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Fantasy Harmonia: The Lore

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HARMONIA

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Cornelius

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TIMELINE

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~3000 years ago - Sierran Foundation​

The first of the Sierrans separated from the rest of the Chosens under the leadership of Alexandra Sierra and with the aid of the legendary Arconians.

~2500 years ago - The Arconian Banishment​

The descendants of the original Sierrans betrayed the Arconians, banishing them from the floating Cornelius and onto the magic-stricken Elysium below. From then on, the Arconians slowly vanished into myths.

~2200 years ago - The Sierran Descent​

The Sierrans living atop Cornelius descended onto Elysium, rivaling the formerly dominating mages with their impressive inventions.

~2000 years ago - The Great Rupture​

Elysium shattered into three: Orh, Thyrea, and Sierra.

~500 years ago - Birth of Sierran Bioengineering​

The creation of the first Sierran hybrid, kickstarting the age of the Sierran Bioengineering.

~47 years ago - Last Orhian-Sierran War​

The last year of the most recent Orhian-Sierran war. The war lasted for three years, marked by the Orhian’s landing in Porahn until their eventual retreat in the face of Titans and Hybrids.

Coded by @Ambiloquous
 
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The Different Lands in Harmonia
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  • Kingdom of Orh
    Spearheaded by King Alreus of Shantor, the eight factions of different Houses of Magic were united to create what is now known as the Kingdom of Orh, the Land of the Mages. These citizens take years upon years of their lives mastering their craft, creating these feats that have become common to their day-to-day lives. Miracles that only the deities used to hold, now within their mortal grasps.

    Culture

    Each house of magic practices a different form of ritual to link their mages with the magic of the land, and each house practices a different culture, making the kingdom of Orh diverse. A common custom among all Houses is issuing magical trials and competitions, typically done to identify whether an aspiring mage may officially hold the title.

    The Orhian fashion typically consists of flowing robes with capes and hoods. Mages may choose to enchant their outfits with fortification or other protective spells. It is important to note that a mage can only attuen to three enchanted equipments at the same time, not counting their focal weapon.

    Government

    The Kingdom of Orh operates as a constitutional monarchy - consisting of the royal family and a council made of the leaders of each house and the head of the religion. Each person of the council has equal power with one another and they can put it into vote whenever they want to veto the decision of the king or queen on the throne. A councilperson can be removed from their position if there is a unanimous vote among the council and the king or queen in power.

    Each councilperson's vote, including the Order's Head, counts as one. The reigning monarch's vote counts as three.

    Religion

    As a religious Kingdom, Orh is partly theocratic. The Kingdom’s religion is called the Order of the Chosens. The faith firmly believes in the Origin accounts, hailing magic as the gift of the gods while putting its practitioners on a pedestal above all. Those who are unable or, worse, chose not to utilize the gift is considered to be an abomination in the natural order of things. Therefore, they must be purged. It is highly illegal for a mage to change, start, or practice another religion’s belief within the Kingdom’s borders. Execution is the immediate punishment for such atrocity.

    A selected head sits atop the Order’s hierarchy, below to nobody but the gods and the reigning monarch. The Order follows a succession rule where the current head must choose a successor prior to their death or resignation. If there’s no successor upon the head’s death, the reigning monarch will select one from the ministry. Typically, an elder priest from either Lessana or Shantor is appointed as head.

    The Order views the Alreus bloodline as the tether between divinity and mortality. Thus, they monitor those with royal blood closely.

    Fundamentals of Magic

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    Magic is defined as harnessing the elements to conduct various feats called spells. Magic requires the use of mana, the intangible and invisible residue of the gods’ corporeal forms. Mana is present all over the world of Harmonia and can be found in almost everything.

    The practitioners of magic are called mages. Mages cannot indefinitely use magic as their bodies are merely vessels of mana; therefore, they cannot create their own and are limited by their personal capacity to contain a certain amount of mana.

    *People can be born with higher or lower mana capacity than the rest (mostly depends on if their lineage have been magic users or not), and mages can improve their capacity through vigorous training.

    Everybody naturally draws in mana from its surroundings, gradually replenishing its supply over time. The expenditure and absorption of mana creates a natural cycle called the manaflow.

    Mages may suffer consequences if their bodies run out of mana. The most obvious is that they’ll be rendered incapable of using magic until a certain amount of time. A mage’s mana reservoir needs to contain a particular amount of mana (quota) to retain the body’s optimal performance. Failure to meet the quota may result in fatigue and/or unconsciousness.

    *The quota adjusts with the reservoir’s capacity size.

    Similarly, forcing a body to absorb more mana than what’s natural may leave unwanted effects on the body. The unnatural pace may cause their mana reservoirs to completely collapse, as mortal bodies were never designed to process divine essences as quickly as gods do. If this happens, a mage may never be able to perform magic for the rest of their life.

    While mages may consume mana potions to replenish their mana, it affects the quality of their spells because the mana that’s entering their systems aren’t fully processed by the body. Thus, it may cause spells to become less effective and weaker.

    Houses of Magic
    Kairo, the House of Elements


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    The great house of Kairo, often described as the house of four seasons due to its eloquent incline towards nature. Unlike other houses of magic, Kairo consists of four sub-houses: House of Water, House of Fire, House of Earth, and House of Air. Commonly, a Kai mage can be adept at only one element. However, there are some who are able to learn up to three elements, with only one being their major element, and the others as minor ones.

    The most combative of all the houses, members of the Kairo house are difficult to defeat when within their elemental biomes, due to the advantages that they gain from it. With each sub-house acting similarly to a tribe, they are harmonious, familial, and respectful of their traditions. They also enjoy competitions the most, evidenced by their monthly contests conducted to see which sub-house shall be in charge for the following month.

    Kairo House’s ritual involves each house fighting an element opposite to theirs. The Water mages will face the Earth Elemental; the Earth mages will be pitted against the Air Elemental; the Fire mages against Water Elemental; and the Air mages will go against the Fire Elemental. It is to test not only their will and determination, but also their cleverness in fighting an opponent stronger than themselves.

    Kairo is located on an island in the northwest region. The island offers a variety of areas perfect for mages of different elements.

    Mezan, House of Summons


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    Mezans are special in a way from all the mages in Orh. They are the only mages that rely on the land’s very own mystical beasts, the egnarions. Without the enarions, there would be no Mezan mages. Their magic is in tie with taming the beautiful beasts of Harmonia and making them companions for life, the foundation of their magic being the trust and the bond they create with their mystical partner. Mezan mages are able to communicate with Egnarions to some extent by knowing how they feel, they are also able to borrow the beasts’ strength, or transform a part of their body into something similar to their egnarions.

    People who live within the borders of Mezan have a unique way of living and choosing their leaders. For one, Mezan families tend to stick to their family house which means generation upon generation of Mezan mages lives here. Second, these mages chose their leader in the form of a challenge, a criteria must be met first before one can challenge the Datu (Leader of the Mezans) to a Yaw-yan, meaning “Dance of Death” but it is not to be taken literally as killing your opponent will most likely end with said killer in prison. While the rules have been set and are usually never changed, the Datu is still free to change their laws. Their most sacred law is to never hunt Egnarions.

    Tiwala, the name of the ritual where a hopeful Mezan mage will have to gain their chosen egnarion’s trust, respect and create a bond that will last a lifetime. A Mezan’s trial can last until a week, sometimes a year, perhaps even more. Some egnarions will test a mage’s bravery, strength, passion, and kindness. The ritual ends when the egnarion has considered the mage their family, presenting them a gift may it be their claw, teeth, or perhaps a patch of fur. This gift will become a part of the mage’s staff, a symbol of their bond and it can never be broken.

    Mezan is located on the northeastern part of Orh, at the end of a path crossing the dense Kavilo forest inhabited by numerous Egnarion species. The population of wild Egnarions are higher near the vicinity of Mezan than that of any other house of magic, where the hunting of egnarions is deemed as a serious crime.

    Herya, House of Agriculture


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    The house of magic responsible for most of the kingdom’s economy, mages of house Herya handle the kingdom’s agricultural demands (crops, livestocks, etc). Heryan mages practice magic that helps them grow crops, take care of livestock, and other nature-inclined magic. Although their magic has combat capabilities, they are still one of the three non-combative houses of magic, along with Cytir and Asba. Furthermore, they are the only house of magic that doesn’t have a single leader. Instead, they have a small council within their community that listens and reaches out to the higher figures of the kingdom.

    Herya and Asba have a lot in common: they are more responsible for economy rather than defense. Both houses are good in business, and an individual’s combative ability isn’t measured. Instead, mages from these two houses are classified by their ability to produce high quality products.

    The Heryan ritual is called Maghayon. The aspiring mage must traverse the lush forest that surrounds Astava, an ancient tree deemed holy by Orhians. The forest is home to many dangerous plants and faunas, demanding a certain level of knowledge and bravery from the aspirant. Upon reaching the center of the forest, the mage must link with Astava itself and convince the holy tree to lift its giant roots for them. This communion isn’t as easy as it sounds as it requires great concentration and attuning oneself with nature. Most mages spend more than a day convening with the elder tree. If successful, the mage must approach the foot of Astava where the tree will bestow them with a piece of itself. The wood is customarily turned into the mage’s staff or wand to become their focal weapon.

    Heryans live outside of a forest that surrounds an elder tree called Astava, next to the Vignis Lake—a lake rich in fishing resources and home to a number of unique water-based Egnarion species such as Wyns, a non-hostile seal-like Egnarion capable of calming the lake during storms. Herya is a village-like community with vast farmlands, and the Vignis Lake serving as the main source of the Kingdom of Orh’s food. The Herya School is also where the Heryan council conducts its meetings.

    Asba, House of Rune


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    You’ll rarely find an Asban mage whose nose isn’t buried into a book or doing an experiment of sorts at the side of the street. Dedicated to their work, their research and their thirst for knowledge, those in House Asba are workaholics in nature and never see the horrors of fighting. Nevertheless, they are an integral part of Orh as they oversee the creation of all of the magical items that you can find in the kingdom.

    Runes are tangible pieces of magic that act as a conduit for a spell to activate within a certain object, area or person. It counts as the most versatile type of magic as any spell can be replicated into the rune, provided the Asban mage has expended enough time and effort to figure out which sequence of symbols would correspond to each spell. Asbans have trained and dedicated their entire lives into creating various runes to aid with the overall quality of life of Orhians— creating runes that can open and close doors at a touch or the creation of staffs that act as conduits to better control the magical power for many mages.

    You can say that despite their distance from the fighting, Asbans aren’t strangers to injuries. Failure in the creation of runes can have dire consequences— an eye for an eye, as they say, or an eye for a rune… not that an Asban would particularly mind it. Their House lacks a ritual unlike the others. Any mage that comes into House Asba becomes an Asban mage by trade. It’s a risky business to go into without knowledge, of course, and a library and log of findings can be found within their city to aid any Asban mage in their research.

    Asba surrounds the foot of the Great Tower of Orh; marketplaces make up its majority, divided into different sections: staves, general trinkets, books, and residential areas. Signposts are scattered everywhere, pointing where to find each kind of trinket.

    Their area is considered the busiest among all of the Houses. Mages can be seen everywhere, walking from store to store with the intention of looking into the new trinkets that Asbans have created. Every visitor is welcomed by the Asbans, eager to be able to sell their products and earn more money to further their research.

    Cytir, House of Mind


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    Orhians have their own way of finding information and long distance communication, those are overseen by the House Cytir. Mostly seen standing beside a general or a high ranking noble, a Cytir mage’s capabilities are best utilized off the field. Due to their dealings with the mind and the subconscious, their intelligence is unquestionable and their ability to pull the truth from a web of lies is undeniable. They are invaluable in interrogations, assuring almost everyone that they can get the information that they need.

    Mages of House Cytir deal with the manipulation of psychic magic. They can whisper thoughts directly into the mind of others through telepathy, peek into the minds of others with the ferocity of a ravenous snake, trick your mind into seeing things that shouldn't be there at all and move objects from a distance using telekinesis. However, they do not have the ability to bend the wills of others to their own. They are known to have unbreakable concentrations due to the nature of their magic— if you cannot control your own mind, how would you expect to influence another? The most skilled Cytir mages are those who are able to continue using their magic even in an intense, high-stakes situation. Their ability to remain calm in any situation makes them fierce strategists. To break the will of a Cytir mage is quite a feat, one only a few are able to boast about.

    Once a month, only twelve students undergo the House Cytir’s ritual called Kastur. In this ritual, they are tasked for their minds to stay clear while the Elder Sages’ attempt to enter their minds. The students must be able to repel these attempts as well. This ritual lasts for twelve hours of relentless barrages. Those that pass would receive their magic item and the title of being a Cytir mage.

    Cytir is difficult to miss as it is found in the Prairies of Rashiin, a field overflowing with mauve flowers that dimly lit up at dusk and turn into a deeper shade of purple during the night. Razlyns, fireflies of varying colors that dance in the night, are also at large here.

    Amier, House of Space


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    In the centuries old war, whispers of devastating mages are whispered among the troops of both sides— one of wonder and one of horror. These mages are those of the House Amier— the House of Space. They are known and respected among Orh for their decisive military prowess and raw magical power. The presence of an Amier on the battlefield can tip the balance to Orh's favor if not dealt with.

    Their magic manifests in the control of space— teleportation, gravity and the power of the stars. Regarded as the most dangerous and most powerful magic in the kingdom, it takes the most time to prepare for and to master— if you're skilled enough to even reach the latter. Even the most basic spell from this house takes a toll on the user due to its volatile nature. A true mage from Amier knows their limits and would never overestimate their capabilities. You’d rarely, if ever, see an arrogant Amier. They’ve likely imploded by the same power that they boast about.

    Few attempt to enter House Amier, and even fewer succeed. Their ritual is as dangerous as the magic that they attempt to wield. Known as the Dance of Stars ritual, during the full moon, participants must venture to the highest point of Velanor Peak. Upon their arrival, the night sky will darken until only three stars are visible. The participant is tasked to name all three stars. Failure to do so ends with a stern punishment— the star will unleash its power upon the participant and kill them. Name them all correctly, however, and the ritual will be completed and they are regarded as an Amier mage. A deadly dance with such raw magic has left House Amier with the lowest amount of mages among the Houses of Orh.

    Amier is located on the southeastern part of Orh, standing in the middle of a crater where the first star of Harmonia crashed. At night, the city itself glows as the twinkle of the stars radiates over the town, earning the town the moniker: “The Town of Luminous Starlight.”

    Shantor, House of Darkness


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    The mages of Shantor harness one of the most powerful branches of magic: darkness. Monikered as the House of Shadows, Shantors are masters of subterfuge and typically serve the kingdom within the darkness. They are well-respected all over Orh despite their magic’s seemingly wicked facade because of their role in Orhian history and current politics.

    Dark mages are capable of manipulating the shadows, generating illusions, performing hexes, and even reanimating the dead. Some individuals are born as natural exorcists, capable of severing the link between a spirit and its ghost without training. These individuals are immediately sorted to House Shantor. Members of Shantors are customarily trained in stealth and perception, making them excellent assassins and spies.

    However, before becoming a full-fledged dark mage, a member of the house Shantor must first succeed in a specific trial. The trial is called Mara Hasha. The aspiring mage is pitted within the deepest chamber of Rak Shantor against bonafide dark mages. The special chamber is devoid of any light, and the aspirant must rely on their other senses in order to succeed. During the trial, they’re expected to make the darkness an extension of themselves and traverse an intricate maze, all the while fighting other dark mages for dominance over the shadows. The aspirant is not expected to win combat against the veterans (as this is almost impossible), and their only goal is to reach the end of the maze without losing consciousness or even their lives.

    Shantor is located on the southernmost part of Orh. Their town is located inside the multi-leveled cave of Rak Shantor, a draconic egnarion that once roamed the lands of Harmonia.

    Lessana, House of Divine


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    Lessana is the shining beacon of Orh, the home of holy magic. Lessans are often led to the path of justice and are envoys of righteousness. Capable of manipulating the light around them, members of House Lessana shine their path out of the darkest of places.

    As the brightest House of magic, Lessans boast their ability to call upon the power of blessed magic to smite their adversaries in the name of justice. Bending light photons to create illusions, turn things invisible, or conjuring light so bright it burns are just some of the many ways Lessans can make use of their sacred affinity. They also hold the power to cure sickness and heal wounds, possibly bringing someone back into their feet despite being at death’s door.

    Lessana’s divinity is granted only to those of just mind, strong will and compassion for those in pain. Their ritual starts within the Underground Maze of Brite Castle, from there they must traverse the paths with a small orb of light by their hands which they need to maintain as so until they find the end and arrive outside near Esta Waterfalls. If the light vanishes, they are to traverse the dark halls by themselves, and if the opposite were to happen, shine too bright and you burn instead.

    Ail Lessana is located on the northernmost part of Orh. Their town sits in the middle of Lessana Lake, connected to Orh’s mainland by two enchanted bridges settled on the town’s southern and northern parts.

Coded by @Ambiloquous
 
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Inhabitants of Harmonia
Inhabitants of Harmonia

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Orhians​

The Orhians are the inhabitants of the kingdom of Orh. They are proud practitioners of magic who firmly believe that it’s a gift from gods. Ohrians typically have a strong disdain for non-mages, half-breeds, and hybrids as they deem all of them inferior and unnatural.

Orhians are enrolled into a House from a young age where they’ll spend most of their lives learning the chosen House’s crafts and spells. They’re free to choose whichever House they please, although there are some who are automatically sorted to a particular House because of special, inborn abilities.

Orhians mostly outfit themselves in light clothing such as robes and cloaks. They may carry focal points with them that are often grimoires, staves, or wands.

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Thyreans​

What few beings that dwell within the borders of No Man’s Land are called Thyreans. Their culture and the overall image is a cross between the two countries that surrounds it. Most of them are equipped with disregarded Sierran technology and are practitioners of simple magic.

Thyreans are divided, a people with no form of government whatsoever. They typically gather in small groups, with their top-priority being survival. Thus, it is wise to be wary upon meeting one.

Thyreans aren’t exclusive to human Chosens, and the place is the traditional dumpster site for Orhian rejects and Sierran exiles.

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Sierrans​

Sierrans are the people who live within the borders of Sierra and its four States. Compared to their magical counterpart, these clusters of humanity are incapable of using magic and deemed it as a tool of evil. Instead, Sierran’s are most proud of their science and technology.

With these, they are able to make the unimaginable happen despite their impotence in magic. These people adapted and developed cities that encompassed a certain specialty in their own field. Sierrans live for knowledge and their survival in a world that bares its teeth at their “weak” existence, their curiosity is what made them what they are today, warriors, chemists, inventors, engineers, and scientists.

In Sierra you will find some people armed to some extent, the soldiers, the mercenaries, armed with plated armor and a simple knife strapped to their thighs to a set of equipment crafted out of an egnarion.

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Hybrids​

Hybrids are either seen as the fruit of success or the abominations of experimentation in Sierra’s very own state, Pohran. These are the result of humankind wanting to bring a mere myth back to life, an effort was made but these man-made creatures were nothing like those from the tales of old.

There was nothing godly about the creation of the Hybrids. The first ones were made through augmentation, to say the least. Surgeries made by immoral scientists in hopes to create a better superior being by combining the flesh of both human and egnarion, their own version of Frankenstein.

The second ones, more abundant in numbers, were those created through the method of splicing. The mixing of their genes and grown in gigantic tubes that were made to hold life the way a mother can with their babies. These Hybrids are more accepted throughout the land, much closer to the Arconians in physique, stronger than your average human, but just as incapable of miracles.

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Half-breeds​

An offspring of an Orhian and a Sierran is called a half-breed (or Muggles). They are looked down upon in both nations. Half-breeds are seemingly encaged within three options: get killed off the moment they were born, get shipped off to Thyrea, or get enslaved.

Half-breeds are mostly incapable of magic, although there are rare individuals who can perform it. Half-breed magic is unstable, typically weak, and surprising compared to Orhian magic.

Intercourse with a person from the opposing nation is considered to be illegal in both nations. Thus, the parents of half-breeds resort to various methods to keep the child’s existence and their relation with it an utmost secret. The punishment for this crime is death.


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Egnarions​

These are the magical creatures that have roamed Elysium even before the Humans came and held war in their land. These creatures contains magic of their own, as every fiber of their beings are imbued with essence. These creatures are always seen with wonder, fascinating to the eyes of the inquisitive and a means of gaining power to some. How they came to be, no one knows how just that they live here and here only, in Elysium. Egnarions are powerful by themselves, even the smallest creature can be deadly, as tiny as a speck of dust and as gigantic as a volcano.

Humans, when they first came to Harmonia, saw the beasts with great wonder for no one has seen such a thing. The first one they encountered was a lion with a lizard’s skin, it’s legs could produce spikes and breathe out frost cold enough to turn them into ice sculptures. Most feared it, but there are those who saw it as a challenge. At first, they were hunted as a proof of might. As trophies to show off as a display of their strength.

During the Warring times, Egnarions are hunted by Sierrans to make various equipment made through the use of Hides, Claws, Bones, Fangs, Tails and whatever can be harvested, then converted into blades, hilts, armor platings, helmets that give the Sierrans a slight fighting chance to their magical counterparts.

After a few years, people had started working on replacing their limbs with an egnarion limb for physical enhancement, created by the oddly curious people of Porahn. It gave them stronger bodies, harder skin and more strength. Soon after, was the idea of genetic modification. This resulted in a more natural-looking and more stable kind of Hybrid, as they are called now.

During this time, the population of Egnarions have lessened considerably due to the hunting and creation of Hybrids, something that had led to the law of Hunting such creatures to be implemented in Sierra, places like Mezan and Cornelius have banned Egnarion hunting but there are places where it is done to a minimum to preserve the ever so mysterious creatures. An incredibly expensive fine is given to those caught breaking this law, which of course doesn’t mean much to those in a higher class. However, those with no money can find ways to make it up to the respective authorities.

Coded by @Ambiloquous
 
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Sierran Technology
Sierran Technology

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Iridinite​

A natural occurring ore found inside an unknown portal in Tholonis. Seemingly iron-like in appearance, when it comes into contact with concentrated magic, it emits a light blue aura. When smelted, it is a light yet extremely durable and resistant metal, making it one of the most desirable metals in Harmonia. Iridinite is an important ore in Sierra due to its resistance to magic. Discovered near the founding of Sierra proper, Iridinite has been used in nearly every structure and weaponry used in combat. It is unknown how Iridinite is able to resist magic or why it cannot be manipulated and Sierrans are still researching to this day about it and if they are able to replicate it.

Despite the constant usage of said ore, Iridinite is still abundant in the world. Its creation is up for debate as they seemingly grow back in mines that have already been excavated.

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The Vulcan​

Also known as Sun's Fang. It is an Iridinite sword with a hollow interior and a complicated mechanism inside. This mechanism is in charge of superheating the blade to near plasma-like temperatures, giving it the unique ability of cutting through most, if not all, types of material. A button on the hilt can activate and deactivate the mechanism inside and it can superheat in less than a second. These blades are only authorized to be used by specialized personnel to handle it due to its risks. Each user knows how the mechanism works and how to fix it if any problems occur. Due to this, they also carry around a repair kit.

Unfortunately, due to the high amount of energy needed to activate the mechanism, sustainability has always been a problem. To those who use it in bursts, they are equipped with portable batteries to change in the midst of battle. To those who wish to use it longer, the sword is attached to a battery pack. This sacrifices the mobility of the user.

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Exosuit​

The exosuit was first created to aid with workers when it came to heavy lifting. The suit itself is attached to the user and it provides them a boost in their physical strength— those with an exosuit could lift almost five times their own body weight, making work safer and more efficient. With the coming of automation in the workforce, the exosuit has since been repurposed for military usage and was made to be lighter to afford more mobility on the field.

Military exosuits have additional features that allow soldiers to place their guns magnetically onto the exosuit. To the soldiers, these guns are practically weightless due to the enhanced strength given by the exosuit. Additional features can be attached to the exosuits with proper clearance and testing. One of the more popular attachments is the booster legs which gives the user more speed and jumping ability.

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Juggernaut​

A more affordable, mobile, and weaker version of the Titan. The Juggernaut series ranges from seven to ten feet tall but the most common are eight-foot tall. Juggernauts are typically equipped with a ballistic minigun, a laser minigun, or a rocket launcher. The juggernaut series can also be used in explorations into mines with their other arm swapped for a drill.

It offers more protection than an exosuit and more mobility than a Titan. Those who are qualified to pilot the Juggernaut are often high-ranking military members.

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Titan​

The most expensive and powerful weapon in Sierra's arsenal, there are only a few Titans in existence. These range from twenty to forty feet tall humanoid robots that are operated from the inside by one specialized pilot, a backup pilot and a mechanic inside the reinforced hull of the Titan. While the pilot is the only one moving the Titan, the two others have important roles in maintaining the Titan, communicating from pilot to base and vice versa, and even controlling some of the weaponry installed within the Titan.

The Titan is mainly used to combat more powerful Egnarions and mages. Made to be a trump card for a Sierran battle, the Titan can deal devastating blows and tank a lot of magical damage due to its arsenal and Iridinite plating. Each Titan is unique and is outfitted differently each time they are deployed to make sure that they keep the surprise advantage a thirty-foot-tall hunk of machinery can give.

Due to the number of resources required to maintain and deploy a Titan, it isn’t commonplace in a battlefield to see one. Even among the Orhian military, only a few can say they’ve seen a Titan in action.

Coded by @Ambiloquous
 
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The Order of the Chosen & Ghosts
The Order of the Chosen

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The Order of the Chosens

The Kingdom of Orh accepts a single religion called the Order of the Chosens, simply referred to as the Order. It is a belief founded on the Origin Accounts, an ancient text depicting the creation of Harmonia by the hands of the divines.

The Order believes in the supremacy of magic, regarding those born without magic as lower lifeforms and those who refuse magic as abominations of the world. In the Order’s perspective, magic is the greatest gift of the divines and its practice is the best way to worship the Creators.

The religion’s ultimate goal is the proliferation of the faith and the practice of magic all over the world.

The Order’s Role in Orhian Politics​

The religion is represented by the Order’s head in the Orhian council, holding the ninth seat. The head’s role within the council is mostly to oversee whether the kingdom and its rulers are staying true to the religion’s values and tenets. As a religious nation, the Order’s say on constitutional affairs is generally held in high regard.

The Order’s Tenets​

  1. The origin accounts hold true. Whoever questions or denies its authenticity shall be subjected to disciplinary actions worthy of its severity.
  2. The Order is the only true faith. Whoever is caught worshipping any false pantheons must be put to death.
  3. Magic is the greatest gift of the divines. Whoever blasphemies the gods by using their gift for unlawful purposes shall be punished accordingly.

Chapters​

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Chapters are places of worship for the Order’s faithfuls. They are easily distinguished from other establishments by their spire-like appearances. They commonly tower above other buildings, symbolizing the place’s nearness to the divine dwelling.

There are Chapters in every city and village in the Kingdom of Orh. Each Chapter is headed by an Archpriest or Archpriestess, with a number of lower priests serving. Together, they ensure that Orhians remain faithful to the Order and follow its tenets, regulating the use of magic in the process.

Hierarchy​

  1. Order Head - Holds a seat in the council, represents the whole Order. It’s their duty to supervise the government’s conformity to the religion’s laws, as well as pull important decisions to keep the Order afloat.
  2. Archpriest- They are leaders of Chapters, having a number of priests underneath their wings. Archpriests are candidates for Headship. They are considered as the most powerful mages of the religion. A priest can ascend to archpriesthood once they have garnered enough reputation, usually done by achieving an impressive deed such as saving a city.
  3. Priests - The priests are the most common members of the Order. Most of them are delegated to serve in a Chapter under an Archpriest. On the other hand, a rare few are selected to become exorcists. Once their special training is complete, they’ll be sent to various parts of Orh to protect them from ghosts.
  4. Initiates - The new recruits of the clergy. The regular ones serve and train in Chapters while particularly promising ones are sent to the Cathedral. Initiates are typically partnered with a priest to serve as their disciple.

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Ghosts

Ghosts are the remnants of fallen mages, composed of residual mana which failed to return to its natural and raw form, instead becoming akin to a wrathful husk of the deceased. Ghosts often come into existence because of a deep and powerful desire that keeps them anchored in the mortal realm. A ghost born this way will have their new existence centered around that desire. However, since ghosts are incorporeal, they are unable to interact with the material world, hence they must possess a host to manifest their desires.

A ghost cannot simply possess anything. A host must possess any type of mana reservoir, which is why some objects are capable of hosting ghosts albeit living things are their most preferred mediums. The possessing ghost will enter the host’s reservoir and mix itself with its mana stream. The foreign mana will attack the natural one, and will assume control of the host’s body if triumphant. As such, ghosts typically go for hosts with weaker magical capabilities than them.

Once a ghost has successfully possessed a host, they can cast spells using its reservoir. The spells which can be cast mainly depends on the ghost’s magical affinity during its living days. On the other hand, there are rare cases of ghost’s being able to cast spells originally known by their host. Whatever the case, the ghost typically forces the host’s reservoir to expand, allowing them to cast higher-level spells. This damages the host’s mana reservoir. Lucky cases end with the host being incapable of casting spells for a time after the ghost has been expelled from their body, while the most unfortunate ones end with either permanent incapacity to conduct magic or death.

A ghost may also be born from a curse inflicted on oneself or another before their death. This type of ghosts is commonly stronger than the other, commonly attached to phylacteries which are the key to their exorcism. While powerful, they cannot venture far from their phylacteries which is why these objects usually await unwitting victims to possess through direct contact.

Ghosts are expelled by Exorcists supervised by the Order of the Chosen. The technicalities of exorcism aren’t known by the public, however, most assume that the ghosts are simply defeated through combat. The common folks are advised to evacuate before the commencement of an exorcism, as they would be vulnerable to being the ghost’s next target or a casualty.

Thanks to their level of threat, Ghostly matters are regarded seriously in Orh. False reports are punishable by law, with repetitive offenses warranting execution.

Expert necromancers are capable of summoning ghosts to do their bidding. Summoned ghosts are bound to their summoners perpetually, unable to possess anything out of their own accord. They are devoid of any personal desires, their only goal being complete servitude to their masters. This kind of ghosts cannot stay within the mortal world indefinitely as they are only anchored by the necromancer’s spell, hence, their duration and quality depends on the caster’s level of magic.

Coded by @Ambiloquous
 
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History & Legends
History and Legends

History

The Origin​

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Long ago, millions of years before any civilizations arose, the gods walked the barren face of Harmonia. The world was empty; there were no beasts, creeping things, mountains, skies, nor oceans. Harmonia was nothing but a dreary mold of earth.

“Let each of you bless the earth with a creation.” The creator of the earth said, and so they did.

The first gifts were the pure elements in their rawest forms: earth, fire, water, air, light, and darkness. From then, the gods and their children mixed and molded the first gifts to create more- the skies and the stars, the mountains and plains, the oceans and the rivers. Nature existed.

Alas, no matter how beautiful Harmonia has become, the divines were unsatisfied for there was nothing to appreciate their works.

“Let each of us bless the earth with a creation; living ones, just like us, to feel, hear, smell, and see our works.” The creator of the earth said, and so they did.

Then, there was life, and life flourished upon the earth. Men, beasts, and every living thing in between; all of them coexisted in harmony. They all appreciated the divine gifts, for it was what they were made for.

But even so, the gods remained unsatisfied. The lives they have created were false, for what difference did they have from the mountains who’d heed the gods not of their own accord.

“Let each of us bless chosen living things with will and knowledge, so that they may truly be more like us.” The god of chaos said, and so they did.

And the divines dwelt with their creations, teaching them all sorts of knowledge and bestowing them the ability to tap into their divine essences, so that they may be above the first gifts and have command over them. Thus, marked the birth of magic.

Finally, the gods were satisfied.


But the Chosens were not.

With power came greed, and the Chosens waged war against one another. The ones created for appreciation became agents of destruction, tarnishing the beautiful harmony that the divines had created.

Saddened by their failure, the gods left the earth, their corporeal forms diminishing into invisible particles that continue to power Harmonia until today.

Legends

Shattered Paradise: The Legend Of Elysium​

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Chaos continued plaguing the land of Harmonia even long after the gods’ disappearance. The Chosens relentlessly fought among themselves.

A massive congregation of land called Elysium was the heart of such evil. It’s said to be the place where magic is most potent, as though it was the last cradle of the gods before they abandoned the mortal realm. Like moths drawn into fire, mages gathered in the continent and painted everything in red. All manners of creatures were affected by this unceasing tumult, its extent costing the extinction of millions.

Tired of the endless ruination, a Chosen by the name of Alexandra Sierra decided to abandon all magic. She believed that magic is a tool of evil, and the complete abandonment thereof is the only way to achieve peace. Alexandra’s ideology attracted plenty of other Chosens, marking the birth of the country of Sierra.

Alas, the path they have chosen comes with great consequences. Mages dominated the land, and the forebears of Sierra were helpless against them without magic. Thus, they sought the Arconians, peaceful beings that appear to be a cross between men and beasts. Much like the other Chosens, Arconians were practitioners of magic; however, they possessed greater knowledge about the secrets of the lands.

It is believed that Egnarions, the beasts of Harmonia, heeded the call of Arconians. As beings with similar mana prints, they possess an innate way to communicate with one another.

The Arconians used this connection to help the early Sierrans, sharing the same disdain towards mages who abuse magic while supporting Alexandra’s advocacy for peace. The wise beings led the Sierrans to Cornelius, an assembly of floating Egnarions.

Sierrans founded their homes and cities onto Cornelius, up in the sky and away from the rest of the Chosens. There, the Arconians and Sierrans coexisted together for generations, cultivating knowledge and transforming Cornelius into a prosperous civilization with the discovery and development of technology.

Sadly, this peace only lasted for a couple of generations after Alexandra’s death. The Arconinans never abandoned their practice of magic, and Sierrans grew to tolerate this less and less. Anwir Sierra, a direct descendant of Alexandra, forced the Arconians to choose between abandoning magic or the absolute eviction of their kind from Cornelius.

The Arconians refused to be swayed by the threat; magic has long been a part of their way of life. Great conflict arose, and the two sides waged war with one another.

Outnumbered and outsourced, the Arconians were defeated. What few survived were tossed out of Cornelius, back to the vicious land below. Unwelcomed everywhere, the Arconians gradually vanished from existence.

Meanwhile, the Sierrans remained isolated atop Cornelius for about half a millennium until their eventual descent. Their technological advancement took the mages by surprise, halving their dominion over Elysium in due course.

The Eight Houses, who were then the most prominent factions of mages, were forced to unite under a single banner- Orh. The congregation was led by the person believed to be the most powerful mage of all time- Alreus of House Shantor.

Thus, the war between magic and machine began, plummeting the land to a never before seen mayhem. It seemed as though fate had dictated; Elysium will never exist without chaos. Therefore, it must be broken.

2000 years ago, the Great Rupture occurred. The earth shook with unimaginable intensity, and massive waves crashed upon the land as though they were the hands of justice. Elysium broke, separating into three mainlands that drifted far from one another overnight.

Orh. The kingdom of mages.
Sierra. The nation of technology.
Thyrea. No Man’s Land.

Myth of the Arconians​

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It was hard to believe everything written in the ancient texts, especially when one has not seen it with their own eyes. Every human in Harmonia knows of these seemingly superior beings they called Arconians. These creatures were only heard through mere tales of myths and legends.

Supposedly, humanistic in physique, the Arconians have striking features one would say has quite the likeness to Egnarions. It is said that their strength can move mountains, their ties to nature are incomparable to the Mezan's or Heryan’s, and they are just as capable of Magic as do Orhian's who are but dim lights in comparison to their shining talent with Magic.

But just like any tale of old, that is just what they are. Stories fabricated by the mind. Some have tried to find these mysterious creatures, others have tried to bring them to life through scientific means which all ended in either nothing to show for or a fatal failure.

The Tale of the Onmeis and the World Eater
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Before Sierra was founded and Orhians lived in the expanse of Elysium, in cave walls were murals that depict gigantic creatures never before seen by any living being in Harmonia. One were the Onmeis, they were egnarions of few. They live beneath the waters where their body seemingly dissolves except for one eye. They were believed to be all seeing despite only having one.

When they rise from the sea, their bodies are slowly revealed. Horns the color of frost, it’s fur long and seemingly like icicles. A human can only reach it’s ankle, taller than any towers humans could make. They say that if you look at one directly at it’s eyes you would be blinded by the future that it will show you, making one crazed about the end.

It’s been a legend of old, “Once the Onmeis’ March has begun, it will wake the slumbering beast that is capable of reducing the world into nothing to satiate it’s hunger.”

Coded by @Ambiloquous
 
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Beastiary
Beastiary

Will be updated as the RP progress


Click Names​

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Singular: Canicus
Plural: Canici
Matures At: 5 yrs
Lifespan: 25 yrs
Common Areas: Darkness, abandoned forests, graveyards (There are packs of it in Thyrea)
Diet: Corpses, anything living and with meat
Tameable: Yes, but it will be a struggle

Just because these dark hounds cannot see doesn’t mean they won’t find you. Canicanis use echolocation to find their target, and emit a gastly green and poisonous saliva from their mouths that allows them to track whatever gets hit by a spitball. These are incredibly strong creatures and can only be tamed in very specific circumstances. Most of the time, the Canicanis travel in packs of four, with a grand pack including the leader and, at most, twenty grunts. If one can dodge and get them in their sensitive areas - under the chin and the belly - or somehow tame the beasts with magic, then they will have the upper hand. If not, they’ll have yours.



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Singular: Caprasyren
Plural: Caprasyreni
Matures At: 8 yrs
Lifespan: 88 yrs
Common Areas: Big bodies of water (Seas, Lakes)
Diet: Small fishes, plants, fruits
Tameable: Yes (Please don’t sell these precious ones)

The Caprasyreni are gentle souls. There is nothing they love more than being able to live in peace amongst those who visit their domain. One knows they have entered a Caprasyreni nest when they hear soft, sweet sounds in the direction of running water. When humanoids see them, they are quick to shy away, afraid of their tails or horns being taken for sale. Their skin is also quite valuable due to its usage as a good, on the go bandaid. Amusing enough, they shed their skin and horns frequently, so there’s no need to kill them, but people can’t help themselves. Caprasyreni are incredibly powerful for their tiny bodies, and they are known for healing. They can’t make miracles come true with resolving all of one’s bodily harm, and sometimes the healing one needs in that moment may be mental or emotional healing, but this is something Caprasyreni can work with. Either specify what you want them to heal before they do so, or they will just heal what needs the most help. There is the belief that any part of a Caprasyren can offer luck to someone, but the truth of the matter is that only an alive Caprasyren can offer someone this. It is said if a Caprasyren heals you, you have luck for the rest of the year.



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Singular: Cervitris
Plural: Cervitris
Matures At: 2 yrs
Lifespan: 60 years
Common Areas: Practically Everywhere where there aren’t tons of people
Diet: Plants, fruits
Tameable: Yes

These Egnarions look different wherever you find them. In foggy areas, their backs reflect the smoky gray environment with their similarly colored crystals. In the forests, they are a pastel green, matching the hues of the They are pale and somewhat pastel. They used to be hunted for their crystals, but they don’t need to be killed for them since they can break right off without hurting them. Some people are just vicious. These Egnarions are very trusting at first, which can allow someone to collect their crystals, but as soon as they hear a shot, or are harmed in any way, they dash off in a flash, and it’s hard to catch up. Sometimes those who want their crystals can find a pack of them and wait; many rub up against trees and rocky ground to shave down their crystals, especially after they hibernate for the colder months and let their crystals grow much too long.



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Singular: Dallrin
Plural: Dallran
Matures At: 10 yrs
Lifespan: 45 yrs
Common Areas: Poisonous areas, darkness, graveyards
Diet: Anything that breathes
Tameable: No

Running across a Dallrin can be excellent or a curse, depending on your strength and how many scars or legs the Dallrin still has. A Dallrin has surprisingly terrible healing power and once a limb is gone or a mark is made, it will stay with that Dallrin for its entire life. Another point to notice is their toxic fumes: Dallran only release their fumes when they are desperate or irritated. These fumes can cause someone to hallucinate if they are unused to the smell, and can inhibit the senses long enough for their death by the Dallrin’s massive bite. With their three rows of vertebrae on the outside of their body, it’s easy for a hunter to target those and take the Dallrin by surprise, and maybe even plug up their fume emitters on the top of their head. Dallran aren’t the kind you want to mess with, even if you feel they can be an easy target. There can always be a madder, stronger Dallrin behind the one you’ve just decimated, as they tend to travel in pairs.



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Singular: Flustrix
Plural: Flustrices
Matures at: 1.5 yrs
Lifespan: Usually 88 years, but there is a rumor of a very wise Flustrix who guards a space filled with knowledge who has lived much longer than this…
Common Areas: Forests, Libraries, Churches, Abandoned Buildings
Diet: Small animals, insects
Tameable: Yes

It is said that having a small flock of Flustrices in your library was good luck for your business. The quadrupedal Egnarion spends a lot of its time in the higher points of structures; you are more likely to see them in quiet areas than public, although some Flustrices don’t seem to mind the boisterous noise of the latter. Sometimes, a Flustrix is known to repeat the words of people around them, in old tales it was believed that a Flustrix asks riddles once and answer correctly it will reward you with an answer from it's vast memory to one question that you ask.

This fluffy mix of cat and owl is definitely tameable and loves to have something to perch on. Sometimes one can forget this quite adorable avian can be an elite predator.



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Singular: Furignis
Plural: Furignar
Matures At: 20 yrs
Lifespan: 65 yrs
Common Areas: Deep in the jungle or underground
Diet: Anything with meat, doesn't eat fishes as it can't go near water
Tameable: Possible, but not as others are

These cats cannot resist a good brawl! Even with their bodies lighting up and giving away their fatal spots, the addition of power when they’re filled with rage and ferocity of their attacks make this Egnarion a hard, but rewarding battle for those searching for it. The steam coming off of a Furignar immediately gives them away, but truly, they’re not trying to hide. When they see someone worth fighting, they will go for it, regardless of the damage this might cause their environment. Much like the Prismiran, Furignar tend to be taken down because of this residual destruction when they are out and about. However, it’s obvious that they really just want to be wrassled with. They can be quite lovable if they’re not pissed off.



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Singular Name: Gellatinia
Plural Name: Gellatiniae
Matures At: 33 yrs
Lifespan: 333 yrs
Common Areas: Lakes, Oceans, in the Deep
Diet: Algae, Fishlike Egnarions, Humans
Tameable: Hahahahaha (No)

Gellatiniae have the word “gentle” in their name, and honestly, they are quite like the word. They tend to stay at the bottom of whatever water source they live, watching after their children - called Gellatitiae - going to the surface every so often to either guide their children up or to participate in their yearly feeding on a human being who gets too close to their children. If their children are accidentally or purposefully taken by a human, the Gellatiniae’s demeanor changes completely, and they are thrown into a rage by the action and will do whatever is necessary to get their babies back. If the child is thrown back into the arms, the Gellatiniae return to their normal, relaxed state, bringing their children with them back to the depths. The ability to induce hallucinations allows the Gellatiniae to trick hunters, mainly into believing that they have strange human faces that come out of their mouths. Gellatiniae can also use their tendrils as prehensile limbs, and if one is touched by a tendril, they may suffer from a poison being seeped into their skin. This poison is coveted by hunters and poison makers alike, as it is strong enough to kill someone, but with the right hand, can be curated into the perfect sedative along with other flora to subdue a person or an Egnarion.



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Singular Name: Gellati
Plural Name: Gellatitiae
Matures At: 33 yrs, 10 yrs Gellatitiae become young Gellatiniae
Lifespan: 333 yrs
Common Areas: Lakes, Seas, in the Deep
Diet: Algae, Fishlike Egnarions, Humans
Tameable: Hahahahaha (If you can get away from their Gellatiniae parent and never return there ever again, sure, you might manage)

Gellatitiae are curious, little Egnarions. They always find themselves drawn to the surfaces of bodies of water, regardless if their parents, the Gellatiniae, are with them or not. If these little Gellatitiae could pop out of the water, they would, always wondering about the world they cannot see. They are also just intrigued by the sun, which makes them easy targets for fishers and other hunters either trying to domesticate them, lure their Gellatiniae parent out, or trying to get the poison out of the young Egnarion. Gellatitiae have the same poison as a fully mature Gellatiniae, but their poison is much stronger, due to the smaller size of the Gellatitiae. It is a more concentrated form of it that is best used in sedative and hallucinatory smoke bombs typically used by the chemists of Wilhelmina; since it’s very powerful, not much of it is needed to properly knock out a group of humans or Egnarions.



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Singular:Krowolv
Plural: Krowolves
Lifespan: 10-15 yrs
Matures At: 3 yrs
Common Areas: Open plains, forests, and caves
Diet: Anything alive that is smaller than them
Tameable: Nope

A species that appeared to be a cross between a bird and a wolf. Their defining feature is their skull-like, unlike the Corvinhund, head and soulless black eyes. There are two types: the "wild" Krowolv and the domestic Corvinhund. The Krowolf appears about the size of a wolf as seen above. They usually remain in packs, communicating through screeches and caws. They are capable of flight and normally inhabit forests or plains. Krowolves are capable of amplifying their cawing into a sonic blast that disorients their prey. The pack will usually bombard their target with these sonic blasts as they close in for the kill. Be wary of them as they can either leave you alone or make you their next prey, much better to avoid these egnarions.



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Singular/Plural: Corvinhund/s
Lifespan: 15-17 yrs
Matures At: 3 yrs
Common Areas: Your house, and/or workplace, Forests, Cities
Diet: Fruits, plants
Tameable: Yes, they’re very friendly

The Corvinhund is a domestic breed, and one wouldn't realize they are just a subspecies of the Krowolves since there are a variety of them. They come in many different colors of feathers and beaks, from simple greens to vibrant patterns across their body. Unlike their wild cousins, the Corvinhunds don't screech but instead sing. Each breed has a unique pitch and song people love having them around so they can listen to the different tunes they produce; in fact, when in groups they produce different songs as if they were alone but somehow together they make a harmonious song. Instead of a sonic blast, these Corvinhunds are able to lull people to sleep with their songs.

A "working" corvinhund does exist too. They are much more like their wild cousins, only coming in black and gray colours, and retaining their screeching and sonic blast abilities. These types are used in the same way a working dog would be, as it is a part of their instinct to protect.



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Singular: Prismir
Plural: Prismiran
Matures at: 15 years
Lifespan: 250 years
Common Areas: Caves, thick areas of forests
Eats: Rocks, crystals from Cervitris, trees
Tameable: No

These buddies are always in some sort of trouble of their own making. Their short fuses make it difficult to calm them down without knocking them out, and when they get worked up they wreak havoc. It doesn't help that their skin is made of hard bismuth gems. So most hunters used to wait for that opportune moment of them in a rage and would take them out, their skin would then be harvested to become jewelry. Now, since hunting is mainly outlawed, the method is to wait for that same moment and then set off some sort of trap that knocks out the big Egnarions to stop their tantrum and then get out as fast as possible.



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Singular: Rigozi
Plural: Rigoziin
Matures At: 12 yrs
Lifespan: 85 yrs
Common Areas: Mountains, Colder Regions
Diet: Meat
Tameable: Yes, but it’s hard

Proud creatures of the skies, to encounter a Rigozi face to face and to live to tell the tale would be something to brag about. Highly territorial, a Rigozi will attack anything that is even moderately aggressive that enters its territory - whether it be another Egnarion or a human. They tend to live in solitary atop their mountains and caves and males would only leave their territory to search for their respective mates during mating season. Rigozi partner for life, however, male Rigoziin leave their mates to return to their respective territories. Rigoziin can often be seen flying over human settlements during the mating season. They cannot be domesticated due to their aggressive nature, and even those from Mezan find it difficult to bond with a fully grown Rigozi. When it is raised by humans, however, they make for loyal companions as long as they are respected.



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Singular: Seeker
Plural: Seekers
Matures At: 1.5 yrs
Lifespan: 35 yrs
Common Areas: Mountains, Plains, Forest
Diet: Meat
Tameable: Yes

The Seeker appears like a spin and fur-covered snake hound. The reason for its name comes from their hyper-powerful senses and ability to move over practically any terrain thanks to their powerful gripping claws and wing membrane. Its sensitive spines that line its back can be “turned on and off” so to speak where the main dorsal spines. They raise the spines up into the air and with this, the Seekers can sense the most minute changes in air pressure and vibrations. Their eyes are capable of seeing in a far wider spectrum than most animals, even possessing pits for infrared vision. Their only real fault is the extraordinary sense of smell. Much like their pressure sensing abilities, they can turn it down, but unfortunately, if it’s not anything fluffy, it’s incredibly irritating.

For a long, while it was unknown why they had these senses or what Seekers even liked to feed on. It had become somewhat of a saying to say “it’s like trying to feed a seeker” to say that something was practically impossible. The only real evidence was in their stomach contents: a strange mix of what appeared to be some sort of fruit, horns fragments, and a purply mush that was like a cross between a plant and animal flesh.

Seekers are in fact able to be domesticated, although it’s a lengthy process involving the use of a special drum that emits a pleasant sound for a Seeker. This is used much like one rewarding an animal with food, thus security forces will keep a few Seekers amongst their ranks to sense anything that might be troublesome. Border officers also overall use their function like sniffer dogs. In some rare cases, they are used for hunting and tracking animals. Due to their particular diet, however, the Seeker must be let out to roam freely at least once a week; sometimes a Seeker takes very long to return, sometimes only a matter of hours.



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Singular Name: Volfes
Plural Name: Volves
Matures at: 9 Years
Lifespan: 63 Years
Common Areas: Mountains, Deserts, Forests, Docks
Diet: Small egnarions
Tameable: Yes

Lazy unless they’re going after a toy or hunting, Volfes are much like their domestic, purely feline counterparts. They enjoy curling up in the sun, lying on their back with their wings outstretched. Instead of hiding away in dark spaces, Volfes choose to use small caves in the mountains or build fortified nests in large trees to live in packs. The forest and the arid plains tend to feature this Egnarion race; they can also be seen at the docks at cities and towns that feature them. Volfes can be domesticated, but it takes much longer than expected. If they are allowed to be flighty in your care, then they will appreciate you more. Those who spend time on the sea or love to go adventuring might have a wonderful time making a Volf a partner in their travels. The fur pattern they’re born with denotes which area they were born in.



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Singular Name: Grygaroth
Plural Name: Grygol
Matures At: 25
Lifespan: 230
Common Areas: Mountainous Regions, Kerr's Swamp
Diet: Anything Living?
Tameable: No, not at all.

GYRGOL are a highly territorial, solitary species that rarely form groups. Thankfully, records show that the last recorded sighting of a REAP of GRYGOL was well over 73 years ago. They prefer to live in secluded places despite their aggressive nature when it comes to any living and breathing being going through their territory, so they can usually be found in mountainous or other secluded regions. When born, GRYGOL are 8 feet in length and grow to be up to 30 feet tall on average. Records show the largest GRYGAROTH recorded was 40 feet tall but that is usually an anomaly GRYGAROTHS are extremely dangerous because of their size and aggression, however, they are also an extremely toxic species being able to expel highly poisonous gases from their mouths. Moreover, their blood produces the same toxic gases when exposed to the air, thus even a recently deceased GRYGAROTH can be dangerous to an unsuspecting creature/person. Effects of the poison included nausea, paralysis, severe rashes, and burns. NOTE: It was observed that as a defense mechanism, the toxicity of younger GRYGOL are 10x that of their adult counterparts. Given all of the information, any interactions with this Egnarion is ill-advised.


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Singular Name: Styeving
Plural Name: Styevings
Matures At: 9 years
Lifespan: 61 years
Common Areas: Forests, mountains
Diet: Meat, fruits, plants
Tameable: Yes

Styevings are mischievous by nature. They love to play around especially during the night when they lure people or other egnarions with their lights in the dark sky but more often than not, it's just them being playful. These dragons are usually about five to six feet tall with a length of twenty-three feet and a wingspan of fifty feet. Underneath their wings and body is a darkness that reflects the night sky filled with stars making it a good camouflage as they fly about above ground. Their dorsal spine and tail glow white whenever they shoot ice from their mouths, along with them feeling the emotions of fear and anger, and their tails make for pretty heavy hits.


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Singular Name: Karvibat
Plural Name: Karvees
Matures At: 10 yrs
Lifespan: 48 yrs
Common Areas: Mountains, cold areas, places with high altitudes. You'd have to really work in finding them.
Diet: Vegetation and meat
Tameable: Possible, but it's hard to gain their trust

Karvibats are a rare find as they tend to stay away from humans. Often hunted for their great healing ability, which allows them to regenerate health and self-heal, including wounds, broken bones, tissue etc,these long legged feline egnarions have been hunted since the dawn of Sierrans' descent, used to make medicine since old times. These creatures have fantastic hearing that lets them hear from about a mile-radius, great speed and jumping capability due to it's physiology where they are about four feet tall and fifteen feet long, which also makes it easy for them to escape huters' clutches by running as fast as a Sierran Mooncycle. While Sierran has a law on hunting egnarions, Karvibats are one of the creatures that has a great price in the black market, while Mezan Orhians try their best to protect the Karvibats in the mountain area near Kavilo forest.


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Singular Name: Shilmare
Plural Name: Shilmares
Matures At: 30 yrs
Lifespan: 150 yrs
Common Areas: Mountaintops, places isolated from humanity
Diet: foliage, plants, fruits, vegetables
Tameable: Yes, but the chances of it is very very rare

Shilmare is one of the few dangerous egnarions simply because of its destructive power. Very rarely do they attack but when they do, then it's pretty much a death sentence. They are peaceful by nature and simply wish to be far from human civilizations so encounters with them are rare. Aside from their large physiques where they stand about forty-feet tall without the horns, they are intelligent and have quite the resistance towards every natural element in Harmonia, they have an affinity for light but rarely do they make use of it, they are also able to communicate telepathically to humans. Cornelians can only watch them from up-above, and right now in the present, there is only one Orhian who has been able to tame such a beast, Yuann Koln of House Mezan.


Initial Egnarions from Canicus to Volfes are 99% made by our good friend Cin in the old Harmonia
Coded by @Ambiloquous
 
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Places of Interest
Harmonia

Will be updated as the RP progress

Click Names

Thyrea​



Sierra​


None Atm


Other​


None Atm

Places of Interest​


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The Cathedral is considered the holiest of places in the Kingdom of Orh. As the largest and most prominent, it towers above all other chapters, with its spire’s peak reaching the clouds.

It is located on the westernmost part of the Kingdom, on an island connected to the mainland by two bridges. The island itself is protected by high walls, which are subsequently secured by troops of guards. Due to its nature, the Cathedral is typically closed to the public.

While the Cathedral itself sits at the center of the walled island, numerous establishments surround the spire-like infrastructure. These establishments are for the necessities of the clergy that dwell within. The Head resides in the Cathedral, alongside plenty of priests and fortunate initiates.

The Cathedral serves two main purposes: to house and train special members of the clergy and to safeguard important relics and artifacts. One of which is the original copy of the Origin Accounts that’s highly regarded by magekind.

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A minacious marsh located in the southern region of Orh. Kerh’s Swamp is filled with gigantic hardwoods that twist and sprout from the muddy lands and the murky waters. Thanks to the inhospitable terrain, the swamp is majorly devoid of human presences aside from brave adventurers.

Naturally, the lack of human presence means that the place is dominated by Egnarions. Creatures inhabiting the swamp are typically masters of stealth and camouflage. While a portion of the inhabitants is docile, most are vicious predators that tend to hunt whatever moves in their territories.

Despite the natural dangers, adventurers who brave the swamp aren’t unheard of. What attracts them is the infamous story of Kresh and her hidden treasure.

It’s said that Kerhs of Kairo, a merchant who lived during the time of the first Orhian-Sierran war, is arguably the richest mage to ever walk the planet. Born a peasant, Kerhs saw the war as an opportunity and built a business centralizing in instruments of warfare. Her efforts led to her becoming a prominent merchant within the country, her gold transforming her small village into a bustling city defended by numerous forts.

However, the city being a major place of production for weaponry attracted the attention of the Sierrans. They sieged the city with the first-ever recorded Titans, catching the mages off-guard with their advanced technology and successfully taking over the citadel.

Unwilling for her riches to fall into the hands of the enemy, Kerhs along with her three sons escaped to a nearby forest, where they buried their treasures. Sadly, the family was tailed by Sierran soldiers who eventually had them cornered. Stubborn as ever, Kerhs and her sons gave up their lives to call upon the sea’s wrath. Waves of towering heights swallowed the forestry unceasingly for days until the area was eventually submerged underwater, keeping their treasure safe from anybody’s hands.

Nevertheless, the area, now known as Kerhs’ swamp, has gradually been resurfacing over the course of centuries, inviting courageous adventurers to explore its depths with the blinding promise of treasure.

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The aftermath between the last battle of Sierra and Orh. Weapons and armors litter across the land, desolate of life and only the remnants of soldiers from each country remain. When Thyreans find themselves within the Graveyard of the Fallen, it is to daringly scavenge anything that they can get their hands on to survive. Scraps of metal made into cruddy armors, blades reused to protect themselves from the hostile egnarions, and clothes to keep themselves warm. While there may be a plethora of items to loot, this place is where the Canici roam free and ghosts of Orhians litter around. It’s a dangerous place to be as you are not only dealing with egnarions but also ghosts that carry a grudge.

Some say that from a distance, where the corpses and loot look like mounds, you’d hear the same screams of pride and agony when you venture near its domain, remnants of the past would at times be reenacted to you by ghosts, summoning a fireball down on you, or maybe a request to tell their loved ones that they are sorry so that they could pass on.


Coded by @Ambiloquous
 
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