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Pilgrim59

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Khronikon Væborgensk
Lore



Notoriety: Droengr of the Coast
Influence: Foreign faces from beyond the seas, whose intentions are as nebulous as their renown.
Sigrid and her companion's notoriety and their growing strength are measured by their feats in battle and exploration, which in turn constitutes much of their fame. Charted lands, conquests, and reforms also count towards the growth of the sielundr's influence as a whole. While it shows the Tutans' might and advantages, their notoriety can also attract diplomatic concerns and rivalries.

"Power attracts the virtuous and the wicked. A zealot will favor one over the other. A fool will distrust both. But a wise leader will utilize both until they have served their purposes."
-
Richilde of Lunaire, Brecourine Princess





General Records​
I. Væborg Chronicle
The Chronicle of Væborg is a small Tutan historical work, written in Old Pelik. It is one of the oldest known attempt to write a coherent account of Tutan history by a Tutan author, covering Sigrid's significant adventures and exploration of the world, and ending with the introduction of Aerilianism in Tuta. The original chronicle covers the time frame of 47 to 75 AC. A later addition from the reign of King Fealwulf of Tuta, to 77 AC when Fealwulf gains the throne of Blackford and united the Karelian princedoms in 89 AC. These additional pages are mostly direct quotes from other sources. To this day, the Væborg Chronicle is well-revered by many northerners, subsequently forging the idea of national identity in the North.

II. Thurisaz Runes
Ancient Tutan traditions allows many of those who are compatible to undergo a rite of passage to test their gifts. The gifted are then allowed to pursue ancient knowledge by visiting shrines and going on pilgrimage to the Lunar Isles to hone their abilities. Thurisaz runes have been used since the beginning of time. By performing sacrifices, one is able to utilize blood magic, which is the main form of magic in pagan Tuta. This is usually done by drawing one's blood to augment the ritual with one's essence - a method to connect one's soul to Solsgard, thereby gaining access to aetherium from the heavenly realm to practice magic.

Runes can be prepared before hand by infusing it into a krozat (a rare type of mineral filled with concentration of aetherium). The krozat, when infused with the appropriate spell, can be deployed immediately by shattering it. This process cuts down one's preparation phase, especially for lengthy incantations and greater spells.

III. Races
THE ANCIENTS
The Ancients were various races that inhabited Grozny long before the Architect descended from the heavens.

Draca Sere - One of the oldest race since the Creation. Believed to be the first inhabitants of Grozny that sailed across the stars, dragons are often feared and worshipped. Draca Sere, a subcategory of the Dracas, are impure dragons that strayed from solitude and sought companionship with the Principate races.

Markai
Markais are humanoids with horns of varying shapes above their head, longer pointed ears, and a slim tail with a pointy end, making them identical to demons in many culture. Many sources claim that they are a subvariation of the Daemons, as the two share similar aetherial traits, as well as their behaviorial past. However, Markai history predates the Fall of the Garden, giving credibility to heir existence before the arrival of the Architect. Vampirism is often considered as a derivative art of the Markai use of blood magic.

THE PRINCIPATE
The Principate is the predominant class of races that came about after the Fall of the Garden. They are considered as the descendants of Astra and Sola (two powerful angels in Aerilian scripture). The principate class only acknowledges common racial categories by their distinctive traits, with countless subraces between them.

Solarian
The principal human race in Grozny, Solarians were said to be created in the image of Sola.

Astrian
The second most prominent race in Grozny, Astrians take after Astra, featuring animalistic features that distinguishes them from the Solarians, while possessing greater aetherium threshold. Their animalistic mutations allow them to better adapt to different biomes.

Minarin
Colloquially known as mountain dwellers, Minarin is often considered as a variation of Solarians. Where they fall short in height, they make up for their brilliant minds and craftsmanship - evident in their elaborate architecture and complex cave systems. Particularly the ingenious designs of the ancient caverns around Makübaal and northern Marethia. Due to their limited aetherial affinities, Minarins lack magical potentials and are less likely to pursue arcane arts.

Lesni
Lesni means "forest people" in ancient Krajowan tongue. Graced with beauty and gifted with the ancient arts of nature, Lesni distinguishes themselves with their elongated ears and high aptitude for innate magical practices.

IV. The Tutan Gods
While many of the ancient pantheon are forgotten, the Three (Aedain, Syr, Mitr) are the Gods that survived the test of time and sought after by the people.

Aedain / Aedayn - The primordial god of gods that is revered for their wisdom and strength. They welcome those that proves themselves valiantly in battle on the Middle World to dine in Solsgard in death.

Syr - The Goddess that harvested the stars and created the land (also known as the Weaver of Fate). She is depicted in full armor in most oral traditions and illustrated variations. Due to this odd detail, she is often associated as the Tutan interpretation of Aerilia.

Mitr - Aedyn and Syr's son that constantly battles the wrath of the stars and the skies. They are worshipped by many sailors for safe voyage across the sea.

Alvis - God of Magic and Wisdom. Patron of knowledge-seeker and scholars. (by Remembrance)



Glossary​

V. Glossary
Ædayn kichitan - A war cry embraced by Tutans. It roughly translates to "Aedyn waits for us."

Blyden - Pejorative/derogative term for non-humans.

Einherjars - Einherjars are those who have died in battle as a way of redeeming themselves on earth, whose soul would be brought to the heavenly realm of warriors called Solsgard.

Hersir - A Tutan term for frontline centurions and defenders. Typically used to describe a type of versatile warrior that are versatile enough to complement a Skeldvag or lead a cohesive fighting unit.

Hexer - A general Tutan term for mages and arcane practitioners. Hexers are often positioned at the rear where they given ample time to perform complex spells and incantations to manage the flow of battle.

Skeldvag (Shieldwall) - Is a formation of overlapping shields to mitigate projectile or lockdown a frontline. This formation is often employed by sielundrs, and are also used by many nations at the time. Unlike the Ancient Venelians' squared formations, Tutan skeldvag was developed to be more agile.

Sielundr / Sielunde - A universal term for sea pirates and raiders.

Solsgard - Tutan's heavenly realm, where the slain resides. It is considered the greatest honor to dine and fight alongside the Einherjars in preparations for the End Times known as Vortag.

Skol - A Tutan exclamation in a toasting ceremony, also practiced by Dargins.

Ulfsark - A Tutan term for combat specialists that augments a skeldvag or fight independently. Unlike hersirs, ulfsarks are often employed to flank or carry out counterattacks.

Vortag - The Tutan word which translates roughly to "The Day of Fate", generally perceived as the end of the world.





Notable Figures​
VI. Noteworthy Personage


  • a5ca41ed293a8586d419a9bb23bfb29e.jpg

    Hargrimm of Halmstad
    “the Stonewall”


    Allegiance: Vaeborg (Tuta)
    Age: 30
    Height: 6'5” (195 cm)

    “(grunts)”
    -
    Departure from Vaeborg.
    Record:
    The personal guard of Jarl Sten, Hargrimm Stonewall earned his name for his tall stature and resilient fighting style. It was said that no man survived a challenge to combat with Hargrimm. That was, until Sigrid's arrival. According to the legend, when the latter was refused an audience with the Jarl of Vaeborg, Hargrimm was the first to step forth and challenge Sigrid to a duel. Sigrid, bearing the tooth of Aedayn in her hand, managed to wound and defeat the hearty champion. Ever since the ordeal, the young woman earned Hargrimm's trust, as the latter is often seen accompanying Sigrid when she was given a role in the Jarl's hall.

    Despite his grand profile and robust strength as a warrior, the man is most reticent in the matter of words. Perceived to be a curse from the gods, Hargrimm only ever response with action, rather than words. Rarely seen outside of his armor, the mute warrior's mood and personality remains a mystery to most. Some would say that he is Solsgard's lost Einherjar, cursed to wander on the earth, denied of Aedayn's light.

    Hargrimm is a versatile fighter, without a particular attachment to a signature edged weapon. Instead, he would often pluck the enemy's weapons from their hands and use it against them. The only tool he often utilize on the field is a Tutan round-shield, which he bears to ward off projectiles and complement a skeldvag. Earning his moniker via his cohesive performance within a formation, Hargrimm is a vetted defender and an effective frontline companion.




 
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Notable Cultures & Locations​
VII. Notable Locations
TUTA
Einsreach - A small settlement ruled by a Lesni-Markai Earl Eyvendur in mainland Tuta. Currently in a pact with various city-states for trade and protection. Under Eyvendur's governance, Einsreach is one of the few earldoms in the north to be tolerant of the Ancients, as well as the most strategic trading hub for Tutans and Dargins. (added by Remembrance)

Kjos - A remote island settlement located in Northeast Tuta. While almost inhabitable, the land is rich in minerals and greater-quality krozat.

Lunar Isles - The sacred home of mythical beasts. Rites of passage for Thurisaz-gifted individuals are held in the surrounding islets. The main island is populated with dangerous beasts, keeping many Tutans from settling there.

Pestonorp - One of the few populated Tutan settlements of the far northwest. Home to Hakan the Blind and Arni the Wolf. (added by Shadow & Pleb)

Væborg - A well-fortified village in northern Karelia, a part of Tuta. Currently ruled by Jarl Sten Mavenson. One of the largest commercial hub in the north.

ALBION
(Discovery of new locations will be updated here)


VIII. Cultures
Tutans (Northern Karelians)
Language: Tutan / Old Valder
Tuta is the northern coastal land in the north, first settled by several tribes that fled from the onslaught of the Daemon Lord. Tutans are hardy people and seafaring warriors. Clinging to the Ancient Ways, Tutans are known for their ferocity and ruthlessness in battle, as they yearn to embrace death and earn their place beside Aedayn in Solsgard. Through raiding and warring, Tutan warrior-society dominates most aspects of their lives in the north, deeming it as a way to honor the gods with the blood of their enemies. While Tutan culture revolves around coastal raiding and pagan rituals, they are known for their sturdy shipbuilding endeavors that enable them to travel across the open seas.

Dargins (Central Karelians)
Language: Central Valder / Old Valder
The Tutan's hostile neighbors to the south. Dargins and Tutans have been at odds with one another since their settlements in northern Karelia. All Dargins undergo a rite of passage before coming of age, making them efficient woodland hunters and survivalists. Dargin's greatest resources are lumber, natural mines and games, all the while backed by the amber and fur trade. Despite the state of their scattered principalities, Dargin princes are united when it came to dealing with the Tutans.

Armaigr (Albish)
Language: Old Albish / Old Pelik
Armaigr (later Groznikized as Albish), is known for their plentiful island that provides for its people. Armaighr shares some similar words with the Tutans, which is speculated to be the result of the diaspora during the Great Crusade. Despite the sea's severance of the cultural line between Albion and Tuta, many infrastructures built by the Armaigr, as well as their writing system bears profound resemblance to the Tutans. Armaigr are best known for their effective agricultural methods, brave soldiers and enchantment magic knowledge. Centuries of scholarly endeavors and agricultural contribution to the island have earned the Armaigr a reputation for their powerful sorcery and diverse ancient knowledge.

Vaynlain (Venelians)
Language: Old Pelik
The epicenter of the birth of civilization and the remnants of a glorious past, Venelians are now divided into hundreds of city states ruled by bickering princes and nobles. While disunited politically, Venelians are proud of their cultural heritage - often to a condescending degree. A bountiful land with well-cultivated regions and abundant minerals, Venelians are known for their metallurgy and advanced technologies (such as spoked wheels, watermills, and grand architectural techniques). Armadyl metal is often sought after by many warriors from all around the known world.

Surbjon (Western Marethians)
Language: Zurtun
Due to their homeland's arid environment and desert terrains, they often retain their nomadic lifestyle without the need to adopt the central cultures of the north. Marski potent medicines, spices, and jewelry are often sought after by many. Riding wild beasts into battle, Marski cavalry are feared for their effectiveness on the open plains. What draws many to the land of the Marski, however, are tales of cities of gold and buried treasures of the ancient gods.

Mythrinians (Olyseans)
Language: Ancient Tairoi
An ancient order of warriors that dwells on the island of Silika. Mythrinians are known for their distinctive phalanx formation that mirrored that of the Tutan skeldvag (shieldwall), albeit with the seemingly impenetrable rows of fastened long-spears keeping their opposition from engaging in close quarters. Like the Tutans, Mythrinians boast a great population of powerful warriors. They are believed to be the last Tairoian colony untouched by the Venelian Empire's conquest.
 
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