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WeaselThor

The Thundering Mustelid
The world of Kalendural
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A massive world 8x the size of earth which revolves around a binary star system, has 3 moons, and with a 50/50 land to water ratio. Kalendural has every imaginable biome from desserts and tundra's to forests and mountains and everything in between. Incredibly powerful weather phenomena fueled by ambient magic in the air alter the landscape so that only the most permanent or well maintained structures can stand. Vicious beasts roam the lands, followers of gods and devils wage their battles across vast swaths of the world, and unimaginably powerful titans lurk throughout the world. However it is also an abundant and lush world filled with resources and mighty nations. However the most prevalent trait in the world is magic, nearly every living thing has some kind of magic, from the mighty legendary heroes, to the Teleporting blink moths the force is in every grain of dust and every blade of grass. As sparcely populated as the world is at only 5.8 billion sentient souls calling the massive world home much of the planet is unexplored and there is plenty to discover, especially when looking into the multi million year old ruins of the precursors.

History of Kalendural
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The worlds ancient history has been long since been lost to time. The oldest record of the world comes from the Giants of Titainia and goes back an astounding 765,000 years. Though many beliefs about origens of life and about the gods exist, all of them can agree that Kalendural has been through several Cataclysmic events and many species and civilizations have risen and met their end in the past 2.1 million years. Ruins from ancient lost civilizations dot the world leaving their knowledge and discoveries within. Yet only the metallic ruins of the precursors seems impervious to the effects of weather and erosion. However about 2000 years ago a massive global war between the gods and devils scarred the landscape. Much of the damage has healed and the population has just gotten back to the place it was before the terrible battle. All global superpower nations were shattered and most of the kingdoms we see today are the fragmented remains of the mighty kingdoms of old, however the downfall of the great empires allowed the smaller nations of the world to florish.

Magic in Kalendural
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Magic is beleived to be an invention of the Precursors. Somehow they irradiated the world with the energy. The same way modern earth children grow up learning to use our technologies, Kalendural children grow up learning to harness magic. Most of the time by age 10 a child has enough magical skill to survive short journeys beyond the protection of their lands. Whereas the strongest practitioners can literally move mountains or flatten entire cities. It comes in many different forms and like a science or technology the focus and purposes of magic vary from culture to culture alomg with the potential for individual variations even within similar cultures. While essential there is so much differences in magics that there are none which can claim the to be a true master. Even the gods are not exempt and find that new forms of magic rise faster than they can learn them.

Legendary Heroes
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Among the populations of Kalendural there are a select few whose deeds, might, and magical potential have earned them the status of legendary. While it seems like its just fame there is actually alot more to it than that. Legendary heroes command massive amounts of the magical force in Kalendural. While not all are kings or rulers their opinions and words carry just as much weight. Legendary is not just a title, its a rank, its a lifestyle, an indicator of overwhelming strength and power enough to inspire hope or dread in all who hear your name.

Kalendural Today
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The Entire realm is currently under siege by a dark force from another realm called Cyribdis. These forces attack the realms of The Divine realm of the gods and the Infernal planes of the Devils as well. Their Magic is Strong, Their technology is great, their numbers are without end, and their leaders rival gods. This is truly the worst disaster the planet has ever faced. It has only been one year since the enemy made its arrival and already 3 countries have fallen and hundreds of millions have perished as their armies crumble and their civilians are slaughtered. With portals they leap across the world dropping instant sieges upon several unsuspecting populous. Even legendary heroes have begun to fall in the conflict in the recent months. While many beleived them to be demonic at first a lack of infernal energy seems to suggest otherwise. Luckily not everything is lost, old rivalries are being set aside for militant alliances that can withstand the hordes, and a new Titan lord reopened the northern territories of Titainia to the rest of the world offering alliance and protection to all who will stand with him. Furthermore new legendary heroes are beginning to rise as the gods bestow more power to people, and others are forced to rise to the occasion or perish. Kalendural stands united like never before to face against this invader who will accept no surrender, and leaves only destruction and death in her wake.


 
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Nations
Giant territories of Titainia

Country: Titainia is a massive landscape, by far the largest nation in the world with it covering an area of over 5 million square miles. The massive stone megastructures that dot the landscape are set up like a grid and all are interconnected, the design shows inspiration from the precursor ruins but the giants build with stone.

Known Cities:
Ardent- A city containing a population of 365,000. It was built along the mountain chain that makes up the Titainia border. It holds the largest number of military giants with 50,000 giant soldiers making up its population. It also serves as their military training ground. Tunnels from the city circumvent the mountain border turing the natural formation into a fortified fortress. Much of the city is dedicated to the military as its entire purpose for hundreds of thousands of years has been to be the barrier between the world and the giants.

Yesh- holding the largest population of giants of all the cities with 435,000 giants this city is a beautiful testament to the giants crafting skills intricate realistic sculptures of everything from men to dragons dot the city and buildings seem to be grown from the granite bedrock. Surrounding the city are massive mammoth and baloth livestock ranches some of which have close to a million beasts within them. This city supplies much of the food to the giants and also holds their magic schools and the famed massive hall of history which holds over 700,000 years worth of history etched into its ever growing wallspace. At any given time 40,000 giant soldiers call this city home.

The Seat- a city named after the kings thrones rather unimaginatively granted title. It holds a population of close to 200,000 giants and is the capitol of Titainia. The great stone palace is located here and actually houses the bulk of the cities population, its massive structure is said to be visible from every point in the nation of titainia. Only 100 giant soldiers are stationed here because the giant kings have always beleived it shameful to hide behind their army.

The expanse- a name given to the lands between the massive megacities of Titainia. A bit over 50,000 giants are dispersed throughout this area with 9,900 soldiers patroling the area perpetually. As vast as this expanse is the giants who patrol it are said to know every square inch of the land. Even the civilians who dwell here are hardy and well suited to survive in nearly any environment.

Language(s): Common, Giant, Thu,an.

Species: Homogigantus (Giants.)

Ideology: Strength is everything, and Everything is strength.

Technology: Advanced Metallurgy, Advanced Masonry, Masterful mining.

Magic: The giants have for many many generations been practitioners of magical self augmentations. They will enchant themselves with a variety of similar buff spells with the intent of achieving some personal goal, overexposure to those spells over their remarkably long lifespans can caus giants to mutate into variable subspecies of giant. Fire giants with their extremly high body temperatures and beards of flame, Stone giants made up of earth with tremendous strength, even speedy giants capable of running down nearly anything. However there is a very rare and very ancient power that the giants alone possess and only a select few of them. Thu,an or Earthsinging, by speaking this ancient language and possesing the "Power Strong" Gaints have been capable of moving vast amounts of stone and earth, it is said that the mountain ring around the giant lands was created in a matter of minutes with the use of this power well over half a million years ago.

Authority: Merit based Monarcy, the king is the "strongest" giant throughout all the lands.

Culture: In the life of a giant Strength is everything. Yet to them strength takes many many forms. A mother who stays up all night with her sick child is just as strong as a giant who crushes the head of a dragon with his club. Strength is measured in what a giant does in the face of a challenge regardless of what it is. To giants cowardice is blasphemy and reason for exile, but cowardice to them is not being afraid, to them a giant who is not willing to die to protect another is just as much a coward as the giant who is afraid of the dark. Calling a giant either weak or a coward is the fastest way to be smashed in the known world.

Currency: Giants use a barter and trade system. They dont care for currency of any kind instead they will trade materials, livestock, crafts. A giants currency is their trade, no working means no wealth.

Composite Species: Giants are a species of monster that have developed intelligence and become one of the most powerful races on Kalendural. They vary greatly in size power and appearance even moreso than humans do. Usually they range between 3-7 meters but it is not unheard of for some of them to reach up 60 meters. They are an iron based lifeform boasting remarkable durability and strength rivaling most dragons. Though most of their population dwells within titainia there are wandering giant nomads, exiles, and traitorous giants who wander the world. With long lifespans of up to 5000 years, close family bonds, and an obsession with work and progress giants can be remarkably skilled in a variety of areas.

(Pm me to screen your nation before you post it here.)​
 
Military Rupublic of Lunari
Country: Insularum Mystica, Roughly 3,300 sq miles. in actually takes up over 7,500 sq miles in subterranean and oceanic space, building vast sprawling cities beneath the earth on on the ocean floor, while shining towers add to the natural otherworldly beauty of the Isles.
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Known Cities:
Argentum Turris: The more known and famous city to outsiders, it's name translate to Silver Spire. It is the Capital of the Military Republic of Lunari and seat of the Imperitor.

Aetheria: Named due to the rich mines of Aetherium and Titanium, the city is one of the largested and industrial subterranean cities. It is also one of the greatest places of learning, housing the Mystica College of Thaumiturgic Technology.

Sanguine Scopulum: Residing on the ocean floor five miles out from the isles northen point. The City being the first oceanic and technological city developed. Named for the unique breed of coral that when spawning makes the area turn a blood red. The city is one of high luxury and one of the biggest tourist traps in the nation. It is also one of the few cities outsiders are allowed to visit.



Language(s): Latin, Common (English), German (Mostly used by military to confuse enemies)

Species: Illustrati

Ideology: Citizen Service, Warrior Culture

Technology: Magitech, Metallurgy, Advanced Transportation, advanced weapons

Authority: Democratic (Elections held every 10 years, Ruler is known as Imperator/Imperatrix, Re-election Allowed)

Magic: Thaumic Architecture is the manipulation of Magic to alter reality. The Illustrati use this ability to influence the forces of the universe to their advantage creating new elements and alloys among other things. They exuded near mastery over thaumic forces and would use it in mining, medicine, architecture, even creating rifts that they could pass through to travel vast distances.

Culture:

While their government is militaristic, the Illustrati are very peacable beings, seeking to spread their influence through cultural domination and intellectual superiority, knowing that their ideals and beliefs will inevitably influence the existing culture. Being natural Xenophiles, they believe that society would grow stagnant without different concepts and moralities and are thus considered staunch believers in unity by diversity. Yet despite these ideologies, they are known for their militaristic and disciplined culture, typically taking on the role of peace keepers

Military service is among the greatest honors the Illustrati could ever strive for, as it was so ingrained into their culture. So much so, that Citizen Service is the only way to earn full citizenship and voting rights with a minimum of 17 years of military service. This was even further implement with the "Young Bloods" Program, where teenagers were able to preform military service as both reserves and civil service called Jr. MP's. Those that did, when they would enlist, would have greater experience than their civilian enlistees, often being promoted far quicker as a result.

Currency: Lunari Credits (Copper, Silver, Electrum, Gold, Platinum, and Aetherium)

Composite Species:
Illustrati:
The Illustrati are a race of humanoids that make up much of the Isles population. Averaging at about 6ft 8in, and 148lbs, the Illustrati are among the most adaptable species in their system. Their appearance is somewhat similar to that of humans or elves, the major differences being their seemingly lack of pupils, bowed shins, and slightly elongated canines signifying a carnivorous diet. Their blood also contain Hemocyanin meaning that their respiratory proteins use copper binding sites to bind and transport oxygen, making their blood blue instead of red like humans. Natural acrobats, and extremely adaptive genetics, they can survive in almost any climate. maximum lifespan 2000 years
 
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The Bog Lands
Country: The Bog Lands are large swamp jungle stretching 12,000 square miles. This jungle is full of huge and ancient mana trees, swampy ground with large amounts of pods and lakes throughout it. It's home to many dangerous creatures, like the Baloths and other dangerous creatures. One of the most dangerous of these creatures is the Lizardfolk, who live in villages in the tall trees.
Known "Cities":
Arcvad- The only settlement that can properly be called a city is Arcvad. Arcvad is made of many homes and build built around and onto the oldest tree in the Bog Lands, named also Arcvad. As many as 150,000 Lizardfolk calls this place home with many more coming and going making pilgrimages to Arcvad (the tree). The city also holds a temple that acts as the unofficial headquarters for the shaman order and an area were the many lizardfolk tribes come to make peace and end wars.

Besides Arcvad there are many tribal communities with 600,000 Lizardfolk throughout the rest of the Bog Lands. These communities are much smaller then Arcvad. These communities are often built around ancient mana trees where they also built small temples around them and take care of the trees.

Languages: Lizard Tongue and Common
Species: Lizard Folk
Ideology: Warriorestic but with deep care and respect for nature.
Technology: Trained animals, herbalism, minor knowledge of blacksmithing
Magic: The people of The Bog Lands believe their magic comes from the Mana Trees and their god Zeeyar. Being the magic comes from nature, its ability manipulates it. Their magic is commonly used to help calm and tame beasts. Some Lizardfolk has also learned to use magic to heal wounds, breath underwater, and even go into a primal mindset that makes go berserk against there foes. But the strongest magic is used by the shamans and a chosen few. This includes animating plants, greater healing powers, and the most respect magical ability in Lizardfolk culture, Nature speaks. Nature speak allows those gifted with the ability to directly speak with to plants and animal. This is why Shamans are so respected in Lizardfolk culture, for they are the ones who can speak with the Ancient Mana trees.
Authority: Each tribe has chieftain, chosen by the local Shamans for their greats deeds in the past. The leader of the Shamans are chosen by Arcvad.
Culture: Lizardfolk are fighters and adventurers at heart. They enjoy a good fight and the excitement completing a difficult task. But above that Lizardfolk culture is very focused on protecting nature and living peacefully with it. Those who disrespect nature, especially the mana trees, are quickly punished with death and used fertilizer for the Mana Trees.
Currency: Barter and Trade
Composite Species: The Lizardfolk are reptilian humanoids with tough scaly skin, powerful tails, razor-sharp claws, and teeth that rip straight through the strongest hide. The Lizardfolk have lived in the swamp dating back to before the first outsiders found it. The Lizardfolk say they appeared in the swamp after their god, know as Zeeyar, gifted great power and wisdom to weakest creatures of the swamp. With power given by the gods, they quickly climbed to the top of the food chain of the lands. Since then they have worshiped him by protecting the Bog Lands from those who would mean it harm.
 
NATIONS
The Golden Kingdom
Country:
One of the most powerful and oldest nations in the world with a size of 200,000 square miles and a population of 70,000,000. While it has been in a period of decline for the past few decades after its strongest pillar: Balmond Calderan abandoned it during the middle of a campaign after a slow decline into depravity. It has recently entered a resurgence with the ascension of King Endless Splendor to the Throne, and the birth of his three sons, the so-called Holy Princes, each a Legendary Hero in their own right. They are:
Prince Splitting Heavens
Prince Piercing Sky
And Prince Rahu
However, as of the start of the story the Kingdom is in dire straits. The first portal to the other world opened directly at their nations capital. Princes Splitting Heavens and Piercing Sky both fell at the hands of their former master, Balmond. Only Prince Rahu survives.
Known Cities:
Aurelia
: The capital city, a seat of power and splendor, extravagance in physical form, or at least it was. It lies empty, save for the last refugees clinging to hope. It is currently occupied by a garrison of Darkspawn.
Granya: One of the main strongholds of the Kingdom, a fortress town designed as a bastion for the Kingdom in case of a catastrophe. The last of the kingdom’s military, as well as Prince Rahu and most of the nobility are concentrated here. 2,000,000 are currently in the city, 500,000 of them soldiers, but resources are running low.
Languages: Common, Oldspeak, Goldtounge
Species: sub-race of Humanity known as Goldkin. They are generally similar to humanity, with some kinda major differences. In terms of actual strength they are the same as humans, although they can all practice something known as the Radiant Body, but the vast majority of people can only become a little stronger than the average person with this. They can cast magic just the same as “normal people” but the main difference is their lifespan. The oldest known Goldkin lived to over 1,000, but the vast majority live 700-800 years. They are born and physically age to their peak within a few months, and at that point stop “aging” in the normal sense for the rest of their lives. Instead, they slowly turn into gold. Literally a statue of solid gold. This process is very slow at first but slowly increases in speed in their final years. “Natural” death for Goldkin comes when their heart makes the transformation, but the process continues past their deaths. The statues are normally melted down for resources (equivalent of cremation) but are sometimes kept for sentimental reasons
Technology: High medieval, master animal tamers and experts at rearing beasts of war - their Pegasi are feared across the world. Extremely skilled metallurgy and craftsmen, especially with gold.
Magic: Use of the Radiant Body, as well as the hereditary ability to summon “Legacy Weapons” - powerful artefacts that surpass normal weapons and let normal people fight on par with stronger opponents. Legacy weapons are items that the Goldkin’s ancestors had strong connections with, and eventually entered the annals of legend. Through their deep connection to their deeds and history, some can summon these weapons (or items) from myth itself. They have a wide variety of effects, such as a book which can control vast oceans of sand, a bow capable of firing arrows of pure energy, and many more.
Authority: Hereditary monarchy with nobility beneath them, and sons/daughters of the monarch ranking in between.
Culture: Highly focused on history and great deeds. Citizens typically try to shed their birth name as quickly as possible in exchange for something grander. Taken names are made after great accomplishments, such as killing a giant or fighting off a dozen soldiers barehanded. The easiest route for these things is the army, which results in one of the largest and most motivated militaries in the world. On the same vein, cowardice or failure is seen as highly embarrassing as well as undeservedly taking a name.
They are very concerned with their ancestor’s reputations, to the extent that people have been killed over insulting someone’s great-great-grandfather.
Money: Ironically, silver coins.
 
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The Ethane Theocracy
A theocracy ruled over by a dragon, although the citizens of the Ethane Theocracy are human in a sense, they consider themselves the closest thing to descendants of dragons. The theocracy owns and is present on a plethora of islands, from islands on the west of the mainlands to small peninsulas east of the mainlands. The theocracy is known for many things; their trade of fish and grain but also their constant pilgrimages and crusades upon the mainland. The crusades are very brutal and they only occur once every 3 years, the pilgrimages in contrast are usually pretty tame and only occurs when Morag is in need of knowledge. The crusades start when the All-Maker decides it is time ‘to cleanse the lands that are not my own’, during this time, able-bodied citizens begin swordsmanship and training so that they may be victorious in their crusade, this can drag on for a year or even a few months depending on when the All-Maker makes his declaration and when he expects it to be done.

The citizens of the Ethane Theocracy are very religious, they believe in about 24 gods however only 6 are major and out of that 6, only 1 is supreme. Citizens usually take it upon themselves to make tributes and shrines to these gods as a way of gaining their favor. There isn’t a specific structure of society although there is royalty but they don’t hold much power and rarely make decisions by themselves.

Famous Cities and Citystates
Arakta - Considered the military capital of the Ethane Theocracy. Many males born in Arakta become soldiers and are trained vigorously in combat, most go on to become guards in other cities or participate in the crusades. The current leader is Rahgron, the dragon god of war and anger, he oversees everything that happens in the city.

Suleyk - A large city known for their trade of fish and grain. It’s considered the biggest city in the Ethane Theocracy. Hofkah, the god of agriculture and bountiful harvests is the current leader of Suleyk.

Kel - The education and knowledge city of the Ethane Theocracy. This is where most scholars and wizards come to learn and become better at their craft. Morag Tong and Jnana rule half and half over the city, each bestow their own power over scholars and wizards. However, many never leave the city as they begin learning more and more, Morag Tong’s side in particular become entangled in forbidden knowledge.

Languages: Common Tongue, Dragana Jihna, and Mythic Dragana Jihna.

Authority: A theocracy but instead of following popes or priests, they follow the gods that lead them. May a god leave their duties or resign, a new one is usually put in place to replace them although this rarely happens.

Currency: Silver and Gold.

Technology: Because of Morag Tong’s constant feeding on foreigners and his sharing of forbidden knowledge, new technology and weapons are made every day, thus it’s an ever constant changing country and stage in the Ethane Theocracy. Many cities are also dedicated dragon breeding grounds where people create environments suitable for a dragon in hopes of making new dragon gods.

Magic: Use of Dragana Taka as well as Mythic Dragana Jihna. Mythic Dragana Jihna is a magical version of the typical Dragana Jihna. Words in the mythic version carry more meaning and can have very spontaneous results. Even speaking a few words in Mythic Dragana Jihna can clear out a whole battalion of men. Magic is a given among many Dragana Manusa, many practitioners become highly skilled after a few months of learning but many fall to Morag Tong in search of more knowledge.

Species
The natives of islands ruled or controlled by the Ethane Theocracy are called the Ethane, this name however is usually very informal and casual, it’s also what people call citizens of the Ethane Theocracy thus it doesn’t work as much as it should. Natives call themselves Dragana Manusa, they consider their formal and official name. Dragana Manusa is a sub-species of the typical human but born with racial powers beyond normal magic. This racial power is called Dragana Taka (literally meaning Dragon Skin), this power manifests as randomly assorted scales that can appear anywhere on a Dragana Manusa’s body. It’s effects are different for every person; some have the ability to block physical attacks with it while others can breathe underwater with it, it is truly random. Dragana Manusa have normal human lifespans but some have unlocked closer to a dragon’s lifespan.

Culture: It’s a very mixed culture around the Ethane Theocracy, they are definitely polytheistic and believe in many gods but they also solely worship a singular supreme god as well. Natives of the Ethane Theocracy keep to themselves, they rarely delve in outside politics and only open themselves up in cases of trade or crusades. This life of seclusion as worked out for them, they don’t have to deal with outside threats and they have all they should need right where they live.

All-Maker
The All-Maker is the one who made all the islands ruled over by the Ethane Theocracy, he created the winds and grass that populate it and it’s even said that he made the first natives there. After that, he brought the rest of the gods over to help finish it. The All-Maker and the 23 gods under him are dragons. Natives of the Ethane Theocracy are extraordinarily comfortable around dragons because of their status as gods but also because of their generosity towards the Dragana Manusa. While the All-Maker has declared a life of solitude and limited exposure, the other 5 major gods under him are still active.
The 1st major god is Ratera Rani, her influence encompasses dusk and dawn as well as vanity and egotism. While she is apart of the Ghrna (a collection of gods who are vengeful and angry towards both humankind and the Dragana Manusa although their hatred for the latter is minor at best. The Dragana Manusa usually chalk up the Ghrna’s hatred as the fault of their ancestors), Rani is considered good by most standards, and presumably feels more concern for the well-being of her followers than other Ghrna.

The 2nd major god is Mithya, his scope of influence affects a lot, he grants power where it is not needed and grants wishes through dangerous pacts. He’s one of the more dangerous gods among the Ghrna and takes part in the crusades as a way of showing his brutality. Most Dragana Manusa describe him as a god who likes souls for the sake of having them.

The 3rd major god is Morag Tong who scries the tides of fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. The followers of Morag Tong describe him as “The riddle unsolvable. The door unopenable. The book unreadable. The question unanswerable.” Morag doesn’t fly nor walk in mortal realm but instead rules over a small realm called Dhbansa where endless shelves and rooms are cluttered with books containing forbidden knowledge. The books all have black covers with no titles, and the library is haunted by ghosts forever searching for knowledge. Unlike some gods who openly accept tributes without asking for them, Morag will ask almost consistently for prisoners or foreigners of other lands so that he may learn their secrets and traditions to add to his library. Morag Tong has various methods of collecting knowledge, the most infamous being his Kala Bai method where he releases unmarked black books into the world. These black books when read, hold the reader with claws as the book collects knowledge from the reader. When finished, the reader can sometimes become an servant of Morag Tong or become so insane that they begin killing all in sight.

The 4th major god is Bayu, the goddess of the winds and skies. She is the strongest out of most of the major gods and isn’t the deity of the heavens, the winds, the elements, and the unseen spirits of the air. She is the patron of sailors and travelers, often sought after and invoked for good fortune in daily life. She is the widow of Daitya. Rain is said to be Bayu’s tears as she mourns the loss of her beloved Daitya, since rain is believed not to have appeared until after the death of Daitya. Bayu is generally seen as the embodiment of nature, with the mysterious and deadly air spirits representing her wrath.

The 5th and final major god is Jnana, the god of wisdom and logic. To many, he is known as Jhunal, the father of language and mathematics. In other city-states, Jnana is god of literature, law, history, and contradiction. Jnana created many artifacts dedicated to his name that he gives out to many promising men and heroes. He is also the most worshipped god with many chapels and shrines dedicated to his name, many of these chapels and shrines teach languages and education.

Current State of the Ethane Theocracy
Because of outside threats that no longer rely on convential ways of travel, the All-Maker as declared a national emergency and casted the islands into a rouge state (the islands are no longer bound to the earth under them, some have entered the sky while others are floating across the sea.) Many citizens have begun traveling to Arakta to enter training, and Morag Tong has started sharing his disastrous Kala Bai to collect knowledge. Contact with other nations and the outside has been ceased and most religious shrines have begun praying calls.
 
The Orú

Country: The Oru is a nomadic people they have no specific cities but usually travel the same territories they have no specific cities but tend to roam between forests and mountains.


Known Cities: While it is true that Orú does not have specific cities there are places they are known to traverse and occupy from time to time their places are:


Lunar Holds- a mountain range that is strangely shaped like a present moon known for its harsh winters mountain trolls and snow harpies.


The Shadow Marches- an expanse of open land and maze-like canyons along the shoreline.


The Eleden Reach- A large forest prone to thick fog, the treetops are so thick the sun can barely shine through.p, it is home to all manner of beast.


These are not the only places that Orú roam, but they are well-known.


Languages: Common, Wolf, sometimes other depending on the tribe and what the locals they travel near speak, the ones who actually speak to them that is.


Species: lukánthropos (Wolfmen)


Ideology: Life is the hunt, Live free and survive


Technology: They aren't very advanced except when it comes to making traps and weapons.


Magic: Magic depends on the role one has in the tribe, shamans are usually the ones with knowledge of healing magic or purification. The rest usually favor physical augments and elemental magic such as ice and earth but all members of the tribe can change form to that of a Dire Wolf, not all can change into werewolves. While in Dire Wolf or Werewolf form they cannot use magic. However while in Dire Wolf form their speed and senses increase exponentially in Werewolf form there is an increase in sensory ability but not on the level of Direwolf form but their strength far exceeds it along with the advance of being able to climb and grab things with their hands. They can only use magic in their humanoid forms which normally are faster, stronger and have better senses than say that of a human would.


Authority: Dominance-based Monarchy the strongest and most dominant member of the tribe is the leader.


Culture: The Orú are a hunter based society to them survival is all that matters. If you can't hunt, if you cannot fight, if you cannot survive then you have no worth. Over the years they have easily adapted to the new ways but still hold onto the old. The new way they call the way of steel, the way of building and using weapons the way of creating as only humanoid beings can. The old way they call the way of tooth and claw, the way of the beast the way of the hunter the way of knowing the earth the way only animals can. Orú are not typically very fond of humans seeing as how they nearly hunted their ancestors to extinction for merely existing before they magically evolved to a more humanoid form to hide amongst them for a time. Despite this they are not usually actively antagonistic or hostile towards humans...some of them at least there are more banditesk tribes that hunt humans just like any other animal, something they see as only fair given what humans did to them these tribes are called the Red Fangs while the more peaceful tribes are called the White Claws.


Currency: Officially they have no currency amongst themselves but will trade with outsiders in exchange for safe passage while they traverse or stay in whatever territory they currently find themselves in or for better materials to make weapons and traps and whatever else they need.


Composite species: Orú are a humanoid species of beast in, taking the appearance of a human with wolf ears, tails, sharper than normal teeth and claws, they range from the size of average humans and sometimes taller especially amongst the males. Their lifespans on average are about a decade or two more than the average human. Not all Orú travel with the tribe rather because they have chosen to be vagabonds or were cast out for a crime that could not be forgiven. In Dire Wolf form there can grow to be the size of horses when fully grown.
 

Dunia the Empire of the sands

Country- The great desert also known as the sea of sand, is a harsh place where few can live. Full of kobolds, goblins, and the dreaded Sandworms. It is also home to some of the greatest sights to be seen on Kalendural. From the shifting sands, to the mountainous dunes, and even the worlds deepest body of water, The Sea of Darkness located at its heart. Built around and atop the Massive sea is the largest city on Kalendural, Oasis. Even dwarfing the massive cities of the Giants. The entire population of Dunia lives within this single city, save for scavengers and a few nomadic merchant caravans. With a population of 55,000,000 and a city over 10,000 square miles one would be hard pressed to find a more densely populated space. However despite all their mouths to feed, the dunian royal family manages to keep everyone happy and healthy. Of course the massive mountains of gold dug from the sand make it a lot easier than it sounds.

Known cities

Oasis- A massive sprawling city built over the Sea of darkness with a population of 55,000,000 and a size of 10,000 square miles the city is massive and can take days to travel from one side to the other. Merchents constantly cycle in and out of the city. It has a distinct lack of walls or fortresses. However it has never needed them, hundreds of miles of harsh desert and a large population of wind & sand mages have kept the city safe for thousands of years.

Languages: Common, Dunian (Arabic.)

Species- Human

Ideology- Wealth and prosperity for all, The dunians beleive that every service, trade, and trinket has a value and they are firm beleivers in a fair deal. It is almist impossible to meet a dunian and not make a deal of some kind with them.

Technology- The Dunian Empire is a relatively advanced nation boasting many desert specific technologies. Such as massive steel sand ships with sails, cannons, rifles, and other black powder weapons are not unheard of either. However their knack for cross national trade and their vast wealth have given them access to the technologies of many other nations. Even if they dont use it...it pays to understand what your rivals, allies, and would be enemies possess.

Magic-
Dunians are well known for their Sand mages, wind mages, sun priests, and Alchemists. They are also well versed in the magucs from other nations having purchased lessons from many nations and then charging their neighbors to teach them as well. However their emperor is well known for being immortal. An old saying that is fairly common throughout the world "if you cant find it in dunia, then you may as well stop looking.".

Authority- The undisputed authority of the Immortal Dunian emperor Amos Sim rules the city of Oasis. And has continued to do so for the past 3,700 years.

Culture- The dunian emperor Amos, if the Father or ancestor of much of the dunian population. As such most of the cities denizens view each other as a family. They have remarkably strong bonds with their neighbors and a good thing too considering many homes hold two or three families. All dunians hold gold as a sacred item, a fair trade for anything. They are capitalists through and through and feel as if they have a holy mission to bring wealth and majesty to all worlds.

Currency- Gold.

Composite species- The dunian people are human but they are a bit sturdier than average. They require less food and water able to survive up to 4 weeks without water and up to 2 months without a meal. They also have tremendous magical stamina able to cast their spells seemingly with no fatigue for hours or even days on end.
 
Nebulae Nation of the Cosmic Elves


Country: Nebulae is a decently sized nation covering roughly 100,000 square miles. However it has a diminutive population of only around 22,000 elves. Rather than living in cities each elf and their family built a home somewhere in the nation. The more powerful the elf the further from the borders they are allowed to live. With their western border on the sea a mere couple of miles from the Military republic of Lunaria one would think, with The world spear to the east, and the Massive barrier mountains to the north one would expect the Elves to be very social. However the opposite is true, outsiders who enter Nebulae have been known to vanish without a trace. The very few who have returned come back driven mad, and barely able to speak let alone function in any meaningful way.

Known cities:
None.

Languages: Common, Elven, Nebulaen (Mathematics)

Species- Cosmic Elves

Ideology- The Elves of Nebulae think themselves superior to the rest of the peoples of Kalendural. Believing they fell from the stars as punishment for the sin of Complacency, they spend their entire lives seeking to rise in the hierarchy of power and become strong enough to lead their people back into the Aether that exists beyond the heavens.

Technology- the Cosmic elves have seen no reason to develop technologies. They use their power to build everything from their clothes to their homes. They do seem to understand technology fairly well however.

Magic- Mental magic is the name of the game in Nebulae. Illusions, telepathic communication, telekinesis, and astral projection. They have even managed to remove any and all resistances and weaknesses to their magic making it unilaterally effective against all. However a few very rare magical items have been able to Resist their powers, one such item is the Ring of Titainia

Authority- The Celestial elves dont really have a ruler instead they have a mental connection network that they use akin to a social media, the stronger the Cosmic elf, the more range and thus influence they have. The most powerful cosmic elf alive today is Bhanell whos range reaches a few feet outside of Nebulae's borders. She calls herself queen, and none within the nation are willing to attempt to dispute that claim.

Culture- The Cosmic elves hold Knowledge in the highest of regards. They are willing to kill, die, and do any number of horrible thing to attain it. Once attained it is not to be shared but rather horded and utilized. More powerful cosmic elves have more knowledge as the two are directly correlated. Mistakes are heavily scrutinized and successes are just as heavily celebrated. They have a kind of telepathic social network where they communicate with one another offering secrets and knowledge. Food, water, and shelter are gathered by the individual and usually grown or hunted withing their private territories. The telepathuc bond between Families is very strong and marriages are some of the most celebrated events in the species as it unites two families and fortifies each member with a larger amount and rate of gathering knowledge.

Currency- The currency of the cosmic elves are Facts, Memories, and Secrets. The value of each is variable upon what it pertains too but memories are generally the least valuable, Facts are the second most valuable, and Secrets are incredibly valuable.

Composite species- The cosmic elves are a tall and lithe species standing between 5ft 11 and 6ft 7in and weighing incredibly little usually between 50-80lbs. They are humoniod with glowing eyes of varying colors. Their hair grows rather long and is incredibly soft yet strong. Often they weave them into ornate designs and hair styles. They move in a graceful nature and have been compared to ghosts due to their quick silent motions which carry a supernatural air to them. They also possess a strange organ within their brains that transfers their magical energy into the psychic energy they are known for.
 
Nations
Island City State of Hǎibīn

Country: Insularum Mystica

Known Cities:

West Hǎibīn - Technologically advanced in every accommodation. West Hǎibīn touts luxury at every corner from transport to skyscrapers your stay will likely be one to remember.

East Hǎibīn - A city of clansmen and clanswomen devoted to the sword. The beautiful and precise body work of the Shìyìng sword-art has been passed down through generations of the inhabitants - not only experience and skill but technology as well. Some of the most unique swords come from East Hǎibīn.

Language(s): Latin, Common (English), German, Hǎibīnese

Species: Shēnzhǎn (literally translated to mean "stretch")

Ideology: The sword is an extension of your own body.

Technology: Magitech, Metallurgy, Advanced Transportation, advanced weapons

Magic: Being an island in the middle of the sea the inhabitants of Hǎibīn have been known to retreat into the mountains for years if not decades in order to hone the magic of elemental manipulation. The main five elements: Earth, Water, Fire, Wind, and Lightning; while the Hǎibīns have only been known to wield one element at a time, it is unknown if anyone has ever mastered more than one in their lifetime.

Authority: Democratic (Elections held every 10 years, Ruler is known as Imperator/Imperatrix, Re-election Allowed)

Culture: Hǎibīn's culture is almost identical to some of our Asian countries. It's main source of food comes from the sea, the inhabitants are very focused on respect, discipline, cleanliness, and non-physical conduct. They live off the land and replenish what they consume. They're both business and combat focused having very strict unwritten rules about common courtesy. Food is a mega-center of Hǎibīn from noodles, to sushi, and meals on a stick there is something interesting and delicious waiting for you. The culture of East Hǎibīn holds annual swordsmanship competitions in which the winner receives a large sum of credits.

Currency: Lunari Credits (Copper, Silver, Electrum, Gold, Platinum, and Aetherium)

Composite Species: Shēnzhǎn, the local species to Hǎibīn are an unknown organic type they appear to be a carbon based humanoid at first glance but this isn't the truth. Their bodies (from bone to skin) can expand, and contract allowing them to take more punishment than most species with a similar figure. Almost as if made of rubber their limbs can stretch extreme lengths (recorded up to 20ft). Their skeleton is extremely adaptable able to stretch, and change density - as light as a bird to as dense as stone. Their muscles also respond to stimulation from the brain morphing to fit the Shēnzhǎn's body at any time (archery, running, and everything inbetween). Shēnzhǎn live up to 800 years old on average with recordings of up to 1200 years. Shēnzhǎn are also immune to most normal weather conditions however extreme heat or cold can cause a great deficit in their body's capabilities.
 
The Serpent Isles
Country: Insularum Mystica (MRL)
Known Cites:
Serpent's Rest: A reknown port, held in high regard for it's beautiful architecture and natural beauty, and the Lamia that make up the majority of the population. It is one of the greatest economic superpowers of the MRL, sporting a thriving market with multiple nations, and one of the largest naval ship yards in the republic. Despite the large military preseance, it is also one of the more visited cities in the Isles.

Skaldis'volg: Hundreds of grottos dot the area around this tropical city. While not as densely populated as the other isles, it is one of the few that many discharged soldiers reside, finding comfort in the natural beauty of both the flora and the local Lamia.

Languages: Latin, Common, German, Talakan (Serpent tongue, Lamia)

Species: Lamia

Ideology: Citizen Service

Technology: Magitech, Metallurgy, Advanced Transportation, advanced weapons, Navy

Authority: Democratic (Elections held every 10 years, Ruler is known as Imperator/Imperatrix, Re-election Allowed)

Magic: Illusion/Glamour: The Lamia are able to place a Glamour upon themselves to look irrestable to their targets. This in turn allowed them to become deadly assassins and politicians. Along with this ability, they have a natuaral disposition to illusions, making them extremely coveted scouts.

Culture:
While a part of the MRL, the Lamia are very staunch defenders of their homes and loved ones, sharing the illustrati's beliefs. Along with this, they have developed a seafaring culture, due to their amphibious nature, making excellent sailors and shipwrites.
When the Lamia were first integrated into the MRL, they quickly adopted their culture, while also holding onto their spiritual/ancestral beliefs and worship.

Currency: Lunari Credits (Copper, Silver, Electrum, Gold, Platinum, and Aetherium)

Composite Species:
Lamia: The Lamia a species of amphibious serpents. With the upperbody of a human female, and the lowerbody of a serpent. Despite being entirely female, the Lamia are able to reproduce with any sapient species, the offspring always being a lamia with some of their father's traits. They are extremely protective of their lovers and children, and when threatened will viciously maim, it not outright kill the offender. Lamia can also be extremely jealous, and if their chosen mate proves to be unfaithful, she will hunt them down to the ends of the world so that she may kill him in an excessively painful manner.
Lamia are amphibious in nature, and can be found in undersea cities that reside off the coasts of the serpent isles or surrounding the domed Illustrati cities, along with having cities and towns on land. Despite their serpent nature, they are actually warm blooded and give live birth despite misconceptions about them to outsiders. Average Height measures aroud 6'7", entire lenght measuring 17'9".
 

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