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Fantasy Legends of Xeria - Lore

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Computing Magus

I need a King's Rock
Lore here is community driven, from places, history, deities, races, and more. I've given some general things like the cold winds of the north and the desserts of the south, but you can add more from there to add flavor to the RP. Do you like it if fish was quite the common delicacy? How about dragon taming? Is that a thing? Maybe even add a new kingdom altogether. You may never know if we need to visit it. This will be updated frequently as everyone sends in ideas. For now, I'll give some general stuff.

  • final-fantasy-project-w-06.png
    - In a world of magic and science termed magitech, this world that can harness from replenishable energies has advanced to make flying machines and automative vehicles through imaginative inventions like no other. Yes, here in Xeria where bright skies and merry folk has made quite possibly the best era of the kingdoms. Magic is a well known art, adveturers dot and explore the land, advancements improve everyone's lives, what could go wrong?

Locations

  • fatecraft_port_town_by_tyleredlinart-d6kzrmg.jpg

    - It's a small seaside town, seagulls in the beach pestering the trader's ships here and there. It's a common city for traveling to other kingdoms and is quite possibly the most common trade route for caravans and ships. Thus, there are some guards here and there, but the peace here has been for so long that crimes are virtually unheard of in this place. At least anyone caught doing crimes. It's a lively place with a large plaza in the middle. Magic is also quite common practice here, but no schools are available for it, just some retired old tutors.

    - This is also the starting point for the main group. Anyone else can start in a different town or even a different kingdom altogether.

Creatures


  • Name: Monster
    Description: A general term for the magical creatures inhabiting this world. Monsters can take on a wide variety of forms, dispositions, and even levels of intelligence. The vast majority are hostile in some form, however some are docile, and others even outright friendly towards the sentient races

    Location: Worldwide. Monsters can be found in forests, tundras, the ocean, and anywhere that isn't already populated or heavily trafficked.
    Traits: While there are many different types of Monsters, they do all share a few common traits, which is how the sentient races categorize them as Monsters rather than just another race.
    • Monsters are beings born of magic. They are incapable of casting the magic used by sentient races, however some still have very specific magical abilities they can use instead - Mermaids have a hypnotic singing ability and power over water, man-sized Spiders have a mental link to every trap they weave, etc.. There are still many Monsters who do not have magical abilities, however one should always be on their guard.
    • All Monsters also have an elemental affinity, granting them weaknesses to certain elements, and strengths and even sometimes total immunity to others. Alraunes and other plant-like Monsters, for example, have a Nature affinity, granting them increased resistance against water-based attacks, and a weakness to fire. The best example of this trait is the Slime, which has been seen to come in a wide variety of different affinities, possibly even one for each magical element. Monsters will usually live in areas that match their elemental affinities - You'll never see a Flame Sprite in the ocean, for example.
    • Like the sentient races, every Monster is naturally different from one another, even among the same type. However, you can always expect the same general kind of behavior from similar Monster types - Somnics will always take joy from causing insomnia, Harpies will always be ruthless hunters, and Minotaurs will always be highly protective of their (Usually friendly) Holstaur wives.
    • While some Monsters have high intelligence, look, or even act remarkably like Humans, one must never forget that a Monster does not possess a soul, or the conscience given by one. Monsters are primarily creatures of instinct, and even the friendly ones often have little regard for societal norms or morality. Monsters will always do as they please, with little regard for how it affects those around them.
    Lethality: Can range from helpful to extremely deadly. Ultimately it's up to the specific type of Monster you encounter.
    Tamable: Many Monsters can be at most, imprisoned. A fair amount are capable of speech and can be reasoned with. Some of the more docile Monsters are tamable, but most have never tried for fear of the possible consequences. And then, of course, there are some that are hostile to the point where either just leaving them alone or killing them are your only options.
 
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Submission Sheet:
Here, you can add more things to the world of Xeria as you see fit.

Category:
(Place, object, deity, creature, race, food, etc.)
Name:
(Anything appropriate for your submission.)
Description:
(Anything and everything for your submission. Detail to the best of your ability for a better chance of being implemented.)

Category Specific:
Note that there are some more categories you can add yourself, so be creative. However, ask me in the OOC first on what particular category you want to add into, so that I can add a submission sheet for it.

Places:

Location:
(North, east, south, west, or something more specific.)
Age:
(How long has it been there? We're pretty much in the year 1500, as a standard.)
History:
(Anything it has done, before and while it's alive and bustling with people.)
Known For:
(What is it known for? It helps if you detail exports, magical schools, technology, and the like.)

Creature:

Location:
(Where is this creature found in? The woods? A certain city, perhaps?)
Traits:
(What are these things known for? Sharp claws? Wings? Stealing candy from a baby?)
Lethality:
(How dangerous they are)
Tamable:
(Either easily domesticated or too dangerous to be kept)

Will add more as they're asked for.

Disclaimer:
The provided sheets are not the end all to the forms, and are merely there to add more necessary information for your submissions. Thus, I implore you to add much more to the this than the given necessities.​
 
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Category: Creature
Name: Monster
Description: A general term for the magical creatures inhabiting this world. Monsters can take on a wide variety of forms, dispositions, and even levels of intelligence. The vast majority are hostile in some form, however some are docile, and others even outright friendly towards the sentient races

Location: Worldwide. Monsters can be found in forests, tundras, the ocean, and anywhere that isn't already populated or heavily trafficked.
Traits: While there are many different types of Monsters, they do all share a few common traits, which is how the sentient races categorize them as Monsters rather than just another race.
  • Monsters are beings born of magic. They are incapable of casting the magic used by sentient races, however some still have very specific magical abilities they can use instead - Mermaids have a hypnotic singing ability and power over water, man-sized Spiders have a mental link to every trap they weave, etc.. There are still many Monsters who do not have magical abilities, however one should always be on their guard.
  • All Monsters also have an elemental affinity, granting them weaknesses to certain elements, and strengths and even sometimes total immunity to others. Alraunes and other plant-like Monsters, for example, have a Nature affinity, granting them increased resistance against water-based attacks, and a weakness to fire. The best example of this trait is the Slime, which has been seen to come in a wide variety of different affinities, possibly even one for each magical element. Monsters will usually live in areas that match their elemental affinities - You'll never see a Flame Sprite in the ocean, for example.
  • Like the sentient races, every Monster is naturally different from one another, even among the same type. However, you can always expect the same general kind of behavior from similar Monster types - Somnics will always take joy from causing insomnia, Harpies will always be ruthless hunters, and Minotaurs will always be highly protective of their (Usually friendly) Holstaur wives.
  • While some Monsters have high intelligence, look, or even act remarkably like Humans, one must never forget that a Monster does not possess a soul, or the conscience given by one. Monsters are primarily creatures of instinct, and even the friendly ones often have little regard for societal norms or morality. Monsters will always do as they please, with little regard for how it affects those around them.
Lethality: Can range from helpful to extremely deadly. Ultimately it's up to the specific type of Monster you encounter.
Tamable: Many Monsters can be at most, imprisoned. A fair amount are capable of speech and can be reasoned with. Some of the more docile Monsters are tamable, but most have never tried for fear of the possible consequences. And then, of course, there are some that are hostile to the point where either just leaving them alone or killing them are your only options.
 
Category: Creature
Name: Monster
Description: A general term for the magical creatures inhabiting this world. Monsters can take on a wide variety of forms, dispositions, and even levels of intelligence. The vast majority are hostile in some form, however some are docile, and others even outright friendly towards the sentient races

Location: Worldwide. Monsters can be found in forests, tundras, the ocean, and anywhere that isn't already populated or heavily trafficked.
Traits: While there are many different types of Monsters, they do all share a few common traits, which is how the sentient races categorize them as Monsters rather than just another race.
  • Monsters are beings born of magic. They are incapable of casting the magic used by sentient races, however some still have very specific magical abilities they can use instead - Mermaids have a hypnotic singing ability and power over water, man-sized Spiders have a mental link to every trap they weave, etc.. There are still many Monsters who do not have magical abilities, however one should always be on their guard.
  • All Monsters also have an elemental affinity, granting them weaknesses to certain elements, and strengths and even sometimes total immunity to others. Alraunes and other plant-like Monsters, for example, have a Nature affinity, granting them increased resistance against water-based attacks, and a weakness to fire. The best example of this trait is the Slime, which has been seen to come in a wide variety of different affinities, possibly even one for each magical element. Monsters will usually live in areas that match their elemental affinities - You'll never see a Flame Sprite in the ocean, for example.
  • Like the sentient races, every Monster is naturally different from one another, even among the same type. However, you can always expect the same general kind of behavior from similar Monster types - Somnics will always take joy from causing insomnia, Harpies will always be ruthless hunters, and Minotaurs will always be highly protective of their (Usually friendly) Holstaur wives.
  • While some Monsters have high intelligence, look, or even act remarkably like Humans, one must never forget that a Monster does not possess a soul, or the conscience given by one. Monsters are primarily creatures of instinct, and even the friendly ones often have little regard for societal norms or morality. Monsters will always do as they please, with little regard for how it affects those around them.
Lethality: Can range from helpful to extremely deadly. Ultimately it's up to the specific type of Monster you encounter.
Tamable: Many Monsters can be at most, imprisoned. A fair amount are capable of speech and can be reasoned with. Some of the more docile Monsters are tamable, but most have never tried for fear of the possible consequences. And then, of course, there are some that are hostile to the point where either just leaving them alone or killing them are your only options.
Whilst this is more of a mechanic of the world instead of a submission of a single kind of a category, it's a remarkable, world-building submission nonetheless that adds highly to the lore. I believe a category of Monster should be due, for those who want to submit an idea for a unique one in Xeria. Anyway, thanks for this, and looking forward to more of your submissions. I'll add this along the first post later, once I've got a better system of sorting the Lore pieces together.
 
Category: Location
Name: Komorrah
Description: Deep within the harsh southern desert lies the isolated city-state of Komorrah. For centuries, it was one of the most prosperous territories of Xeria. While originally settled by a sub-race of elves called Eladrin, Komorrah accepted any and all tourists with open arms... provided they could pay for its luxuries. The waters of the grand Phoenix River feed straight into its heart, although strangely discolored and with a sickening smell.

Now, Komorrah remains eerily quiet during the sunlight hours. Only those too sick, poor, or stubborn to leave their former livelihoods choose to stay and protect what little they have from the various gangs that accost them regularly. Businesses are failing, the remaining residents live in terror, and a sickening aura hangs over the heads of everyone who resides within Komorrah. At night, under the cover of darkness, the only residents daring to leave their homes in the danger hours are the danger themselves. Fights break out between rival organizations, boundaries drawn with their enemies' blood. However, rumors are circulating of a new faction called the Scorpion Clan, although their motives and members remain unknown. While they never bother with the feeble merchants and innkeepers who stay in Komorrah, there have been a number of ruthless gang leaders found dead in the night, giving the remaining citizens hope for independence. Yet, there is the fear of something more sinister about to unfold.

Government: Traditionally, run by its own wealthy King and the elite families surrounding the bureaucracy. However, most have fled and what remains is a power vacuum that criminal organizations war over, oppressing the people who have sought refuge here.

Places:
3f236a3229a431951698b64d478a7a18.png


It all seems normal on the surface. Ornate marble buildings shine in the afternoon sun, but upon passing through the unguarded gates, one immediately senses something is not quite right.

1808220247349215515858529.jpg


The Scorpion Clan's base of operations outside of the city, hidden in a deep ravine. No one, not even rival organizations, dare to step foot here, and there is no apparent method of getting in or out of the gorge aside from its gates. The perimeter is guarded heavily, day and night, by sentries with orders to kill on sight. There is an infirmary, an armory, and several huts where its leaders conduct meetings and assign missions to its members. Even after 280 years, it is rudimentary by design in case it must be quickly moved to a new location.

Location: In the middle of the desert in Xenia's southern territory
Age: Since 800-900 CE, it's anyone's guess, although the banks of the Phoenix River have been home to a number of peoples since ancient times. Some of the aristocracy who once lived here proclaim their lineage from those preceding civilizations.
History: It was a popular resort for noble families across Xeria, and a major hub of trade in gold, rock salt, and exotic textiles. 280 years ago, the Phoenix river mysteriously became murky with disease. People became sick, crops wilted, and fishermen were put out of work. As tourists left in droves, Komorrah was abandoned overnight by both its elite residents and government alike. The "jewel of the desert," as it was called, was soon overrun with bandits and thieves who left anyone in their wake dead and their family penniless after dethroning the King himself.
Known For: The black market thrives here; hitmen and assassins conduct business in the witching hours. The city limits are a haven for ne'er-do-wells, drunkards, and the condemned. The amount of petty crimes that take place here is almost double the amount of politically-motivated killings and kidnappings.
 
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Category: Location
Name: Komorrah
Description: Deep within the harsh southern desert lies the city-state of Komorrah. For centuries, it was one of the most prosperous territories of Xeria. The waters of the grand Phoenix River feed straight into its heart, although strangely discolored and with a sickening smell.

Now, Komorrah remains eerily quiet during the sunlight hours. Only those too sick, poor, or stubborn to leave their former livelihoods choose to stay and protect what little they have from the various gangs that accost them regularly. Businesses are failing, the remaining residents live in terror, and a sickening aura hangs over the heads of everyone who resides within Komorrah. At night, under the cover of darkness, the only residents daring to leave their homes in the danger hours are the danger themselves. Fights break out between rival organizations, boundaries drawn with their enemies' blood. However, rumors are circulating of a new faction called the Scorpion Clan, although their motives and members remain unknown. While they never bother with the feeble merchants and innkeepers who stay in Komorrah, there have been a number of ruthless gang leaders found dead in the night, giving the remaining citizens hope. Yet, there is the fear of something more sinister about to unfold.

Government: Traditionally, run by its own wealthy patriarch and the elite families surrounding the bureaucracy. However, they have all fled and what remains is a power vacuum that criminal organizations war over.

Places:
3f236a3229a431951698b64d478a7a18.png


It all seems normal on the surface. Ornate marble buildings shine in the afternoon sun, but upon passing through the unguarded gates, one immediately senses something is not quite right.

1808220247349215515858529.jpg


The Scorpion Clan's base of operations outside of the city, hidden in a deep ravine. No one, not even rival organizations, dare to step foot here, and there is no apparent method of getting in or out of the gorge aside from its gates. The perimeter is guarded heavily, day and night, by sentries with orders to kill on sight. There is an infirmary, an armory, and several huts where its leaders conduct meetings and assign missions to its members.

Location: In the middle of the desert in Xenia's southern territory
Age: Since 800-900 CE, it's anyone's guess, although there have been civilizations along the banks of the Phoenix River for millennia. Some of the aristocracy who once lived here proclaim their lineage from those ancient cultures.
History: It was a popular resort for Xerian aristocracy and a major hub of trade in gold, rock salt, and exotic textiles. Just decades ago, the Phoenix river mysteriously became murky with disease. People became sick, crops wilted, and fishermen were put out of work. As tourists left in droves, Komorrah was soon abandoned by both its wealthy residents and government alike. The "jewel of the desert," as it was called, was soon overrun with bandits and thieves who shed blood over empty buildings and robbed any passerby of their possessions.
Known For: The black market thrives here; hitmen and assassins conduct business in the witching hours. The city limits are a haven for ne'er-do-wells, drunkards, and the condemned. The amount of petty crimes that take place here is almost double the amount of politically-motivated killings and kidnappings.
Accepted. Will be adding this later on to the first post once I figure out a better way of sorting through the submissions.
 
daeciaflag.jpg

Category:
Place

Name:
Kingdom of Orellia

Description:
A small monarchy located on the western coasts of Xeria, roughly 998 sq mi in size the kingdom only holds its capital Veltan and a few surrounding towns. Overall the land is full of natural resources from rich minerals in the northern mountains to fertile fields in the central plains. Veltan the nation's capital is located where the Relligan River meets the ocean, the capital itself is a beauty to behold through with beautifully engraved walls surrounding the city as well as peaceful farms that rely on the annual flooding of the river. Most settlements are locate on this river as it's known as the life blood of Orellia, and every fall when the river floods the Orellians throw a nation wide festival known as the "Rellian Celebration" in honor of the harvesting season.

People:
Natives Orellians are known for the light colored hair, ranging from blonde to white, as well as their blue eyes. Generally they have fair to tan skin and they're usually taller averaging around 5'10 for adult males and 5'8 for females. Over the years there's been an increase in immigrants so there's a wider range of human and species variety living in Orellia.

Military:
Ever since the civil war in 1400 CE Orellia hasn't had a full scale military, but they have a standing militia that works mainly as a police force and thanks to the nations small size and friendly neighbors crime rate is low and overall it's a peaceful place to live

Age:
Veltan was founded around 50 CE while Orellia was created in 900 CE

History:
50 CE ~ Orellian ancestors land on the western beaches and Veltan is founded.

100-800 CE ~ Veltan and the surrounding lands come under control of a neighboring nation,

882-900 CE ~ The Orellian Revolution begins, led by a man who would later be called the "Golden Hero"

900 CE ~ Outnumbered and outclassed the Orellian's win the war through the hero's leadership and bravery. Shortly after the Hero left the newly formed nation to his right hand man as well as his legendary sword, after that the Hero dissapears...

1400 CE ~ After the sudden death of King Esros it was uncertain which one of his twin sons would inherit the throne since he died without announcing which one would ascend the throne, and soon nobles took sides and a bloody civil war erupted.

1410-Present CE ~ Civil war comes to an end and Orellia goes through a renaissance of craftsmanship and art when the kingdom was being rebuilt.

Known For:
Orellian's are known for their craftsmanship and their architects, from armor, weapons, buildings, and art it's a large aspect of Orellian culture to put 110% into their work and they always strive to master their craft. If it's made in Orellia then you're damn sure it's going to be high quality.​
 
daeciaflag.jpg

Category:
Place

Name:
Kingdom of Orellia

Description:
A small monarchy located on the western coasts of Xeria, roughly 998 sq mi in size the kingdom only holds its capital Veltan and a few surrounding towns. Overall the land is full of natural resources from rich minerals in the northern mountains to fertile fields in the central plains. Veltan the nation's capital is located where the Relligan River meets the ocean, the capital itself is a beauty to behold through with beautifully engraved walls surrounding the city as well as peaceful farms that rely on the annual flooding of the river. Most settlements are locate on this river as it's known as the life blood of Orellia, and every fall when the river floods the Orellians throw a nation wide festival known as the "Rellian Celebration" in honor of the harvesting season.

People:
Natives Orellians are known for the light colored hair, ranging from blonde to white, as well as their blue eyes. Generally they have fair to tan skin and they're usually taller averaging around 5'10 for adult males and 5'8 for females. Over the years there's been an increase in immigrants so there's a wider range of human and species variety living in Orellia.

Military:
Ever since the civil war in 1400 CE Orellia hasn't had a full scale military, but they have a standing militia that works mainly as a police force and thanks to the nations small size and friendly neighbors crime rate is low and overall it's a peaceful place to live

Age:
Veltan was founded around 50 CE while Orellia was created in 900 CE

History:
50 CE ~ Orellian ancestors land on the western beaches and Veltan is founded.

100-800 CE ~ Veltan and the surrounding lands come under control of a neighboring nation,

882-900 CE ~ The Orellian Revolution begins, led by a man who would later be called the "Golden Hero"

900 CE ~ Outnumbered and outclassed the Orellian's win the war through the hero's leadership and bravery. Shortly after the Hero left the newly formed nation to his right hand man as well as his legendary sword, after that the Hero dissapears...

1400 CE ~ After the sudden death of King Esros it was uncertain which one of his twin sons would inherit the throne since he died without announcing which one would ascend the throne, and soon nobles took sides and a bloody civil war erupted.

1410-Present CE ~ Civil war comes to an end and Orellia goes through a renaissance of craftsmanship and art when the kingdom was being rebuilt.

Known For:
Orellian's are known for their craftsmanship and their architects, from armor, weapons, buildings, and art it's a large aspect of Orellian culture to put 110% into their work and they always strive to master their craft. If it's made in Orellia then you're damn sure it's going to be high quality.​
Accepted. Same as with others, I'll add this later on in the main post, but this location is now canon from here on. Also, still busy with the buffet so I'll get to you all later.
 
Category: Place
Name: Evritol
Description: Deep in the North-West, where most Dark Elf territories dot the land, lies the blue forest city known as Evritol. Although Dark Elves are the majority, many different races of elves have made their home here. The forest is brimming with magic energy, medicine, and magical creatures. The practice of magic (specifically High magic and Dhar) is extremely common and even praised.

At night Evritol is known for it's brightly colored plants that illuminate the forest, as well as glowing streams and cold ponds that possess natural healing properties. The Dark Elves call this water Vita, and it is extremely valuable and heavily guarded. Theft or use of the water selfishly is forbidden. Many have tried to harvest the water to sell to other lands or to use for themselves, but if caught they are sentenced to exile - perhaps even death.

Many of the architecture has been built high up in the trees, as to protect the citizens of Evritol from the monsters down below. Evritol has little need for trade, for the forests are lush and many of the necessities for living can be found right in the heart of the Dark Elves land. However, the queen has made it apparent that they are allies to the major cities of Xeria, and sends herbs and medicine to the capitol often.

Places:
1540844411064.png
1540844507102.png

Location: NorthWest
Age: The earliest writings seem to come from around 100CE
History: Many know the the Dark Elves are an old race. Throughout history they have tended to keep to themselves, hardly bothering with Human and High Elf politics.
Evritol is one of the biggest Dark Elf territories now, but it wasn't the first.

65CE: Early Dark elves moved from the mid land to the west to find more lush forests to thrive in.
100CE: The architecture in Evritol began improving from huts and the village began looking more like a city in just a few decades.
200CE: A powerful High Magic user known as Vonoth Ralles created the Dhar Order, a group that practiced dark magic in the name of the Old God. Vonoth Ralles quickly became the tyrant leader of Evritol, making the practice of dark magic and the following of the Old God necessary to learn as a Dark Elf.
238CE: Thanks to Vita, the water of life, the Dark Elves are now thriving even more, using the water carelessly for themselves, for crops, and for magic
300CE-500CE: The War of Life also known as the Dark Civil War is a war over Vita. Vonoth Ralles wanted to limit the use of Vita, allowing only those in the counsel of the Dhar order and their families to use it. A rebellion ensued, the rebel elves calling themselves Invita Statera (Statera for short). The rebels believed that the water of life should be shared among all of the citizens in a way that would be balanced and wouldn't be selfishly used.
542CE: After hundreds of years of fighting the leader of the Statera, Alduisi Galara, overthrew Vonoth and became the queen of the Dark Elves, turning the dictatorship into a monarchy. Thus ending the war.
600CE: Alduisi forbids using the water of life for personal gain. And cemented herself as ruler by having created three houses: Government, Church, and Magic. The Dhar order now serves the Queen, and freedom of following other religions other than the Old God is permitted.
851CE: The college of High Magic is founded by the leader of the Dhar Order. This attracted many different races of elves to Evritol and improved the economy greatly.
Present: Alduisi is still the Queen of Evritol. She has made many allies and not many enemies. Although there is rumor of small followings that still hold Vonoths beliefs. Evritol is now one of the most advanced Dark Elf territories in all of history.

Known For: Vita, Medicine and Herbs, and the college of High Magic
 
Category: Place
Name: Evritol
Description: Deep in the North-West, where most Dark Elf territories dot the land, lies the blue forest city known as Evritol. Although Dark Elves are the majority, many different races of elves have made their home here. The forest is brimming with magic energy, medicine, and magical creatures. The practice of magic (specifically High magic and Dhar) is extremely common and even praised.

At night Evritol is known for it's brightly colored plants that illuminate the forest, as well as glowing streams and cold ponds that possess natural healing properties. The Dark Elves call this water Vita, and it is extremely valuable and heavily guarded. Theft or use of the water selfishly is forbidden. Many have tried to harvest the water to sell to other lands or to use for themselves, but if caught they are sentenced to exile - perhaps even death.

Many of the architecture has been built high up in the trees, as to protect the citizens of Evritol from the monsters down below. Evritol has little need for trade, for the forests are lush and many of the necessities for living can be found right in the heart of the Dark Elves land. However, the queen has made it apparent that they are allies to the major cities of Xeria, and sends herbs and medicine to the capitol often.

Places:

Location: NorthWest
Age: The earliest writings seem to come from around 100CE
History: Many know the the Dark Elves are an old race. Throughout history they have tended to keep to themselves, hardly bothering with Human and High Elf politics.
Evritol is one of the biggest Dark Elf territories now, but it wasn't the first.

65CE: Early Dark elves moved from the mid land to the west to find more lush forests to thrive in.
100CE: The architecture in Evritol began improving from huts and the village began looking more like a city in just a few decades.
200CE: A powerful High Magic user known as Vonoth Ralles created the Dhar Order, a group that practiced dark magic in the name of the Old God. Vonoth Ralles quickly became the tyrant leader of Evritol, making the practice of dark magic and the following of the Old God necessary to learn as a Dark Elf.
238CE: Thanks to Vita, the water of life, the Dark Elves are now thriving even more, using the water carelessly for themselves, for crops, and for magic
300CE-500CE: The War of Life also known as the Dark Civil War is a war over Vita. Vonoth Ralles wanted to limit the use of Vita, allowing only those in the counsel of the Dhar order and their families to use it. A rebellion ensued, the rebel elves calling themselves Invita Statera (Statera for short). The rebels believed that the water of life should be shared among all of the citizens in a way that would be balanced and wouldn't be selfishly used.
542CE: After hundreds of years of fighting the leader of the Statera, Alduisi Galara, overthrew Vonoth and became the queen of the Dark Elves, turning the dictatorship into a monarchy. Thus ending the war.
600CE: Alduisi forbids using the water of life for personal gain. And cemented herself as ruler by having created three houses: Government, Church, and Magic. The Dhar order now serves the Queen, and freedom of following other religions other than the Old God is permitted.
851CE: The college of High Magic is founded by the leader of the Dhar Order. This attracted many different races of elves to Evritol and improved the economy greatly.
Present: Alduisi is still the Queen of Evritol. She has made many allies and not many enemies. Although there is rumor of small followings that still hold Vonoths beliefs. Evritol is now one of the most advanced Dark Elf territories in all of history.

Known For: Vita, Medicine and Herbs, and the college of High Magic
Lore submission accepted. Will be adding this to the first post now.
 
1540997619277.png
Category: Organization
Name: Adventure Guild
Age: Since the First Kingdoms
Description: The Adventure Guild is one of the biggest organizations in the world. A place where individuals of great strength and valor gather.

Adventure Guilds can be found in all major cities in the world. Adventurers can take missions up to one rank above or below their current rank. Its headquarters is found in[Up to GM] in the Adventurer's District.


  • Code of Conduct
    1. Use of the Adventurer's Guild

    If one registers with the Adventurer's Guild, they will receive services available to Adventurers.
    2. Service Content

    All Adventurer's Guilds throughout the world offer these services: job offerings, delivery of compensation and rewards, purchase of raw materials, and exchange of currency.
    3. Registration Information

    Adventurers receive a card with their own information under their control upon registering for the Adventurer's Guild. It is possible to re-issue it if lost, but rank will be reset to F. Also, each area has its own fine for it.
    4. Withdrawal from the Adventurer's Guild

    If you request it, withdrawal from the guild is possible.

    Re-registration is possible, but rank will restart at F.
    5. Prohibited Conduct

    The below actions are considered prohibited.

    Actions that go against a countries laws.
    Actions that disgrace and cause the reliability of the guild to fall.
    Actions which interfere or obstruct other Adventurers jobs.
    Buying, selling, and trading of jobs.

    If prohibited actions are discovered, a fine will be applied and Adventurers guild qualifications will be revoked.
    6. Breach of Contract Compensation

    If you fail a job you have accepted you must pay compensation for the breach of contract, two times the amount of the job reward compensation. Repayment period is half a year. If compensation is not paid, Adventurers guild qualification will be revoked.
    7. Rank

    There are seven ranks from F to S based on Adventurer's proven skills. As a general rule of thumb, you can only take jobs within one above or below your current rank.
    8. Rank Promotions and Demotions

    It is possible to raise your rank by succeeding a regulated number of jobs. However, if you feel that your ability isn't up to standard it is possible to remain at your current rank as well. Also, if you fail a certain number of jobs in succession, your rank will be demoted by one.
    9. Obligation

    In the case that a country is under attack by monsters and a request for assistance is made from the guild, you have an obligation to obey.

    Also, if an emergency situation arises, Adventurers have an obligation to obey the guild staff members.
 
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Category:
Place

Name:
Auran Empire

Description:
A relatively large empire, located in the far west. It's landscape features sprawling forests, mountains and hills, as well as a score of impressive rivers. The land has an abundance of rare minerals and rich soil, which has allowed the nation to prosper. However, Auro also has the highest number of hostile wildlife - including monsters - within its borders. As such, even small villages and towns, though scarce, are considerably well defended out of necessity, requiring more manpower and resources. Roads are frequently patrolled by the military, which will provide protection for any travelling merchants or caravans should the need arise. The empire's military might is considerable, and continues to be trained even in times of peace. There are five cities which contain most of the population, the most notable of which being Auro, the capital, where the emperor is seated. Orryx, the elder god of light, is worshipped predominantly in the empire as its patron god, though other religions are also tolerated.

Places:
Auro - The capital city of the Auran Empire. It is where the emperor resides, and serves as the base for the Order of Light. The capital is well defended, built with sieges and monsters in mind.

Location:
West

Age:
95 CE - Present

History:
95 CE: Founding of the Auran Empire by the First Emperor.

100 - 243 CE - Creation and development of auric magic.

250 - 258 CE: Invasion and conquest of neighboring countries.

590 - 760 CE: Reign of the Undying Emperor, and the formation of the Auran Imperial Guard.

760 - 769 CE: The Undying Emperor is overthrown through civil war, followed by the rise of the Holy Emperor. Laws restricting the emperor's power and auric magic's creation of undead are established.

774 - 776 CE: Auran Imperial Guard reformed into the Order of Light, to serve as the special forces.

777 CE: Founding of the Church of Orryx.

1393 - 1396 CE: War with neighboring kingdoms due to false accusations of an assassination attempt, ending with a peace treaty.

Known For:
The Auran Empire is credited for the invention of auric magic, a unique branch of magic capable of granting a form of immortality. The branch mixes necromancy, holy, healing, and light magic all into one. While books on basic to intermediate spells are available to the public, more advanced spells, such as undead creation, are limited to the military, the church, and the imperial family.​
 
Category: Organization
Name: Adventure Guild
Age: Since the First Kingdoms
Description: The Adventure Guild is one of the biggest organizations in the world. A place where individuals of great strength and valor gather.

Adventure Guilds can be found in all major cities in the world. Adventurers can take missions up to one rank above or below their current rank. Its headquarters is found in[Up to GM] in the Adventurer's District.


  • Code of Conduct
    1. Use of the Adventurer's Guild

    If one registers with the Adventurer's Guild, they will receive services available to Adventurers.
    2. Service Content

    All Adventurer's Guilds throughout the world offer these services: job offerings, delivery of compensation and rewards, purchase of raw materials, and exchange of currency.
    3. Registration Information

    Adventurers receive a card with their own information under their control upon registering for the Adventurer's Guild. It is possible to re-issue it if lost, but rank will be reset to F. Also, each area has its own fine for it.
    4. Withdrawal from the Adventurer's Guild

    If you request it, withdrawal from the guild is possible.

    Re-registration is possible, but rank will restart at F.
    5. Prohibited Conduct

    The below actions are considered prohibited.

    Actions which go against a countries laws.
    Actions which disgrace and cause the reliability of the guild to fall.
    Actions which interfere or obstruct other Adventurers jobs.
    Buying, selling, and trading of jobs.

    If prohibited actions are discovered, a fine will be applied and Adventurers guild qualifications will be revoked.
    6. Breach of Contract Compensation

    If you fail a job you have accepted you must pay compensation for the breach of contract, two times the amount of the job reward compensation. Repayment period is half a year. If compensation is not paid, Adventurers guild qualification will be revoked.
    7. Rank

    There are seven ranks from F to S based on Adventurers proven skills. As a general rule of thumb, you can only take jobs within one above or below your current rank.
    8. Rank Promotions and Demotions

    It is possible to raise your rank by succeeding a regulated number of jobs. However, if you feel that your ability isn't up to standard it is possible to remain at your current rank as well. Also, if you fail a certain number of jobs in succession, your rank will be demoted by one.
    9. Obligation

    In the case that a country is under attack by monsters and a request for assistance is made from the guild, you have an obligation to obey.

    Also, if an emergency situation arises, Adventurers have an obligation to obey the guild staff members.
For those who ask, this is accepted so quest guilds are a thing, but has yet to be properly added in to the RP system.
Category:
Place

Name:
Auran Empire

Description:
A relatively large empire, located in the far west. It's landscape features sprawling forests, mountains and hills, as well as a score of impressive rivers. The land has an abundance of rare minerals and rich soil, which has allowed the nation to prosper. However, Auro also has the highest number of hostile wildlife - including monsters - within its borders. As such, even small villages and towns, though scarce, are considerably well defended out of necessity, requiring more manpower and resources. Roads are frequently patrolled by the military, which will provide protection for any travelling merchants or caravans should the need arise. The empire's military might is considerable, and continues to be trained even in times of peace. There are five cities which contain most of the population, the most notable of which being Auro, the capital, where the emperor is seated. Orryx, the elder god of light, is worshipped predominantly in the empire as its patron god, though other religions are also tolerated.

Places:
Auro - The capital city of the Auran Empire. It is where the emperor resides, and serves as the base for the Order of Light. The capital is well defended, built with sieges and monsters in mind.

Location:
West

Age:
95 CE - Present

History:
95 CE: Founding of the Auran Empire by the First Emperor.

100 - 243 CE - Creation and development of auric magic.

250 - 258 CE: Invasion and conquest of neighboring countries.

590 - 760 CE: Reign of the Undying Emperor, and the formation of the Auran Imperial Guard.

760 - 769 CE: The Undying Emperor is overthrown through civil war, followed by the rise of the Holy Emperor. Laws restricting the emperor's power and auric magic's creation of undead are established.

774 - 776 CE: Auran Imperial Guard reformed into the Order of Light, to serve as the special forces.

777 CE: Founding of the Church of Orryx.

1393 - 1396 CE: War with neighboring kingdoms due to false accusations of an assassination attempt, ending with a peace treaty.

Known For:
The Auran Empire is credited for the invention of auric magic, a unique branch of magic capable of granting a form of immortality. The branch mixes necromancy, holy, healing, and light magic all into one. While books on basic to intermediate spells are available to the public, more advanced spells, such as undead creation, are limited to the military, the church, and the imperial family.​
Place accepted. Will be adding this in on the first post at a later date. This place is canon, people.
 

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