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Fantasy Ris'Saliance Aior Interest Check. Wait... It's VOICED?!!?

Literary Revenant

One Thousand Club


Hello everyone! This is my interest check for a roleplay I had been writing for a little while, called Ris'Saliance Aior. It's kinda my take of a young high schooler aged story combined with an original story. I have made a voiced interest check just to have fun, and hopefully put yourself into the world a bit. I apologize if some of it is cringe inducing but I had fun. I'll include the old fashioned typed version so you can read it if you so choose. If you like what you see, or hear bump the forum!
 
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The Fun Stuff is Below!



Author's Notes
Hello there potential players! I am Aelia Kalasiin and I will be hosting this story! What is RSA you ask? That answer is simple, it's a barracks under the guise of an Elite Private School where special individuals are gifted with Dragon Blood. These individuals are called Vaskoliir. Vaskoliir are trained, sometimes bred here, and sent on extremely dangerous missions. To help things along, I have pre-written a plot with several Scenes and Parts to each scene. I.e. Scene 1 Part 1: Introduction. These Scenes are subject to change based on player activity and action. Players control their character's destiny. With that said, I think it's time to let the real storytellers take over, Accordions filled with everything you need are below. If you like what you see, bump the forum! Thank you! {Post script. None of the art used in imagery was created by me and all credit goes to their original makers!}



A Brief History Told By Brothers



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Ah..... Sssssooooo.... you got passst that rambly author? He he he... Good... You sssshow tenacity, valiance, and honor; perfect traitssss for a Vassskoliir... What isss that? You wonder why you are here child? There is an eassssy ansssswer, you are intrigued by thisss roleplay and you want to know more before you conssssider bumping the forum, or announcing your interest. Allow me, Kor'Shelvashen, Thyeronic Lord and Master of the Basilisks to explain. "Lowers head in a fierce bow." It all ssstarted when...


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Stop! I will not allow you to frighten these people brother! "Folds his wings bowing with grace" Please forgive Shelvashen, he was once a Dragon like me but he chose a darker path, a path of lies and deceit. Allow me, Saras'Tehrixe, Draconic Lord of the Realm of Dara'Okarthel to properly explain. The story of the Vaskoliir started in the year 751 of the Celian age. The Human Kingdom of Joten was being decimated by the Alveric Elves, led by Emperor Elzaniel Nathrien who was on a religious crusade driven to eliminate all mankind. It was indeed a dark time for the Kingdom of Joten...


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Did I sssay you could interrupt my ssstory?! You Dragon whelp, now I have to continue where you left off, and you didn't even ask to be here! "Turns attention back to the reader" Anywaysss, The Human King, Melnorix Leskor, was trying his very best to find alliesss against thisss fanatical enemy. Alasss to no avail, no help came and not even from the 'mighty' Dragonssss. What? Why didn't I help them? Well I couldn't! I was still stuck in prison for 'being a hideous abomination against the Draconic Imperium' among other charges but thatsss for another story... In order to sssurvive... King Melnorix looked for another meansss of victory...


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Yes that's correct, you Basilisk bastard. However if you weren't imprisoned you would've known what a Vaskoliir actually is. It's Draconic for 'Gifted Soul', one gifted with Dragon Blood. In the most simple terms a Vaskoliir has the power of the Dragon which manifests itself in Three Ways. Tho Blood, The Mind, and the Heart. The first of these gifted souls was a man named Aior Skülgärd, a legendary warrior gifted with the Blood of the Dragon Lord Melonax. During the siege of Frostburne, Aior and 4 other gifted souls, Headmistress Zerath among them, fought against the Alveric elves with extreme success. They were so successful that King Melnorix enlisted them into Joten's army as Elite soldiers.


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Oh... You forgot to explain. what those three manifestations mean. The Blood means a Vaskoliir has a heightened physical capabilities, sssstronger, fassster, tougher. They have inherited the Physical prowess of the Dragon Blood. However, since you are not Dragons, you are easily broken physically, too much power can shatter your being... Zerath herself bears the Blood Manifestation. The Mind meansss a Vaskoliir has inherited the mental capacity of the Dragons. This does not fully mean ssssmarter, but perhapsss wiser. Allowing for easier learning, but also making for physically unstable being. No... I don't mean ssssmall and weak like your.... geeks or nerds, their bodies often take an extreme of ssssome kind. Horingmar issss of the Mind. I'm not lying..... Assssssk him yourself. That monster has more ferocity than my Brother at dinner... If he can anssswer.... your on the right path. Now... What was so the lassssst one again?

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The last one is the heart. It seems fitting that you forgot this one as you don't have a true heart anymore. only the husk of an essence. Those born with the heart are perhaps among the most powerful of the Vaskoliir as they are, in a sense, Dragons, but not in a literal sense. Those who inherit the Heart Manifestation are capable of immense power, most commonly in the magical sense. However, while they are capable of immense magical feats, their minds are susceptible to great traumas. From a simple headache to complete mental collapse. Collector Ramirov is an example of someone with the Heart Manifestation. He is an ungodly powerful sorcerer, he even stood square against my magical prowess and stood strong. However... his own soul is broken. His Eyes of Fear are an example as to how too much power can be destructive. I hope that explains that enough. As you may understand, Aior and his fellow Vaskoliir were elite soldiers with severe debilitations.

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More like expendable sssoldiers. Their firssst and only 'official' mission was to assassinate the Elven General Paladin Zihelien, who wassss entrenched deep within Alveric territory defended by an entire battalion of Elven sssoldiers. What is the term that humansss use? Ah yes... Ssssuicide mission. However these humansss managed to succeed in killing the general without being detected. Over a 3 year timeframe, the newly dubbed Vaskoliir were very successful in many tasksss. Finally with the help of the Orcish clan of Oruguun, King Melnorix led a final assault against Elzaniel at the capital city of Solasuun.


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That's correct! With an ally finally siding with him, and the elite soldiers at his side; King Melnorix led an army of orcs and humans against the Alveric Elves. In a climactic final duel Aiors group fought against Elzaniel's personal guard using their gifts to their advantage. Suddenly a bright light engulfed the battlefield, and when it cleared the battle was won but at a terrible cost. Aior and almost all his companions had fallen leaving just one sole survivor, a young girl barely a woman named Zerath Yavernsky. While they had won the war against Alver, all sides paid a horrible price.


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You're telling me, Elzaniel was forced back to hisss homeland to endure the most horrid punissshment anyone can imagine! The orcsss lost their chieftain along with many warriors and King Melnorix had a ruined kingdom to repair with almost no sssupport. That's when Thyeron decided to sssend of our hard earned wealth as a sign of peace and acceptance of humanity, much to my dismay... But thats not all, without the Vaskoliir, Joten was defenseless with new enemies appearing in all of the kingdoms of Vian. Unfortunately the only surviving member of Aior's Brigade, Zerath Yavernsky, was not given a warm welcome, in fact she was ssshunned by her peers, rejected by society, and treated like a monster. Hmmm destruction of kingdoms, the lossss of leadersss, a mage with a broken ssssoul? Ssssounds positively delightful to me he he he...


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Of course it pleases a demented snake such as you. You laugh at her pain like it is weak comedy. For you, Vaskoliir prospects, your story is about to begin. Joten, no.... All of Vian needs a valiant army. Thus Ris'Saliance Aior, the home for the Vaskoliir was born, with Zerath Yavernsky as the headmaster, Warmonger Horingmar Oruguun of the Orcs as Guardian, and Sebastian Xelon Ramirov as the Collector... and your Homeroom Teacher.


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'In salute to those who follow Aior' It's called in ancient human tongues. Sssuch an odd name for an orphanage for 'gifted' souls. Ssstill I can't complain sssince I didn't make it. As it ssstands right now, the sssschool offers many different curriculum from bassssic math and literature to complex magic curriculum for the normal folk, with a unique program just for you: The Vaskoliir. Not what I would call the bessst method for training an unstoppable army, but that iss where you come into the ssstory. What path will you choose Vaskoliir? The choice is yoursss...[/B]
What This Story Entails Orc Style
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GRRAAAHHH!!! Horingmar can't believe he has to talk about stories... Horingmar should be fighting something right now! "Slams Axe on the ground" If Horingmar do this, he do it his way. Like the lizards told you, the main location is the Private Academy and Barracks Ris'Saliance Aior. It is hidden sanctuary for the Vaskoliir that Joten plans create. While you Vaskoliir are sheltered in a 'School' environment, you can expect to constantly be in mission, Led by Me and Brelnor Ramirov! GRAH!!!!!!!! This story by nature is fantasy inclined story, however it includes a lot of realistic elements into it. The story itself is set in a more Renaissance era meaning that there is technology in the world, it not common right now. There are 8 main Kingdoms each with their own nobility, structure, and race. Puny author created several options for you to choose a race to create a character. There are Nations that help err.... Me can't read.... Va .. Va ... Vairreee? (Vary)You can have people come from different nations or Factions. HE err.... what she trahnz Jehendur? GRAAAAH!!!!!!!!!!!!!!! SPENT HOURS MAKING THESE! GRAAAH!!! Huh, What this? Script? Why you GIVE ME SCRIPT!!!! GRAAAAAA(We are experiencing some technical difficulties, please hold)


Important note from Author! This story includes use of Dice rolls for important parts of Story. The he she it thing does this so that there can be added tensions and reactions in case a roll fails or succeeds. And now theres.... What, MORE PAPER!!? "Punches Assistant" GET OUT OF HERE HUMAN!!! Gah, What this say? Err.... Do not confuse this for DnD, since this rolleeh Playeeeee has absolutely NOTHING to do with DnD by any means. DnD? What is DnD? Table .... top? What?! GAME?!? Tables arent games! Sport is game! Horingmar played kick skull as a passtime! Good memories of kicking skull of slain enemy.


"Reads from piece of paper" Basic character choices for race will be Human, Alveten (Sun) Elf, and Voralian (Moon) Elf, Leyara (Fae). Gah, I can barely read handwriting. "Continues reading, getting slightly frustrated" All these races have lore in the story currently. Custom races are not allowed as Author has not written lore for them.
What? Can't have Superiority complex? GGGGGGGRRRRRRRRRRAAAAAAAAAAHHHHHHHHHH NOOOOO FAIR!!!!!
Custom Classes are allowed but the author asks that you keep them to the warrior/mage/rogue genre, and that they be equal in terms of strengths and weaknesses. This author is total nerd!Horingmar be nice!You make me this way Weakling!!!


This story itself will have a background plot behind it, HOWEVER the he she it creature intends to keep this a casual story with a detailed setting, meaning you don't NEED to have multi paragraph posts, but he ... er... she... it expects atleast 2 paragraph of content in each post. (3 sentences in the paragraph) One important rule, NO IDLE CHATTER UNLESS IN REST SCENE!!!!!! This make sure Ick forum... No its I C Gah, fine. This make sure IC forum does not blow up. The initial story will of course lead the characters but Horingmar wants you to know that you can be creative, and/or 'go with the flow' if necessary. There can be some good guys, neutral characters, and even bad guys if you want to roll that way. Key feature is adapting plot, meaning you get to control how the story will progress, FREEDOM FOR ORZHAAN, oh wait I mean FREEDOM FOR PLAYERS


Now to some other details, romance allowed but kept to PG-13 rating. Sensual speech pretty much the most he can allow. Use fade to black as necessary. As he she said you can actually have your character be a bad guy if you so choose, how you choose to do so is up to you, be it secret sabotage or overall bad behavior WHICH I DO NOT TOLERATE WELL! (I must let you know, if you are an evil character that doesn't mean I will interfere with your evil deeds directly unless you interact with my characters directly.) As long as there is no murder of other players you will be fine. Last word, OOC Content cannot be used for play. Example, I tell you Horingmar weakness is sugar cookie, you can't bake cookies and try to give them to me... Cause I HATE SUGAR!!!!!!!!!!!!!! What are you waiting for, bump the forum already! With HANDS OF IRON!!!


The Story's Beginning
It was a warm day, the Autumn winds were coming in from the east bringing a cool breeze with them. Headmistress Zerath waited in the Shining Forest surround by trees with yellowing leaves filling the land beneath her. It was a favorite spot of hers, quiet and peaceful surrounded by vibrant trees. Occasionally she would see a wisp, a small shining creature of pure light glide by in a flash, giving the forest a 'Shine'. She waited eagerly for the arrival of the new Vaskoliir prospects, hoping that her many letters had reached their intended recipients, and that Sebastian was able to safely gather those who may resist. It had been Ten years since she's seen another Vaskoliir having lost all her comrades at the final battle at Solasuun. A sad memory to soon be nurtured by the new Prospects. Any moment now Sebastian and Horingmar should arrive with them. She didn't know how many to expect, only that they were special in their own right.

Zerath remembered how she first met Horingmar and Sebastian. Horingmar was a newly crowned Warmonger, leading his small tribe through many conquests against the Alveric Elves. She had managed to impress him with her battle prowess, even saving the big green brute during an ambush. After the wars end Horingmar simply refused to leave, claiming that he now served her until his death. Sebastian was ... not so fortunate. She found him covered in blood, hungry, and afraid. He was fleeing his father, claiming that he literally killed him but was denied death by unnatural means. Zerath proposed that instead of roaming endlessly seeking shelter, he come with her and work as her advisor and guard. She was glad when he accepted.

She was amazed by her incredible friends, both easily survived the Dragon Blood. Sebastian didnt even flinch, he claims it was because hes already half dead. Although Horingmar went through a rather... destructive phase for a while, only being stopped by and arcane fist to the face. Perhaps that was what worried her though, drinking the Dragon Blood.

To partake of the Dragon Blood is not an easy or safe endeavor. Zerath recalled the ritual where she and her comrades drank the blood. She had choked on the thick viscous substance, it burned immensely, more so than any fire she had felt before. There were eleven in the beginning, but only 5 survived forever changed by the gift. Even to this day she can feel the burning pain in her throat, a nauseating reminder of the horrid pain she endured. Still, those who survived were forever changed. Given the wisdom and strength of the Dragons, while suffering a slew of side effects, some grotesque and others lethal. These sacrifices were required if they were to be the best.



Now it was time for a new generation of Vaskoliir to arise, to use their gifts for the better of society. Will that truly happen? Will any of them survive the blood? Did Horingmar gently accompany his prospects and not terrify them with his infinitely intimidating appearance? Did Sebastian not have to fight anyone? Zerath only hoped for the best, but only time will tell. Fixing her hair, making it presentable and elegant, Zerath made her way to the Tired Tavern where the Vaskoliir and her future awaits. To be continued.
People Tagged:


 
This is a taste of the lore that I figured I'd share for you all to glance at, see if you like the backstory.

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An inseparable alliance of Dragon Clans held together by the Draconic Code. Born from the Master, The Dragons are an ancient race, existing for millenia. The original Kingdom of Vian, Dara'Okarthel used to span the entirety of Vian until the first Elves began to appear from the Starlight Well. A Kingdom unrivaled by almost all, Dara'Okarthel now spans over the Magical lands north of Joten where the Dragons maintain their sacred practitions and rites mostly undisturbed. There are currently 7 Great Clans, all with their own history and power.
As their knowledge, exploits and histories span millenia, it is best that I only go only go into some light detail of each Clan.

Clan of Daraneliir- The Clan of the Red and Bronze Dragons. One of the 7 Dragon Clans. Daraneliir was the first clan to fully accept the humanoid races as equals. Living in the Grand Spire, Daraneliir holds fealty over the other clans. Led by the Elder Dragon Saras'Tehrixe, Daraneliir is regarded as the most powerful Dragon Clan and has not been challenged by anyone Dragon or Man.

Clan of Felver- The Clan of the Green Dragons. A small clan of Green Dragons who reside in the Valleys of Felver. The Green Dragons are reclusive, preferring to isolate themselves from other Clans and Races of Vian, only appearing for the annual Guardian Ceremony. Led by Velorziin, youngest Harbinger of the 7 Clans.

Clan of Dethaxan- The Clan of the Blue Dragons. A powerful clan, Dethaxan is led by the current Draconic Guardian Zantalon who is the Face of Dara'Okarthel in all Foreign matters. The Dragons of Dethaxan reside by the lakes just north of Wulde. Dethaxan is allied with Joten.

Clan of Shiinbas- The Clan of the Copper Dragons. A reclusive Clan from the western borders of Dara'okarthel. The Copper Dragons are rarely seen outside the Spire Mountains, occasionally interacting with the Durvolken to trade for Gold and Alcohol. Led by Kolenduin, the Copper Broodmother.

Clan of Ektenlei- The Clan of the Earthen (Brown)Dragons. An Earthbound Clan, the Wingless Dragons of Ektenlei lack the ability to fly, but are master craftsmen. It is the Clan of Ektenlei who built the Grand Spire and harnessed Dragonfire to Forge masterworks of Silvethiin. Led by the Elder Dragon Liithiir, last surviving Mason of the Grand Spire.

Clan of Miir'Luuss- The Clan of the Yellow Dragons. A near aquatic variation, the yellow dragons are misnamed not for having yellow scales, but instead residing within the sulphuric Luuss Lakes; Luuss translating into Yellow in Draviinic. An off breed of the Red Dragons, the Yellow Dragons have paled to an orange color due to the Sulphur in the Luuss lakes. These Dragons are often mistaken for Sea Serpents as their long necks and ridged spines make them appear like Serpents when surfacing above water. Led by Alaniiz, Elder of the Luuss.

Clan of Onliis- The Clan of the Grey Dragons. Orignally the Clan of Thyer, The few Grey Dragons who remain untainted after Shelvashen's treachery reside with Clan Daraneliir in the Grand Spire. Granted asylum by Saras'Tehrixe, the Grey Dragons remain hidden from Shelvashen's gaze, the Clan of Onliss has struggled to regain it's former glory and numbers. They are all born in the ash of the dormant volcano Mount Alcari, hence their ash grey colored scales. Led by the Eldest son of Shelvashen: Shashela'Vaas.

Clan of Ramir- The Clan of the White Dragons. A nearly extinct clan. Clan Ramir formerly nested in what is now Frostburne, but when the humans first arrived, Dragonslaying quickly became rampant with the first generation of men. Only until the marriage between Zratyiir and King Solomon Ramirov did the bloodshed end. Later, after the incident with Melonax, the Ramirovs lost power and the Leskor family took over, the alliance between Ramir and Joten ended. In secret, Joten hunted down every last White Dragon, poisoning them. Using their bodies for trinkets, trophies, and weapons. The last living White Dragon is Valezeil, the daughter of Elder Valenistrix. Unofficially led by Sebastian Ramirov and Valezeil.
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The 2nd Kingdom of Vian. An Oligarchal kingdom led by the Sons of Shelvashen, a combination of blood related children and those who prove themselves worthy. Originally from the Clan Onliis until the Betrayal, Basilisks are creatures morphed by dark magic and crossbreeding with Machimorix, giant wingless crocodilian creatures. The result, a wingless monster with the body of a Dragon but the tough armored scales of the Machimorix. The basilisks are infamous and feared for their Death Sight, an extremely powerful magic where ones soul is absorbed or destroyed upon looking into the eyes of the user. This power varies based on relation to Shelvashen, the original bearer of the Death Sight. For example, the child of Shelvashen will bear his red eyes and Death Sight whereas a distant relative of his will instead have yellow eyes that can drain the life energy from someone. If an unfortunate soul gazes upon the red eyes, they are killed instantly.
As Shelvashen himself was imprisoned by Saras'Tehrixe, the other basilisks now dwell in the Fang of Thyeron. A harsh marshy landscape full of deadly creatures, poisonous lakes, and barbaric ogrelike creatures called Quarac. There the basilisks have lived in exile for millennia until finally earning recognition as a Kingdom after the Basilisks agreed to a mass Blinding, where the Basilisks were either literally blinded or agreed to wear special reflective masks that prevented one from looking directly into their eyes. Surprisingly, Thyeron has become a lively Kingdom with a healthy economy supported by the production of Arcana Crystals. There arent any nations, cities, or towns as Thyeron is one coalition of small groups or solitary individuals who all provide for the Kingdom.
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The 3rd Kingdom of Vian. Millennia ago after the Blinding of the Basilisks, a new race of creatures appeared near the Starlight Well. These creatures were a humanoid race, taller than men yet slim and fair. Elves. Some were bronze colored, others were pale skinned. The bronze skinned Elves were called the Alver. Born with Magic in their blood, a natural affinity for the sun, and near immortality. In the first decade of their existence the Alver clashed with the Dragons. It wasn't until the death of a Dragon Elder that the Alver were granted sovereignty.
Led by their Emporer, Arcturien Nathrien, Alver quickly became the most powerful Kingdom of Vian in regards to land controlled and control over magic. Not long after, their cousins the Voral gained their sovereignty as a Kingdom after an event involving their Goddess. Although they started on equal terms, The Alver saw their cousins as inferior for they worshipped the Moon while they idolized the Sun. Every year during their Festival of Stars held at the Starlight Well, Arcturien grew more hateful to the Voral and their moon worshipping ways. He sought to destroy them by killing their High Priestess during the Festival. Using a dark blade forged by the God of Shadows, Arcturien stabbed the Kalasiin Elindrin, causing the moon to turn red.
Appalled by this action, the Voral lashed back, tossing spells of fire and red moonlight. An ocean of elven blood was spilt as Alver and Voral fought. The death toll grew taller than Eastern Mountains. It wasnt until Kala, The Moon Goddess herself appeared in a flash of silver light that the fighting ended. Arcturien was struck down by Kala, ending the conflict. The two kingdoms, once kindred spirits, have separated and now have a deep resentment for one another.
That was not the end, centuries later when humanity had settled in Joten, Emperor Elzaniel wanted to conquer the new race. In what's been dubbed the Alveric Exodus, Elzaniel led his armies into Joten. He celebrated victory after victory until the Vaskoliir appeared and turned the tides. After this crushing defeat, Alver was forced to pay reparations and tribute to Joten.
Now, Alver still stands as a proud culture of Sorcerers and scholars. A hub of magical learning, and religious refuge.

Solasuun-Capital Nation and City. Solasuun is both the capital city and largest nation of Alver. A hub of magic and philosophy, Solasuun once housed the largest army and arguably most powerful army of all Vian. As Alver is lived by a Monarchy, the Emperor of Alver lives in Solasuun, ruling from the Halls of Unbridled Light. A lush nation, Solasuun is full of green plains, crystal clear rivers and vibrant forests brimming with wildlife. Much of the food and population resides within Solasuun, however after the war with Joten and Elzaniel's defeat at the Battle of Solasuun has left some parts of Solasuun still heavily damaged.
Those born in Solasuun are seen as the Highest of Sun Elves.

Hascoviir Nation- A Small nation on the borders of Dara'Okarthel and Alver. Surrounded by mountains and little life, Hascoviir produces little in regards to food or general goods, but within the mountains of Hascoviir the Alveric Elves have found a large cache of Fire Crystals, which have been used for magical research and can be sold illegally for other less savory purposes. The Elves of Hascoviir are a reclusive group, even from the Heartland of Solasuun. Hascoviir has a small military, and a small population. There are no cities in Hascoviir, only sparse mining towns and villages.

Miirathien Nation- The second largest nation of Alver. Miirathien mirrors much of the same properties of Solasuun, but resides further west, close to the borders of Gul'Thrak. Miirathien hosts the largest number of temples in Alver, and is a place of spirituality for the Alveric Elves. Open to all, the Way of Sunlight attracts many humanoid races due to it's promise of enlightenment and power in spirit, making Miirathien an international hub. Miirathien is also the only Alveric Kingdom with a Jotenic Army protecting it as part of the terms of the Treaty of Solasuun. The Elves born in Miirathien are seen as wiser than most, and often valued as great scholars.

Boleil Nation- Boleil is an agricultural nation located just north of the Heartland. Centered in the most lush landscape of Alver. Magical practice is mandatory in Boleil, much of the towns and villages are secluded in special floating settlements kept afloat by the strongest of magics to prevent anyone from tainting the food produced here. The food from Boleil is said to be, well, magical. One small fruit called Alii is said to be so delicious and powerful, one bite can fill the hungriest bellies. Highly sought after by both Elves and Men, there are small Jotenic trade settlements that dot Boleil ever since the end of the Alveric Exodus. The Elves of Boleil are regarded with respect, but are hardly seen as most are never allowed to leave.

Unlaath Nation- Unlaath is the smallest nation of Alver, resting on the border of Thyeron. Literally translating into Death Sky, Unlaath is the most inhabitable land for Alveric elves. Very little grows in Unlaath, there isn't enough wildlife to fuel large settlements. Barely more than a city, Unlaath hosts the smallest population of Alveric Elves. Unlaath Elves are almost their own species, the Sun is covered by volcanic ash and thus blocks off their source of magic power. Without the light of the Sun, the Elves of Unlaath pale almost to the complexion of their Voralian cousins, and lack the ability to use classic Sun magic. If it wasn't for the ultra rare magic metal Silvethiin being found within Unlaath, the Emperors would have abandoned it's harsh landscapes long ago. The Unlaath Elves are shown little respect and are ranked lowest in the heirarchy of Nations.

Zaliir Nation- Zaliir is the most famous and infamous nation of Alver. Literally translating into Fire, Zaliir was the land where the Alveric Elves discovered the ability to harness magic, specifically Fire. The tallest mountain of Alver, Sunthroat Peak, rests in the center of Alver. It is said the first Emperor of Alver spoke with the Sun God himself and received the gift of the Sun. He harnessed the power of fire and was viewed as a God for the rest of his reign before he was succeeded by his sons. A powerful nation, all of the Alveric youth with exceptional magic potential train here and thus are guarded by the most elite of Alver's Army. What's left of them atleast. The far eastern border of Zaliir rests beside the Endless Sea, allowing them access to the ocean and occasional trade with Voral and Orzhaan. Infamous for being the home of the Elven General Thainyr. The Elves born in Zaliir are treated with great respect, second only to the Elves of Solasuun.
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The 4th Kingdom of Vian. Millennia ago after the Blinding of the Basilisks, a new race of creatures appeared near the Starlight Well. These creatures were a humanoid race, taller than men yet slim and fair. Elves. Some were bronze colored, others were pale skinned. The Voral are the pale skinned cousins of the Alver. A mainly nocturnal society of hunters, bards, shamans, and priestesses. The Voral draw their power and wisdom from Kala, Goddess of the Moon and Stars. After appearing by the Starlight Well, the Voral quickly settled in what would soon be named the Voralian Forests, building large cities and communities in the trees.
Their worship of the Goddess eventually spawned a special child with glowing silver eyes. This was the first of the Kalasiin, special Voral children born with the ability to harness Star Energy. The Kalasiin, named Thalendriel, was Ascended to High Priestess, a title equal to a Queen. Thalendriel formed the House of Kala, a special temple in Lunasuun where the Kalasiin live in special communion to Kala.
Voral is a peaceful kingdom, having very few conflicts. However, their cousins The Alver attacked the Voral during the Festival of Stars at the Starlight Well, their place of origins. With the death of Elindrin, the Avatar of Kala, a red moon enveloped the night in an ominous crimson hue. A bloody battle began between Voral and Alver. It lasted only briefly as Kala herself appeared in a blinding flash of white moonlight. Her presence nullified the Alveric energies allowing for an awkward yet peaceful resolution.
After the Blood Moon, the Voral have receded to their forest finding isolation from the world, only appearing for the Festival of the Stars in the Joten Kingdom of Wuld, building a replica well using a vial of Starlight water from the original Starlight Well. The Voral developed a distant yet strong relationship with the Humans, particularly with those from Wuld as their Kingdom borders with the Voral Forest. However, a new religious uprising in Joten has driven the Voral back again as Zealots of the Seneschals have formed a crusade against other faiths. Now Voral stands in an uncomfortable position, Thyeron regaining strength in the West, the Zealots of the North, and the Orungalo from the south all crunching down on their borders. To protect themselves further, the largest clans split into multiple small nomadic groups to prevent drawing attention from Slave traders and Zealots. Nevertheless Voral remains as a haven of bright culture and magic.
Lunasuun- The Capital City of Voral. Nested in the trees deep within the Voral Forest, Lunasuun is the largest city of Voralian Elves, built into the Mother Tree; an enormous tree said to have existed long before the Dragons were born. Four large dominant clans inhabit Lunasuun, dividing the city into sub cities and communities. The most powerful clan are those closest to the Kalasiin, the Nathan'Kala. The Nathan'Kala are the Guardians of the Kalasiin, Elite soldiers and magi whose sole existence is to protect the Kalasiin from any possible threat. Although at some times their actions appear immoral and unjust, the Nathan'kala still act in Vorals best interests.
Very few outsiders are allowed into Lunasuun, and even fewer are able to find it without Voralian guidance. Those who have been to Lunasuun tell stories of beautiful elves weaving equally beautiful magics into sculptures, paintings, and structures. How they were touched by the moonlight and forever graced by it.
Elysuun- The hidden sanctuary of the Kalasiin, a temple where the Kalasiin make a pilgrimage to get closer to their Goddess Kala. The trials they endure within are unknown, but not all Kalasiin who entered Elysuun have returned. More of a tiny village Territory than a nation.
Auleov- The Nation closest to Joten. The Voral of Auleov are peaceful and welcoming, but have been the target of Slavers and Zealots. Unlike the Voralians of Lunasuun and Selathesiin, the many Clans of Auleov dislike magic, Voralian Moon magic specifically. Their clans lack Mystics and Shamans and instead favor a strong Carpenter or woodworker who learns the delicate art of carving Malaviin, the strongest tree in Vian.
As they are the closest to Joten, much of the elves who interact with Joten are from from Auleov.
Selathesiin- The Voral nation closest to the Basilisks of Thyeron. Resting on the western borders of the Voral Forest, the Voralians of Selathesiin live in a constant struggle against the vicious wildlife who have migrated from Thyeron, rogue barbarians from Joten, and the Basilisks themselves. Possibly the most aggressive of the Voral, all who are born in Selathesiin are required to serve as a Hunter or Soldier for atleast Thirty moons (2 and a half years) before they may settle into a civilian life.
The Forest in the western border is not as lush as the rest due to both deforestation and Dark Magic Corruption. Although they are even more isolated than the other nations, the Selathesiin still contribute much to the Voral Culture, particularly in their warrior culture. Finally, with the most recent High Priestess: Cylandri, coming from Selathesiin the nation has been cemented into the Trinity of Voral.
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The 5th Kingdom of Vian. The Orungalo are giant creatures, standing taller than elves and man, with arms the size of a mans thigh. Immensely strong and surprisingly clever, the Orungalo are seen as brutish intolerant savages due to their rituals and behaviors. Committing taboo acts such ritual cannibalism, self amputation, body tattooing, and other mour unsavory actions.
Orzhaan is more of a coalition of hundreds of tribes rather than an actual kingdom. Each tribe is led by a chieftain, but the strongest tribes are led by a Warmonger. A warrior or a shaman, also known as a Wis'heloiza, who has proven exceptional strength in battle and leadership, typically in the Zhaastor. The Orungalo come from an island continent called Orzhaan, hence the kingdoms namesake. Ever since the Orungalo have existed, their lives have been violent.
Forced to live in harsh deserts and exotic jungles, the Orungalo must fight a daily struggle against wildlife, rival clans, and poachers who hunt the Orungalo for slaves and sport. There are two types of Orungalo. The Jungle born Miita, like Horingmar, green skinned and relatively slim compared to their desert cousins, and the desert born Nahan who bear darker brown skin and larger builds. Both seem to hate the other, but can tolerate each others presence for the Zhaastor.
There are no real nations of Oruguun as each tribe is strictly loyal to itself, but there are instead notable tribes. These include tribes with a lot of members, tribes with powerful Warmongers, or tribes connected to Myths and Legends.
Orzhaan became a Kingdom of Vian after invading Joten in the 4th age. The Warmonger leading the assault, Ingol Orukenla, famously charged into battle in the legendary Iista Brelnor, or perfect warrior, ways. Seeking honor in their conquest, slaying the strong and crushing the weak in their path. It wasnt until the Human King Melnorix the First, stopped the onslaught in his Kingdom at Faltho with a grand ambush. Although the odds were heavily against the Orungalo, they fought with such skill and ferocity that the human ambush failed, and King Melnorix the First was slain. In response to his death, the Dragon Lord Melonax single handedly halted the Orungalo invasion in a blaze of Dragonfire. Impressed by this power, Ingol agreed to stop the invasion entirely if the Dragon could beat him in the Zhaastor, a duel.
Melonax confidently agreed to these terms. The two titans dueled, Ingol shrugged off Melonax' fire as if he were taking a shower, returning with crushing blows from his axe. The two went blow for blow, taunt for taunt, until Ingol shattered his axe against Melonax' armored scales. Believing he had won the battle, Melonax rushed the attack, but Ingol invoked the Iishta Brelnor within, causing a dramatic transformation. Growing larger and much stronger, Ingol easily broke the Dragons jaw but only after suffering a lethal dose of Dragon Venom. Both opponents withdrew, leaving the match a tie. Melonax returned to Dara'Okarthel, where he died from his own venom. In recognition of the warrior who defeated Melonax, Ingol and his people were spared and offered a place in Vian for them. With his last breath, Ingol agreed and thus the Orungalo were given a settlement in the Islands of Ingol, named after the warrior who bested a dragon.
Orukenla- The tribe of Ingol, a Nahan tribe. Orukenla remains the strongest tribe of Orzhaan with the most Iishta Brelnor, Warmongers since Ingol, and the largest population.
Oruguun- The tribe of Horingmar, a Miita tribe. Formerly a small and hardly recognized tribe with weak warmongers and few members. After the events with Horingmar winning the Zhaastor, Oruguuns population has exploded increasing its strength and presence in Orzhaan.
Orunath- A Nahan tribe. Well known for their sorcerers. Has a steady population, but is dwindling.
Orudeka- A Nahan tribe. Said to have direct connections to the Beyond. A mysterious tribe that keeps to itself.
Orusuul- An infamous tribe in Joten currently. A Miita tribe, a small tribe of only 5 members. Also known as the Green Face Mercaneries who have been attributed to being the bodyguards of a despised human lord.
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The 6th Kingdom of Vian. The Durvolken are also known as the dwarves, but dont let that name fool you. The Durvolken tower above the average man, even the average orc. Standing tall, having large foreheads, flat faces, and long beards that are rarely if ever cut. Living deep within the forging halls of the Red Mountains, the Durvolken mostly keep to themselves bickering about random scandals and feuds.
In their dealings with surface races, they love to share food and music with all who listen. They are also great salesmen when they aren't frightening away potential giants. Deemed 'Gentle Giants' the Durvolken are often welcomed guests by all of the 7 Kingdoms.
The rise of the Durvolken is a checkered story, full of tales of glory and scandals that rival the Dragons and Basilisks. It is said that there were 4 brothers, walking together in empty halls within the Great Mountain. The brothers were among the first Durvolken to appear and thus encountered a world of chaos where the Durvolken fought battles, spilling blood on the granite floors. Together they wept, their tears like silver gems as dim firelight shone upon them in the windless hall. One day, the brothers delved deep into the mountain to find solace from the endless bloodshed. They moved stone like a child throwing pillows until they found a tall and flat stone with Runes of power engraved onto it. The stone was harder than diamond, more beautiful than marble, glowing a soft yellow light. A voice spoke to them, calling them the Four Archons of The Windless Halls. Upon its face, countless runes of power flashed, gifting the brothers with immense knowledge of an ancient history existing since the very beginning. The Divine Stone bestowed crowns of fire on the heads of each brother so that they may rule over the unruly Durvolken.
With this great knowledge and power, the brothers returned to the windless halls as Kings, bringing knowledge, power, and most importantly Order to the Durvolken. The Youngest of the four, Duln, gave the Durvolken the knowledge of ancient masons, master builders and miners so that the Durvolken could build a new world. The second youngest, Falor, gave the Durvolken knowledge of Smithing. Shaping stone and iron into weapons to defend themselves as well as nails and foundations to support the Masons in their craft. Steic, the second oldest granted the Durvolken knowledge of Language, how to form runes of power and record history in writing. Finally, the oldest brother Val'Sha granted the Durvolken the knowledge of the Divine Stone of Gul'Thrak, which gave him and his brothers knowledge and power, so that they may never forget the ways of peace and civility.
Together the brother kings created a grand and powerful kingdom within the Great Mountains, hewing stone into thrones, castles, bridges and archways, columns and pillars, statues and monoliths. For decades they lived prosperously. The Dragon Harbinger Saras'Tehrixe recognized their prowess and granted them Sovereignty as a Kingdom of Vian. In return, Durvolken masons worked alongside the Grandmaster Practitioners of Dara'okarthel to build the Grand Spire into the tallest mountain of Vian.
Sadly after Val'Sha, the last brother king died to old age, so did their ways. The Divine Stone was found, broken and split into 4 pieces that new kings would fondle and protect. The Great Kingdom returned to war, new kings feuding over the land built by the 4 Brothers. Eventually the way of the Divine Stone had been forgotten, and instead replaced by a corrupted faith called "Stones Salvation" that promises salvation and power to all who submit to their will. Nothing is done without their approval. Millenia passed. The Durvolken divided into several clans roughly resembling their kings former creations. As the humans appeared, the clan of Steic ko, those who had once followed Steic left the mountain caverns to build a city on the surface world.
In the eyes of the other kingdoms, Gul'Thrak is a welcoming nation, but none know the original glory it once held.
Val'Shathok Mountain Hammer- Capital
Shathokoa Hammering Stoneforge- The Kingdom in Val'Sha's image. Val'Shathok is the largest Kingdom of Gul'Thrak, having both the largest territory and population. The capital of Gul'Thrak Val'Shathok houses the Mountain Hammer, a giant magical hammer used to forge Silvethiin. The cities of Val'Shathok are grand and beautiful, thriving societies fill the streets lit by glowing stones. The Temple of Stones Salvation rests in the palace halls of Val'Sha where the Archon serves as chief advisor to the king and Enforcer of his will. Not easily accessible due to being underground. Constantly feuds with Tha Falor ko
Tha Falor ko Red Fire Clans- The Kingdom built in Falor's image. The Red Fire Clans settled their forges and cities near the dormant volcano of Grestinok, using the underlying stone fire to create masterworks of metal.
Duln Malee ko Blackhand Clans-The Kingdom built in Duln's image. Home of the Masons, special craftsmen who build magnificent structures. The kingdom where Settled just south of Val'Shathok, Duln Malee feuds constantly with its larger neighbor.
Steic ko Surface Clans- The Kingdom that resembles Steic's image. Home of the Engravers, those who make the Runes of Power. The only Kingdom that is settled outside the mountains on the surface world. Maintains most of the contact with the other kingdoms. A very open and welcoming kingdom. Does feud with Duln Malee, the kingdom closest to them.
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The 7th Kingdom of Vian.The Leyara are a unique all female race of Fae, or fairy-like creatures with the body of a young attractive woman, and wings that appear as if a butterfly crossed with a Dragon; each Leyara had their own unique wings. Unlike any of the other races, the Leyara are originally immortal beings of the Elemental Plane that barely exist as a consciousness without thought. They are drawn to the Magical Energy Arcana, and draw power from it. In order to be born into the physical plane, a Leyara must be near a Place of Power typically in the form of a natural disaster such as a storm, an earthquake, a flood, maelstrom, or even a volcanic eruption. However, they can also Manifest in places where the Elements are spiritually high, without requiring a natural disaster. In the cases of Light and Dark Leyara, they must be in a place where light never touches or vice versa somewhere that's never dark. They must also develop the power of will, to direct their consciousness into thought, and finally use this thought manifest as a wisp, shifting from one plane to the other. As a wisp, a Leyara may gain glimpses of the mortal realm and learn what they can. As a wisp, all a Leyara needs to manifest is the intent to exist in the physical realm, and energy from the place of power to support their journey. This is called Budding. As their birth in the physical world is often violent and destructive, a Leyara only knows those emotions associated with it, mainly despair, and must learn mortal emotions through interaction or observation. This period of time is called Blossoming. After the Leyara learns mortal emotion and how to use conscious thought, they commonly ascend to the Floating Mountains made for them by the Dragons so that they may explore the magical energies of Vian.
Water - A Leyara born from a Place of Power in Water.
Ice - A Leyara born from a Place of Power in Ice.
Light - A Leyara born from a Place of Power in Light.
Shadow - A Leyara born from a Place of Power in Shadow.
Fire - A Leyara born from a Place of Power in Fire.
Wind - A Leyara born from a Place of Power in Wind.
Nature - A Leyara born from a Place of Power in Nature.
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The 8th Kingdom of Vian. Joten is the youngest kingdom of Vian, only gaining it's sovereignty after Melonax dubbed the Leskors as Royal family and their allegiance with Clan Dethaxan just over 700 years ago. Joten has endured many trials during its short existence.
Originally coming from the continent Balthara, an incredibly harsh land of mostly dying greenlands and grey mountains. A terrible plague afflicted the land, nothing would grow, children died, and nothing could stop it. Not even magic. The King of that era decided to move his people to a new world just so they may survive. Creating an armada of ships, the King led his people across the sea in a journey that would take several hard months.
Enduring scurvy, sickness, several storms, and the Wandering Maelstrom, the Baltharrans lost many ships before finally arriving on the lush world of Vian. They quickly settled in this new land, dubbing it Joten, land of great beauty and power. The King made his palace in the cold lands of Fraizurne, what is now Frostburne, in a place of powerful magic energies. For centuries this land was the home of many kings, many people. The local Dragons of the land provided knowledge, power, and in some cases... sport. A select few were hunting Dragons, the ancient inhabitants of the land. Frustrated by this, the Dragon Lord Melonax demanded that the King lead his people away, lest he and all his people suffer punishment. He was given one week.
The King discussed it with his closest advisors and lieutenants. All of them agreed that they ignore the Dragon's command and remain in their new homeland. All except one, Korin Leskor. The King chose to form an army to challenge the Dragons, using the Dragon killing magic they had employed from Balthara. In secret, Korin met with Melonax to inform him of this plan. With this information, Melonax easily halted the attack, killing the King and his Dragon Killers. As a reward for his aid, Melonax allowed humanity to stay under Korin's rule, dubbing him Melkorin, King by Dragon's Order. Thus dubbing Joten a Kingdom of Vian.
Humanity has all but forgotten this story. In most recent history, Joten was attacked by the Alveric Elves, led by Elzaniel Nathrien. The events with the Vaskoliir transpired, and now Joten still repairing the damage. Crime and dissonance is rampant throughout the kingdom. The 7 Kingdoms of Joten are on bad terms in simple words, word of a coup echo amongst the nobles.
Melkina-Capital Nation
Current Capital and most powerful nation of Joten. Houses the Leskor Royal family. A lush nation of green plains and large lakes that connect to the great oceans. Green forests, rich with wildlife and flora. A Port kingdom.
Olverstein-Nation Second most powerful nation, Rivaling Melkina in strength, population and influence. Houses the Magic Emporium. A lush forest dominated landscape with Lakes and a few rivers.
Wuld-Nation Third most powerful nation. Agricultural hub, produces most of the food for Joten. Mostly golden plains of wheat. Borders with the Voralian forest and shares cultures with Voral. Birthplace of a member of the Pentacle.
Faltho-Nation Fourth most powerful nation. Agricultural hub, producing food and iron for Joten. Borders with Val'Shathok somewhat. Birthplace of Zerath.
Thrranyr-Nation Fifth most powerful nation. Spiritual hub. Houses the Grand Temple of the Seneschals, a highly religious community.
Verdenaas-Nation Sixth most powerful nation. Port kingdom.
Fraizyurne(Frostburne)-Nation Least powerful nation. Has been decimated by the Alveric Elves. Former capital of Joten. Used to house the Magic Emporium. Birthplace of Sebastian.
 
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