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Novama

One Thousand Club
Isekai Hell - Ryke

The starter country for this roleplay and likely the one to have the most content in the beginning. Most of this information will have already been present in the lore page for new members. That information and more will also be made available here. Any persons, places, things, or events of note may go here so long as it came from a graded roleplay that was deemed acceptable to add to canon.

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Back To Isekai Hell World
 
Country - Protectorate of Ryke
Sporting several rivers, some of which are massive in size, the country is rich in plant life and animals. Most of the country is covered in temperate decidious forests and grassy fields. A few of the water ways are encased in temperate rainforest. Surrounded on all sides by powerful nations larger than they are, the protectorate of Ryke walks a narrow line of neutrality and diplomacy. A series of mostly wise rulers has allowed for the country to see a boom in trade and culture as it acts as the buffer zone between the 3 countries that surround it as well as countries from even further away thanks to intercontinental waterways. Located in the eastern continent and north east of the eastern continent's central lake.

To the far east of the country there is hill country mostly covered in Tiagas with a few Tundra areas.

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Population - <1,000,000
The small country unsurprisingly has a smaller population than the kingdoms and empires it sits by. Most of the populate are humans with a healthy amount of faefolk like the elves, dwarves, and others. To a lesser degree, but notable, there are also many of the Beastfolk. Lizardmen and Predator feline species being fairly abundant among their number.

Capital - Ryken
A city built and kept alive by the countries largest river: Kabnak, it sees several tons of goods flowing in and out of its ports on a regular basis. It is by far the most prosperous city in the country and where most of the nobility reside. The massive palace of the royal family sits overall and is able to survey the lifeline of the city and country with ease: its water and road ways. Despite being the capital of a protectorate, what the city and country lacks in military might, it makes up for with its wealth. Making money enough from trade to rival other nations, the country is able to afford its talented Adventurers and mercenaries. The official currency of Ryken is called Rykes.

Security
Common in several major cities, especially in the Protectorate of Ryke, as well as smaller towns, a magical item known as Black Orb is in circulation. Possessed by the law enforcing body of the area, the black orb is used to determine criminals and monsters from normal travelers. Titles will appear on the black orbs surface when used. When a user places their hand on the orb, the titles that show will be specifically theirs. The titles shown will only be criminal titles or monster titles. No other titles will be shown. Monsters and criminals will be prevented entry into city or town and in some cases killed on the spot or hunted down with the discovery.

Travel
While the predominant forms of travel are on boats in the water ways and animal drawn wagon/carriages, there is a 2nd option: Portals. Magic portals cover the world. Most are hidden away in dungeons, deep forests, and treacherous mountains, but a few towns and all major cities have one. Portals allow for travel between any 2 portals instantly. However, they are limited in size, can act as borders between some nations, and can only warp and individual to another portal location they have already been to. Due to the constraints of its use and potential for abuse, most portals are heavily guarded. Black Orbs tend to be used on those passing through portals. Portal travel is not cheap, costing several Rykes per leg of the journey.

Factions
Major groups of individuals working together to influence events in Ryke and beyond are listed here. This is not a complete list, but can give a starting point to those interested in involving their characters in such things. Among those not listed, there are whispers of various criminal and monstrous groups as well:
  • Nobles: Ryke has a diverse faction of nobles responsible for the governing of the protectorate. Among the nobles, there are many sub functions that answer to one foreign body or special interest or another. Nobles purely interested in the governing of just Ryke's people are far and few between. With the power to levee taxes, raise armies, and get audiences with local leaders of other factions including other nobles, they are some of the most powerful people in the country on paper.
  • Adventurer's Guild: The guild spans the globe but has country specific branches that answer to the rules and authorities therein. It is a place respected as the goto to request things done and have them done. The ranks of the guild are made up of warriors, mages, and many other talents from around the world. Just about any task that comes with a financial reward will get done. Due to their military might, they are closely monitored by the Noble factions. Their vast needs for equipment and supplies make the patron favorites with the Merchant's guild.
  • Merchant's Guild: a loose association of trade groups that control the trade and commerce of a region. They are responsible for the acquisition, distribution and create of many goods the world over. Most companies and businessmen are affiliated with the Merchant's guild or one of its affiliates. While the Nobles can set taxes on trade, travel, and entry among other things, it si the merchant's guild that determines base pricing and where shops are allowed to open and do business. More than one town has had its supply of necessary commodities shortened by a displeased Merchant's guild. They regularly hire the Adventurer's guild as protectors and escorts.
  • Church: while there are several faiths in Ryke, there is an organized body of believers that establishes which faiths are worthy of worship and which are heresies, cults, and extremist groups. This faction generally has the favor of the people and is one respected by all other factions for one reason or another. Supported predominantly by the donations of the people and other factions, they dole out miracles and blessings in good measure. It is said they have performed such feats as bringing a [god] to meetings and raised the dead back to life.

Religion - Many
As a melting pot for several cultures and peoples from the country and those beyond, the religious beliefs of many a people have seeped into the country. As such, the country and cities have taken an open minded approach to most beliefs. However, there is an active effort by zealots of a few orders to proselytize to the country's more savage populations. Citizens and Sentient monster folk are regularly engaged by the zealots to try and convert them from their believes to ones of the broader and more tolerate beliefs of the cities.

Economy
Ryke is one of the freest trading nations in the world. Anyone can start up a business and sell off their creations or goods they buy of producers. The competition is fierce, but there is not government intervention. Ryke, as a country, has certain stipulations placed on it by its neighbors that they must give favorable trade deals equally and in abundance.
The currency in Ryke and accepted in the 3 major nations is called Rykes. While the surrounding nations may have their own currencies or thoughts on trade, Rykes are considered most stable, widely circulated, and accepted at this time. Rykes are metal elongated coins that come in copper, silver, gold, and platinum versions. The average peasant working a skilled job generally lives on 100 Rykes a day (food, lodging, basic purchases). 1 ryke = 1 copper ryke. 10 rykes = 1 silver ryke. 100 rykes = 1 gold ryke. 1000 rykes = 1 platinum ryke. Due to advantageous trading arrangements for other nations, Ryke is a better place for merchants than it is craftspeople. Better and more specialized crafts are imported from other nations, but Ryke has a wide variety of goods to offer as well. Making money on every transaction that passes through her, Ryke is a prosperous country acting as the trade up for the eastern half of the continent.
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Bestiary​


The world is filled with hostile creatures and other antagonistic forces. Here are a few lists to hint at the types of creatures one might find in the wilderness of the world. While variations between monsters and their capabilities exist, most are Graded based on their overall capability. (list will grow over time...)

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Animals - Grade F - Most animals from Earth are also present in Isekai Hell. They are as docile or hostile as usual. However, in addition to mundane animals, you also have their Giant versions. Badgers and hogs as big as horses. Snakes big enough to swallow men. Frogs that could treat wolves like flies. Giant spiders that make it a habit to feed on predatory feline beasts. Stupid and generally easier to slay than elephants, they are a common hunting target of human rangers and low level adventurers.

Bandits - Grade F - A country rich in natural resources and trade goods is also a prime candidate for banditry. Humanoids driven by desperation or greed. While some are more skilled than others, most are not particularly threatening unless ambushing and/or in greater numbers.

Goblinoids - Grade F - humanoids of varying size and intelligence. They typically enjoy violence and pillaging and prefer taking from others rather than creating anything of their own. Their most plentiful form are child sized idiots easily dispatched. Their hardier forms being larger and stronger than humans with some cunning. None of the variations are particularly well armed or particularly skilled. Often the servants of stronger Monster races.

Zealots - Grade F - whether for religious or environmental reasons, humanoids that view the other humanoids as blights upon the world are not uncommon in the dark corners of the country. Regularly known for abducting individuals for sacrifices or conversions, they are typically easier to dispatch than bandits, but they frequently have magic users in their number and are more hidden in their activities.

Common Undead [Zombies/Skeletons/Ghouls] - Grade F - undead of the monster tree. Not needing to sleep, breath, or in some cases feed, they are nearly inexhaustible enemies. Fortunately, their corpse like bodies are particularly fragile from rot. Something to watch out for is that it is never clear when an undead is truly dead...Zombies are slow moving meat puppets craving flesh. Skeletons are walking bones. Ghouls are like cunning zombies capable of moving quickly.

Woodland Demons - Grade F creature with particularly hardy vitality. More plant than flesh and blood, killing one requires excessive violence as if hacking at a zombie with no head weak point. Will scratch and rip and flail at anything it can get its hands on. Many of them wear F grade wooden armor that acts as an extra layer and/or an extension of their bodies. They lack vital points. Piercing and Bludgeoning damage doesn't seem to effect them as much. To aid in walking and standing upright, they temporarily root themselves. Their connection to the earth also seems to give them an extra sense that allows them to better pick up on the movements on and in the earth like a tremorsense. So long as more than one appendage remains intact, the demon can and will continue its assault. Seems to feed on the fluids and soft tissue of its victims and can regain lost strength through it. It was learned that the woodland demons are mostly blind and rely heavily on what they perceive through their roots and the wind.


Orcs - Grade E - Typically bigger and stronger than humans, they are creatures that have a certain thirst for war and the hunt and spend their lives to such pursuits. Generally trained in combat, hunting, and better equipped than goblinoids, they are some of the stronger common monster types in the region.

Dire Beast - Grade D - Animals that are overwhelmed with atmospheric mana or other tampering. They are typically bigger and more monstrous in nature and appearance. They can have human level intellects and typically lead packs of lesser beasts. Owlbears and Dire Wolves would be common examples of dire beasts.

Lycanthropes - Grade C - Humanoids that have contracted a particular curse or disease that compels them to change into a monstrous beast that generally desires violence among other base instincts. Resistent to the most common forms of combat and physically superior to most humanoids when enraged, they are a particularly dangerous threat that occasionally appears in the country's wilderness.

Nomadic Clan-Badgers - Grade C
These beasts are nomadic, having no claimed home and are on a journey to hopefully find a permanent home one day. Blacksmiths and proficient in magic, but they lack in numbers as a plague influences their people. They tend to stay away from people if they can, unless one of their own falls victim of their Rage Inducing Disease, or Rid. They will enter villages with markets and buy equipment if they need to. They look like badgers but walk on 2 legs and grow up to 4' tall. Those effected by Rage Inducing Disease (RID) plague lose their sense of reason and become WereBadgers, like lycanthropes. They grow up to 8' tall and lose the ability to make use of their magics and equipment from their normal form.


Honey Bees - Grade C
3 ft. (With the exception of Queen Bee who has humanoid form reaching up to 6ft. At most) 70 lbs. All bees belong to a colony under a Queen Bee, although there are rare cases of solitary bees. The quality of the colony is on a case by case basis. It could be discerned immediately by the size and production of honey, the larger the colony and the better honey produced proves that they are thriving. Their main weapon is their stinger which contains dangerous venom. Bees are generally not hostile if not provoked. With the right conditions, it is possible to come into a cooperative partnership with them as there are several elf villages who each has a hive under their protection.



Starter Gods
These are the gods most Isekai characters are likely to encounter first. They are a list of gods commonly worshipped or referred to within the country of Ryke.


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The world of Isekai Hell has many gods. Pretty much all the gods known in our world, fantasy worlds, and beyond. While the hierarchies within specific domains are established or somewhat malleable, in IH, the only structure known by the dwellers of IH is that there is a [Creator] that sits over all the gods. What's more, the Isekaiers know of [god], the entity that brought them to IH and is a self-proclaimed manager of the rest. This thread will hold all the known or established gods of IH and their IH peculiarities if they happen to be gods from other settings.

Pantheon of Ryke​




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・❥・Noble’s Gods​

♡ Miralis, The God of Law​

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The god of Law Miralis, is a notoriously cold and even individual, only seeing things in pure black and white, with very little room for interpretation. The very word and spirit of the laws he writes must be followed, lest one become a [Criminal]. He is the one believed to have written the rules for criminal titles and how to remove them, although [god] is the one who implemented them into the universe.

An image of him holding a pristine axe in one hand and a tulip in the other is found in all places closely connected to the law, to represent the difference in treatment of a guilty man vs an innocent man.

His visor is also rarely depicted with eye slits, as the law is known to be blind to circumstance, and only see in terms of guilty and innocent. The method by which verdicts are carried out is to raise one or another of his arms, either the axe or the tulip.


♡ Vreign, The God of Dominion​

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A deity worshipped primarily by the nobility. Vreign is associated with borders, slavery, and the very concept of a higher class of society. A chief symbol of him is gold, due to its resistance to corrosion and being seen as a valuable pristine metal. It is said to adorn your belongings and home in gold is to have Vreign himself recognize your ownership granting your holdings his protection. Because of this, nobles make up most of his followers. The runic name of Vreign is often invoked in rituals of binding, wards, and oaths. Kings, Military Officers and others in positions of authority will pray to Vreign to bless their ascent to leadership. Slavers as well pray to him, as it is believed the favour of Vreign will keep slaves docile and controllable.

He is attributed to taking multiple forms depending on who he is in contact with though gold is a constant in all. While not a merchant god, dominion and of course gold is more often than not tied with wealth. So traders and oligarchs in particular may include him in their worship. A piece of gold shaped into a hand meant to represent his reach is held by his most loyal adherents.

The few who have met Vreign would each describe him differently. Some saw him as fatherly, others as a cold overseer, and others still as a haughty man fit for a noble. Each interpretation is valid. Vreign himself would likely say he is merely an opportunist. Despite being a god associated with nobility he has no bias towards them and gives his Favour equally to those he deems deserving.

There is a mystery surrounding his origin though it has come to be believed that he was created by the chief god when the first king was crowned. His true purpose as a deity is vague leading those in society to interpret him in a way that suits their worldview. The truth of the matter is that he is neither good nor evil but beyond them. Dominion is a primal concept, control above all else.

・❥・Gods of Adventure​


♡ Urliberia, The Goddess of Freedom​

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Urliberia is the goddess of deliverance from responsibility, more commonly known as the goddess of freedom. She is formless and ever-changing. It’s said that her form changes often from day to day so that she can experience freedom as anything. It’s said that Urliberia can be anything and anyone at any given time.

To those she finds interesting, are the ones who she’ll personally guide, beckoning them, and straying them far far away, where they can experience the truest form of freedom all by themselves. A place where their decisions are in their own control.

To worship Urliberia, Employers would let their employees have a few days of Holiday, or Farmers would let half their livestock go free, but Adherents say that the best way to worship Urliberia is to free one’s self.

It is often believed that Urliberia originated from three slave children who wished with an ever-burning passion to be free. So one day, together they ran away, but after being pursued by their enslaver they all threw themselves off a cliff into a briar of freesia. Wishing not to be forgotten they screamed their names into the sky as they slowly bled out. It is said that a priest overheard them crying their names for one last time, and mistook it for Urliberia, naming his goddess after the three children who he watched draw their final breaths.


♡ Delilah, The Goddess of Luck​


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The goddess of luck is often attributed to being a fickle woman, with the fate of those she watches being something she decides truly on a whim. She has two states to herself, a golden-haired maiden with ornate clothes and jewels embroidered on herself, and a sadist's smile on her face in artistic depictions. In this state she is fickle and impatient, playing favorites for those she decides should have a good life, and making all others suffer for the sake of doing so.

The other form is that of a black-haired woman in a humble dress with a mischievous smile, and the features of a cat. She wears heels and black gloves that reach her elbow, with a constant upturned expression. This form believes more in fairness, where all have equal chances for success, and simply seeing where the dice land so to speak.

Her picture is often held in the wallet of many gamblers, who understand that her grace is the only separating factor between loss and victory. Skill means nothing when everything goes against you, such is the power of luck. She is known as a close relative of the god of fate as well, due to the unpredictable nature of luck and fate.

It is often stated that Delilah’s real name is Jim


♡ Gains, The God of Growth​


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Gains the god of Growth
While his exact form isn't clear, his adherents claim he is as large as the world and as green and earthy as her wilderness. Common portrayals of him show a mountain range in the shape of a bearded man's face or of a jolly green titan in the forest and hills.

Gains preside over all forms of growth and in turn all things that grow. This would generally put his dominion over everything alive. Adherents of the faith would consider constructs to not be truly alive as they do not grow or 'live' in the same way organic creatures do.

He is considered one of the first gods formed by the Creator at the time of the world's creation and put over the land and animals that crawl upon it. His duty is to preserve and flourish life with his blessings. With this calling, he is assumed to be a good-aligned god with many boons in areas of fertility, personal growth, and racial evolutions. He is a slow-to-act but generous and patient father figure of all life on IH.

Preferred forms of worship are celebrations during births, birthdays, planting season, and racial evolutions. Adventurers take this a step further and give thanks on days of their guild rank-ups and level or ability gains.

・❥・Merchant’s Gods​


♡ Lysandra, The Goddess of Wealth​


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Lysandra Goddess of Wealth is often depicted as a young woman wearing expensive clothing and an often noble appearance. She is generally followed by travelling merchants who have already established themselves or those who value money such as thieves. Rykes are all stamped with an image of her when they are being melded.

It is said that Lysandra was once a mortal though many of these stories are pushed as myths, she is considered to be the first merchant. Many merchant guilds have a statue or some kind of symbol in their halls as a show of reverence. She is considered by some to be a very neutral goddess but sometimes cruel as people tend to lose their fortunes from time to time.


♡ Karkan, The Goddess of Trade and Commerce​


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Karkan, God of Trade and Commerce, is one of the major gods that merchants follow in the hopes of receiving his blessing of abundant trade routes for their businesses. He is also seen as a neutral god that few want to cross. Many people have blamed the downfall of their business on the Karkan as their coffers ran low. As the stories go many merchants who are about to see disaster often see the god following them several days before.

It is often said the rising and falling of businesses is the result of this god. He is the merchant prince maker and the ruiner of their empires. Many merchants and other business owners keep a necklace with a scale emblem around their neck in the hopes of gaining his favor.


♡ Delcan, The God of Intellect​

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It is said that all knowledge stems from Delcan God of Intellect, depicted as a benevolent scholar which is far from the truth. He is seen as cunning and only does things as he sees fit. While he is considered part of the merchant gods, he is also the one with the least number of followers due to his nature. The god goes by another name, Delcan the book hoarder as books tend to go missing across the world due to his nature of not revealing knowledge freely.

Many people who had the fortunate or unfortunate encounter with this god always say that he has a price to impart upon them further knowledge. Many have complained about the statue's appearance, and many are calling for a change in how he is shown to the masses.

・❥・Religious Gods​

♡ Elisiul, The God of Peace​

Elisiul is the god of peace that is mainly worshipped by humans. In different translations of scriptures and transcriptions, Elisiul is translated as the deliverance from war, but in recent times, adherents instead refer to him as the God of peace for simplicity. His name was first recorded in Sylvan scriptures.

Elisiul is described as slim and always of equal height to the person he stands before. Straight and silken hair reaches endlessly for the horizon. Adherents often say that Elisiul is always exposed to direct harm, but the way he is exposed is different from person to person. Some say you can directly see and touch the core of his body, or that he wears little to no forms of physical protection.

Adherents say that a country that never participates in or causes war is a country blessed by Elisiul, but this isn’t necessarily true. Elisiul presides over countries that stop wars without causing harm to larger populations. It is said that Elisiul turns his back on every being who kills another being who did not wish to die.

It is said that when one who puts faith in Elisiul dies, they’ll go to a realm of golden poppies. In this place they will dream for all eternity, remaining peaceful forever more. It’s also said that a nation favored by Elisiul is a place where fields of golden poppies naturally bloom. It is often said that Elisiul cherishes poppies more than anything.

People who want to avoid any form of conflict or violence will often grow gardens of poppy flowers in hopes that Elisiul will bless their residence to keep the flowers from harm or will carry posies of them on their travels.

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♡ Zylf, The Horns​

Zylf the Horns is the God which appears in the [Tribulation] for the character Sage Litwile. Zylf first appears as a forest elemental with two large swords. This form of Zylf is as large as sixty feet. The “god” stands in the belly of the large elemental beast, controlling it.

Zylf, The Horns, is a god of woods, who controls and commands a forest-like realm. Zylf’s elemental is described as beautiful and dangerous, a presence which demands both respect and power. Zylf's inner form is described to be attractive and seemingly fit. With shining deep green eyes with white pupils, snow-white shaded hair and fair skin.

Zylf the horns has been shown to lack empathy, being impatient and shown to be somewhat merciless. Zylf is capable of telepathy, as shown by her first interactions with Sage. Zylf is also capable of creating wooden creatures which fight in her Trials. She seems to have the ability to control trees and wood elemental creatures. Zylf the Horns bears a patron which is currently in possession of her boon. This patron is named Vrel.

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♡ Meldaron, God of Death and Transitions​

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Meldaron, the God of Death and Transitions, is an awe-inspiring entity, towering and timeless, his form a shifting silhouette that reflects the interplay of sunlight through forest leaves. His skin holds the dark hue of wet bark, seemingly woven from shadows, and his eyes are pools of luminous silver, exuding wisdom and tranquil acceptance. Adorned in a mantle of velvet darkness, it shimmers like moonlit dew, draping over his shoulders. He carries a staff, both a torch and a symbol of ancient growth, the ethereal flame representing guidance and transition. With elements of an otherworldly river or boat often depicted around him, his serene aura echoes the inevitable journey every soul must undertake.

Meldaron is revered as the God who guides the souls from their earthly existence to the ethereal realm, just as the sun sets on one day to rise on the next. He ensures that the departed souls complete their journey, safeguarding the equilibrium between the realms of the living and the dead.

Meldaron interacts with the mortal world through the natural cycles of life and death, overseeing each soul's passage from one state to the next. He sends signs and omens through the shifting patterns of rivers and the rustle of leaves, subtle and often cryptic messages decipherable to those attuned to his ways. As a neutral entity, he seldom intervenes directly in mortal affairs, focusing instead on maintaining the balance between life and death. However, in rare instances, when the equilibrium is threatened, Meldaron might choose a mortal as his envoy, granting them insights or abilities to rectify the situation, a gesture that has led to many myths and legends about the god's chosen ones.

Worship of Meldaron is distinct, showcasing his dominion over life, death, and nature. Uniquely, the deceased's ashes are combined with soil to plant a tree, symbolizing the soul's return to nature. There's an annual festival held during the migration of monarch butterflies to celebrate life's cyclical journey. Silent moonlit processions and river stone offerings in personal shrines represent Meldaron's guidance in the soul's journey, exhibiting the cultural intersection of the diverse populace and their shared reverence for Meldaron.
 
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Locations of Interest

The Imperial Logia Academy of Ryken


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The Imperial Logia Academy of Ryken is one of the premier educational institutions in the Protectorate of Ryke. Thousands of applications pour into the academy's limited acceptance rate. The academy sits within the confines of the capital city, Ryken.
 
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Location - Norroburry Village
A small village located in the eastern, near some of the slightly more mountainous areas of Ryke bordering the Empire. The economy of the village is heavily reliant on the nearby mines being operated, as they are known to produce valuable materials for the rest of the country. They have a local militia to keep them safe, a big boarding house to house seasonal workers for the mines and a beautiful view of the Norroburry Lake.
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Location - The City of Azuran

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The city of Azuran is nestled along the southwestern border of Ryke, becoming a major trade city in the southwest region. Many merchants come inside Ryke and outside come to this city due to the access of goods from the country right across the border. The border had shifted from time to time, over the centuries; however currently, the city was in the Protectorate of Ryke's territory. The city originally started out as a small village but as the borders moved money came to the village as trading became its main source of income. Many people set up their shops in the village as it slowly expanded over time turning it into a thriving trade city. Many of the upper class are known to have black market dealings and there are even rumors of a terrorist organization calling this city home.
 
Location - Noghe Village

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A small and quite quiet, gloomy village located in the hilly and mountainous areas of the country of Ryke. The village has various residents who tend to their own gardens and small farms, cultivating various crops as means of food. The Village is known to be very near to a Tribe of Trolls with which they are now in a truce.
 
Location - Wendy's Trading Post

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A rest stop which is located somewhere in the countryside of Ryke. The rest stop is a relatively modest tavern and a trading post, on the side of a road called Wendy’s Trading Post. The rest stop is run by the Matriarch, Wendy, and her family. The place is welcoming and is well for those who wish to rest and get a few drinks before continuing their adventures.
 
Location - Sootspire Village

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A hamlet located in the far eastern parts of the County of Sadek, in the Caelia Barony. The village’s infrastructure and architecture are largely aligned with the settlement’s focus on mining. The village mainly exports various ores and coal due to being located close to the hills. Its residents are mostly quite strong and taller on average compared to the average person.
 
Nobility - Royalty
Prince Orion
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King Akio the Wise
A former resident of the Beasts' Republic, He's a lion beastman.​

Queen Eirene
A human formerly of the East Empire, is known for being quite the diplomat.​

Prince Orion
The firstborn, is a fae despite his parentage. He was blessed by the spirit king while still in the queen's womb and was born with a heightened mana level that impacted his physiology. He has a thirst for knowledge more than anything. very in tune with his people and the culture.​

Princess Sakura
The secondborn, beastwoman taking the strength of her father and the grace of her mother. More of a fox-related breed of beastman than the lion type of her father. Despite being 2nd born, she is predicted to be the next heir since the nations agree fae are better as advisers than leaders due to their longer life spans that don't mesh as well with the people they would rule over.​
 
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Nobility - Duchies and Counties
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Duchy of Seroria
Ruled over by Duke Thaddeus Halgorn Seroria. A seasoned diplomat with ties to the surrounding nations. He was instrumental in the peace and abundance that Ryke sees today.​

Count Hadi Sadek (Half-Elf)
Rules over the county of Sadek, previously known as the County of Light. A veteran and scholar, who was favoured by the current Seroria Duke to resolve the issues of the former County of Light.​

Countess Amara Nightshade (Fae)
Rules over the county with the most forests in the duchy just north of Sadek county an enigmatic and alluring fae, she has made an effort to draw in others of her kind as well as magic scholars and inventors.​

County Bartholomew Ironwright (Human)
Governs the most northern county belonging to Seroria. An industrious man, he governs in a way that favours the trades and crafts that move through his county. Serves to help control the financial prosperity of the duchy and the nation as a whole.​

Duchy of Brysta
Ruled over by Duchess Elysia Vanth Brysta. A patron of the Imperial Logia Academy of Ryken and a savvy businesswoman. She has led the nation and maintained her duchy through her various innovations in trade and the arts.​

Count Eldrin of Sylvarin (Fae)
Count Eldrin rules over Sylvarin, a region known for its lush, verdant forests, which are home to a variety of valuable herbs and medicinal plants. Eldrin, as a fae, has an intimate connection with nature, and his rule has been marked by a careful balance of utilizing natural resources while preserving the beauty and health of the forests. He has worked closely with Duchess Elysia to establish Brysta as a hub of knowledge and innovation, using his deep understanding of the forest's bounty to aid in research and education. Eldrin has a slender, elegant figure, with gossamer wings reflecting the colours of the forest canopy. His rule has seen a blossoming of trade in herbal remedies and natural medicines, further enhancing the economic prosperity of Brysta.​

Countess Isolde of Valyra (Human)
Countess Isolde governs Valyra, a region rich in precious metals and minerals. She is a strong and ambitious leader, leveraging the natural wealth of Valyra to attract skilled craftsmen and engineers to her land. Under her rule, Valyra has become known for producing high-quality tools, jewellery, and mechanical devices, which are traded throughout Ryke and beyond. Isolde is a tall, commanding figure, often seen wearing intricately designed jewellery made from the metals mined from her lands. Her strong leadership and strategic trade policies have greatly contributed to the economic growth of Brysta and the prosperity of Ryke as a whole.​
 
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Location - Town of Faeremeadow

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A small farming town in the south tip of Ryke that lies in between the See of Fae and the East Empire. They are known for their production of corn, wheat, and cattle. The population consists mainly of Humans and Beastfolk, with occasional Fae passing through. It has a single large inn and tavern in the center of town, and most of it's tradesman make a living off repairs and special requests. A small market street that sells clothing and food lines the main road.
 
Location - Angel Statues
Solemn statues, resembling that of celestial entities or aerials, are often built in the graveyards around Ryke in order to remember the fallen who do not possess tombstones, graves or a place in which to remember them.
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Credits - Cinders (Visual Novel) | Contributed by Elvario
 
Location - Arborhaven
A city surrounding an ancient tree located in the far south of Ryke, on the border of the [See of Fae]. The citizens worship an exalted tree spirit of the ancient tree, [Aegrizora].
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Credits - Arborhaven: @sachi_chiko on Twitter | Aegrizora: Aldo Domínguez on Artstation | Contributed by Elvario
 
Location - Border Hill
Located on the eastern border of the [Caelia Barony], Sadek County of Ryke is a military outpost severely lacking fortifications. The closest one can get to the ancient battlefield without entering is the East. A single stone tower, surrounded by natural cliff walls to funnel enemies.
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Credits - TBD | Contributed by Uasal
 
Location - Kananto Village[1]
A fortified village located by the northern borders of Ryke. The village now lies abandoned after the undead murdered all its inhabitants. Currently, the village is overrun and inhabited by monsters.
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Credits - Cliff Childs @cliffsconcepts | Contributed by Elvario
 
Location - Kirkwall[1][2]
A village on the border between Ryke and the Eastern Empire. Situated just before the [Boarder Hill]; the Village is on the cusp of becoming a Town in its own right Although the industry is lacking the agricultural scene is actually quite prosperous. Nearby, in the forests of Kirkwall, is a small village of elves.
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Credits - Forge of Empires (Game) | Contributed by Uasal
 
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Location - Looming Circles
Ancient ruins of a civilization that time had long forgotten. Who, or what, made these impossibly large, impending rings is believed to be unknown to even the oldest of spirits. Some say they are meant to be features of something, others say they are gateways to splendour, yet the true purpose of these structures remains elusive.
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Credits - Luka Mivsek on Artstation | Contributed by Elvario
 
Location - Macer’s Tavern
A cheap, although verily cushy, tavern located in the capital of Ryken, of Ryke. Although, despite its cosy aesthetics and atmosphere, it is known to serve quite… strange dishes, for example, ‘Rockworms.’
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Credits - TBD | Contributed by Elvario
 
Location - Osun[1][2][3]
The capital city of Sadek County; located in the north-western part of the county. The citizens are kind and welcoming in nature. Various small markets and stalls line the city’s streets. This is also where festivals are sometimes held in praise of the God of the Sun, Leilosis. This is also where the residence of the count is located, notable for its [Sun Court] which acts as a 'throne' room for holding audiences, and the [Round Table], which was once the base of operations and heart of the former count, Linneus Light's, [Order]; yet has now been abandoned and repurposed.

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@Kotakan on Artstation​
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Credit TBD​
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Final Fantasy 14 Eriones XIV​
Credits - @LightBox라이트박스 on Artstation | Contributed by Elvario
 
Location – Ryken's Adventurers Guild
This branch of the Adventurers Guild is located within Ryke's protectorate. It is a faction of diverse and capable adventurers that tend to be the go-to individuals for any number of requests. Their ranks consist of warriors, mages, and a variety of more exotic talents that all total up to any odd job being well within the Guild's collective capabilities. Whether those capabilities are put to work depends on the amount of financial compensation.

Main Hall
The main hall of the Guild displays an homage to their notable members by lining the walls of the lavish space with the seals of different adventuring parties. This décor represents their members' strength and the dedication to their work - and how the Guild is unafraid to flaunt their might.

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Artist - ??? | Contributed by Elvario Elvario
 
Location - The Underbelly
This large, almost otherworldly city, located directly beneath Ryken, is aptly named the Underbelly. Inhabited by criminals and fueled by bloodshed, this place has commonly been called 'Ryken's darker half'. Where Ryken is the capital belonging to Ryke's nobility and law-abiding citizens, the Underbelly is considered the capital for Ryke's dishonorable and chaotic outcasts.

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Artist - ??? | Contributed by Elvario Elvario
 
Location - Kronum Village
With the forests of Ryken to the west, and the Paizu Mountains to the east, Kronum sat at the edge of the Glattzdan Hills and was no stranger to defending itself from the various monsters that saw fit to try and nab livestock from them time to time.
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Artist - TBD | Contributed by Elvario Elvario
 
Location - The Bloody Defiance
Located within The Underbelly, this arena perfectly symbolized the violent and lawless nature that makes the city beneath Ryken its 'darker half'. Within these stone walls, looked upon by towering statues and zealous spectators, combatants shed their blood. This is where the strong rule. This is where the weak go to die.

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Artist - ??? | Contributed by Elvario Elvario
 

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