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Fantasy AoP Lore

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Blood Born Angel

Emissary of Oblivion
Roleplay Availability
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The World of Ashes of the Paragons

Here is where I'll continuously update things you may want to know about the world we're living in. I might omit some information for the sake of mystery, and I might not end up covering absolutely everything. Though I hope you find more appreciation and possibly feel more inspired, or immersed in the role-play with the information I present here. It may end up being pretty long, so I hope you're prepared by the end of it.

Also, please refrain from posting here. I won't get mad if you do, I'd just prefer to keep it clean of anything not pertaining to the lore. Thank you.

The World
Map-4.jpg
The world we're living in is known as Sotiris. Sotiris is a massive planet, many times larger than Earth, and nearly all its landmass is part of one continent. The region on which we are playing is but a small portion known as The Motherlands. This region contains many different landscapes and peoples that have settled there over the years. It is almost completely boxed in by mountain ranges to its North, East, and West. To the South is a vast ocean, and the South-West is a seemingly endless desert. Two major rivers run from the Northern mountain ranges that split The Motherlands roughly into thirds, these rivers also dictate the rough borders of the three major nations residing here. The region is roughly the same size as all of Europe, Asia, and Africa in a rough box shape

In the center of this region is a massive volcano known as Mt. Solarion. It is regarded as the planets "womb" and where the Sun was birthed into the heavens. If you were to stand beside its caldera you may be inclined to agree, as it is nearly 50 kilometers in diameter and the volcano is so large that it's peak is still visible even from the farthest corners of The Motherlands.

To the East is the Forest of Secrets. Named because of the extreme lack of proper mapping in this region. Many people have gotten lost in this massive sea of tree's, and there is no telling how many secrets it conceals.

In the West lies the Highlands. The Highlands are known for its many rich mineral resources, and is home to many dwarven clans and human craftsman. In contrast the Endless Sands are quite sparse for resources of any kind. It is sand for countless leagues, and bordered by the ocean on one side and nigh impassible mountains on the other. Rumor has it that it may hold secrets from civilizations long forgotten though...

Lastly, dominating the South is the Glass Sea and Endless Sands. In contrast to the Highlands the Endless Sands are quite sparse of resources. It is sand for countless leagues, and bordered by the ocean on one side and nigh impassible mountains on the other. Rumor has it that it may hold secrets from civilizations long forgotten though... The Glass Sea is filled with tiny islands and beautiful reefs. It is also the largest trade node in Sotiris, and the only place keeping The Motherlands connected with the rest of the continent. In addition to lots of trade; however, it is notorious as a haven for pirates since there are plenty of places to hide.
 
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Civilizations
Within The Motherlands are currently three major nations along with many smaller communities of people and races. We will cover each one here with general details regarding them, as well as details on the former superpower known as the Old Kingdom.

The Old Kingdom
This once great nation was a superpower on par with even the oldest of civilizations on Sotiris. At its prime it probably could have conquered the entire world with ease, but it's leaders rarely took interest in the land outside of The Motherlands. The Old Kingdom was founded by eight individuals of exceptional power. At the time the world was in a magical drought, where very few people were being born with magical affinity and if they were their skills were quite mundane. These individuals; however, were graced with powers far beyond that of regular mortals, and were later hailed as immortals when their rule stretched on for over three centuries.

The nation was primarily located in the Northern reaches, and its capital sat within a mountain valley centered in the North. Once it had grown sizable enough that cities were forming the eight rulers began constructing structures and defenses with magic almost indecipherable to modern mages. Its cities were said to have towering walls of stone that repelled beasts and held back even the power of Mother Nature. Many artifacts and magical weapons in circulation today were crafted during the era of the Old Kingdom. Only recently have magical devices been developed that could be on par with the ones recovered in archaeological digs and treasure hunts.

While not advancing much technologically, the people of the Old Kingdom are said to have progressed the knowledge of magic by centuries. As its influence spread and cemented over the course of 300 years many more fledgling mages appeared, and it is thought that the eight mages ushered forth the first signs of a flood of magical affinity in the centuries to come. Despite their apparent skills and craftsmanship their numbers were quite small, and it is thought that the population only numbered a third of current numbers across The Motherlands. Also, while multicultural, the Old Kingdom was mainly human and it's fall made very little impact on the other races that did not rely on its infrastructure.

Today there are hardly any records that date back to the Old Kingdom. Because of a magical disaster that destroyed the capital in the blink of an eye, the entire infrastructure that the eight mages had build fell apart. Many of the defenses required the vast amount of mana that the eight possessed to maintain, and with a very small population of talented magic users they soon lost all the protection they had against the harsh climate and dangerous beasts that were once repelled so easily. What vestiges that clung to the skeleton of this vast nation were soon brushed away by encroaching monsters and barbarian tribes that sought to take advantage of the chaos. What little we know about this jewel of civilization is from archaeological finds, other races oral history, and speculation based on legend and myth.

Queendom of Rhima
Several hundred years after the fall of the Old Kingdom three nations rose into the lime-light. One such great country was Rhima. It's Queen is a powerful mage who has thus far ruled for all two centuries of Rhima's existence. Her name is Kiranta, and her powers seem to mimic the once great defenses of the Old Kingdom and the capital is protected by a massive magical barrier. Unfortunately, it does not extend to its surrounding territories like it's predecessors magic. Rhima dominates the Eastern mountain ranges and actually controls a bit of the Forest of Secrets. Before the war it spent most of its resources developing agricultural advancements, as well as building a caste-system based on individuals talents. Some of the most talented craftsman in the world found there roots in Rhima's capital.

The name of the capital is Stadia, and it is a massive ringed city. The most extensive guild network in the world lies in this city, and a place for any skill set can be found. Unfortunately, despite its grand nature and beautiful aesthetics the personality of the city is quite sour. People discriminate heavily upon what guild you are apart of, and the skills you possess. While agricultural skills are always in high demand and contribute to much of the nations prosperity, those in its guild are considered the lowest rank in society; often mistreated and taken advantage of in the complex bureaucracy that has developed in recent years. At the top are those skilled in artificing and magical scholars, who are more often than not powerful government officials or related to such.

Rhima has been at the forefront of magical research and engineering. Much of their prosperity comes from the magical devices that make day-to-day life easier. Lamps that light the streets at night without the need for fuel, devices to keep perishables cool so as not to spoil, and so on. Even their weapons are of a superior quality, and they were the first to realize the worth of weaponizing magic tools for those who do not inherently possess magic. Now Rhima controls legions of common soldiers who possess magical weapons similar in design to firearms, but with much more devastating firepower.

Since the war started Rhima has burned its way across The Motherlands and dug into every nook and cranny of territory it possess. Once lush land has turned into wastelands filled with trenches and broken artillery. Technically Rhima is on the defensive, but that has not stopped them from making advantageous assaults at every opportunity. The Queendom has managed to sustain itself thus far by extreme centralization around the capital, and is probably the last place that has retained its beauty in the country; even if it's only in appearance.

On another note; Rhima's population mostly consists of humans and elves. Races of all kinds intermingle here because many are particularly skilled in certain fields, like dwarves with mining and crafting, but their numbers are negligible compared to the human and elf population.

The Kingdom of Arken
The Kingdom of Arken is the nation that is currently at war with Rhima. While technically the aggressor in this conflict, the tensions between the two nations had been brewing for some time. Arken formed around the same period as Rhima, but their people first settled in the far West mountain ranges. Its king was a nomad who conquered enemy tribes until their numbers grew to a point of instability with their wandering way of life. The capital, know as Arken Spire, was carved into the mountain making it a natural fortress. The name derives from the lowest peak of the city having been carved into a massive tower for their king. The king was also a sorcerer of some repute, but his totalitarian rule grew discontent among his advisors. He was overthrown several years prior to the war, and a figurehead king was put up in his place while the Council of Masters holds all the power.

A great deal of Arken's wealth is derived from the mountain itself. It is the largest iron range in The Motherlands, and contains vast amounts of other precious resources. Coal is also found within great quantities, and this lead up to their further development into steam power. All major cities in Arken have vast underground steam networks to heat buildings and power machinery. This infrastructure is held up by a slave-system. Indentured servitude is forced upon many criminals and those who can't afford the hefty taxes. While it is not especially difficult to earn the money to buy your freedom, the amount of work required to maintain a regular civilian status if you are not an artisan or soldier is staggering. A large percentage of their population are slaves who simply have accepted their role in society and do not have the will to move up.

While not treated cruelly, their living conditions are rather dismal. Slums are quite common, and many communities do not have access to clean water or proper medical care. Pollution has also begun to be a major problem with the overproduction of weaponry and machines since the war broke out, making health issues rise exponentially. Outside of the lower rungs of society, soldier live a slightly better lifestyle. Being highly militarized even before the war Arken possess many large fortified cities simply for the housing and training of more troops. They are at least fed better and make enough to support a family if they need to, but undergo harsh training that is tailored to instill a strong nationalist ideology and strong obedience. Artisans live better than the other two because of the skewed economy. There is plenty of profit to be made with the exorbitant pricing most shops have, and even more for those making weapons or machine parts.

One of the more impressive feats achieved by Arken was the "Armored Train". Originally being developed as a new trade-route to be take advantage of the new steam technology, it turned into a war engine as it transferred troops to and supplies to enemy lines. When they realized how important the growing railway was Arken began to modify and improve upon its design until it became a monstrous vehicle of death that is regarded with much fear by Rhima. The train itself is three kilometers of steal and guns. Many of its cars are simple troop transport, but there are several cannon emplacements, and most recently what can only be described as a superweapon. This enormous magic artillery cannon can decimate an entire city in less than a few hours by itself. So far despite numerous attempts to sabotage the train, it has remained in service and only been slowed in its advance Eastward.

Arken has been in more or less the same boat as Rhima since the war began. Most of its outlying territory is nothing but endless graves and smoldering ruins. A few major cities remain that are closer to the capital, but their economies and sustainability are quickly disintegrating. In terms of sustainability it is on borrowed time, only able to keep itself afloat by conquering more territory and hauling plundered resources back to the capital, even if that means eating away at the third nations borders despite their "truce".

To summarize Arken's population, it would be safe to say that the vast majority is human. Many beast-folk also reside within its borders, and several more powerful species such as dark elves and even demon-folk have wiggled their way into the upper ranks of government and military alike. Dwarves have most of the middle-class in their control because of the vast mining networks, and any race with innate martial skills is likely to be somewhere in their expansive military network.

Ald-Goret, the Trade Nation
Ald-Goret was the first of the three nations to stake its claim after the fall of the Old Kingdom. It found its first city founded along a major river delta and became a center of trade as the three nations developed in the early stages. Instead of conquering territory through conflict, Ald-Goret assimilated other cities that rose up around it into its territory, thus, the capital shares the name of its nation. There is no specific ruler, but several "Trade Lords" that control the politics of the nation and effectively govern over it. Nearly the entire coastline is under Ald-Goret's banner and the nation has monopolized all trade with the outside world.

The Trade Nation has opportunities for all varieties of people, and is considered the most welcoming of the three countries to outsiders. That isn't to say it doesn't have its problems either. Organized crime is around every corner, and corruption is commonplace. The country seems to care more about making a profit then anything else, and so its priorities can sometimes be misplaced. Luckily, you're just as likely to find help as you are to run into trouble; as long as you're willing to lend a little coin.

A great deal of Ald-Goret is covered in docks. It would make sense right; since they're 50% coastline? It is common knowledge that some of the best ships in the world are constructed in these piers and shipyards. Everything from massive ships-of-the-line to nimble schooners can be found along the shore, and every captain worth their salt knows the waters like the back of their hands. Many of them deal in hauling cargo back and forth, and many more as mercenaries. There is a sizable faction of pirates as well, and it is not uncommon to hear about them plundering trade-routes that lack a proper escort at any opportunity.

If we're talking feats of technology, Ald-Goret's got the best of both worlds. Not too long ago the worlds first Air-ship set sail into the skies. A combination of Rhima's artificing, and Arken's steam powered machines lead to the first airborne vehicles to grace Sotiris. Most air-ships sit around the size of a brigantine and are manned by a crew of 100 or more. They boast incredible maneuverability in lightweight models, and impressive firepower in heavier and armored ones. Unfortunately, the cost to build is quite high, so not many can be seen floating through the skyways. They are mostly limited to the rich tycoons of the trade industry, and a few notorious pirates and mercenaries.

Since the war, Ald-Goret has remained neutral and played ally to both sides. It has made them a lot of money selling weapons and goods, but unfortunately the war has dragged on too long, and profits have dried up. Less and less deals are made, and more often than not fighting spills over into the outskirts of their territory. Tensions are high and the likelihood of them getting invaded increases daily as both Rhima and Arken run low on resources and Ald-Goret sits comfortably because of its trade with outside nations. While the Trade Lords have a sizable military together, they don't often work well together, and so a schism now could result in a vast swath of missing territory if the war does come knocking on their door.

The people of Ald-Goret are amongst the most diverse of any nation in the world. They hold everything from humans, to dragon-folk. Dwarves to demons. Halflings to Giants. If it exists in this world, you can probably find it somewhere in Ald-Goret.

- - - - -

Many minor civilizations and societies also exist within The Motherlands, and also several civilizations outside of it. This will be added here and there in the future, or when new ones are made up by players! Always ask questions if there is not any information present here you may need in the future.
 
Old Town

This is where a lot of your characters might be spending your time, and so it's important to know more about it to fill in your scenery and help paint a picture as things unfold. Here is what I have so far~

37 AR
When the three Paragon's found Old Town, it was a crumbling ruin. Nearly all the buildings had collapsed and what little remained was not even worth salvaging. After making camp and preparing for the long haul the three started work on cleaning a suitable workspace. What could have once been the town haul was further demolished down to just its foundation. After they had removed all the obstacles work on carpentry stations and a primitive smithy began. The three kept on this way by themselves for two years; living within their little workshop for the duration.

39 AR
The first set of refugee's trickled in around this time. It was a family of five who first arrived from Arken. After the war had left their land a useless battlefield, they followed rumors of the Paragon's pilgrimage North in hopes of finding a new homestead. Lucky for them, the three had grown tired of foraging in the tundra every winter, and gave their new neighbors the job of cultivating the first fields. It was slow going in the frigid Northern soil, but they were able to begin stockpiling food after a year thanks to the overabundance of free land to test upon. All the while they cleared more ruins and helped construct a little farmhouse for the family.

41 AR
It wasn't too much longer before more made their way into tiny settlement to get away from the war. Things had begun to escalate between the two nations, and many outlying villages could no longer feel safe or make a living. Even people from the capitals began to pack up and leave while there was still some coin in their pockets. Over the course of the spring and summer several groups of travelers came knocking on Old Towns doors, and the Paragons wasted little time putting them to work. Thus, from this point on anyone looking to call this ruin their home was given the task of reconstruction and building a self-sustaining economy within the village. They grew faster as the years pressed on, and soon the dismal looking village began to look like a real town. Even if there were some dilapidated buildings still strewn about.

46 AR
This is the present, and Old Town has come a long way, with a population numbering in the three digits. The once cramped workshop the Paragon's called home is now a magnificent three story building filled with public workstations and stockpiled resources for the continued expansion of the village. The Main Street is now bustling with shops that popped up over time; an apothecary, smithy, tailor, and even a tinkerer have made a notable amount of success among those. Along the river is a small pier that is used mainly for fishing, but also moors a schooner every few months that hauls any trade goods all the way South to Ald-Goret in return for supplies. The farmlands spread out for a long ways, overlooked by a freshly repaired windmill that has begun grinding out grains for the first freshly baked bread the town can enjoy. (They are much too excited about this.)

The bridge that crosses the river has yet to be reconstructed, as it's on a scale much to large to tackle with their small amount of manpower; however, a quarry has begun working and will soon be bringing cut stone to the village which will vastly improve it's infrastructure. If anything has made a headway in the community, it's the production of alcohol. Somehow the local tavern has managed to produce a variety of drinks over the course of their stay. Whatever they can't brew they trade for with the excess stock that has begun to fill their cellar. Hunter's have no shortage of work as there are no lords to hang them for poaching in these parts, and when not actively searching for beasts they man the watchtowers that dot the outskirts of town to make sure no monsters or unwanted guests sneak up on them.

To describe the surrounding land would be simple to say... bleak. Beside the fields closest to Old Town, which are mostly long rolling hills, the land is full of stone patches that impede farming and make traversing slow tiresome. The old roads have mostly been cleared of debris, but the wilderness is still very much untamed. A large forest of evergreen's and some hardier trees spreads along the Western edges of the town. The river starts by the North-East corner of town, but runs along its East and Southern border before twisting back and forth on its way past Mt. Solarion and to Ald-Goret. The lake it feeds from can be found several kilometers North of town, but it has been mostly left unexplored. The farms they're so proud of also take up most of the near Northern reaches, and the town seems to be spreading along the river and slowly into the wooded areas.

The largest building aside from the workshop is actually the church. It is the only building that hasn't been torn down completely, and is actually mostly the original structure. Inside are countless scaffoldings holding up weakened portions of the walls, and the stone is covered in moss and ivy wherever you look. A few reconstructed pews sit inside with the old ones stacked along the sides out of the way. The podium is often lit with candlelight, and three worn statues of the Mother, Father, and Son watches over any who come with their prayers. Caelum is the only priest to take residence in the church, and maintains it by himself. Despite being a Child of the Sun, he welcomes all beliefs into the church and provides them with whatever they need for rituals and worship. The church also hosts a small graveyard, which so far only has become home to a few former residents; elderly refugees who could not make it through the harsher winters early on, but who fortunately passed away surrounded by family and friends.

While the settlement has become impressively large over the last nine years it is woefully lacking in defenses. This is mostly in due in part to the presence of the Paragons. One of them is said to be enough to turn back a small army, and so far they have not had the misfortune of any raiders or dangerous monsters along the villages borders. It is unclear what the Paragons intentions are for Old Town in the future, but its potential is vast. Maybe the new adventurers will be the spark to light the flame of prosperity in this peaceful haven.

- - - - -

Old Town will be revised every now and then if players set up shops, events change it's layout, or missed details are made apparent. I could spend hours fleshing out its entire economy down to the amount of each resource produced, but I really doubt I'm qualified enough to make that realistic. We'll just leave things like this for now.
 
Timeline
This would probably be helpful. As the current era is pretty new. I'll only summarize events here, so if you want to know more send me a message.
There are also events before the start of this timeline, but unless your character is old as hell you wouldn't know any of them.


The three era's relevant to our RP are:
B.A. = Before Ascension A.A. = After Ascension A.R. = After Reclamation.
Ascension/Reclamation are specific events occurring in the timeline

Old Kingdom

0 B.A. - 304 B.A
This was the beginning of the Old Kingdom. Its founding was marked when the Eight Magi settled into a small village and began to guide the masses that flocked to them. Over time it grew to encompass all of The Motherlands. It's ruins are that of great archaeological study, and it's advancements in magic are unparalleled. Most people in this era could not use magic, or were very weak with it contrary to their understanding of the field. While not the oldest civilization, it is often regarded as one of the models for modern infrastructure and architecture.​
In the year 304 of the Old Kingdom's reign a catastrophe left its capital in ruins. Most of the special magics that its people relied upon were dispelled with the instant death of all eight of their leaders. This lead to the slow collapse of civilization over the course of a few years. Leading us to the Dark Age.​
Dark Age

310 B.A. - 810 B.A.
At this point in time civilization slowly became a myth to most people. While it wasn't that they couldn't build cities any longer, it was that they had lost a way to easily uphold these settlements they may have made. Bandits and Barbarians roamed far and wide, and dangerous beasts that had once been driven back quickly encroached upon any village or town that popped up. Most cultures in this time resolved their issues by becoming nomadic and constantly avoiding danger while searching for food. All progress within The Motherlands came to a halt during this period of time, and thus left it much technologically inferior to outside nations, which more or less did not notice its stagnation due to their domestic problems.​
Ascension
810 B.A. - 860 B.A.
The Ascension is often referred to in religious text over historical documentation. Ascension refers to the magical inclination to the mortal races within Sotiris. It was thought that magic was a gift from the Gods, and due to abuse in ages long before even the Old Kingdom was stripped from the world. In the years leading up to this, besides exceptions like the Eight Magi, magical power was found in less than 1% of the populace of The Motherlands alone. During these 50 years; however, a dramatic spike in those with magical power was seen. Not only were more people being born with it, but it had begun to be more and more potent and capable of greater feats than simple tricks or everyday magics. This was one of the first signs of redevelopment in The Motherlands, and lead to the eventual rise of the three nations of today.​
0 A.A. - 163 A.A.
The first civilization to plant its flag and mark the beginning of a new era was Ald-Goret. Villages had become more stable over the last few decades with the increased ability to defend themselves against external threats. Ald-Goret also had the unique advantage of having fledgling traders making contact with the outside world through the Glass Sea. With their success, other places soon followed. In the East where lush and fertile land was about Rhima sprouted with magics that closely resembled that of the Eight Magi. Their Queen has remained in power even to present day, though she appears to be human by those who have had the pleasure of meeting the revered monarch. Far the the West a man was conquering the barbaric lands by force. Protecting his family and friends from enemy tribes was no easy feat, and instead he began to conquer the other clans around him and either force them into slavery or assimilate them into his culture. Eventually, they would settle in the mountainous terrain that would slowly become a fortification thought to be impregnable.​
With the effects of the Ascension continuing to mount, these three nations saw their fair share of turmoil and strive. It was an age of adventure and danger. Many great heroes were born and died, and hundreds of discoveries were made. It could also be akin to a Golden Age for this small corner of the word, and through their hardships, an even greater achievement was acquired. Reclamation.​
Reclamation
163 A.A. - 170 A.A.
It remained but a blink in the tapestry of time, but for a moment the pinnacle of mortal-kind was thought to have been reached. This was the time of the Paragons. Those with powers and skills far outstripping that of their peers began to show themselves and achieve feats thought impossible. It was rumored that a single Paragon could subjugate a dragon, or hold back an army without breaking a sweat. Their words could sway entire nations, and their presence alone rally even the most hopeless of men. These were men and woman who defied all expectations, and were often seen as merely a step away from god-hood to the masses.​
Their time was short lived, unfortunately. As toward the last couple years of this era the Paragons began to vanish one by one. For what reason? It may never be known.​
The Great War
0 A.R. - 46 A.R.
The exact reasons for the sudden escalation for conflict are questionable at best. While Rhima and Arken had always butted heads in political affairs, it had never seemed as if they would openly bare arms against one another. Unfortunately once the floodgates had been opened there was no stopping the torrents that followed. In the early days of the war there were still some Paragons around. Some of them joined the war to fight for their homes, and others simply joined for coin.​
Despite their great power and skill, this was not the kind of war they would see it through. While it is possible that more remain, the only known Paragons to date are Caelum Mavro Asteri, Avak Krii, and Feochadan Wynter. All three of which have broken ties with the three nations and claimed their independence in the far North.​
The war is something that took on a life of its own, and has since grown into something that no one seems to be able to control. If things were to carry on at their current pace, escalation is inevitable, and it could turn into an arms race with weapons of mass destruction within the next few years if one or the other does not buckle under the pressure. Only time will tell...​
 
Calander

Current Year: 46 AR

Date: 8th of The Golden Tempest

Months Based on the 28 day cycle of the Moon, the 1st is always on the New Moon. There are 13 months in a Sotiran Year. 364 days in a year.

The Seeding Nights (Start of Spring. Starts on Spring Equinox)

The Showering Stars (Rainy/stormy season begins)

The Rising Dragon (Heat rises and days grow longer)

The Queen's Light (Start of summer. Summer Solstice held on the 10th)

The Dragon's Rest (Heat dies down as days begin to shorten again)

The Last Torch (End of summer)

The Golden Tempest (Fall begins)

The Last Harvests (Fall equinox on the 18th)

The First Chill (Winter begins)

The Frozen Skies (Snowfall begins, days darken)

The Darkest Heavens (Winter Solstice on the 26th)

The Icy Desert (Snowfall stops. Temperatures still cold but dry)

The Last Chill (Land begins to thaw and snow melts. Days become longer again and things begin warming up for spring)
 
NPC's
Here we're gonna fill in some minor details about any NPC's I possess throughout the RP. I'll attempt to update it every time I bring in a new one.

Name: Caelum Mavro Asteri
Species: Human
Deceivien Seldarine
Physical Description: Caelum features are mostly un-noteworthy. His hair is short and dark like charcoal. His eyes are a deep blue, but the left is a milky color from a wound. This wound covers a good deal of his face, and is otherwise the only visible blemish besides a few spots or scars here and there. His outfits vary, but usually stay along the lines of frugal and nondescript. He wears no armor. His height sits around 5'11" and appears to weigh about 170 lbs.
Rank: Paragon
Background: Caelum is a bit of an enigma even to those that remember his glory days. The man simply... appeared. During the height of the Ascension Caelum budged his way in line and became one of the most powerful Paragons to ever be recorded. They called him the Archmage, and with good reason. His knowledge of magic and his skill with it far surpassed even the best mages of their time. He made a name mostly as an adventurer, but was said to have appeared at several major political events regarding peace-talks and armistice meetings before the war. He was notoriously hard to track, and seemed to be able to get from place to place at a moments notice. Caelum disappeared shortly before the war, and was not heard of or seen since.

Rumors about the Paragon had come and gone over the years, but some of the fantastical things said included; bathing in Mt. Solarion to gain mastery over fire. The ability to teleport great distances. The firepower to reduce a castle to rubble. The possibility that he isn't really human... And many other such tales.

Name: Avak the Wanderer
Species: Human
Physical Description: The man is a beast despite his apparent old age. Avak stands around 6'6" and probably weighs over 200 lbs of muscle. His face is very weathered from the elements, and has quite a few wrinkles. A large dark brown beard with grey bits adorns most of his face. His clothes are a bit tattered, but have a regal design to them. Most notable is the black cloak he wears. A beautiful and intricate raven is stitched in red across the entirety of the cloak, and raven feathers adorn its mantle around the hood. If you saw the man you'd think him a powerful lord or monarch from just the cloak alone.
Rank: Paragon
Background: Avak was one of the first Paragons, but information on him is very scarce. He started adventuring very early on in the rise of the three nations, and disappeared a few years before the war began. The only notable tales of this man have to do with his title, 'The Wanderer'. Avak appears to have traveled almost every inch of the map, even places yet to be mapped. Stories tell of a giant man often strolling through villages and helping the commoners for a day or two before moving on.

Of course, such a reclusive man still has his own share of rumors. Avak is said to have enough strength to uproot a tree one handed. Some say that his skin is as hard as stone, and he can rend steel barehanded. Some claim he knows powerful magic as well, but what kind is never specific.

- - - - -
[More to be added in the future]
 
Culture

The Motherlands have a wide variety of customs and religions, but there are some traditions that stick, and some myths and legends that are of common knowledge. Here I will explain general customs and practices of the people in the region.

Courting/Marriage:
The act of courting a lover is quite diverse, but there are some basic traditions that society bases most of their expectations on. While originally an act performed by the male to a female companion, the last few decades have shown an increased shift away from gender based roles. For the most part it boils down to the individual personalities of most couples. Most often courting starts through shared interests and the exchange of gifts. The interested party may give small tokens of affection to continually express an interest in the one they desire. In response, the one on the receiving end will often reciprocate in a similar way, but this is not always the case for either role. Tokens of affection also vary greatly, as sometimes it's expensive goods, and other times it's sentimental items.

Upon spending enough time courting one another, a couple may move on to engagement. There is a plethora of different religions across the Motherlands, and many hold their ceremonies in completely different ways. However, most often the initial engagement begins with a type of jewelry given to their significant other. A ring is a popular choice, but so are necklaces and brooches. In cases of adventurers it's been seen that jeweled armor or enchanted items may be given in exchange for ones hand in marriage.

The general theme in courting is the act of giving. One gives their affection, and the other returns it. If one or the other is uninterested and the offers become one-sided most often the relationship ceases. Some desperately continue to give, but it is a general ideal that one must give back in return for anything gifted.

The Shattered Lands:
Far to the North lies a region known as The Shattered Lands. Contact with its people are scarce, as they are not keen on outsiders and are generally xenophobic. It is a common theory that the people of The Motherlands and those in the North were once close kin. Legend tells of the world once being a paradise where the God's blessings were placed upon every individual. Unfortunately, some of the blessed mortals grew greedy and sought greater power than what the Gods even possessed. Soon their voracious appetite turned them on one another, and a Great War broke out among the most powerful. The ones in question are often referred to as the Archons, and vilified by almost every culture. Details on names and events are not clear and everyone has their own stories, but because of their battles the entirety of Sotiris was left scarred and weakened by their might. The region to the North that lies in perpetual snow is thought to have been the site of their war. The mountain ranges and scattered coastline are the scars of their tremendous battles, and even the rest of the world suffers imbalance because of their greed.

While it is merely legend, there are phenomena that are difficult to explain that are often attributed to this ancient war of would-be gods. Sotiris is a very large planet, and while it would be a given that its topography and biospheres vary there is too much chaos within it's layout. Climates and weather have drastically different spheres of influence that seem to disregard the distance from the equator and surrounding biomes makeup. This is thought to be caused by a form of "magical fallout" that is the result of this war or a past natural disaster. Spread through the entire atmosphere is magic energy that interferes with the planets natural balance. Even the veil between realms is weak and otherworldly beings find it very easy to slip in and out of the mortal plane. Whatever the true cause this legend is something many cultures speak about in one way, shape, or form.

Mt. Solarion:
The enormous volcano in the center of The Motherlands. The regions name actually stems from a mostly defunct religion that revered the sun as The Mother of creation. In their texts it is said that when the world was nothing but primordial chaos without order, the eruption of Mt. Solarion gave birth to a being comprised of a never-ending flame. She would later be called The Mother, and would go on to begin the reshaping of our world. This is a point of contention with different religious sects, as that myth is mostly unused in these times. Instead, many similar tales have taken its place. Whether more true or not is currently not known, but the mountain itself still holds secrets.

Most avoid the volcano or give it silent prayer in hopes of satiating its fury. It is a constant reminder of the planets unparalleled power and only the most foolhardy approach it's summit. To almost every race it is considered a holy place, and while rich in many resources taking anything from the mountain is considered sacrilege. Most of the time Mt. Solarion is treated in a superstitious manner in conversation, though one that few will brush off because of the sheer overwhelming might of the formation.

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[More to be added in the future! Also, edits will probably be made as we go.]
 

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