• This section is for roleplays only.
    ALL interest checks/recruiting threads must go in the Recruit Here section.

    Please remember to credit artists when using works not your own.

Fantasy Merdian Campaign [LORE]

Main
Here
OOC
Here
Characters
Here

Iskandar

Doujin Expert
View attachment fantasy_map_1534814149063.png

Work In Progress.

Kingdom of Loth: Multiracial, Northern Merdia.
Capital City: Loth
Population: 4.8 Million
1534746127739.jpeg
Ruler: King Ivolth the Wise.
1534746667599.jpeg
Age: 72
Length of Rule: 45 Years
Allies: Confederacy of BlackWood, Ordannius.
History/Current Situation: The newest nation to emerge on Merdia, it is a place of equality, freedom and success. Many people of many races flood to this nation for its safety and opportunity. Once it was part of the Tyrst Empire, but a bloody civil war nearly two hundred years ago allowed for it to become an independent nation. It was thanks to the Blackwood Confederacy and the old Orc Kingdoms that Loth managed to win the war against Tyrst. To this day the three factions remain staunch allies, coming to the aid of each other when the need arises.

Loth lays in the northern area of Merdia, in the mountainous and forest covered Sloak Mountains. Since it's formation, Loth has done nothing but thrived due to its tolerance and acceptance of the other races and religions. It is a melting pot of culture, and builds upon the traditions and beliefs of these cultures. In the two hundred years that Loth has been around, not much has happened. It has participated in no wars besides minor border Skirmishes with the Tyrst Empire to the south of them. Throughout it's existence, Loth and it's rulers have been a beacon of progression and acceptance. The nation has free education for all, gives women the same rights as men, and makes the other races equal to that of man. Slavery is outlawed in the Kingdom of Loth.

While Loth is ruled by a King, and his power is greater than any other person in the Kingdom, Loth does have a parliamentary like system. This group of twenty one Lords help the King run his kingdom, and typically deal with more local problems and laws rather than national affairs. The King has the right to overrule anything this council suggests and make up his own solutions, but typically the King and Council attempt to work together as best as possible.

The current political situation in Loth is that they fear the Empire of Tyrst will declare war on them and attempt to reclaim the lands they lost nearly Two Hundred years ago. The Council of Lords is currently split in half, debating whether or not to prepare to strike first, or resolve things diplomatically. Ivolth, the King of Loth, plots against the backs of the Council of Lords and their agendas. Slowly a rift begins to grow between the powerful of Loth.

Religion: Religious Tolerance, all religion is allowed. Most followed religion is that of Yreus, a singular god who is thought to have birthed the world and all those that inhabit it.

Empire of Tyrst: Human, largest nation, Central Merdia.
Capital City: Nuwon.
Population: 18.1 Million
1534746233033.jpeg
Ruler: Gilgamesh "The Bloody"
images

Age: 27
Length of Rule: 20 Years
Allies: None.

History/Current Situation: The Tyrst Empire is believed to be the third oldest nation, with humans also being the third oldest race. It was founded nearly forty thousand years ago, and hails from the grassland and rolling hills of central Merdia. Tyrst before becoming an independent nation ions ago, it was at one point a puppet state of the Blackwood Confederacy. It was controlled by the Elves and they treated the humans like slaves. No one knows where the humans came from, not even the Elves or Dragonborn, but once they arrived, the Elves enslaved many of them, and waged countless wars on them. Even setting up Tyrst as a vassal and puppet state, a source of fresh labourers and slaves is what the true purpose of Tyrst was.

Eventually the humans rebelled against their Elven oppressors, and waged war against them once more. This time, the humans were successful in defeating the Elves as countless uprisings throughout the Confederacy threw it off kilter. At the peace deal which is known as "The Treaty of Lake Vermillion." Tyrst gained its independence, and any human slaves in the Blackwood Confederacy were freed and sent to Tyrst.

Soon after the independence of Tyrst, it would be enveloped in a civil war which fractured the kingdom into seven smaller kingdoms. It would stay this way for nearly a thousand years before Tyrst's greatest hero, Yreus, reunited the kingdoms. He reformed the Kingdom of Tyrst, and renamed it the Empire of Tyrst. Soon thereafter, Yreus waged a war against the Blackwood Confederacy. The war would last three decades, and Tyrst would emerge the victors. Yreus took nearly half of the Blackwood Confederacy's land. After taking the land, he'd send all female and child elves back to their nation before turning the males into a slave force that would be the backbone of the Empire.

Yreus, who was now nearing the age of 60, began to expand the Empire in other directions, slowly moving north and eastward toward the Halis Mountains. Upon reaching the Halis Mountains, Yreus had a euphony, and climbed Mount Slaik, the world's tallest mountain. Upon reaching the peak of the mountain, Yreus is greated by a pantheon of gods who had summoned the hero of mankind. They question him, and then challenge the aging man. Seeing this as a chance to exceed his worldly ambitions, Yreus engages the gods in combat, slaying all nine of them that had summoned Yreus. This is known as the Old Gods execution. Yreus slayed the nine gods that dared question his goals, and attained godhood himself through this act.

Yreus would fly to the heavens, and tell his loyal followers his plans and guide them on a path of success. For the next thirty-thousand years, Tyrst would have a turbulent time, going through various civil wars, plagues and natural disasters, but in the end the Empire always remained whole. It would wage war on the other races, slowly taking any land those races hand, enslaving all those who weren't human. Outlawing the other races religions and cultures, all because Yreus had told them to. That the other races were lower and mere heretics meant to be killed or owned.

While Loth managed to successfully secede from the Empire, Tyrst has never been more powerful. They have the largest and most well trained military force, with over three million men in its army, and many more that can be trained. They are the most advanced nation in terms of technology and magic and while they seem to be on good terms with the other races, their self declared "God King" is not to be trusted. He is planning something sinister, something the other races are weary of. Gilgamesh has outlawed the title of "noble" and purged many of the Lords and houses that opposed him. The Emperor of Tyrst is a beloved man by his own people, but hated by the world, and the man relishes every second of the love and hate he receives.

Religion: Yreus, all other religions are outlawed and seen as heretical.

Blackwood Confederacy: Elven, Eastern Merdia.
Capital City: Hanging Garden.
Population: 12.7 Million
1534746409658.jpeg
Ruler: Queen Alivin
1534746935401.jpeg
Age: 467
Length of Rule: 250 Years
Allies: Kingdom of Loth, Ordannius.

History/Current Situation: Many believe the Elves to be the oldest known race to inhabit Merdia and the first race to form any semblance of a government, culture and religion. Much of the early history of the Elves is shrouded in mystery, as many scholars, Elven and other, have found little information on their early civilization. What they do know is that the Elves most likely migrated to Merdia from an eastern continent, as well as the first Elven settlers are believed to have ascended to godhood and now form the Elven Pantheon which sits at a total of 206 gods.

The first set of texts depicting Elven history and culture are believed to be 75,000 years old, and show the unification of Elven clans under one banner, with a person named Ayas leading the Elven clans. The reason for this unification is labeled as Mythrias, which Elves called Armageddon. It is believed that the Elves unified to fight off a demon invasion that threaten to exterminate them all. The demons invaded from the east, ransacking and destroying the Elves largest cities first before moving through the giant Iolas forest. Ayas amassed an army of nearly fifty thousand Elves, a third of the Elven population at that time. With Ayas' leadership and the Elves way of life at stake, the army managed to push back the demons to the eastern shores of Merdia, exterminating the demon menace. It is believed that the few stragglers that survived the eradication of the demons now haunt the deepest reaches of the Iolas forest.

After this victory, Ayas became a living god, and ascended to the Elven Pantheon. He formed the Blackwood Confederacy and became its first ruler before stepping down a year later to ascend to the Heavens and watch over his Kingdom from there.

The next major event the texts say happened a mere decade after Ayas ascended to become a God. It is said that he flew down from the heavens in a chariot made of the brightest of golds, and he came to the aid of his people once more. A plague had marched through Merdia, killing nearly half the population of the continent. The plague had a major ramification; the undead. The undead menace was unstoppable for a time, and the elves were nearly wiped out of existence. Only a tenth of the population remained until Ayas arrived, with what they say is an army of Angles. Ayas, along with three other gods; Galan, the God of Chariots, Ioirath, the God of War, and Nex, the Goddess of Health. These four gods pushed back the undead horde, all the way back to a volcano known as Mount Scorpin. There they found out that the undead horde was created by a powerful necromancer who wished to eradicate all life on Merdia. The necromancer called himself Father Death. In a mere moment, Galan had been slayed by the necromancer and revived as a pawn. The remaining gods were taken by surprised, but managed to slay both Galan and Father Death after three days of battle. After the death of the necromancer, the undead horde stopped and was defeated. The three surviving gods took their fallen companion back to the heavens with them.

The next event the text describe is labeled as the "Cataclysm of Mount Scorpin". This event occurred nearly five thousand years after the undead horde, but many link the two events to each other due to the location. The Cataclysm of Mount Scorpin is said to be the revenge of Father Death, who unleashed the fires of hell and broke the ground in half. The volcano had erupted and caused massive earthquakes that the heavens themselves could feel. The earthquakes caused a portion of northern Merdia to collapse and be flooded by water. This area contained the capital of Blackwood, and it is said that no one survived as the land sunk into the sea.

It would be nearly twenty thousand years until the next major event occurred in Elven history: The rise of Man. Many Elves see this as a dark time in their history as their ancestor had enslaved, raped and killed many men as they settled in central Merdia. Due to these actions, the race of men would eventually rebel, and nearly destroy the Blackwood Confederacy. The Elves and Humans had successfully managed to come to terms and sign a peace treaty, where the Humans formed the Empire of Tyrst. The Elves would loathe this decision, and especially Yreus, who had taken nearly half the Elven lands.

After the formation of the Empire of Tyrst, nothing major like the demon invasion has occurred. Blackwood and Tyrst have tried to conquer each other countless times, both failing miserably. When the Loth Rebellion started, the Elves aided the humans and orcs who wished to secede from the tyrannical Empire of Tyrst. Due to their involvement in the war, the relationship between Loth and Blackwood is extremely strong, and in many cases Loth sees Blackwood as saviors and protectors, but Blackwood has other plans in mind.

Queen Avilin currently rules the Confederacy of Blackwood, and has done so for nearly two hundred and fifty years. She is still considerably young by Elven standards, and due to this fact, a rift between the older Elvenkind and the younger generations has occurred. Many outsiders believe Blackwood is on the brink of Civil war, but those outsiders couldn't be more wrong. Surprisingly, Blackwood has never been more unified then it is now. Evil rumors swirl around the Elven Queen and many believe she has dark intentions for her nation.

NOTE: Blackwood does not allow for outsiders to enter the nation. You must either be a diplomat or merchant to enter the closed borders of Blackwood. Any illegal entry into the nation will result in death to those criminals.


Religion: Elven Pantheon. Polytheistic. A set of multiple Gods, each the deity of a certain thing like music or war or nature.

Coalition of Alavak: Dwarven, Western Merdia.
Capital City: Jovek(Disputed)
Population: 6.1 Million
1534746499269.jpeg
Ruler: High Chancellor Rodik
1534747003911.jpeg
Age: 56
Length of Rule: 30 Years
Allies: None.

History/Current Situation: The Second Youngest race are the Dwarves. Not much is known about them and their history, as for a majority of their timeline they have remained staunch isolationists. It is unknown were the dwarves originated from but some believe they were born from the stone and mud that makes up the Earth due to them mostly living underground, specifically in the Halis Mountain range.

The only major event that is known to the world that affected the Dwarves is 'The Schism'. The Schism was a large earthquake that destroyed nearly all of the Dwarves underground Thaigs(Dwarven Cities) and forts. Nearly half of the Dwarven population was wiped out due to this event, and the Dwarves believe the Schism is the beginning of a Prophecy. Of course only the Dwarves know what that prophecy is.

The Dwarves have always been a very staunch and unified race, with an unwavering determination and fierce loyalty. The Dwarves are a very skeptical and weary race, keeping their history and texts hidden from the other races. It wasn't until the last fifty years that they finally opened their borders for the other races to enter and travel throughout. Entry into their underground cities and tunnels is strictly forbidden and trespassers will be executed.

During the Loth Rebellion, the Coalition of Alavak remained a neutral party in terms of picking a side to send troops to, but they did send both weapons and supplies to both Loth and Tyrst. Loth benefitted the most from this as they were severely undersupplied until the Dwarves aided their war effort. They sent basic firearms, as well as explosives and materials to help build camps and forts. After the war, Alavak remained neutral, not joining any alliances with either nation.

Recently, the Dwarven Senate had moved their Capital to an above ground city known as Jovek. The motion passed with a two thirds majority in favor of making this city their new capital. The senate believes that this will allow them to strengthen their bonds with the other kingdoms and enhance trade. A major faction within the senate were strongly against this, believing they should remain loyal to their traditions as well as revert back to isolationism.


Religion: No official religion.

Ordannius, Last City State of the Orcs, Northern Merdia
Population: 360 Thousand.
1534746609957.jpeg
Ruler: Governor Alo'ish
1534747074998.jpeg
Age: 32
Length of Rule: 8 Years.
Allies: Kingdom of Loth, Confederacy of Blackwood.

History/Current Situation: Ordannius is believed the be the first city the Orcs established when they immigrated to Merdia nearly twenty thousand years ago. They are the youngest race to inhabit the continent as well as the smallest in terms of population. The Orcs, believed to have immigrated from a continent north of Merdia, invaded the northern shores of the Blackwood Confederacy and Empire of Tyrst, pushing both back and nearly destroying them in the process. Due to this invasion, Tyrst and Blackwood signed an alliance to push the Orcs back and reclaim any lost land.

The three races would fight for three hundred years, with the Orcs winning for a majority of the war, until a young General negotiated a peace talk between the three factions. Blackwood and Tyrst would agree to the terms that this General laid out, and the Orc would form a recognized nation called Orkous. It would consist of twelve city States, each being ruled by a different Orc Tribe who would form a council and rule the nation together.

The young General who created this nation was called Gaza, and was indeed a female. The Twelve leaders of the Orc Tribes elected her to be the High Chieftess of Orkous, and even made her a living Saint for her deeds. Gaza lead the nation for nearly a millennia, as Orcs have longer lifespans that Humans and Dwarves, but shorter ones than Elves. She pushed for Orkous to become a place of cultural beauty and technological advancement. Under her rule Orkous would thrive, and the Orcs in this process would lose the lust for war and violence and become an enlightened people, rivaling the culture and art of even the Elves themselves.

After the death of Saint Gaza, Orkous began to decline, as political chaos and outside interference rocked the barely unified nation. Ordannius, the largest and oldest of the Orc City States managed to unite the Tribes together, but not before Tyrst had invaded them. The Empire quickly disposed of the City States that bordered the Empire, enslaving any Orcs that survived. The might of the Empire nearly destroyed Orkous in one fell swoop, with Ordannius being the last bastion for the Orc race. The city was unconquerable though. A shining young girl had lead the city in victory over the Humans many times. This girl was thought to be the reincarnation of Gaza, and was elected to be the leader of Ordannius. This young maid turned ruler was named Ozara, and she would become a shining beacon for Ordannius.

After Oraza's death, Tyrst once again tried to invade Ordannius, and yet again they failed. The city was unconquerable, and after nearly three thousand years of off and on conflict, Tyrst officially stopped and retreated from their conquest on Ordannius. After that Ordannius would slowly expand, but it would never grow to the size that Orkous had.

Once the Loth rebellion occurred against the Tyrst Empire, Ordannius officially aided the rebellion on the promise that Ordannius would remain free and have the protection of Loth in times of need. Loth agreed, and with that the Orcs launched an all out offensive against Tyrst, managing to even raid and sack the capital city of Nuwon. After this event, Tyrst ended the war with the Lothian Rebellion, recognizing them as a nation. Loth, grateful to Ordannius, gave them some land as well as gold as repayment for their efforts in the war.

To this day the Orcs are seen as Loth's greatest ally, and the two nations bonds only grow stronger. Ordannius is ruled by Governor Alo'ish, but he is seen as a mere puppet figure to his wife, Governess Aliza. The Orcs are a society were women typically rule over men. Due to this society standard, the Orcs are not a bloodthirsty and violent race, but a race that appreciate the finest gifts life has to offer. Ordannius is a meritocracy, where merit and deeds will determine your social status and wealth. It is believed that Governess Aliza is plotting something, as rumors of inhumane and horrid experiments stir the city of Ordannius.

Religion: Spirits of Oarc. Much like the elves, the orcs worship multiple deity like people. Instead of calling them gods, the refer to them as Spirits, and are quite similar to that of Native Americans.


MAGIC:

Merdia is a continent where magic rules over science, while both exist, magic is the more trusted source of knowledge and advancement. Science has recently became more popular, but is nowhere as use as Magic.

As for spells, you’ll need to say incantations, stronger spells have longer incantations but most mages have been able to shorten them down to the key parts and get the spells to work properly. Staves and Staffs are not necessary to cast magic, but they do help to amplify spells. Grimoires also aren't necessary but they do help with mages who have a large and diverse arsenal of spells and options at their services.

The main schools of magic are as follow:

Abjuration is a school of magic that deals in protective spells and the suppression of others' magic. Magic of this school creates physical or magical barriers, negates magical or physical abilities, harms trespassers, or even banishes the target of the spell to another plane of existence. Wizards who specialize in this type of magic are known as abjurers or abjurists.

Conjuration focuses on summoning magical effects and creatures. A wizard that specializes in conjuration is called a conjurer.

Divination deals with the uncovering of mysteries, fortune-telling, and the perceiving of places and people at a distance. Wizards who specialize in this form of magic are known as diviners.

Enchantment deals with influencing the minds of others, either by subtly charming them or through compulsion, which exerts a more overt control over the subject. Wizards who specialize in enchantment magics are known as enchanters.

Evocation: Wizards who specialize in this form of magic are known as evokers. Evocation deals with the creation and manipulation of raw magical energy, often for a destructive end.

Illusion deals with the creation of images, sounds, figments, or shadows, generally to confuse or deceive the onlooker. Wizards who specialize in this form of magic are known as illusionists.

Necromancy is sometimes referred to variously as the dark arts or death magic. It deals with the manipulation of the essential life force which infuses all living things. Its darker aspect is the creation and control of undead creatures. Wizards who specialize in necromantic magic are known as necromancers.

Transmutation, sometimes called transfiguration, or transformation. As its name suggests, it deals with the transmutation or transformation of objects and people, or the changing of one of their attributes. Wizards who specialize in this school of magic are known as transmuters.
 
Last edited:
The Dragonborn Empire: Dragonborn, Southern Merdia.
Capital City: Kruziik Junaar, The Home of Kruziikaalthur The First Dragon

Kruziik Junaar.jpg

Ruler: The Silver Serpent who speaks for Kruziikaalthur, The First Dragon

Kruziikaalthur.jpg

Age: Unknown, Speculated to be as old as the formation of the World
Length of Rule: 100,000 Years
Allies: Confederacy of Blackwood, Kingdom of Loth, Empire of Tyrst, Coalition of Alavak
History/Current Situation: The Kruziik Junaar is often cited as one of, if not the, oldest kingdoms. Little is truly known about the kingdom's inhabitants, the Dragonborn, coming into the world. The only information available comes from the legend known as The Mountain made of The Dragon.

The kingdom is wealthy in all regards, holding to the fact they produce great crops in their volcanic soil and have some of the smartest scholars and magicians in all of Merdia. They export everything from fruits to fish to ores mined in the Dragon Tooth mountains and more. They act as a hub for many seafarers who need a place to rest and restock. They are technically ruled by the Silver Serpent, whom still claims to speak on behalf of Kruziikaalthur. However, it has been centuries since the serpent has spoken. The City is really run by the wealthy elite, who have formed their own system of government without the Silver Serpent's blessing.

The Dragonborn Empire doesn't have any real territory claims other than the Draconic wastes, which seem to be inhospitable to all but the Dragonborn who can live their just fine. They exploit this fact to gather the hidden riches deep in the Wastes.

The Empire isn't on bad terms with any empire, acting as a neutral party in most affairs just to profit more. Their diplomats are specially trained to be able to try and quell waves of anger and tensions with great success so the Empire can continue to thrive off of the trade from all kingdoms. Most Dragonborn are eager to leave Kruziik Junaar, either taking up positions as Diplomats, Ambassadors, Scholars, Artists, Entrepreneurs, or sometimes rarely as Adventurers. The Dragonborn have a natural affinity towards charismatic and artistic positions but do not be fooled as they take up a variety of positions. From thieves to warriors, to powerful magicians, to famous bards, the Dragonborn has been known to do it all. It's a confusing mix and even the legend of The Mountain made of The Dragon has no real answers.

As the legend goes, Kruziikaalthur was the first dragon and it was he that sang the first song. A song that shook all of Merdia. As he sang the first Dragons flew from his throat. Using their voices in unison with his, they constructed the capital of Kruziik Junaar. For millennia they lived in isolation until the first Humans arrived. The small band of 3 had trekked tirelessly through the Draconic Wastes. They were on the brink of death when the Dragons saw them and rescued them. The Dragons flew them to Kruziik Junaar and welcomed the newcomers with open wings. They supplied them with food, water, shelter, and riches of which the dragons had no use. The Humans were overcome with gratitude and asked to meet the ruler of the Dragons. They were led to Kruziikaalthur, and were brought to their knees in fear. But the First Dragon begged them to stand and once they did he spied them all.

Buros, the humble Giant of a Man who could crush rocks with his bare hands.
Julian, a cunning man seeking riches and fortune with a silver tongue and backstabbing hand.
And the Fair Maiden Illia, whom Julian had planned to sell as a slave.

Kruziikaalthur eyed them all and then spoke:

You have journeyed far, and I welcome you to my kingdom. But you cannot stay, for it is meant only for those with the blood of Dragons in their veins. I can grant you this gift, but each of you must pay a price to join the Covenant of Dragons.

He addressed Buros first:

Strong as you are Buros, I ask you to give up your strength to serve me as my first Tinvaak Aar. You will know my thoughts and speak on my behalf when I must go.

Buros, humble and eager to stay with Kruziikaalthur agreed. And with a soft whisper, Buros was transformed into a meager serpent, whose scales were made of silver and whose tongue was as orange as the fire that burned within the throats of Dragons.

Next, he spoke to Illia:
Illia, I ask the most of you. You wish to bear children, but never will you bear those of humankind. They will be the first Dragonborn, and they shall be created in both our images.

Illia, who wished to bear children more than she wished to live, agreed. And as Kruziikaalthur began to sing a lullaby, Illia joined in. Together they created the first Dragonborns, hybrids of Dragons and Humans. They were thousands, and all bowed to Kruziikaalthur as their King.

Finally, Kruziikaalthur spoke to Julian:

And you, Julian, will give up your human form to become a Dragon. No more shall be asked of you.

Julian, eager for the power, accepted. And so the First Dragon sang a mighty song that shook the earth. The Clouds above darkened overhead and lightning struck Julian. He was transformed into a Dragon of Onyx scales and Ruby eyes. But, unwilling to stay, immediately took flight and flew back to the first Kingdoms of Men.

When he arrived he spoke of the mighty treasure that lies in Kruziik Junaar and gathered an army to attack the Draconic wastes. After many nights of marching, they arrived at Kruzzik Junaar. Julian flew to the Dragons in the city and spoke words of hatred and malevolence to them:

"Kruziikaalthur lies to you all! He hordes the mightiest treasures for himself and uses you for his own plans! Don't obey him, fight alongside me and you will never be slaves again!" He spoke to them in the cover of shadows, his silver tongue spreading the poison of hatred and selfishness into their hearts. Soon after, the Dragons whom sided with Julian joined him in the siege of Kruziik Junaar. It was a bloody battle, with both Dragon and Human blood being spilled. The dragons that sided with Kruziikaalthur were few, and the retreated to their king to beg for his help. And so as Julian's army was about to win Kruziik Junaar for their own, the First Dragon spread his wings and spoke a terrible curse. The scales of the Dragons fighting alongside Julian faded into various colours. Red, black, green, blue, and white. He tainted their bloodlines to be driven forever by greed and selfishness, a thirst for more which the could never quench and would suffer from until their death. The words they heard were too painful to endure, and they flew as far away from the Draconic Wastes as they could, all over Merdia. However, those Dragons that sided with Kruziikaalthur found their scales forever made of brass, bronze, copper, gold or silver as eternal gifts for fighting alongside him. But they too flew far away from Kruziikaalthur to be free from the bloodshed. And as he finished the curse, all the Dragons, excluding himself, were bound to only know one word of Elder Draconic, the mighty language that allowed them to cast magic just by speaking, according to the colour of their scales.
But as Julian tried flew away, The First Dragon opened his mighty maw. Inside there burned an eternal fire and boiling pits of lava. He consumed Julian to be forever burned. And soon after Kruziikaalthur stood mightily and turned himself into a mountain, a prison from which Julian could never escape.

After the battle was over, and all was done, Illia ran to her late love. She wept and wept for her him to return, and she herself never returned from the base of the mighty mountain. As the Dragonborn wandered aimlessly, scared and lost after the strife, The Silver Serpent addressed them and spoke:

Kruziikaalthur is gone, but so is the threat of Julian. The First Dragon destined you for greatness. Go now, and find the riches he held for you all. Use them to grow strong as a people, and learn of the great world. Work together to become the mighty empire you were fated to be.

This is the legend that most Dragonborn hold as true to the history of their kingdom, though no evidence supports any of it except for the massive mountain behind the city that does indeed resemble a dragon. Perhaps it is used as an excuse as to why they are such a mighty empire. But one thing is for certain, they did grow strong as a people. The Dragonborn are a proud race and treat everyone as equals. They believe that even the lowest born Dragonborn can become whatever they wish. At least, that is what is said. In truth, most Dragonborn that are powerful are greedy and selfish and steal from those less powerful than them. But that is not to say all Dragonborn are that way. They are a diverse race that is astoundingly colourful, in both looks and in personality.

The overall population of the Dragonborn Empire is estimated to be around 450,000 in Kruziik Junaar. There are a few small populations outside the capital, but the amount is mostly negligible with the largest amount outside of the Dragonborn Empire being around 1000 in Loth.

Dragonborns are religious, and each one is as devout as the next (which is to say, very little). They worship Kruziikaalthur and treat him as a Godking. Even the most elite of Dragonborn would bend the kneel to him, both in fear and admiration. They will often pray to him for good fortune or for good luck. There are no religious texts they have, and the only real writings that could be considered such is the legend of The Mountain made of The Dragon. The Dragonborn have no established church or governing body of faith. In fact, the faith they have seems to be instinctual to their species, like a primal knowledge they know to be true. Even though the Silver Serpent has not spoken in many years, no doubt all Dragonborn would listen to every word he would say.
 
Last edited:
Island Kingdom of Aeran: Merfolk, West Merdia, Kingdom expands into the water
Capital City: Kin-da
Population: 290 Thousand
fantasy_landscape_v4_by_martinez97-d92vygf.jpg

Atlantis-imagination-380x240.jpg

Ruler: Queen Vierrio
golden_mermaid_by_candra-dar2vo0.jpg

Age: 407
Length of Rule: 350 years
Allies: Coalation of Alavak, Kingdom of Loth

History/Current Situation:
It did not take war to form the Kingdom of Aeran. Before forming their island kingdom, the underwater part of their society was formed, and the only battles they truly had to engage in was against the the ocean life that would swim through there until their Mages could set up a barrier to keep dangerous animals out of their home. A couple centuries in the future, the Queen went to the ruler of the Dwarves to negotiate her people inhabiting an island that belonged to the Dwarves, but didn't have many people living on it due to the presence of Pixies on the land, a negotiation that was settled without any bloodshed. All the Merfolk had to do was figure out how to live with the mischievous pixies. Truly, their kingdom was one that was easily formed easily.

Aeran is known to be a relatively peaceful kingdom, not having gotten in many wars throughout their history, due to the fact that they typically don't engage in battle unless the war is brought to them, or allies need assistance. The lack of battle has been attributed to two things; The fact that they're off the coast of the mainland, and the fact that Merfolk are naturally apathetic and seem emotionless, thus considering these skirmishes little more than an inconvenience.

Unlike most cultures, women are seen as the superior sex in Merfolk culture, and men have a history of being oppressed; it's not completely unheard of for a man to succeed in their society without the help of a woman, it's typically only through their wives that a man can rise in rank. Due to being one of the smaller if not the smallest of the Kingdoms in Merdia, their military force is small. Thus, if battle is to come to them, they're known to send most of their forces into the water to try sinking or overtaking as many ships as they can before the enemy arrives.

Religion: No official religion, most popular are Nnogian, which worships the spirits of earth, sky, sea, etc., and Shuhi, which is the worship of two serpentine Gods as the mother and father of the universe. There's no battle between the religions.

Though the Merfolk Queen is long lived, the typical Merperson has the same lifespan of a human. The Queen's life is elongated by magic. It's a common misconception that Merfolk have long lifespans, due to the fact that their physical maturation slows down at about the age twenty. No, they just got the lucky end of the appearance stick.

On land, Merfolk appear identical to humans. Shifting between this form and their aquatic form is a choice, so you won't instantly reveal who's a Merperson and who isn't by throwing a bucket of water on them.

They have physical strength comparable to that of an Orc, but poor magical aptitude. The birth of a Merperson capable of more than a few basic spells is celebrated, and most magicians are made into nobles.

Most Merfolk seem to lack human emotions; Technically, this is false. They do express emotions, but only in extremes. You have to really piss off a Merperson for them to show any sort of anger. Other than that, most are practically emotionless anda merperson showing normal emotions past childhood is considered mentally ill.
 
Pixie Forest, located on Aeran, Not an officially recognized Kingdom
Capital City: N/A
Population: 9,000
7c7b40fb86f64f312da8553b8d5bac50.jpg

Ruler: King Tion
82356559-352-k454680.jpg

Age: 70
Length of Rule: 20 Years

History/Current Situation:
Not much is known about how the Pixie Forest came to be; what's commonly accepted among the people is that their race was born from the magical spring that's at the heart of the forest, but that's nothing more than a legend passed down. There's a few recorded texts stating different things, such as them having formerly lived among the Elves but eventually being relocated by force or a great pixie migration happening at some point in their history, but none of those texts have many believers. It's also not in a Pixie's nature to truly care about something like that, as they're more focused on the present than the past, so there's not much thought put into how they were born or came to the island.

The Pixie Forest is merely a forest on the island of Aeran that the Merfolk recognize as the Pixie's home; due to the fact that Pixies are a reclusive race and most are only ever as big as the palm of a human's hand, they've never truly had to deal with war nor would they have any capability to win one. The closest that they ever gotten to an actual war is during a time when they literally just pestered some Dwarvish settlers off the island. They tried to do the same with the Merfolk, but they eventually came to a truce, and now intermingle with their Merfolk neighbors.

Due to the fact that they intermingle with Merfolk and share a home, the Pixie Rulers have been known to have a hand in the Merfolk Queen's decisions, if they impact the island. The Pixie Forest itself is a place of equality for the inhabitants, and any knowledge they have is shared freely.

Religion: Nnogian, which worships the spirits of earth, sky, sea, etc. The Merfolk appear to have picked up the religion from them.

Some Pixies can shift into a larger, human form. This is trait that's carried genetically, so those who can't do so can never learn how to. Most of the time, these human forms will still be kind of small, with the appearance of a human child or teenager.

Unlike Merfolk, they are quite adept at magic, though the physical strength of something the size of your hand is kind of pathetic.

Regardless of age, most Pixies have a childish, playful personality.

Off the shores of Aeran, Pixies are considered valuable. Though they can't offer any protection to Pixies that aren't on Aeran, buying and selling them is a crime punishable by death on the island. They'd drown underwater so it's not a big concern in the underwater part of Aeran.
 
The Fallen Kingdom of Ishirith: Human, Fallen Nation, Central Merdia

Capital City: Liberty

Population: 0

4F0FBEC6-61E1-4D34-AC3C-A80D837FF100.jpeg

History/Current Situation:

Created 20 000 years ago the Kingdom of Ishirith was formed by rebellion groups from Tyrst during one of the many civil wars. This kingdom was created to get reprieve from the constant chaos enveloping Tyrst. The kingdom kept itself secret to prevent from from being assimilated back in to the larger kingdom. Many different types of people would escape to Ishirith to get a new start and live out the rest of their lives in peace.
Ishirith is governed by a council comprised of the founders and their descendants. The Mages set up a tower there to research magic, they were a neutral party caring only for research without interruption. Unfortunately, 5 000 years into the kingdoms creation the council would soon grow corrupt. They devolved into decadence, abusing their own power to suppress the lower class. The council would overwork the lower class, taking most of their profits for themselves with high taxes. The taken money would be spent on the council’s own indulgences with little regard for the wellbeing of the peasants or the state of the kingdom. With the corruption, slavery was reintroduced into the kingdom. Assassinations among council members became common as the members desired more power and turned on their former friends and allies. The once peaceful kingdom was transformed into the very thing they were trying to escape from. The peasants grew to realize this and staged a revolt. For 5 decades the council and the revolt were at a stalemate before the balance was brutally broken. One night half of the council were slaughtered when they attended a war meeting. The revolt had learned of the location of the meeting and in one fell swoop, half the council were dead. The balance was broken and in 2 years the war was over.

The war had been brutal, with guerrilla warfare and mass executions common sights. The war was fought only with the thought of victory, no plans were made for the recovery after the war. Millions were dead leaving Ishirith severely unstable and with the government destroyed the kingdom collapsed in on itself. All the residents either died or left, scattering to the four winds, leaving an empty ruin behind. The land was soon discovered and reabsorbed by the Tyrst Empire. Even apart of Tyrst, the ruins have not been explored as it’s seen as a cursed place for the millions of deaths that happen there and the ominous magic research facility that remained untouched by the war and time. Excavations have been attempted but for some reason all those who head to the ruins disappear.

The ruins remain a forbidden ground.

Timeline (approximately):

• Creation: 20 000 years ago
• Start of corruption: 15 000 years ago
• Start of the war (lasted 52 years): 4 000 years ago
• Discovery by Tyrst: 3 300 years ago
 
Last edited:

Users who are viewing this thread

Back
Top