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Fantasy Kingdom of Evil LORE Page

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SnowStorm42

Senior Member
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Here is where a bunch of Lore related posts will be made by myself as well as some other users to help with world building.

To start:
A list of Races:
Humans
Vampires (various variants)
Werewolves
Witches, Wizards, Mages, Magic Weilders
Dwarves
Elves
Night Elves
Orcs
Goblins

**These are probably going to be the most common, and I'm open to others however angels and demons will be excluded as well as "Non-sentients"/"Natural creatures" (Ill explain below)**
 
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~The Black Army~
Also known as the Black Knights



The Black Army, or Black Knights, were the army led by the Royal Family that conquered the Kingdom of Besknyaz. The Knights gained their name as they all wear mostly black attire, be it armor, robes, capes, or even their mounts. They are loyal to the Royal Family, most for personal reasons, others from how they were raised. The Black Army has a hierarchy of its own, that provides order and structure, but also allows for allocation of power and enforcement of law, even within their own ranks. These ranks go as follows:

Pawns: The Pawns are the lowest of the army. They are soldiers that go head first into battle, or guards that patrol the Kingdom. Their authority only allows them to imprison or punish, but not execute law breakers. They travel solo, in pairs, or bands. Pawns have a great amount of authority but are easily put on the chopping block if insubordinate to their higher ranked Knights.

Rooks: Rooks are higher in authority than pawns. Rooks are usually knights that have been in service for longer, have been granted the title by someone above them, or if they meet a quota. Rooks can command Pawns, and are usually in charge of larger patrols, raids, imprisonment and executions.

Bishops: In the pecking order Bishops are high up. They are a special case in which only the ones with great affinity to magic, or gifted with powers can make this rank. They are usually just propaganda machines, giving speeches, performing executions, or preaching of the King's greatness. They have authority over businesses, taxes, and a lot of the financials of the kingdom. They are not above having Rooks or a band of Pawns as personal guards while they preach the word of the King.

Knights: There are only ever five appointed Knights at a time. The reason for five is to break up any split decisions, as the Knights are basically the generals of the army. To gain Knight, the remaining Knights must unanimously agree on a candidate, or the Royal Family handpicks someone. Knights are picked based on tactics and their immense strengths, be it in magic, powers, combat, or all of the above. They are free to move on their own but in times of events they serve as the Royal Family's personal guard.
 
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Kingdom of Besknyaz: The Kingdom of Besknyaz was once ruled by the Merrick family. It was once a melting pot of races and creatures. It has now become The Dark King's Kingdom of Terror. It is a vast kingdom. The Castle, Temple, execution square, marketplace, and many regulated businesses, as well as many Black Knights homes are within the walls of the Kingdom. Outside of the walls are the homes of many of the other inhabitants as well as many of the Rooks, Pawns, and business owner's homes. There are many businesses outside of the walls as well, however, with the Port and Bazaar gaining a lot commerce. A trade checkpoint to the West of the Kingdom serves as a "passport control", where all those entering and leaving are checked for contraband.

The Dark Forest: The Dark Forest is the forest to the immediate west of the kingdom. One could see it as an easy means of escape for the victims of the Kingdom of Besknyaz, but it acts more as a wall to keep citizens in. The forest is dangerous, littered with all sorts of creatures, and beasts, as well as spirits, and an aura of dark magic. People easily lose their direction if not their lives. The best routes out of Besknyaz are along the coast, or along the mountains, but cutting through the forest is dangerous without powerful magic or abilities.

Veneria: Something of a small village, surrounded by a city of tents and makeshift huts, Veneria is somewhat of a haven for those who escaped Besknyaz, or wish to live outside the strict laws of the Kingdom. While less strict, this means that access to food and goods is harder, with Veneria relying on outside regions to come in and trade, or for the inhabitants to hunt and cook for themselves. Crime is also unavoidable, as the only security here are any good willed people around. While Veneria is a bit harsh physically, many claim that it is better than living on eggshells and thin ice

Briskfaar Mines: These mines are a main source of income for Veneria. The mines are long and intricate and no one knows how deep into the mountains they go or if there are alternate entrances and exits. One thing is certain and that would be the mines' abundance in ore. While dangerous due to all sorts of monsters, hazards, and unknowns, many risk their lives working or scavenging in the mines to have ore for trade, both in Veneria and Besknyaz

The Elder Forest: The Elder Forest is an ancient wilderness. Unlike the Dark Forest it is not inhabited with AS MANY monsters. It is a place where the Elves, Werewolves, Witches and Druids of Veneria go to gather, hunt, and be free of the King's rule. The Forest has old wood structures littered around it that offer some comfort and rest

La'Khan: A small village with a massive fortress/castle, it is home to Dwarves, Blood Elves, Vampires, and some other older races, that have been living there since the Merrick family's reign, some from even before. The area is very strict with who is let in, considering themselves their own people/community, with even their own races being turned away when seeking refuge. While they do make trade with outsiders, and sometimes even Beskknyaz, they are reluctant to let newcomers in, in fear of getting roped into problems with the Black Army. The seclusion from Besknyaz and Veneria, and strictness of who they let in, has allowed them to freely train their magic, gain more power, and craft more weapons and armor. This makes them a formidable force, allows them to trade for a lot.

The Forsaken Village: Not much is known of this area. There is evidence that a prosperous village or town once resided there, however the earth itself has become coarse, charred, and damaged, and what buildings remained are nothing but framing and foundation. Even the trees in the land no longer grow leaves. Monsters as well as corpses now litter what's left of the village. While a harsh, and barren environment, there are some who venture out here in search of fortune, intrigue, or to be free of the King's reign, even if only for a while.
 
The Monsters of Besknyaz
-A Bestiary of Notable Creatures-

There are many creatures that roam the region of Beskyaz and it's surrounding lands. Creatures as simple as sheep and cattle are common, deer, fox and wolves also. There are however creatures that have special qualities. Some are common and are abundant with everyday uses be it for food or for craft. Other creatures have legends and stories that surround them and tales of treasures that they may protect.
Fodder Creatures/Common Beasts
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Feables: Given their nickname for their small size, they are very common creatures, usually rodent like creatures such as racoons, rabbits or squirrels, that have wings and longer tails. Their meat, when cooked properly provides double the sustenance of most normal livestock, due to their magical properties. They are common in all forests, and some plains.

Location: All forests, plains, farmland


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Malduk: These are fearsome beasts that seem like moose or elk but have large, bulky flames. They are very durable and are hard to cut without enchanted weapons or magic. Despite being durable they are usually non-hostile unless they are in a pack and/or approached. Their durability makes them very hard to kill but they are capable of feeding Veneria for months in a proper cook's hands, and their meat has an almost boost of energy and strength that comes with it

Location: All forests, particularly closer to mountains, in mountains

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Ghouls: Sometimes the undead can't rest, and although their soul may have passed on, their body has not. Ghouls are the undead that don't have sentience. They only live to feed. These are commonly found in areas of disaster. Their numbers are high in the forsaken village. Although very weak and vulnerable to attack they can be dangerous in groups and their bites can cause infection and illness if untreated.

Locations: Crypts, Unblessed cemeteries, The Forsaken Village, Mines

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Mountain Ogres: Orcs, Trolls, or Ogres, that are closer to barbaric animals. Their speech is minimal and they are usually brutish savages that hunt, skin and torture their meals. They seldom group but can be found in groups of three although usually alone. Although slow they are durable and strong.

Location: Mines, Caves, Mountains

The Anomalies
Among the creatures and beasts and wildlife of Besknyaz, there are some that stand out. Some are seldom seen and believed to be legends or myths, others have more accounts but are avoided nonetheless. These creatures usually hold some great power, guard treasure, or have parts that can create amazing craftables. They are not fodder though and should be approached with care

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The Crypt Walker's story has been passed down for ages. The Crypt Walker is an entity said to appear only at night, particularly on foggy nights, and around areas of great death. Noted by its antlers, scythe and green lantern it can often be seen on battlefields, cemeteries, crypts, and most notably is said to walk The Forsaken Village often. The turth is that the creature hunts souls that have not passed on, and carries them in it's coffin. It's purpose is unknown

Locations: Crypts, cemeteries, war torn battlefields, The Forsaken Village

Powers:
Speed: The Crypt Walker is usually very slow moving, and meticulous with it's movement, however those who have claimed to see it in combat said that the Crypt Walker can get bursts of speed equal to a vampire's or a werewolf's. This doesn't seem to be it's set speed though and seems to come in waves

Coffin: The Crypt Walker's coffin seems to have a plethora of abilities. Most notably it sends forward wraiths and specters, and ghouls.

Scythe of Despair: The Scythe of Despair seems like a rusty farming tool. The truth is far from. A very durable weapon, it's main effect is causing an enormous amount of negativity in it's target upon even the smallest cut. Despair, panic, and hallucinations ensue the more a victim is cut. These wear off naturally depending on the strength of the victim's mind and how wounded they are from the scythe.

Weakness:
The Crypt Walker is weak to light magic, and will burn in the daylight. On top of that the Crypt Walker is a physical being and can be cut and injured. Although the creature doesn't speak it is smart, but this means it will try to flee when gravely wounded. It is also limited in combat relying on it's coffin and scythe, and not a whole lot of other magic or weaponry.

Rewards: Coffin of Souls (can contain the souls of the dead that haven't moved on, as well as using the spirits, specters, and undead that it contains), Scythe of Despair (causes hallucinations and negativity with each cut), Lantern of the Night (illuminates shadowy passages used to connect different places of despair like crypts, battlefields, or cemeteries)

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The Thunder Horn is a legendary beast that has been around for centuries. It is not myth or legend. Many have seen or heard the beast and have tried to take it down to little avail. The beast is said to have very thick skin, that shatters most blades and arrows, even some enchanted ones. The beast is known to charge at great speeds with a force to kill even the greatest of orcs, trolls or ogres. The beast is only made more dangerous when you take into account that it can channel lightning, charge it, and fire it from it's mighty horn. The beast is even more dangerous during storms as it can control the lightning from storm clouds by channeling it into it's horn.

Location: The Mountains north of Veneria/The Elder Woods, by the base of the mountains.

Powers:
Insane durability:
The beast can shatter the finest of steel, and has never been seen to bleed. The beast has been seen to truck through mountainsides and boulders alike with ease and no damage.

Lightning control: The mythical beast can generate lightning within it's body and fire it from it's horn. During thunderstorms this ability is even more dangerous as the Thunder Horn can channel lightning from the clouds as well as somewhat guide lightning strikes around itself.

Weaknesses: The Thunder Horn, when charging, cannot change directions after gaining enough momentum. The beast although seeming indestructible, has a weak point around it's lower abdomen area. Beyond this, ENCHANTED weapons can hurt the beast. Finally, water magic can negate the lightning that naturally generates in the beast. Furthermore if lightning magic or fire magic is used on the beast in excess it can overheat from lightning charges, which will change it's colors to a red hue and it will have to release steam to cool down before using more lightning.


Rewards: Upon it's death, the Thunder Horn will become weaker as it decomposes. The lightning shards that coat it's body will naturally fall off and can be used to cast bolts, or amplify lightning magic. Furthermore it's horn can be used as a powerful lightning rod and caster. After the beast decomposes more, its outer skin will no longer get in the way of all the meat underneath, enough to feed a whole kingdom if prepared properly. Finally the beast's electric blue heart, naturally produces electricity, which can be beneficial to many magic users, alchemists, potion crafters, or enchanters.

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Sjelstjeler is an ancient spirit, whose name translates to 'Soul Stealer'. Many have claimed to see it but the fact of the matter is that unless it was from a distance, not many have seen the creature up close and lived. The Sjelstjeler is a LARGE beast, standing taller than any humanoid. It has four arms and several horns, along with two mouths, one under it's skull head, and one on it's chest. The hairy beast only seems to come out when the fog of the Dark Forest is especially thick. The sighting of the beast is rare but when it is seen it will leave few survivors.

Location: The Dark Forest, on foggy nights/ allegedly sighted in the forest between Veneria and La'Khan as well.

Powers:
Hallucinations/Dizziness: Similar to the Crypt Walker's scythe the Sjelstjeler can cause hallucinations on some of even the stronger willed people. Depending on the target's mental fortitude the hallucinations can range from just seeing a dead loved one in the forest, to thinking they are in an entirely different place, or that friends are foes. One thing that is noted is that no matter the mental fortitude, looking directly at the creature's head can cause dizziness, or a slight loss in balance.

Magic resistance: The Sjelstjeler is resistant to most magic. While being able to be physically cut, most magic ESPECIALLY psychic or mental magic is negated or even countered.

Control of nature: The Sjelstjeler is capable of causing disarray in the wildlife of the forest it inhabits. This can cause peaceful animals like deer to run toward targets in a panic, or crows to fly at victims with aggression. It can also use tree roots to attack it's targets.

"Soul Eating": The Sjelstjeler eats entities it encounters, favoring the stronger minded individuals that enter the forests it hunts in. Eating the souls of beings allows it to regenerate wounds. Some weak mercenary may only heal a small cut, but a strong and wise elf or vampire could heal it's larger wounds.


Weakness: Although resistant to most magic, the Sjelstjeler is very weak to fire magic. While light magic doesn't necessarily injure the beast it is likely to avoid light magic. Fire magic can kill it though. The Sjelstjeler can not use the roots of multiple trees at once, and can only use one tree at a time. The creature must also use certain hand signs and gestures in order to use it's different magic. Hallucinations only happen if the Sjelstjeler sees it's targets. It also likes to toy with it's prey, which can be a weakness as it will not instantly hunt someone who is hallucinating. Dizziness only occurs when looking at the Sjelstjeler's face. Avoiding looking at it will restore equilibrium. Although large and strong, the Sjelstjeler is not indestructible and can be cut with normal weapons. enchanted weapons work best though.

Rewards: The Sjelstjeler's heart can be used to peer into the memories of others, as well as create hallucinations. It's components can be very useful for crafting potions, enchantments or spells. The Sjelstjeler's parts also have magic resistance which can be useful for amulets, armor, or weapons. Most importantly, slaying the Sjelstjeler will make the Dark Forest all that much safer to cross through.



~More to come~
 


HOUSEFEY

Long years before man, elf or dwarf set foot in what has become the Kingdom of Besknayaz - and longer still since the humanoid races started settling the area - the northern shores of the Sea of Besknayaz were shrouded in deep forests and dark glens, connected to the modern Dark Forest. In the era before recorded history, woodland feyfolk are believed to have been the region's only intelligent inhabitants.

The descendants of today's Housefey made their homes in the early woods' massive trees, carving expansive dwellings into their trunks, building communities among their branches, and even sheltering among the roots in small burrows for centuries. When the region's early settlements cropped up along the sea shore, wood for ships and homes was sourced from the nearby forests. Eventually, trees that were home to feyfolk were felled.

Many of the early fey, small creatures as they were, simply opted to move to another location rather than fight the encroaching settlers. Others were more stubborn.

Some early settlers, after sourcing wood from a tree previously home to feyfolk, began to notice odd and infuriating occurrences at home. Water leaking from the roof onto their beds at night with no apparent source, fires fizzling out immediately after starting, doors falling from their hinges, plates and cups tumbling from tables and shattering. What many believed to be a haunting was actually a campaign of retribution from angry fey, bitter that their homes were taken with no recompense. The foot-and-a-half tall creatures would sneak into homes built from their previous property and use simple, subtle magic to disturb the human inhabitants as much as possible, covertly living in the walls, attics and cellars where possible.

Eventually Besknayaz's early human settlers caught on. Instead of killing or removing the stubborn fey, some offered a solution. Since the feys' homes had been sourced to develop human settlements, some human hosts willingly set aside living space for the fey in their home and welcomed them into the household. In exchange, they received peace from the previous campaign of pranks, and the woodland fey began the slow transition to Housefey.

Homes with a Housefey essentially come equipped with a miniature butler, as the goblin-like creatures are happy to perform household duties and keep spaces tidy as long as their living space is respected. The Housefey seem to possess lives spanning thousands of years, if not outright immortality, and a single Housefey is likely to have served dozens of families over the centuries.

When families move into a home with a Housefey, they may choose not to take on the fey's services. It's rare, however, as "evicting" a Housefey often results in families being wracked with poltergeist-like hijinx until they change their minds or the Housefey decides to give up the grudge - something they aren't likely to do on without coercion.

The Dark King's 10-year reign has driven most Housefey out of Besknayaz, however. Keeping an accord with Housefey is illegal for any of the kingdom's subjects, and the Black Army's magicians have slowly rid most homes within the walls of any Housefey inhabitants. The few that remain risk torturous execution should they be discovered, and though they are naturally clever and elusive, most have decided not to risk discovery.

The King's slight has not been forgotten, though. Rumors circulating among residents of the small hamlets and villages along roads toward the Dark Forest say a great Housefey migration is underway. Peasant families that claim to have hosted the feyfolk for a night say there's talk of a new community of former Housefey growing within the forest, and plans brewing to return to Besknayaz and exact calculated vengeance on the Dark King and his Black Army.

Rumors claim, too, that exile to the Dark Forest has twisted the once-beloved, if mischievous, Housefey into spiteful, angry, violent creatures, more prone to malicious acts than the benign tricks they once employed to make their anger known.

coded by archangel_
 

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