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Fantasy [LORE] Mysnia - Factions (WIP)

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EdwardDewey98

Professional Argentine
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Amidst the realms of Mysnia, there are many who answer to the Light of the Gods, the Darkness of the Abyss, or the maddening call of Chaos. Some are as ancient and fundamental as the world itself, while others were borne through the fires of rebellion to carve out a place in the world as young as its mortal inhabitants. While uncertainty lies amidst the quarrels between mortals, there is but one truly knowable fact: when the war between Light and Darkness begins once more, these nations and peoples will have to take a side, and pray to the Gods that they made the right choice.
  • LORE History:
  • LORE Factions:
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Lohrsahr
The Heart of Darkness
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The ancient keep of Lohrsahr, where one may find the Obsidian Throne of the Dark Lord, serves as the base of operations to its owner and maker. It's ancient history has been long forgotten by most mortals and only the Dark Lord has memories of the keep's history before its conquest. It is a vast fortress, carved out from the very rock of the islet itself, with thousands of soldiers kidnapped and forcefully pressed into service at a young age from the various coastal towns across the continent. It is also home to several powerful mages and sorcerers who, while loyal to their own interests and designs, serve the Dark Lord in exchange for studying the keep's vast libraries of esoteric knowledge. The keep itself is self-sustaining, with thousands of slaves toiling away the magical imbued farms and fertile fields by the back of the keep, or fishing on the shores of Lohrsahr - who themselves often fall prey to the monsters of the deeps that surround the area.
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The Holy Kingdom of Heiligstadt
The Heart of Light
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The Holy Kingdom of Heiligstadt is a powerful theocratic realm led by several important religious figures hailing from the House of the Quartz Throne, who bind the Champion of Light Anurias to the Holy City. Anurias is the official leader and King of the city, but he leaves most civic affairs to his most entrusted companions such as Archbishop Harbordt von Spachingen, St. Helene the Living Saint and Lady Inquisitor Birgitta Schauffhusen. The Holy Kingdom has a vast and incredibly powerful standing army that is comprised of clerics, priests, knight and paladins but also Angels of various types to protect the Holy See from any danger.
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The Empire of Shirvan
House of the Saffron Court
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The Empire of Shirvan is one of the most powerful and wealthiest empires on the continent with a vast swathe of territory under its control. Ruled by the wise and powerful Shahanshah Khusru Anoosheh, who conquered a thousand tribes and slayed the Heiligstadt invading crusaders time and time again. Khusru and his dynasty have grown complacent however, and the distance of the affairs that affect the rest of the continent have made them be but whispers in the Saffron Court. In turn, this has made them unaware of the coming darkness that encroaches upon the world. As he rules a diverse realm, the Shahanshah comes with a variety of soldiers: from zealous Rashka Dervish to Nobatian Falconers and deadly Khetarian Kopesh's.
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The Republic of Meroa
The Realm of Progress
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The Republic of Meroa is meritocratic-technocratic republic where technology has rapidly advanced thanks to the Engineer's Guild, where their contraptions and builds have become a point of fame for it. The Alchemists Guild's own advancements, including its namesake college, and the seemingly endless patronage of the Meroan merchants have provided ample research and mercantile opportunities to its borders as well. Despite its small size, Meroa is without a doubt the most technologically advanced realm in all of Mysnia; however, the rest of the world has not been able to adopt Meroan technologies due to the finite amount of resources required to create such intricate machines and contraptions. Still, the Serene Dogaressa Lucrezia de Albertias wants to expand the domain and reach of the republic. And if her musketeers can't, her machine warriors will.
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The Kingdom of Valakia
The Blood Crown will have its due
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The vile Kingdom of Valakia was born after the failure of the second War of Light and Darkness, founded by several vampiric noble houses from all over Mysnia. Led by Svetozar the Vilified, they have conquered the defenseless Principality of Rhomaia where the nobility was butchered and feasted upon in front of a traumatized serfdom. With the toppling of their former lords, they were now forever bound to the vampire lords that felled their former order. And they could not leave the region even if they wanted to, for every city in Valakia is surrounded by thick forests and jagged mountains, and within these woods lay legions of werewolves and ghouls with the purpose of hunting down those crazy enough to attempt escape from their servitude.
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The Kingdom of Avalion
For the Queen and the King!
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The Kingdom of Avalion is a younger realm than the likes of Shirvan nor is it as technologically advanced as Meroa, but its history is - without a doubt - rich and tells the story of a realm united through hardship. It is a feudal realm composed of several noble dynasties and powerful knight orders led by the fair Queen Annabelle d'Courvoisier and King Gieffrin Lievremont. Fielding thousands of fully armored knights at their disposal, they have a mighty host that is supplemented by the Avalionian men-at-arms whose will and courage rarely falter or break. And when they do, the knights know the battle is lost.
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The Crassian Magocracy
Knowledge is Power
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When the powerful Lich Crassius Severus stormed the Argentum Academy of Magic, he had massacred all of the master sorcerers which included the legendary Artemisa the White One. With the academy in his grasp, using disloyal arcane students as sacrifices for his dark and evil gods, he has control over what once was a repository for great knowledge to his own evil ends. After the second death of the Dark Lord, Cassius refused to heed any future calls from the Darkness, instead focusing on expanding his new realm, conquering villages and settlements near Meroa, and forcing those he conquered to pay the "Lex Peurum". This meant offering one of their children to the Lich, so that they can either become dark arcanists or test subjects to be experimented on or sacrificed to the deranged powers of Chaos.
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The Jarldom of Skangrath
At the gates of the mountain, holding the line!
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The Jarldom of Skangrath is one of the few remaining Dwarven realms in Mysnia, having survived through all three previous attempts of the Dark Lord to conquer the world. A fate that was not shared by most of the other Dwarven realms. Led by the stubborn but brave Jarl Brouder Durnarligsson, he wishes to lead his people into a new era by adopting new technologies while respecting the old ways. And thus far he has been successful, bringing forth weapons that spew fire while also maintaining a strong bond with magic. He only hopes that his people would stop holding grudges against the other Dwarven enclaves, for they must be united against the encroaching darkness.
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The Remnants of Khoukhaz
Where frozen dead walk aimlessly
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The Jarldom of Khoukhaz was once a powerful Dwarven realm that, unlike the rest of their bretheren, put heavy emphasis on the ancient mystical traditions of their elders. However, it all changed when the powerful dwarven sorecer Thusumir the Black used dark magic on the keep's crpyt to raise thousands of undead dwarven warriors. His thralls stormed the halls of the keep, killing thousands of his kin and driving away what remained of the survivors to the surface. Thusumir is said to continue stalking the darkened halls of Khoukhaz, but he knows that the daughter of the previous Jarl, princess Skoteginn Harmerlidottir, is ready to take the keep back in her father's name.
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The Unholy Jarldom of Dermoc
Where the accursed Duergar will forever suffer
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Dwarves rarely hold back when asked about their ancient history, but few are willing to talk about the Jarldom of Dermoc. Once one of the most skilled enclaves that build and developed exclusively in the depths, away from the surface, its great mountain halls served as a beacon of Dwarven craftsmanship. But unlike their bretheren, they were too greedy and power hungry. When the Dark Lord defeated several of the other enclaves, it was Dermoc that willingly joined him. But when he died, the desperate clan was surrounded by those they had betrayed and soon found their halls besieged by those they had wronged. In desperation, the Jarl signed a pact with a demon to save them from certain annihilation. And thus, the Duergar was born from the infernal contract.
 
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The Jarldom of Vogham
Steel and Metal!

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After the fall of Khoukhaz, one clan had enough and cast their ancient traditions aside after seeing the threat it posed. The Jarldom of Vogham were never staunch traditionalists, always skirting past the boundaries and customs as much as they could, but the destruction brought to Khoukhaz by a sorcerer was the last nail in the arcan coffin. The Elders were forced to cease their prayers and the healers were forced to use alchemical potions and salves by Jarl Hrongar the Firebeard. It has he who began the process of modernization of the clan, completely ditching their stone halls for metal and industry. But the other clans say that Vogham has given away their traditions.
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The Kingdom of Ilberynn
Home of the Wood Elves
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The Kingdom of Ilberynn is the mightiest of the Elven Kingdoms, as they possess a powerful and well-disciplined military trained to fight unlike a conventional army. Where knights would often be fielded, Ilberynn instead makes the woods and shadows their battleground. Led by one of the most powerful elves in known history, King Lethoriel II who slew the Dark Lord himself, rules his realm fairly and with an open mind - an oddity, considering the Anuraii (Wood Elves) are known for their xenophobia. But while the King pretends that everything will be fine, his eyes are always looking at the distant sea, towards the island of Lohrsahr, and dreading the day the Dark Lord sends his hordes against the world once more.
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The Kingdom of Alu'Riel
Home of the Sapphire Throne

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The Kingdom of Alu'riel is one of the few realms that the Dark Lord never set foot in, and that's due to their powerful magics. The Nol Aldari, High Elves, are intrinsically powerful spellcasters and sorcerers. However, despite such arcane might, they rarely try to help other realms with the exception of their neighbors in Ilberynn - mostly out of necessity - as they have been an excellent deterrent against the Dark Lord. Alu'riel is a feudal realm and semi-magocracy, ruled by three figures: the Unicorn Queen Lithoniel, and the high elf siblings (and couple) King Ehrondil and Queen Amedee, who care little about the problems of the outside world. This in turn leads Lithoniel alone to deal with most of these problems on her own.
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The Kingdom of Suomeniir
Home of the first Aldari
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According to the Suomerilion, or the Aldari book of tales, the Aldari emerged from the Frozen North millenia before the arrival of man into Mysnia. While Ilberynn and Alu'Riel might be venerable kingdoms, they are dwarfed in age by the Kingdom of Suomeniir, the first elven realm and home to the suomerii Aldari. In the elven tongue it means "Pure Elves" but most people know them as the "Ice Elves". They are ruled by the powerful King Pertturas Yrjölärii, who controls a powerful and forgotten magical art known as "frostfire".
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The Kingdom of Zel'Aldar
The Trickster Goddess always gets what she wants
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From deep inside the cursed woods of Dusterwald, the forgotten and cursed Kingdom of Zel'aldar continues to thrive in the shadows away from the judgemental eyes of their distant kin. The Zel'aldar, dark elves, live in the dark forests alongside the spiders they tend to, as they are the servants of the trickster Spider Goddess. It is believed that the First House made a deal with the creature that twisted the elves into becoming more violent, lustful and evil versions of themselves. But while many would see this as a curse, as indeed the other elves abhor what happened to the Zel'aldari, the Dark Elves not only welcome their new life but wish to spread the intoxicating love of the Trickster Goddess across the entire world.
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The First House of Zeldorra
The first betrayers
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The First house of Zeldorra distanced themselves from the other Dark Elves long ago, as they serve a different master entirely. Rather than the spider goddess for those who dwell in Dusterwald, Zeldorra worship Queen Fyrixia - the First Sinner - as the true goddess of the underworld. The First House always heed the call of the Dark Lord, but after so many defeats at the hands of the forces of Light the current matriarch questions not only her loyalty to but also the capabilities of the Dark Lord. In turn, she believes that she should be the champion of the Queen of Darkness in his stead.
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The Seelie Court
The Courts of Summer and Spring
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Deep in the seelie Court, both Queen Titania and King Oberon call forth the Fey Aldari and other fae to prepare them for war. For soon, winter is coming! This war effort is not only against the forces of the Dark Lord, but also that of the Unseelie Court led by Duchess Gomoira and the Court of Winter led by Queen Mab. Fae appear to be whimsical and silly, but they carry incredible magical abilities that some - even the Dark and Light lords - fear. For Faeries are not bound to any side, whether it is Darkness, Light, or Chaos, as they are made of pure magic itself.
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The Unseelie Court
The realm of the Dark Fey
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The Unseelie Court is home to dark and twisted Fae, a realm wholly oposite of the Seelie Court. It is a cold, wet bog where monstrous selkies prey upon mortals if they dare tread within its boundaries. There is no summer or winter or any other seasons, save for the pale stench of swamps and death. It is also the home of Duchess Gomoira, a powerful fairy and banshee, full of envy and hatred towards Titania. This hate stems from her eternal rival having taken her Oberon away from her hands using vile witchery. But even more so, the Duchess wants to burn Titania on the stake and sit next to a freed Oberon as the new Queen of Summer.
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The Court of Winter
The land of always winter
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The Court of Winter is a cold and desolate plane inhabited by ice sprites and fae that only thrive within its frozen weather. It is ruled by Queen Mab, previously the Queen of Summer, until her own son cast her out from her place. To be deprived of that joyous sun, Mab was enraged and declared that there would only be winter on the world if she was not given her rightful place as Queen of Summer. But her son, alongside his accursed new wife, defied her ultimatum. And so, Mab and Oberon have been fighting a ceaseless and raging war that has affected the climate of the world in various regions.
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The Celestial Empire of Shou Lang
Home of the Jade Throne

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In the far east, where the sun dawns first, is the home of the ancient elven empire of Shou Lang; home of the Jade Throne and its Immortal Emperor. Despite the distance between Shou Land and the western parts of the continent, the Emperor always makes sure to send troops and provisions when the dark lord arises. And should things worsen, he himself would lead the bannered armies of Men, Elves, Ko-Pae, and Pand-Mo towards the west and put an end fo the legions of Darkness.
 
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The Kingdom of Caer Narak
Orcs never forgive or forget
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The Orcs of Caer Narak were not always followers of the Dark Lord; in fact, in the first two wars they fought on the side of the Light and were seen across the realms as the epitome of courage and freedom. However, when the War of Heaven took place and all of their gods but one were corrupted by the darkness of the First Sinner, the Orcs themselves were also corrupted. But, rather than give themselves over to the ruinous power, they pleaded to the other races to save them. Their cries fell on deaf ears, however, and when the third war broke out the Orcs were attacked by the forces of Light out of a fear of them becoming a powerful foe on the field through a sneak attack. This event, known as the Great Betrayal, is a grim memory on the side of Light, with the perpetrators coming to regret their actions. But the Orcs, led by King Talorc Catanach, will never forgive them for their betrayal.
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The Kingdom of Zulkkar
Papa Molok loves you!
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The goblins of the Kingdom of Zulkkar are an odd case, just like their patron god. When the war of Heaven broke out and several gods were corrupted by the First Sinner, the sole god of the goblins, Papa Molok, was corrupted but did not become a demon like the others that were afflicted. Instead, he became a new god that preaches of happiness, quick thinking, sedentary living and copious amounts of eating. The goblins strive to be like Papa Molok, as only the fattest, strongest and smartest goblin can be King. And only the King deserves the fattest, strongest, and smartest queen! King Popoch and Queen Legeha thus are the smartest, fattest and strongest goblins of them all and they wish to protect their way of life from the lord of Light or Dark through militant neutrality.
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The Kingdom of Kobare
We spread the holy disease, yes!

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Deep beneath the earth, away from the Duergar enclaves or the Zaldorran keeps, and inside their green tinted underground keeps live the mischeievous and treacherous Kobolds. Once, their race was known across the realms as helpful and caring as they often offering their tunnels as safe passage for travelers. But after their god was corrupted, long before the war of Heaven, they became monstrous and cruel. While they still maintain certain habits from before the corruption, the Kobolds now are seen as nothing more than vile rats, and Blightlord Mishkir will lead the Kingdom of Kobare to the surface to spread the great plague.
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The Tsardom of Medvedyia
May the Great Bear watch over us
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While many sing the tales of the Elves, Dwarves and Men who gave their life fighting the Dark Lord, few speak of the unsung heroes of Mysnia: the Medvedyi of the Tsardom of Medvedyia. The brave bearmen who fight like beasts and zealously stalled the dark lords armies across many key battles in the conflict. Tsar Mikhail the White knows of this, and wants the rest of the world to recognize the bravery of his people. But realms such as Heiligstadt see them only as pagan beastmen who are undeserving of recognition for their valor. Not only that, but the Medvedyi are also conquerors of peoples, many of whom are not exactly happy with their new overlords.
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The Sarvatian Confederation
May the stars guide you to freedom
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The Sarvatian Centaurs are not so much a realm united but rather a confederation of disparate tribes who, for better or worse, reject the dichotomy of Light and Dark. Instead, they turn to the stars and the gods of the night sky for guidance. However, they are a divided people with some tribes having joined either side of the great war. The Horned Ones wish to fight for the Dark Lord while the Stargazers pursue the path of the Light. And the Gods of the Centaurs look upon their children with great worry, for a house divided against itself cannot stand.
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The Wild North
The land of northmen

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The wild north has no realm of king, as it is a divided land that no Kine has ever managed to conquer and those who live within its frozen reaches are aware of it. The very land itself works against the fortunes of would be invaders, and thus its natives come to respect the land through worship and veneration. The North is home to thousands of tribes, but the most famous among them are the Skogsmen: men and dwarves that sail on their longboats to the mainland to pillage, enslave and raid from time to time. They are also accompanied by the fearsome Jotuns, the frost giants of the north, who are said to have a kingdom far away into the tallest mountains there. Currently, a warlord by the name of Adan Druadasson, alongside his Orcish wife Bjorna, want to unite the tribes and carve a kingdom out in the mainland as the Kingdom of Skogslan.
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The Free Kingdom of Gelaria
Where the wine always flows

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Hedonistic to a fault, the Satyrs and Fauns of Gelaria care little for the matters outside their fertile vale. From time to time they do emerge from the vvalleys to spread their songs of love, fertility and celebration while leaving hundreds of bastards in their wake. But as of late, King Panarox noticed that alongside the trees surrounding his land there's odd symbols and fetishes - their origins unknown - that do not represent any Satyr deity. But for those who study the demons and the hells from which they come, they would recognize them as symbols of Nerandra, the Icon of Lust.
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The Kingdom of Kartia
The land of the Minotaurs
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The Minotaurs of Kartia suffered greatly the consequences of the war in Heaven, with their chief patron god being the first deity to be corrupted by the first sinner. While the rest of the pantheon endured, many minotaurs felt the call of Darkness stir in their very beings. And when the third war of Light and Dark broke out, King Minoas fought for the side of Darkness. But when he died, that path was severed; with Minoas dead, the current Minotaur King wishes to lead his people back in the light, but he fears that as long as the shadow of the fallen god remains that he will never be able to free his people.
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The Realm of Wagadu
Home to the wildfolk
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Wagadu is not so much a kingdom, but rather a fractured tribal region housing hundreds of tribes of beastfolk with some human tribes in the mix. But two groups within this region are locked in a constant war: the wild Bouda, commonly known as Gnolls by the rest of the continent, and the proud and militarzed Nghala, or Leonids. Queen Awetash of the Gnolls is a staunch supporter of the First Sinner and sees the corruption of her deity as a blessing while the King of the Leonids, King Kgabu, despises the forces of Darkness and has been carrying a genocide not only against the Gnolls but also against any beastmen or humans in WAgadu who refuse to follow the Gods of Light.
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The Rajahnate of Indraj
Where the spice flows free
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If there has to be a nation that suffered the most for its association with the Dark Lord, it would have to be the Rajahnate of Indraj. The realm of the Rakhsha, or Tigerfolk, joined the forces of Darkness every time the Dark Lord emerged from his keep in Lohrsahr. This, in turn, caused their neighbors - the divine empire of Shou Lang and the neutral Naga - to attack them. The wars weakened the Rajas of Indraj so greatly to the point that the current Raj, Raj Mahadaji Ashtekar, is questioning his allegiance to the Dark Lord. Should he rise again, he wonders whether or not allying with him is the correct choice.
 
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The Empire of Inti Reymi
Where the gods sing alongside their children
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Far above the mountains of the west is the Empire of Inti Reymi, the land of the Reymara (bird folk), who sing their songs to the mother earth and the father sun in trying to maintain the natural balance of the land. But as of late the wild Jaguar men of the North, known for their bloody sacrifices in the name of their corrupted goddess, have been attacking Inti Reymi; the King, Tipic Imiri, worries that if the Jaguar men get the support of the Dark Lord that they would have enough strength to destroy his kingdom and his people's way of life.
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The Rajahnate of Nagara
Snakes in the Mist
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South of the Rakhsha Rajahnate is the thick jungle and marshlands home of the Naga and many other lizardfolk species. The Rajahnate of Nagara lacks any meaningful infrastructure, with only Lamia and Nagas themselves living in any sort of settlements; most lizardmen are forced to live in the wild in marauding tribes of pillagers who then offer their loot to the Naga overlords that rule over them. While this may paint them as evil, the lizardfolk of the Nagara often remain neutral during the war pf Light and Darkness. But sometimes they help the forces of Light, and when they raid their target is often their "evil" Rakhsha neighbors.
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The Turegian Deserts
Lands forever lost to time
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The Turegian deserts were once home to the greatest empire to have existed, the Maraj Empire, but it was utterly destroyed when the Dark Lord was resurrected for the first time by the First Sinner. Fire and brimstone was felled upon the decadent rulers of Maraj, now all that is left of the empire are desolate ruins and the marauding tribes of Men, desert Orcs, Cactae, and many other races of Kine that remained in the aftermath. The Turegians, the nomadic men who wander these sands, wish to conquer the lands again. But the desert Orcs, who more often than not remain neutral on things, have no desire to be ruled by humans.
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The Fallen Empire of Khetar
Where the dead are cursed to wander forever

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Another ancient empire that fell when the Dark Lord first emerged into the world was ancient Khetar. The story of its fall continues to be told by the descendants of the survivors, now living under the protection of the Shirvan Empire. When the Dark Lord first entered into the city, he freed the accursed Pharoah Amaunet from her chained sarcophagi. It was then that she would unleash a powerful curse that turned most of the people in the capitol into undead servants, forever bound to her will. How she attained this power is unknown, but it is believed the cursed queen made a deal with the cruel god of death. Nowadays, most of Khetar remains silent save for the dead that stalk the ruins of the ancient empire.
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The Republic of Villa Hermosa
Where the albatross flies free

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The Republic of Villa Hermosa is one of the last remnants of the old Kingdom of Valiente; an island nation in a key strategic location that sees constant trade flow across the sea routes that converge upon its shores. This has made the republic rich and powerful enough that the other realms, such as the Kingdom of Avalion who had previously conquered Valiente, dare not touch them for risk of angering those who trade with Villa Hermosa. However, their wealth has attracted the attention of various pirate crews to plunder the routes, and the governor - Ernesto de Villa Hermosa - knows well that if these pirates were to unite that his island would not stand a chance. Thus, he has bought plenty of technology form Meroa to fortify the defenses of his realm.
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The Pirates of the Sea of Swords
Arising from the deep, with tattered sails and incredible tales, we're caught in endless seas!

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Across the many isles in the Sea of Swords, there are hundreds of pirate crews who prey upon the ships that come and go from Villa Hermosa. From the famous Jack Bronze-Hook to the insufferable Kendra Blood-Jewel, legends are born amidst the cannon fire and swordfights' that ravage the high seas. Some of these pirates like and care for one another, but they all have a rival somewhere that they wish to utterly destroy. It will take one savvy seadog to unite the pirate crews of these waters, but if one does rise to the occasion they would find themselves commanding the strongest naval fleet in the seven seas!
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The Kingdom of Aklios
The realm of the Seafolk
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Deep beneath the waves is the Kingdom of Aklios, the realm of the Merfolk, who are ruled by the brave and almost god like King Numenor the Fair; he tries as best as he could to maintain the peace above and below the waves of the seven seas, but sadly as long as the Kingdom of Dagos remains and its horrendous monsters continue to attack Aklios the sea will know no peace. For the spawn of the Chaos God Dagonas must be purged.
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The Chaos Kingdom of Dagos
Where father Dagos sleeps
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The Kingdom of Dagos was created during the first incursion of the Chaos Realm into Mysnia. Few remember those days, for many lost their minds during the conflict, and fewer still remember how it ended. But Numenor's ancestors told the tale of a Chaos Deity that descended upon the oceans and the creature spawned a monster: King Dagos. He who rules the deepest reaches of the oceans and over the monstrous creatures that lie there such as the Merrows, Sahuagins and, especially his favored children, the disgusting and rapacious Trogs.
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The Empire of Dragon Pikes
Where the first Dragons were born
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WIP
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The Cosnach League
The forest of the Lupae
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WIP
 
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The Duchy of Ozcura
House of Demon Bloods
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WIP
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The Hive of Kiriik
The last of the Insectoids
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WIP
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The Kingdom of Tokktang
May the bring honor to their ancestors
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WIP
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Le Cirque Macabre
Where the children are forever happy!
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WIP
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The Black Heart Guild
Home of the Assassins
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WIP
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The City of Mazmorra
Den of banditry and thievery
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WIP
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The Enclave of Ulun'Dar
Where those spawned from the chaos star embrace the abyss
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WIP
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The Depths of Myrconaxx
Where the Goblins and the Myconians fight an endless war
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WIP
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The Seterran Jungles
Where the lizardmen and their dinosaurs roam free

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WIP
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The Mandrae Tribes
The land of Foxes
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WIP
 
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