal hunter who ever lived. Born of man, he was the master of bow and blade, and the thrill of the kill burned deep within him. Hunting for survival is part of life, but hunting for sport is a grave sin against the gods.
D’Orion, then, was the greatest of sinners, for with each passing year he ranged further afield in search of more exotic and dangerous prey. One day he wandered too deep into Gaea’s wood, and Gaea cursed him for her displeasure, transforming him from a man into a beast – a beast that other men would find irresistible to kill.
Yet D’Orion, the greatest hunter, proved to be elusive prey. For a hundred years, hunters came and hunters perished in that wood. No man proved to be his better. Eventually, Gaea’s heart softened and where once there was anger, pride blossomed. D’Orion was not a rival; he was her great creation. She named him Son and gave him the gift of divinity. She offered him a seat at the table of the gods and had Kane fashion for him a winged chariot so that he could hunt the beasts of the sky.
Gaea’s curse still hangs over the deepest of forest; any hunter who ranges too far deep risks losing himself – and is reborn, with hooves and horns.
Silent and brooding, the Elken speak mostly through gestures. They apparently keep no memory of the men they once were, but retain their intellect and, of course, their love of the hunt. Most can be found in the outlands, travelling alone or in small nomadic tribes.
Elves are a common race in Leohain, and are found in most every area including the outland. They are known for being very beautiful, graceful, and intelligent people who live lives far longer than most races. It is said they were some the first men to walk the earth, and are blessed by the Gods. They have the same range of appearance as humans, and are naturally skilled with magic, though they can be any class really.
Minotaurs are large humanoid monsters who are part man part bull, they tend to be broad shouldered and bulky with a barrel chest. They can have the appearance of any breed of cow you’d like, they are not an extremely common race in Leohain, but they make good knights or spellswords.
Minotaurs are large humanoid monsters who are part man part bull, they tend to be broad shouldered and bulky with a barrel chest. They can have the appearance of any breed of cow you’d like, they are not an extremely common race in Leohain, but they make good knights or spellswords. Zon created minotaurs to guard his halls and fight his battles while he still roamed the overworld, they were mindless creatures, bound to Zon by magic. That is, until one Minotaur fell in love with an elven man named Voth, his love for him was so deep that it broke the spell that Zon had set upon him. He would go to see Voth in secret, forgetting that Gods were all seeing beings. Angered at his creations betrayal, Zon sent an auroch to kill Voth. Wrought with grief at the murder of his lover the minotaur sought help from Diolix, who was angered by Zon’s actions, sent his own warriors to attack Zon and send him back to the underworld. With Zon gone, the minotaurs were freed from him. Most went about trying to make lives for themselves, others returned to the underworld.
Catfolk are another common race, they are feline in appearance and can look like any cat great or small. They are skilled in stealth and make good rogues. Catfolk are an ancient and secretive race. It is said the first catfolk were gods themselves, though minor, who were cast down from godhood for crimes that have since been forgotten. Historically they have not been treated well, and for many years were treated as outcasts and servants, that is, until High king Shatter Roar rose to power.
The fae are the elemental spirits created by the Gods, they are naiads, Nereids, dryads, sylphs,and fauns. They can harness elemental magic and often make excellent musicians, healers, and battlemages. They have much longer lifespans than humans, but are not immortal.
Dryads
Dryads are tree spirits who preside over forests and fields. They are tall, graceful humanoid creatures similar to elves, they have a strong connection with nature and make good healers and alchemists. Dryads are not known to mingle with other races much, most of them see them as lesser beings. But that isn’t the rule, some dryads are perfectly happy to live among other races and offer their wisdom to them
Naiads/Nereids
Naiads are water spirits who preside over wells, fountains, rivers and streams. Basically any body of freshwater. Their cousins, the Nereids reside in the ocean and other bodies of saltwater.
Faun
Fauns are half human, half goat, or half human half deer. They are found all over the continent living alongside all races. Sociable and friendly they are known to be excellent rangers, guardians, and artists. They do well in any class.
Fauns like to feel needed and fill the roles of guardian and soldier very well, the first fauns were created by Imphia as a gift to Hys. She blessed them with grace and cunning to move through the forest and join Hys on his hunts, and the wit to entertain him in their downtime. They were his dearest friends, and so he sent them down into the mortal realm so that they could multiply and live their lives as they wished.
Sylphids
Sylphids are air spirits, winged fae that rule the sky. They do not have many special abilities aside from flight, though they may be skilled in magic. They value freedom, loyalty, and justice above all else and make loyal and valuable warriors. When the world was young Sylphids were guardians of knowledge, serving directly in the courts of the Gods as scribes and storytellers. Nowadays they walk and fly among other mortals as warriors, mages, and storytellers. Some even serve in the courts of kings.
Demigods are the result of couplings between Gods and Mortals. There are very few of them, as most die very young and the Gods no longer walk the earth as much. They are naturally skilled with weapons and magics and tend to attract monsters, but otherwise they are mortal.
Anan Royal Academy trains only the finest students of noble and royal heritage -- or at least it used to, before the war. Now it takes anyone who’s been drafted into the Royal Army to train. Despite being open to more common folk, it still holds the highest of standards for its students and staff. Here, you will be trained in the arts and practices to survive and flourish in the army, or lead it. Everyone takes the same classes, as is important for a well rounded student. However, the classes one excels in will become their Major, and to graduate after picking or being assigned a Major must pass all the classes required for said Major. Accepts students equivalent to the human age of 16-20.
Practical Magic
A Class to hone useful spells ranging from telekinesis to hurling fireballs. Primarily focuses on offensive and defensive magic, though.
Non-magical Battle
Basic training with a weapon of your choice!
Archery
Training to be a bowman(Or Woman), and other ranged weaponry, too.
Healing Arts
A Class dedicated to learning healing magic, and alchemy
Battle Strategy
A more academic class, you learn about war strategy. Kinda like a chess club, but with higher stakes and real lives on the line.
Animal Handling
A class on how to ride horses and take care of the animals you will use on a day to day basis at the academy and on the front lines. Also basic wilderness survival skills.
S - The best of the best, top of the class and most skilled. Considered a Master
A - Completed training and proficient, you’re good, but no Master.
B - Completed training. Average skill.
C - Passed the class doing the bare minimum. You’re not that great, but you scraped on by.
D - Did not pass, but perhaps some extra studying, retakes, or extra credit will help.
F - Fail. You didn’t pass/complete any of the work, you have no skill, you’ll need to start the class all over if you want to fix that grade.
Knight
Classic heavy hitters in heavy armor, uses conventional weapons (Bows, swords, axes, polearms, etc.) but do not specialize in magic or healing, and are not sneaky. They only know basic healing arts, such as first aid.
Grades required: Non-magical Battle: A+; Archery: A+; Battle Strategy: B+; Animal handling: B+
Rogue
Lightly armored and light on their feet, rogues get up close and personal before using their agility to get away before their foe even knows they’ve been stabbed. Know only magic that would benefit their sneaking and speed, specialize in poisons, and know basic first aid.
Grades required: Non-magical Battle: A+; Archery: A+; Battle Strategy: B+; Healing Arts: B+
Spellsword
The middle ground between Knight and Battle Mage. They are Medium armor proficient, can use basic spells, use magic to heal themselves and others, basic first aid, and can choose from a range of light to medium weight weapons (Short swords, Bastard Swords, daggers, staves, etc.)
Grades required: Non-magical Battle: A+; Practical Magic OR Healing Arts: A+; Battle Strategy: B+; Animal handling: B+
Battle Mage
Limited to enchanted robes and staves as their weapon, Battle Mages are ranged magic users that can deal a lot of damage. Much like a glass cannon, though, as they cannot take much of a beating. Knows basic first aid, basic healing spells, and specializes in Offensive spells.
Grades required: Practical Magic: A+; Battle Strategy: A+; Healing Arts: B+; Animal Handling: B+
Cleric
Also limited to robes and staves, Clerics rarely see the front lines. They specialize in the magic healing arts, but cannot do much else.
Grades required: Healing Arts: A+; Practical Magic: A+; Animal Handling B+
Alchemist
Alchemists wear light to heavy armor, and primarily use light weapons such as daggers. They specialize in non-magical healing, poisons, and chemical mixtures such as acids and explosives
Grades required: Healing Arts: A+; Non-Magical Battle OR Archery: B+; Battle Strategy: B+;
 

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