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Fantasy Seiunita Extras

Origins

It never would have been thought that the creatures of darkness and discord within the world would ever go beyond their own selfish ambitions and desires. The majority of the populace believed this with all their tiny hearts and for the most part weren't wrong.

These "monsters" often had no one to turn to. No one to guide them. They often despaired and turmoiled alone in the darkness they were born in and subjected to.

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Naturally, if the world turned its back on them, they would also turn their backs on the world. They would become the monsters that they were feared and despised as. What else could they do to survive?The people of light always feared what they didn't understand. No one from their side was going to change how things were. No light dweller was ever going to try and see veil. Why would they?

It wasn't until one man, one demon, decided that the people of darkness had endured ENOUGH! Deshwitat L. Rubdich was his name and he single handedly launched a campaign to unite the divided. To bring the denizens of the abyss under one banner and create a sanctuary for the exiled, the fallen, and the outcasts.

This initiative was obviously met with a tremendous amount of resistance and force but the self-proclaimed Lord of Darkness did not falter. He met every shred of resistance with the full force of his demonic power and as his victories became known, his armies grew.

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Desh waged war against the world and their blind judgement of the things they didn't understand. If they wanted to fear the dark, the newly found Kingdom would give them a real reason to fear them. They were no longer spread across the world, fulfilling petty desires but united under one power. The denizens of the dark quite literally tore a section of the world away and claimed it as their own. The Dark Kingdom is the newest kingdom to be added to the map, only 30 years since its official conception. Many times, attacks were launched at their walls and every time they were crushed without mercy.

Through years of adversity and hate, eventually, some of the more open minded light walkers tested their luck and found that the Kingdom's doors opened to them without hesitation. A few more years and even more people tentatively treaded through the land of darkness and found a people that acted much like they did. Aye, they looked different and did some things differently but they were practically the same.

These supposed monsters had finally found a place to call home. A place they could be safe. A place they could lay down roots and be what the world made impossible.....happy.

Deshwitat, The Lord of Darkness had carved a place in the world for them and would meet any opposition to his people with the unified wrath of his people's despair. But to those that opened their hearts to the darkness, they would find a hand a wreathed in shadow extended in greeting and acceptance.


Kingdom motto

"Born from ashes and dust.


Forged through fury and hate


We are the mistakes of God


A mistake He will one day pay for"


Untouchable Rights:

  • All people are treated equally within the territory of the Dark kingdom. From the greatest giant to the smallest fairy.
  • Citizens are guaranteed fair trial before the king should they be arrested for a severe crime.
  • Right to worship any and all deities or demon gods.
  • The right to defend oneself from any and all threats.
  • Any citizen of the Dark Kingdom has the right to challenge the current king for the throne.
Laws:

  • Under no circumstances, will racism be tolerated. Depending on the level of the offense, punishment can range from a few days in prison to death if severe enough.
  • Those who attack others without provocation are grounds for several months of imprisonment.
  • Mind control abilities are strictly prohibited and enforced heavily .
  • Any form of abuse upon a citizen is punishable by permanent exile from the kingdom.
  • Murder is punishable by execution. Normally, carried out by the family of the victim.
  • Slavery or similar actions, if found guilty, is grounds for immediate execution or exilement. The judgement will be left to the victims of the crime.
  • Falsely accusing others of crimes is punishable by 3 years of imprisonment in addition to whatever crime they had accused someone of.
  • Thieves (If caught and found guilty) are subject to imprisonment. If caught twice, a public removal of a finger will be held. (Public torture for those that regenerate quickly). A third time is grounds for exilement.
  • Espionage, Treachery, or assassination attempts on the royal family are punishable by death without trial. The only exception to one of the untouchable rights.
  • Duels are to be officially monitored. If an unofficial duel were to take place, both combatants can be charged with attempted murder and imprisoned for 5 years or more.
(May add more)

Races:

The races of the Demon Kingdom are made up of the rejected and outcasts of the world. Globally hated and hunted beings (who are sentient) are what make it up. Demons (Any type), Vampires (Any ranking), Lycans, Liches, Ogres, Winter Fae, Dark Elves, and many others can be found here. Practitioners of dark arts or otherwise frowned upon magic can also seek sanctuary within its walls. The main population is made up of Winter Fae, Demons, Vampires, and Humans.

Exports:
An abundance in high quality ores, flowers, and monster materials are often renown as the main form of income for the kingdom. (Dragon scales, Cyclops pupils, Unicorn horns, Etc. Etc.)


Flora and Fauna:
The most dangerous and fearsome beasts could be found wandering the dark kingdom, as it is the literal "danger zone" of the world. Not even the regular herbivores are normal. Three eyed deer that can paralyze a person with a direct gaze, venomous rabbits, and even spectral foxes.

The plant life in the dark kingdom is among some of the rarest and most beautiful. They grow in a very dangerous area of the world and would be sought after regularly if not for the dangerous wildlife. Highly sought after by alchemists and collectors alike.


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Geography
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The Dark Kingdom seems to be in a state of permanent overcast. The land is devoid of normal animals and plants due to the global war that had been waged. The royal took what land they could before The World Scar event happened. Though, the scenery seems to be fitting for the denizens of the dark. Trees that appear dead but refuse to die are cover most of the land along with a strange mist that never seems to clear. The sun pokes through ominously through the fog and dark clouds.

The land is mostly mountainous and forest-like. Many demons use their familiarity with the treacherous cliffs and dead forests to their advantage whenever raids have been sent to their lands.

The dark, wartorn land also contains a large natural fount of mana. It is a small lake shrouded in mist and shadow. It has been given the name "The Dark Tears" as it looks like some Goddess had shed dark tears for her children in this very spot. A small ritual has come about to bathe a newborn in this lake. The light walkers have taken to calling this custom "Demon Baptism" though the people of the Dark Kingdom call it something different. The know it as "Consoling". By showing the Goddess a healthy newborn, her heart will be warmed and give the child strength throughout its life. They try to console the saddened Goddess by showing her the happiness of her children.


Banner/Flag/Crest
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Royal Castle
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Imports
The dark kingdom doesn't contain any normal wildlife or flora, so they rely on trade to bring in everyday food and ingredients such as pork, salt, chicken, and even water.


Currency
1 Black crown = 1000 Silver hearts
1 Silver heart= 1000 copper


Capital
Daemonus Dommus

Cities
As of now, the kingdom is all that exists but it is expanding and new independent cities will be cropping up over the years.
 
The Great Fire Kingdom

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The Flag of the Great Fire Kingdom

Flora and Fauna

The type of creatures that reside on the mountains are ones that would mirror the ways of the Ork. The small 'squigs' are the Ork's equivalent of dogs. Feroucious creatures that serve many, many, many purposes. Guard dogs, food, pets, their tempers are as ferocious as their owners, commonly seen as a ball with two spindly legs and plenty of teeth.

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The flora of the land is strange as well, being a multitude of varying fungi, some consisting of unlucky runts, others making the famous fungus beer that inhibits the nervous system. Many of the varying fungi however are just meant to be eaten raw, but can be cooked, stewed, baked, brewed, etc.

Geography

The Great Fire Kingdom was constructed upon a volcanic mountain range, its people having constructed the famous Iron Gates, the structure proving the nation's craftsmanship and militaristic nature. The Great Fire Kingdom's mountains are surrounded by a harsh desert, making travel difficult to get in and out.

Despite having the high ground, The Great Fire Kingdom heavily discourages its citizens from using petty range attacks like arrows or puny fireballs that are only worth conjuring for the forges. No, they use the powers of magic wielders to power their machines. Machines such as those conventional, catapults, bombs, and those specialized specifically to the Orks, like 'DA FIRE LOBBA', a cannon-like device that spews a large cone of fire much like the ones experienced mages can produce. Or, 'DA BOYZ LAUNCHA', which hones in on the combat prowess cultivated in the city's society, a man-cannon that launches soldiers into the air at their foes. Launchas are portable multipurpose siege devices that only warrant the most elite soldiers to use them, as an inexperienced soldier would only serve as cannon fodder if their shins didn't impale their own heads by touchdown.

Grimgutz, King of the Fire Kingdom

Grimgutz, the first Burna Boy to ever transcend into becoming a Warboss, and with good reason. He began life like any Ork, a lowly runt. A grot if you will. Grots spend the first few years of their lives as the cannon fodder, unless they demonstrate some sort of skill, or are taken under the wing of a Burna Boy since Burnas don't really have the time to beat up their runts since they're so busy. The most interaction Grimgutz got as a runt from his Burna was a 'fetch me this' and 'fire that'. At least until he became a fully fledged boy from producing his own machine, it being called 'Da kill kannon'. It launched a fiery projectile that exploded upon contact. This truly raised a few eyebrows. Nothing like that has ever been created before, nonetheless by a boy! So he quickly ascended the ranks from 'boy' straight to 'burna nob', since usually a Ork becomes a burna nob after they become a nob, a nob being something of a commander of sorts, a boss under the boss, a manager.

He learned his craft, and he learned it well, creating a few machines, but those few are among legendary status among the burna community. A catapult that shoots FIREBALLS, a stick and container thingy THAT SHOOTS LIQUID FIRE, armor THAT IS ON FIRE. That last one isn't really used by anyone else other than him, which caused another uproar in the community. Grimgutz was immune to fire! Hell, he could even control molten magma to create his machines! That's how he created the magma launcher, better known as 'DA LUKKY STIKK' due to the almost magical way fire explodes from the nozzle of the wand thing he held in his hand. It of course was connected to a tank that sat on his belt, but nobody noticed that when they were being burned alive.

So, as his prestige grew, he grew. He was conscripted into a raid against a kingdom, a small party that was out to ransack some poor village that was settled a little too close. If you were on the horizon of the Great Kingdom, the King would decree you ' a threat or whateva' and send troops to blow up the settlement. So, when he did send Grimgutz to anhillate, Grimgutz found that he was pretty good at doing so, igniting villager's houses and villagers alike. He was encouraged by a few other Nobs he was raiding with to take on the King himself. Usually words like that would be treason in other kingdoms, but for this one, it's common talk in front of the king. So, when he came back, he challenged the king upon entering the gates. Plenty were taken aback by this, since to do so was usually a death sentence, but he was fearless. The king pitied him, since he was a fabled 12 feet tall, compared to Grimgutz at 8. Two giants, doling it out for the throne. Skarbrand, the king at the time, wielded two axes, while Grimgutz only had his lukky stikk and his first choppa, one that he crafted himself. It was no more than a dagger. The battle between the two was difficult, Grimgutz having ranged for a time before he ran out of fuel, and then having only a choppa to parry blows against the axe wielding giant. Grimgutz was punted into a corner before he almost was killed via decapitation. No, as Skarbrand placed his bloodied axes against Grimgutz's neck, he asked him a question. "Burna, yoo'z da tuffest ah've eva fought. Ah'll give ya da honor of choosing yer last words. How bow dah?" Grimgutz grunted, and spat a glob of green blood into Skarbrand's face. "Ah'll neva, eva bow down to da loikes of you, YA MANGY GROT!" With that, he glowed a bright orange as he charred the walls of the throne room, and burned away the axes, lunging forwards at the king and burning his head, a guttural scream before Skarbrand was reduced to a pile of ashes.. Right there, he grew an additional 2 feet. "I! I AM DA NEW KING! BOW BEFOA ME, YOR RULAH!" All the spectators that watched the battle screamed his name to the heavens, Grimgutz the Great, the Fireslayer of the New Age.

Now, he controls the burnas, commissoning more inventions, traps, weapons for the betterment of the Great Fire Kingdom and its people. He openly challenges anyone to take him on, no holds, no bars. The only rule is that the loser is sent on exile as a slayer, an exile whose only purpose is to fell evil at every turn. Slayers are very powerful and have always come to the rescue of a failing force during large battles, heroes in their ability to change the tide by appearing. Slayer forces are to trudge the world as soon as they take the Slayer Oath, and don awesome mohawks when they do. Slayers sometimes travel in bands, and can be a very important force in the tide of battle, always choosing to help those who need it and not those who have the upper hand, which is strange for even the Orks, who hold no concept of good or evil.

Laws (If you can call them that) and Legislation of the Fire Kingdom

The 'laws' that the Fire Kingdom enforces are those that many consider to be insane, but a select few consider fair.

Duels

  • In order to become king, one must fight him in an honorable duel. The winner becomes the new king, and the loser takes up The Slayer Oath.
  • In the event that the king dies via battle or (in the rare occurrence) age, a tournament is held in which each contestant is pitted against each other in a duel. The winner of the tournament becomes king.
  • Murders are only acceptable if done in a blood duel, in which the winner takes possession of the loser's belongings.
  • If you are challenged to a duel, you can deny it. You may not go back on your word once you accept it.
Unalienable Rights
  • If a blow from one citizen to another causes blood to be spilt, the offender will be put on trial in front of the King's council
  • No citizen shall take another's life, any that does without the authorization of a blood duel by a Nob will be publicly executed
  • Each and every person within the Kingdom gets '1 Free Pass' for any crime they commit, as long as the use of a free pass has not been documented previously.
  • Right to worship any non-pants related gods
  • Right to speak freely, without any punishment
  • Any and all citizens may attempt to usurp the King and establish a new government if they are able to beat the King in a duel.

Laws

  • The word of The Great King of The Fire Kingdom is law.
  • The ritual burning of pants is punishable by death.
  • All duels must be documented for the king's reading pleasure and legitimacy
  • There is to be no stealing, robbing, thievery, or unauthorized magic of any sort.
  • Any and all non-citizens of the Fire Kingdom or allied Kingdoms may enter at their pleasure, but if they are to commit a crime of the Kingdom, they are to be upheld by the Great Fire Kingdom's laws.
  • Each citizen of the Kingdom is required to train for at least an hour a day, if their job is not within a combat role.

'Ork Kultur' and the role humans play in it


The average Ork is born a runt, considered worthless in society. Yes, this is even how the king began. However, when the Ork feels the sensation of victory, it grows bigger. They thrive off this feeling, and live for it. Their physiology is wholly based off fighting and winning. Many Orks find their own way like this, and many die doing so, but they die doing what they love. Because of this ideology, the Orks are a brutal band to hang around, encouraging rivalry and war. And though their warlike nature still plays a major part of their lifestyle, this has been somewhat curved ever since a refugee band of humans have discovered the savages. Since the Orks in their beginnings had nobody to fight but each other, they weren't all too good at fighting these humans. These humans became the rulers of these pitiful fools until enough boyz rose up and overtook them.

Now, with the superior intellect of the humans to guide them, the Orks have some 'dee-ploo-mah-see' with other nations, mostly arrogant demands and confused remarks of an unsteady alliance, but usually they mean well. Usually. Orks however, don't need help from humans in the terms of war, the thing that their race thrives off of. They are able to create siege weapons from junk and armor that fundamentally shouldn't work. But it does. Why? Orks are a mob-based species, where the biggest and baddest of the bunch is the leader, in which he becomes more powerful the more Orks believe in him. This passion for creating tools that are able to fix most macguffins by smacking them relentlessly or conjuring up an additional boulder for a catapult simply because the boss smacked a few dissenters upside the head and said "OI, QUIT YER YAPPIN' AN' LOAD UP DA CATAPULTS YOU GROTZ!" Other races are seen as tools for their own personal embetterment, usually as advisors, treasurers, managers, and shopkeepers. A rare few prove themselves to be better than the Orks, and as such become great military leaders.

What makes the Fire Kingdom so Great?

"CUZ IT IS YA MANGY GIT, NOW QUIT MUCKIN' AROUND AN' GET TA WORK!"
Is the answer most Orks would give, and with proper clause too. The Fire Kingdom is Great because of the superior military prowess it holds. Each Ork gets better with each battle, be it infighting or against a new enemy. They grow stronger, and then they grow bigger. They learn to fight against a new enemy, and then they go after that enemy, like a shark that got a brief scent of blood. They are fearless in that sense, and they show no mercy to an enemy, no matter how petty of an excuse to be enemies that may be. The Kingdom's advisors as well bring something to the table, guiding the blade to strike true each time. Outside the terms of war, victory is achieved other ways for this competitive race. The Orks can create absurd and ludicrous weapons, being the best blacksmiths for their fire wielders. The blacksmith 'burna boyz' can create flames with their will, flames appearing on their palms when smithing blades, allowing them to shape them exactly as they want. A burna boy is rare, and incredibly powerful on the battlefield, there being only 1 burna boy in existence to rise above the lowly job of a blacksmith, Grimgutz Ironrot, the King of the Great Fire Kingdom.

Beliefs and Orkish 'Religion'

Since Orks are born from the mushrooms they are known for (Yes, Orks don't have any reproductive organs, they have a little sac planted there that bursts into spores when they die.), they believe in reincarnation. If an Ork dies, then they are reincarnated into another Ork. So Orks go into battle fearlessly, and whether or not they actually are reborn is up for debate. Most Orks believe this to be true, but many Orkish veterans who fought alongside humans, elves, merfolk, monsters even, experience loss. They learn that their friend will never come back, no matter how hard they looked for them. Warbosses like Grimgutz know the feeling of loss, and though he may fight like a demon, he bears a heavy burden when one of his own friends dies, which many who follow under him don't understand, and the few Nobs that stick by when he visits a grave site only understand it as 'the time in which you must leave Grimgutz alone.'

Otherwise, Orks charge headlong into battle because they do not fear death, they fear losing, and making their Warboss angry.

Trade
The various exports from the Great Fire Kingdom are the designs of the Burnas, and their strange contraptions. These exports are somewhat of a bargain, a roll of the dice. It could decimate a building with only a few chickens and a bucket of water, or it could absolutely nothing. Asides from those, the export of CHOPPAS is somewhat popular in the use of self defense (If one is quite poor), or as a souvenir. More popular however is the trade of POWs and land, since the Fire Kingdom sometimes likes to take things and not give them back without heavy coercing from the advisors to Grimgutz, because Grimgutz takes what he wants. Which is usually attention or land. He's willing to give back the latter for a price. Kinda. What people really want from them however is the various materials the Orks carve out of the mountains, since they are so dead set on making it the best fortress the world have ever seen. They export a lot of iron, gold, silver, and other precious metals. In addition, they sell exotic foods such as 'Squig' or 'Fungus Beer'. Most of it is edible, except for a few squigs they keep at home for competitive purposes.

In exchange for their services, however underhanded it may be, they expect in return a sum of complete products. Well crafted weapons, food, rope, leather, animals, and armors. Supplies mostly, and paper for the scribes and non-Orks.

Capital
Blakkskar Fortress- Capital of the Great Fire Kingdom, and the abode of King Grimgutz, who oversees most legal activity in the court there, and personally teaches aspiring runts to become better at fighting, building, eatin', being an Ork.

Cities

Da Spyre- Blacksmithing central of the Burna boyz, most crazy contraptions come from this black tower of smoke that juts out of the mountain like excalibre if it were to be stuck in stone. Only the most elite burnas spend their time creating here, with various war machines pouring out of it, and sold to willing buyers within town.

Da Goffs- Where most boyz hang about, when a recruiter for a raid comes by, this is where they want to go. Most boyz are born here from the spores as well.

Red Stone Settlement- Non-Orks mostly, this is where they reside if they don't feel like directly dealing with the Orks. The Orks don't care anyways, so they leave them alone.

Currency
Teef are the basic dollar of the Ork economy, since their teeth grow back pretty quickly, much like sharks. Teef can't really be hoarded, since they deteriorate over time, and it's easy to get since Orks love getting into a good scrap. Small teef from humans aren't worth much, but things like dragon teef are worth a fortune. The teef to gold exchange is interesting, since Orks only value gold for its shinyness, and not much else, so every bit of gold they can find is usually plastered onto a weapon they like, or retrofitted into their teeth.

Dragon Toof- 50 Gold
Ogre Toof- 10 Gold
Big ol' Toof-1 Gold
Toof- 5 Silver
Human/Elf/Merfolk/Runt Toof- 1 Bronze

FAQ
What happens when an Ork starts to doubt himself/his leader through various means?

When an Ork starts to doubt their leader, they either
A) Usurp them to prove they are better, and more worthy of being the Warboss
B) The boss smacks them upside the head / kills some sort of large monster / defeats an enemy general in a duel / defeats an enemy army in a battle, reinstilling their trust and belief into the Warboss
C) A 'clever' ork hires a assassin to take out the Warboss. This generally only works for Warbosses that really didn't deserve to have that title anyways.

Orks not learning to believe in themselves at a young age is actually a VERY prevalent problem in the Orkish community. You see, when a Ork doesn't experience victory or fighting in a long time, they lose their body slowly. They grow fat, and lazy. Soon enough, if they don't get into shape, they die. It's a dangerous trade for being these hulking brutes. That's why competition is so important in their society, to stay strong. So when a young Ork isn't strong at all compared to his brothers, he starts to linger in a depressive state until a Nob says 'yoo'z must be a burna boy or sumfink if yoo'z ain' da strongest.' Usually, this is to boost the mood of the young Ork since the current Warboss is a burna boy, and burna boyz aren't really fighters. They're smiths. They don't go for form, they go for functionality.

Speaking of when a normal Ork stops believing in himself, he will start to deteriorate like I mentioned before, except this doesn't usually happen. Orks are a mob based society, so his friends will beat him up until he fights back in rage. This usually brings him back to reality after he gets punched in the jaw by his buddies for smacking them around so badly, but again, this is pretty rare among the common Ork Boy.

Somewhere this is more prevalent is in the Burna Boy Smiff. Since they are the engineers of the Ork race, they are usually building random stuff that logically doesn't work, so they get discouraged when their crazy invention doesn't kill anyone the way it is supposed to. 'WHY DIDN' MAH GUBBIN FLAKKA FLAKK DEM?!' 'boss, it jus appered in dem' 'IT DOEESSN" WOOORRRKK!!!' Though it may be more powerful than intended, the 'Gubbin Flakka' may actually transcend space and time and directly deliver the 'gubbins' into the flesh of the target, it isn't launching it as expected, so therefore it does nothing. Burnas that work under Nobs are considered to be more effective, since the Nobs slap them upside the head and say 'WELL DEN DATS HOW ITS SUPPOSEDTA WORK YA DING DONG, NOW MAEK ANUVVA.'

How big do Orks get?

Orks have a limit, a runt is around 3-4 feet, the average 'boy' around 5-6 feet, a nob standing a little taller at 6.5-7 feet, and a Warboss like Grimgutz a humongous 8-10 feet. They're huge for a reason. No other Ork lives long enough to go past that, mostly because their life expectancy is 40 years of age, there's plenty of obvious reason for that. In fact, legends say that a Warboss that was simply known as 'The Beast' led a tribe where his boyz were 20 feet tall, each. This is just legend, and mostly world building for the Orks to be better.


Why are Orks able to smack something mercilessly and have it come out 'fixed'?

They fix something by smacking it relentlessly with a spanna because that's how they believe it works. Simple as that. A few times, they actually are directed to repair a thing by non-orks.

Why do non-Orks work with Orks? Are they forced into it?

Alright, the reason why non-orks stick around. Orks go around and FIGHT EVERYTHING. So, these non-orks like to stick around, maybe fight a little as well, and loot everything that isn't nailed down. Of course, there are plenty of warriors that want to participate in coliseums and gladiatorial arenas that are very popular in the Great Kingdom. A few are actually hired because some Orks appreciate the fact that 'humie' weapons work even when the mob doesn't believe in them, or the reliability of a well crafted piece of armor instead of having to go get it repaired each time the boy gets into a good scrap and waste teef on it.

Why do the Orks use Teef as their currency?

Teef are the basic dollar of the Ork economy, since their teeth grow back pretty quickly, much like sharks. You can't really hoard teef, since they deteriorate over time, and it's easy to get since Orks love getting into a good scrap. Small teef from humans aren't worth much, but things like dragon teef are worth a fortune. The teef to gold exchange is interesting, since Orks only value gold for its shinyness, and not much else, so every bit of gold they can find is usually plastered onto a weapon they like, or retrofitted into their teeth.
 
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Elysium
The Kingdom of Light

“The Light courses through our veins,
Gives us life and guides us
Illuminates dangers deep and dark,
Such luminescent embrace will reach the ends of the world.”

A collaborative effort between Gee Dee, Nogoodname & Blue Jay

  • Through The Tellings of modern day Summer Fae, it is widely believed by all Elysium citizens that the kingdom's roots can be traced all the way back to the time of the First Fae. When the gracious Sun blessed the First Fae with some of it's abilities it created a divide within the faerie courts, creating the Summer Court. Members of the Summer Court became known as Summer Fae and over time developed into an entirely different species. These Summer Fae went on to found the Luminosity religion that attracted many races - namely the hearty Human race. Together they built the Golden City, Alisette - meant to glorify the Sun as it sets on Mt. Solstice, which still remains the capital of the Elysium to this day.

 
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Drop Out!
 

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Oceanian League
ORIGINS:
The 2nd youngest Kingdom among the 5, its origins trace back to the time at the start of the great war. After a fierce naval battle, the battle weary and broken navies of the various Kingdoms found themselves swept into a storm. They soon found their ships being blown or even guided to a misty island. By the time the storm cleared, they found themselves in paradise. A beautiful island with plenty of fruit, fresh water, and seas teeming with fish. They also met with a small tribe local humans and to their disbelief, the fabled people of the sea. They welcomed the weary sailors with open arms. One man among the sailors, a privateer Captain named George Stanford took up a role as their representative and as the very first Grandmaster, managed to broker a treaty of mutual coorperation between them and the locals. Thus, the Oceanian League is born.

Over the next few decades, the island soon became a nation of its own as more and more abandoned mercenaries and privateers made their way there. Knowing that a growing population might mean trouble, Grandmaster Stanford decided to make the journey to his new nation even harder. With the help of merfolk magic, a near perpetual fog surrounded the island with only skilled navigators and locals knowing the safe path through the rocks, reefs, and large creatures that call the ocean home. Following which, he began the system of hiring his navy and soldiers to other Kingdoms and became famous for their disciplined and skilled privateers and mercenaries along with hosting some rather beautiful assassins. All for a price.

As of today, the current Grandmistress, Lady Une, leads the League with a stern but fair fist. As a selkie, she is more concerned with keeping the oceans a safe and peaceful place. Ironic given her usual methods of ensuring the peace.

KINGDOM MOTTO:
"Even the calmest seas hide a raging current below." - Official

"Only one law reigns over the rest: You don't fuck with the Grandmaster/mistress" - Unofficial

UNTOUCHABLE RIGHTS (Land):

  • Everyone is allowed to practice their own religion.
  • Everyone deserves to be treated with respect for reaching the Kingdom is a perilous journey.
  • The title of Grandmaster/mistress may be challenged by any citizen. At their own risk.
  • Any citizen is allowed to invite any outsider to the Kingdom but they will be held responsible for anything the outsider does.
  • Every citizen is given the right to a fair trial.
  • Every citizen has the right to own property if they have enough wealth to purchase it.

UNTOUCHABLE RIGHTS (Sea):

  • The right to a find goes to the first person who finds it, no exceptions.
  • Everyone has the right to receive aid if they find themselves in trouble. Those faking the need for aid shall be punished.
  • Anyone may Captain their own ship.
  • All crew members have the right to mutiny provided they have evidence of the Captain's incompetence or mistreatment.
  • Any person may be allowed on ships.

LAWS (Land):
I. The Grandmaster/mistress' word is law. Breaking it will result in a severe punishment or death.

II. None shall steal from another. If found guilty, the punishment shall be the amputation of the hand responsible. Repeat offenders will then have another limb amputated. Should they steal without limbs, their head shall be decapitated for the idea of stealing came from their mind.

III. Murder and treachery is the highest crime one can commit. The punishment is death with the method chosen by those affected most by the victim's death.

IV. All merchants are protected at all times. Attacking a merchant is akin to attacking the Grandmaster. However, a merchant may not abuse this rule and may suddenly find their protection void.

V. Owning slaves is not allowed as every man, woman or any other sentient being has the right to freedom. Workers must also be paid a sum worth their quality of work. Failure to do so will lead to fines.

LAWS (Sea):
I. Every seaman has a vote in affairs of moment; has equal title to the fresh provisions, or strong liquors, at any time seized, and may use them at pleasure, unless a scarcity (not an uncommon thing among them) makes it necessary, for the good of all, to vote a retrenchment.

II. Everybody has the right to trade their findings and goods, but if they defrauded the company to the value of a dollar in plate, jewels, or money, marooning is to be their punishment. If the robbery was only betwixt one another, they shall be contented with slitting the ears and nose of him that was guilty, and set him on shore, not in an uninhabited place, but somewhere, where he was sure to encounter hardships.

III. No person to game at cards or dice for money.

IV. Stowaways will be dumped at the nearest port unless they can prove themselves useful.

V. No sexual partners to be allowed amongst the crew, unless they be part of the crew already. Women found pregnant will be left at the nearest port for the safety of her child and herself.

VI. To desert the ship or their quarters in battle, is punished with death or marooning.

VII. No striking one another on board, but every man's quarrels to be ended on shore, at sword and bolt. The quarter-master of the ship, when the parties will not come to any reconciliation, accompanies them on shore with what assistance he thinks proper, and turns the disputant back to back, at so many paces distance; at the word of command, they turn and fire crossbows. If both miss, they come to their cutlasses, and then he is declared the victor who draws the first blood. Those caught cheating will be executed on the spot.

VIII. No man to talk of breaking up their way of living, till each had shared one thousand pounds of loot. If in order to this, any man should lose a limb, or become a cripple in their service, he was to have eight hundred pounds, out of the public stock, and for lesser hurts, proportionately.

IX. The Captain and Quartermaster to receive two shares of a prize: the master, boatswain, gunner, and doc one share and a half, and other officers one and quarter.

RACES:
Merfolk and selkies primarily but with the place being a haven for pirates and abandoned mercenaries, humans and other non-aquatic sentient beings are starting to call the place home.

Other than merfolk and selkies, lizardfolk also call the Island their home and make for excellent shocktroops and hunters.

All merfolk and selkies, including half-breeds, can use water manipulation magic. Other pure human's magic depends on their ancestry but that is a rarity.

RELIGION:
Everyone is welcome to worship any God or Goddess but the primary religion in Oceania is one practiced by merfolk and selkies. They believe in a goddess named Aquarius, the personification of the ocean itself. Before each voyage, they pray for her mercy and kindness so as to avoid storms and other dangers.

EXPORTS:
Tropical fruits, citrus, sugar and its by-products, rum and other spirits, fish, shellfish, and larimar gems.

FLORA AND FAUNA:
The flora and fauna found on Oceania are usually animals like parrots, gulls, monkeys, various insects, and jaguars. Parrots make for good pets and companions with their sociable nature and bright colours. Gulls are usually seen as pests that bother fishermen but some gulls were raised from hatchlings and are trained to serve as messengers.

Underwater, there is plenty of interesting wildlife. Besides the usual fishes and other sea creatures, there are the strange. The first being large man-sized crabs. A dangerous threat to pearl divers and tasty roasted over an open fire. Other similarly giant sized creatures such giant squid, whales, and usually harmless fish too. But rumors abound that in the Southwest side of an island in a cove, there is a giant, monstrous octopus known as the kraken. Large enough to crush galleons with its tentacles. However, even the bravest mermen fear going near that cove so reports are unconfirmed.

GEOGRAPHY:
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The island is like a typical tropical island. White beaches, crystal clear waters, all that. The middle parts of the island is thick jungle along with an extinct volcano named Mt Havel. Sheer cliffs dominate the Southwest and Western parts of the island.

BANNER/FLAG/CREST:
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The plain blue flag flown on every Oceanian ship's mast. This acts as the basic background for every flag.

ROYAL CASTLE:
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Stanford Manor. A decent place to live and home of the current Grandmistress. Serves as a HQ for the Kingdom with a complex tunnel network leading straight to sea underneath. Usually empty.

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The Elucidator, the Grandmistress' flagship and mobile HQ. This is where she is usually found on patrol or going for diplomatic missions. Fitted with heavy ballistas and a special flame weapon known as the Tempest. A flamethrower that fires a sticky green flame that burns even on water. Only important or specialized ships carry such a weapon.

IMPORTS:
Metal, rare timber, livestock, grain, and the occasional human, set free upon purchase.

CURRENCY:
Gold Eagles, Silver Hawks, and Copper Gulls. The ratio of value is 1:10:100. Only used by merchants, traders and work payment. Interpersonal trade is usually done by a barter system.

CAPITAL:
New Haven. Named by First Mate Croxford after the town square was completed. He was also the first man to be executed after an attempted coup.
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CITIES:
Argos, a major ship building hub and home to weaponsmiths and alchemists. Rather dangerous due to the various fumes and work hazards present. Located on the south of the island.
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Misty Cove, a lone, seemingly abandoned seafort located outside the Misty Barrier with the entrance being underwater. Used as a watchpoint and contains a heavy ballista.
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Abyssia, an underwater city that is home to the merfolk and selkies. Run by a council that answers to the Grandmaster/mistress.
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Durvak Village, since the villages induction into the Water Kingdom, the Durvak tribe - founded by the semiaquatic Lizarfolk - has grown into civility with grace. Though the village still mostly hosts Lizardfolk, "softskins" are more than welcome to partake in life here.
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May the Circle Be Open
The Beginning of Life

The world of Linhael has existed for hundreds of thousands of years, but was only able to support sentient life approximately ten thousand years prior to the present. That is when the kingdom of Earth was created with the help of the Linhael, the personification of the planet who is indeed as old as the planet itself. The beings that form the Earth Kingdom rose from the planet's ability to sustain plant life and create sentient creatures at the ten thousand year mark, giving the lonely woman a kingdom to rule. As the oldest of all, the Queen of the Earth Kingdom is referred to as the Mother by her people, and those that she deems worthy of calling her by the title, should they be part of another kingdom. As she developed the kingdom, she caused the ground to shake as she created mountains, shifted the earth in her realm to provide streams and lakes to her region, as well as made trees and flowers and plants of all sorts grow and spread through the realm she deemed her own. The beings she made with the help of the earth itself, the Kingdom of Earth was created, and new species were born, as were several others in other portions of Linhael.

As it was created by the Mother, the Earth Kingdom remained a peaceful and tranquil one, avoiding conflict whenever possible. The Mother and her people will only defend themselves when necessary and defend what is deemed to be morally right. Her people are incapable of lying and believe in speaking with candor, but they are capable of twisting the truth into riddles and hiding the truth between the lines of their messages, should the situation demand it. Nevertheless, the Mother and her people of the Earth Kingdom are strong and will fight for what is just, if peace cannot be sought after.

The populous of the Earth Kingdom reside in the picture shown above, which is built in a circular pattern because of the continuity of the shape and the never-ending cycle of life and death, both of which are maintained equally by the Mother. There are three rings in the major city, Faniscimai, and while there are peaceful villages near and far from the city, Faniscimai, the center of the Earth Kingdom, is where trade and commerce occur, where the Queen resides, and where diversity and equality flourish the most. The outer circle is for the general public and any visitors, the middle circle is for the residents of the city and contains their homes, and the inner circle is home to the Royals and the Razze Cumitatu, which will be discussed in detail later on.

The chant of the Earth Kingdom shows the unity of the land and the importance of their element to those who they fight and to those who dare disrespect them.

"Through rock, we are strong.

Through plant, we are vigorous.

Through forest, we are numerous.

Through Linhael, we are eternal."

Welcome to the true Linhael.
But Unbroken
Unity and Discipline

Life within the Earth Kingdom remains serene and at peace, but should an altercation arise, the future of those involved is determined by the Razze Cumitatu, or the Circle of Diversity, to outsiders. The Circle of Diversity is made up of a representative from each species, chosen by the Mother herself to aid her with the needs of each creature and to be her eyes and ears among them, if she is not already told by the wind and her animals. The votes of each species helps the Mother decide what is best for her people and what should be done with those who have committed violence of the unforgivable manner.

The rules that must be obeyed within the kingdom are few, but if any are broken, the punishment shall be severe.
All are equal and should be treated with the utmost respect.
Conflict is only permitted in lands specifically set up for dueling, and is only permissible if all involved have consented.
Words spoken to the Mother are only allowed if she acknowledges your presence beforehand.
All nature must be treated with kindness and care, if you are taking from the earth, make sure you give back to her, either by regrowing the plant or creating a stone with the symbol of thanks and resting it on the area of removal.
Thievery, murder, and any other despicable acts are punishable by many forms of imprisonment and even death.


All of these are to be followed, and those who do not do so will have their fate determined by the Mother and her Circle of Diversity.
May the Love of the Goddess
Within the Circles

As mentioned before, there are many species that dwell within the earthen lands, and any who respect the Mother and the land she rules are welcome to her kingdom. The main inhabitants of the kingdom consist of: guardians, dryads, satyrs, centaurs, fey (involving pixies, faeries, and fey themselves), elves, halflings, dwarves, sprites, humans, and companions (animals that imprint upon another and become lifelong allies to them).

Guardians (NPCs)
There are two main types of Guardians: Stone Guardians, and Tree Guardians. They are beings made of stone and wood and do not have the ability to speak words most species understand, but they will protect the Mother and her land with every fiber of their being. Each body part is animated by the spirit within the stones/wood - in other words, these creatures can survive being exploded, and each body part can move even if it is separated from the body itself.
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Dryads
Dryads are beings who can become a literal part of nature by transforming into trees, bushes, flowers,
or other intricate plants within the Earth Kingdom's forest. They are known for being mischievous and beautiful,
but they are also shy to contact with other species and often run when startled.
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Satyrs
Satyrs are bipedal creatures with the torso and head of a human and the legs and horns of a ram or goat.
They are musical in nature and love to play the lute or other wind instruments as they prance around the forest,
accompanying the dryads when they find the opportunity to do so. Cheerful and comfortable with animals, satyrs are easy to get along with as long as you don't anger them (hooves hurt).
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Centaurs
Centaurs, similar to Satyrs, are half human and half animal in appearance. Their torso and head resemble those of humans, while from the waist down, they have the body of a horse, complete with all four legs. They make amazing warriors, but are also known for their competitive games and their combative training, should the Earth Kingdom need a line of defense.
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Pixies
Pixies are similar to faeries, but on a much smaller scale and 100x more mischievous. They pull little pranks on one another and larger beings, only because of their light-hearted humor and their small size (it's easier to prank on them, duh).
Some have wings and some don't, and they vary in size.
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Faeries
Faeries are beings that have wings and magical capabilities and have varying heights similar to humans. They are all very slender and attractive creatures, and they are known for being chivalrous and part of the MOther's magical defense. They can cast spells and manipulate the elements, one per faerie.
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The Fey
The Fey are a dangerous folk. There is a Summer Court, managed by the Mistress of the Fey, the wisest and most manipulative of all Fey. The Summer Court manages all of the actions taken by the Fey that allude to the warmer seasons of the year (spring and summer, of course), while the Winter Court, managed by the Sire of the Fey, manages all actions taken by the Fey involved with the dead seasons (fall and winter). The Summer Court helps the Mother with commerce and trade, while the Winter Court helps the Mother with the harvests and the safety of all beings within the realm. Both Courts have their own most important rule that all Fey must abide by: do not reveal your name or true form to anyone. The Fey use Glamour to conceal their natural appearances and voices, since they are very frightening to look at when their Glamour is dropped. Using Glamour is like second nature to the Fey, so it does not take up much of their energy, unless they are casting spells and abilities. They are similar to faeries in this sense, but their powers are more expansive and they can manipulate what can be seen and what cannot be seen. Personality-wise, the Fey enjoy the fact that they are wise and manipulative and enjoy toying with lesser beings (aka humans). The Summer Court is different from the Winter Court in the sense that the Summer Court expresses more emotion (passion, anger, love, etc.), whereas the Winter Court is focused on business and efficiency. The Sire and the Mistress, however, are married to one another.

The Summer Mistress
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The Winter Sire
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Other Fey Pictures
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Elves
As most know,
there are many species of elves: wood elves, sun elves, moon elves, dark elves, and half-elves. All are welcome in the Earth Kingdom and all have separate roles. The wood elves help protect the forest from harm and care for the fauna while the sun elves provide the flora with the care it needs and manage religious gatherings of worship for the Mother. The moon elves care for the nocturnal flora and fauna, as well as serve as the healers of the kingdom,
alongside the sun elves. Dark elves prefer to aid the kingdom in its expansive army, as well as protect passage of goods to and from the kingdom while remaining in the shadows, watching for any interruptions in the transactions. Half-elves often choose how they help the kingdom in the ways that they can, utilizing their different heritage to their advantage and to the advantage of the kingdom.

Wood Elf
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Sun Elves
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Moon Elves
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Dark Elf
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Half-Elf
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Halflings
Halflings, otherwise known as Hobbits (from Lord of the Rings, of course), are beings that are about half the average height of humans (and their respective genders) and have very deft hands and feet. They can run rather quickly and create whatever they like from very little, as well as use their quick-thinking and fast pace to undergo missions for the Mother than include retrieving something stolen from her. They prefer to be barefoot and aren't very battle-oriented, but they are capable of becoming so, should they choose to go down that path.
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Dwarves
The Dwarves live in the mountains, where they are most comfortable, and do what they enjoy the most:
create weaponry, test out said weaponry, and constantly try to out-do one another. Jovial and messy, the dwarves are a rough and trustworthy folk, incredibly reliable in battle. It is for this reason that they also fight for the Earth Kingdom.
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Sprites
The Sprites are the darkest of the beings roaming the Earth Kingdom, taking their jokes and mischief a bit too far (think Loki from Norse mythology). They don't cause permanent harm to those who come across their path,
but they do provide plenty of trouble. The only reason the Mother permits their presence within the kingdom is that the Sprites are incredibly small, which is quite useful around the other kingdoms and as little spies, should the occasion arise where they would be needed.
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Humans
YOU KNOW ALL THIS SHIT AND DON'T NEED NO PICTURES >:U
Companions (NPCs)
Companions are beings that can be Imprinted upon once in a lifetime for each person. They resemble the essence of a person's spirit and look like ghosts or glowing spirits (the color varies) in the form of any fauna shown in the next slide. When a Companion appears, it is only visible to the person it is Imprinting with, and once an Imprint has been establsihed,
they share a mental connection that provides the person with some skills/abilities that the creature itself has.
Be Ever in Our Hearts
Life Other Than Our Own

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The flora and fauna of the Earth Kingdom vary depending on which region you are in, but all are peaceful, just as the bipedal beings of the kingdom. They all have amazing instincts and reflexes, so they are always wary and alert when necessary, but otherwise they are kind, welcoming, and will aid those in need. Each creature is surprisingly intelligent, and the flora speaks to those willing to listen, sometimes only heard in small whispers or melodies throughout the forests of the Earth Kingdom.

Flora
The flora of the Mother's land is so incredibly exquisite, no picture can portray it. The plants and trees can be larger than any human or smaller than the insects that travel the ground. During the night, the forests glow at the presence of others in order to give visual aid, and the flora will whisper to the people passing by, as well as sing to them during the night in a lullaby-like fashion. The forest keeps kind until threatened, and at that point, the flora will fight back. Vines will entrap the enemies, poison will pierce them, trees will crush them, etc. The forest fights back.
Fauna
The fauna of the Earth Kingdom are all kind, playful, pleasant, and helpful when they want to be (sometimes mischievous like the pixies or sprites). They behave similarly to the creatures we are familiar with, but these beings interact with nature in a most beautiful manner and give the Earth Kingdom even more appeal than before.

Lempurr:
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Flamefawn:
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Tirgal:
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Spirelk:
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Cathearn and Spareek (from left to right):
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Nightmare and Gryffol (from left to right):
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Floax:
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Chowle (holding a Flizz):
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Rinegra:
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Mameers (come in multiple forms and colors, always have one horn and deer-like figure):
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Imperk:
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Merry Meet, Merry Part, and Merry Meet Again
The Land We Walk Upon

As it was stated in the origin of the Earth Kingdom and of Linhael, the main city - where the kingdom itself also resides - is known as Faniscimai. Other cities and locations that exist are small and dispersed, and can be found throughout the forests that surround Faniscimai and border the kingdoms around the Earth Kingdom. The Summer Court resides in the land just before the bridge to Faniscimai, and the Winter Court is as far north as possible from the Summer Court, where there is a small wintry region within the kingdom. Any other locations that are significant to the RP will be mentioned later on and/or updated into the kingdom's post.

Finally, the symbol that represents the entirety of the Mother's kingdom and is worn by all of her soldiers as they defend her kingdom is the tree of life that is within the Mother and helps her feel the ground beneath her, hear the plants, the animals, everything that exists on Linhael.

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Blessed Be, Blessed Be, Blessed Be
Hail, and Farewell

Coming and going from the Earth Kingdom normally entail the trade of the land and the travel of exports and imports. As one would assume, agriculture is an enormous asset to the Earth Kingdom, its fields and crops tended by the Mother herself in order to make the most bountiful of harvests, regardless of conditions that are undergone. The imports consist of weaponry that cannot be produced by the dwarves living within the mountains, consumable items that must be created using materials that are not within the Earth Kingdom (such as potions that require supplies from other kingdoms), and favors. Adventurers come from afar to seek wisdom and knowledge, and should they request for something from any being within the Earth Kingdom, they will owe a favor to the other in return. No currency is present within the kingdom, only the trading of things that are of equal value is permitted within the kingdom.


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[IMG]http://img-cache.cdn.gaiaonline.com/5d682f1bf9f23bfab5f7235f22df6209/http://i758.photobucket.com/albums/xx230/greenpearlvoicelina/Castle.jpg[/IMG][/CENTER]

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[accordion=bcenter]{slide=[bg=#004D13][CENTER][border=5px solid #002101][FONT=Alegreya][COLOR=#00C903][SIZE=5]May the Circle Be Open[/SIZE][/COLOR][/FONT][/border][/CENTER][/bg]}[bg=#004D13][border=5px inset #003D01][bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4][B]The Beginning of Life[/B]

The world of Linhael has existed for hundreds of thousands of years, but was only able to support sentient life approximately ten thousand years prior to the present. That is when the kingdom of Earth was created with the help of the Linhael, the personification of the planet who is indeed as old as the planet itself. The beings that form the Earth Kingdom rose from the planet's ability to sustain plant life and create sentient creatures at the ten thousand year mark, giving the lonely woman a kingdom to rule. As the oldest of all, the Queen of the Earth Kingdom is referred to as the Mother by her people, and those that she deems worthy of calling her by the title, should they be part of another kingdom. As she developed the kingdom, she caused the ground to shake as she created mountains, shifted the earth in her realm to provide streams and lakes to her region, as well as made trees and flowers and plants of all sorts grow and spread through the realm she deemed her own. The beings she made with the help of the earth itself, the Kingdom of Earth was created, and new species were born, as were several others in other portions of Linhael.

As it was created by the Mother, the Earth Kingdom remained a peaceful and tranquil one, avoiding conflict whenever possible. The Mother and her people will only defend themselves when necessary and defend what is deemed to be morally right. Her people are incapable of lying and believe in speaking with candor, but they are capable of twisting the truth into riddles and hiding the truth between the lines of their messages, should the situation demand it. Nevertheless, the Mother and her people of the Earth Kingdom are strong and will fight for what is just, if peace cannot be sought after.

The populous of the Earth Kingdom reside in the picture shown above, which is built in a circular pattern because of the continuity of the shape and the never-ending cycle of life and death, both of which are maintained equally by the Mother. There are three rings in the major city, Faniscimai, and while there are peaceful villages near and far from the city, Faniscimai, the center of the Earth Kingdom, is where trade and commerce occur, where the Queen resides, and where diversity and equality flourish the most. The outer circle is for the general public and any visitors, the middle circle is for the residents of the city and contains their homes, and the inner circle is home to the Royals and the Razze Cumitatu, which will be discussed in detail later on.

The chant of the Earth Kingdom shows the unity of the land and the importance of their element to those who they fight and to those who dare disrespect them.

"Through rock, we are strong.

Through plant, we are vigorous.

Through forest, we are numerous.

Through Linhael, we are eternal."

Welcome to the [I]true[/I] Linhael.[/SIZE][/COLOR][/FONT][/CENTER][/bg][/border][/bg]{/slide}{slide=[bg=#004D13][CENTER][border=5px solid #002101][FONT=Alegreya][COLOR=#00C903][SIZE=5]But Unbroken[/SIZE][/COLOR][/FONT][/border][/CENTER][/bg]}[bg=#004D13][border=5px inset #003D01][bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4][B]Unity and Discipline[/B]

Life within the Earth Kingdom remains serene and at peace, but should an altercation arise, the future of those involved is determined by the Razze Cumitatu, or the Circle of Diversity, to outsiders. The Circle of Diversity is made up of a representative from each species, chosen by the Mother herself to aid her with the needs of each creature and to be her eyes and ears among them, if she is not already told by the wind and her animals. The votes of each species helps the Mother decide what is best for her people and what should be done with those who have committed violence of the unforgivable manner.

The rules that must be obeyed within the kingdom are few, but if any are broken, the punishment shall be severe.
[I]All are equal and should be treated with the utmost respect.
Conflict is only permitted in lands specifically set up for dueling, and is only permissible if all involved have consented.
Words spoken to the Mother are only allowed if she acknowledges your presence beforehand.
All nature must be treated with kindness and care, if you are taking from the earth, make sure you give back to her, either by regrowing the plant or creating a stone with the symbol of thanks and resting it on the area of removal.
Thievery, murder, and any other despicable acts are punishable by many forms of imprisonment and even death.[/I]

All of these are to be followed, and those who do not do so will have their fate determined by the Mother and her Circle of Diversity.[/SIZE][/COLOR][/FONT][/CENTER][/bg][/border][/bg]{/slide}{slide=[bg=#004D13][CENTER][border=5px solid #002101][FONT=Alegreya][COLOR=#00C903][SIZE=5]May the Love of the Goddess[/SIZE][/COLOR][/FONT][/border][/CENTER][/bg]}[bg=#004D13][border=5px inset #003D01][bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4][B]Within the Circles[/B]

As mentioned before, there are many species that dwell within the earthen lands, and any who respect the Mother and the land she rules are welcome to her kingdom. The main inhabitants of the kingdom consist of: guardians, dryads, satyrs, centaurs, fey (involving pixies, faeries, and fey themselves), elves, halflings, dwarves, sprites, humans, and companions (animals that imprint upon another and become lifelong allies to them).

[accordion=bcenter|50%]{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Guardians (NPCs)[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]There are two main types of Guardians: Stone Guardians, and Tree Guardians. They are beings made of stone and wood and do not have the ability to speak words most species understand, but they will protect the Mother and her land with every fiber of their being. Each body part is animated by the spirit within the stones/wood - in other words, these creatures can survive being exploded, and each body part can move even if it is separated from the body itself.
[IMG]https://s-media-cache-ak0.pinimg.com/originals/2b/8e/e8/2b8ee857db2e1dd6fdc0e2605a4d7886.jpg[/IMG][IMG]http://fc06.deviantart.net/fs70/f/2013/091/2/4/forest_guardian_by_blinck-d603e1i.png[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/fe/f9/fc/fef9fc9c3ff928002baaccbf5eb525e3.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Dryads[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]Dryads are beings who can become a literal part of nature by transforming into trees, bushes, flowers,
 or other intricate plants within the Earth Kingdom's forest. They are known for being mischievous and beautiful,
 but they are also shy to contact with other species and often run when startled.
[IMG]https://s-media-cache-ak0.pinimg.com/originals/01/b7/6d/01b76dfa7b7c458f1a3d2875283aa2c9.jpg[/IMG]
[IMG]http://pre02.deviantart.net/6f53/th/pre/f/2010/308/6/0/second_druid_by_ceruleanraven-d324jh9.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/ca/a1/7e/caa17e9de7b974ddffa007effd0728d0.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Satyrs[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]Satyrs are bipedal creatures with the torso and head of a human and the legs and horns of a ram or goat.
 They are musical in nature and love to play the lute or other wind instruments as they prance around the forest,
 accompanying the dryads when they find the opportunity to do so. Cheerful and comfortable with animals, satyrs are easy to get along with as long as you don't anger them (hooves hurt).
[IMG]https://s-media-cache-ak0.pinimg.com/736x/c6/c2/45/c6c2452e6b7168cb27a45bb6a11eb60b.jpg[/IMG]
[IMG]http://wallup.net/wp-content/uploads/2016/04/10/127678-mythology-Satyr-fantasy_art.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/7d/ce/8b/7dce8b958dfe4041acb64e7d90b1568f.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Centaurs[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]Centaurs, similar to Satyrs, are half human and half animal in appearance. Their torso and head resemble those of humans, while from the waist down, they have the body of a horse, complete with all four legs. They make amazing warriors, but are also known for their competitive games and their combative training, should the Earth Kingdom need a line of defense.
[IMG]https://s-media-cache-ak0.pinimg.com/736x/be/8c/c6/be8cc60d7e72122570590889ab5f9528.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/originals/1c/ec/47/1cec476a773f2138637568aecac0b565.jpg[/IMG]
[IMG]http://i548.photobucket.com/albums/ii340/Dadab/Centaur_Courser_463.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Pixies[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]Pixies are similar to faeries, but on a much smaller scale and 100x more mischievous. They pull little pranks on one another and larger beings, only because of their light-hearted humor and their small size (it's easier to prank on them, duh).
 Some have wings and some don't, and they vary in size.
[IMG]http://magnetica.ru/gallery/wp-content/uploads/trickgame.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/9d/9c/68/9d9c6807ec355d7ea8087b696c09ee5e.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/bd/38/5e/bd385ec64f1c5de99d29e04905324c8c.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Faeries[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]Faeries are beings that have wings and magical capabilities and have varying heights similar to humans. They are all very slender and attractive creatures, and they are known for being chivalrous and part of the MOther's magical defense. They can cast spells and manipulate the elements, one per faerie.
[IMG]https://s-media-cache-ak0.pinimg.com/736x/7e/d6/ab/7ed6ab99caee06133633da5137b684ef.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/ea/d7/1e/ead71e1cced34c7cebd76f57addc6648.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/e0/1c/32/e01c32e824bf3a2fba809e58fa29d1bf.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]The Fey[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]The Fey are a dangerous folk. There is a Summer Court, managed by the Mistress of the Fey, the wisest and most manipulative of all Fey. The Summer Court manages all of the actions taken by the Fey that allude to the warmer seasons of the year (spring and summer, of course), while the Winter Court, managed by the Sire of the Fey, manages all actions taken by the Fey involved with the dead seasons (fall and winter). The Summer Court helps the Mother with commerce and trade, while the Winter Court helps the Mother with the harvests and the safety of all beings within the realm. Both Courts have their own most important rule that all Fey must abide by: do not reveal your name or true form to anyone. The Fey use Glamour to conceal their natural appearances and voices, since they are very frightening to look at when their Glamour is dropped. Using Glamour is like second nature to the Fey, so it does not take up much of their energy, unless they are casting spells and abilities. They are similar to faeries in this sense, but their powers are more expansive and they can manipulate what can be seen and what cannot be seen. Personality-wise, the Fey enjoy the fact that they are wise and manipulative and enjoy toying with lesser beings (aka humans). The Summer Court is different from the Winter Court in the sense that the Summer Court expresses more emotion (passion, anger, love, etc.), whereas the Winter Court is focused on business and efficiency. The Sire and the Mistress, however, are married to one another.

The Summer Mistress
[IMG]https://s-media-cache-ak0.pinimg.com/736x/f2/1c/54/f21c54df695c324baef8027ba01fd455.jpg[/IMG]

The Winter Sire
[IMG]https://s-media-cache-ak0.pinimg.com/736x/79/a9/e0/79a9e04a5c470d6b713dffdcaf9e4f6f.jpg[/IMG]

Other Fey Pictures
[IMG]https://s-media-cache-ak0.pinimg.com/736x/2b/7d/a5/2b7da59a26524e58067c23a9d4f58354.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/7e/59/67/7e59677af8076ef5090c0e6f27e74b67.jpg[/IMG]
[IMG]http://dark.pozadia.org/images/wallpapers/Fantasy-Fairy-21356-545093.jpeg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Elves[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]As most know,
 there are many species of elves: wood elves, sun elves, moon elves, dark elves, and half-elves. All are welcome in the Earth Kingdom and all have separate roles. The wood elves help protect the forest from harm and care for the fauna while the sun elves provide the flora with the care it needs and manage religious gatherings of worship for the Mother. The moon elves care for the nocturnal flora and fauna, as well as serve as the healers of the kingdom,
 alongside the sun elves. Dark elves prefer to aid the kingdom in its expansive army, as well as protect passage of goods to and from the kingdom while remaining in the shadows, watching for any interruptions in the transactions. Half-elves often choose how they help the kingdom in the ways that they can, utilizing their different heritage to their advantage and to the advantage of the kingdom.

Wood Elf
[IMG]https://s-media-cache-ak0.pinimg.com/736x/05/5e/c1/055ec1d585d8146e845c667957512204.jpg[/IMG]

Sun Elves
[IMG]http://mystsofeyr.com/images/highelves.jpg[/IMG]

Moon Elves
[IMG]http://cdn.wallpapersafari.com/55/12/EFo9ey.jpg[/IMG]

Dark Elf
[IMG]http://img12.deviantart.net/63f3/i/2009/035/6/e/night_elf_by_leventep_by_realm_of_fantasy.jpg[/IMG]

Half-Elf
[IMG]https://s-media-cache-ak0.pinimg.com/originals/bf/86/79/bf8679a20ca4c128a61034c8e8232641.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Halflings[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]Halflings, otherwise known as Hobbits (from Lord of the Rings, of course), are beings that are about half the average height of humans (and their respective genders) and have very deft hands and feet. They can run rather quickly and create whatever they like from very little, as well as use their quick-thinking and fast pace to undergo missions for the Mother than include retrieving something stolen from her. They prefer to be barefoot and aren't very battle-oriented, but they are capable of becoming so, should they choose to go down that path.
[IMG]https://s-media-cache-ak0.pinimg.com/736x/34/6d/c3/346dc37195ad8add935e226c8e5bbb80.jpg[/IMG]
[IMG]https://c1.staticflickr.com/4/3119/3179345649_8aba2a44bc.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/236x/56/ae/7a/56ae7a474b0d6d4e544e20cb657b3ded.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Dwarves[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]The Dwarves live in the mountains, where they are most comfortable, and do what they enjoy the most:
 create weaponry, test out said weaponry, and constantly try to out-do one another. Jovial and messy, the dwarves are a rough and trustworthy folk, incredibly reliable in battle. It is for this reason that they also fight for the Earth Kingdom.
[IMG]http://art-of-fantasy.org/images/gallery/Up-to-the-mountain-by-Dusan-Markovic-36.jpg[/IMG]
[IMG]http://cdn.wallpapersafari.com/50/89/OxJVdz.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/f6/6a/a6/f66aa6b504a6086732e06d14a7ea289c.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Sprites[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]The Sprites are the darkest of the beings roaming the Earth Kingdom, taking their jokes and mischief a bit too far (think Loki from Norse mythology). They don't cause permanent harm to those who come across their path,
 but they do provide plenty of trouble. The only reason the Mother permits their presence within the kingdom is that the Sprites are [I]incredibly[/I] small, which is quite useful around the other kingdoms and as little spies, should the occasion arise where they would be needed.
[IMG]https://s-media-cache-ak0.pinimg.com/originals/0e/b0/82/0eb082f8f4ad2a2c6a37cb11261010b9.jpg[/IMG][IMG]https://s-media-cache-ak0.pinimg.com/originals/16/ac/3c/16ac3c9671d2cfa084aa0f10f9f06d90.jpg[/IMG]
[IMG]https://s-media-cache-ak0.pinimg.com/736x/67/05/4a/67054a5f8e1fbfc08b8db2b35409d35e.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Humans[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]YOU KNOW ALL THIS SHIT AND DON'T NEED NO PICTURES >:U[/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Companions (NPCs)[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]Companions are beings that can be Imprinted upon once in a lifetime for each person. They resemble the essence of a person's spirit and look like ghosts or glowing spirits (the color varies) in the form of any fauna shown in the next slide. When a Companion appears, it is only visible to the person it is Imprinting with, and once an Imprint has been establsihed,
 they share a mental connection that provides the person with some skills/abilities that the creature itself has.[/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}[/accordion][/SIZE][/COLOR][/FONT][/CENTER][/bg][/border][/bg]{/slide}{slide=[bg=#004D13][CENTER][border=5px solid #002101][FONT=Alegreya][COLOR=#00C903][SIZE=5]Be Ever in Our Hearts[/SIZE][/COLOR][/FONT][/border][/CENTER][/bg]}[bg=#004D13][border=5px inset #003D01][bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4][B]Life Other Than Our Own[/B]

[IMG]https://s-media-cache-ak0.pinimg.com/originals/59/c8/01/59c8014aba30847bb56a1e1446893d1f.jpg[/IMG]

The flora and fauna of the Earth Kingdom vary depending on which region you are in, but all are peaceful, just as the bipedal beings of the kingdom. They all have amazing instincts and reflexes, so they are always wary and alert when necessary, but otherwise they are kind, welcoming, and will aid those in need. Each creature is surprisingly intelligent, and the flora speaks to those willing to listen, sometimes only heard in small whispers or melodies throughout the forests of the Earth Kingdom.

[accordion=bcenter|50%]{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Flora[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]The flora of the Mother's land is so incredibly exquisite, no picture can portray it. The plants and trees can be larger than any human or smaller than the insects that travel the ground. During the night, the forests glow at the presence of others in order to give visual aid, and the flora will whisper to the people passing by, as well as sing to them during the night in a lullaby-like fashion. The forest keeps kind until threatened, and at that point, the flora [I]will[/I] fight back. Vines will entrap the enemies, poison will pierce them, trees will crush them, etc. The forest fights back.[/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}{slide=[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4]Fauna[/SIZE][/COLOR][/FONT][/CENTER][/bg]}[bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=3]The fauna of the Earth Kingdom are all kind, playful, pleasant, and helpful when they want to be (sometimes mischievous like the pixies or sprites). They behave similarly to the creatures we are familiar with, but these beings interact with nature in a most beautiful manner and give the Earth Kingdom even more appeal than before.

Lempurr:
[IMG]https://s-media-cache-ak0.pinimg.com/736x/ba/1a/35/ba1a35cff06d00b8b9b33bb634a56b9d.jpg[/IMG]

Flamefawn:
[IMG]https://s-media-cache-ak0.pinimg.com/736x/5f/8c/18/5f8c18eeb8d045a3e0e6c431da06c8b7.jpg[/IMG]

Tirgal:
[IMG]https://s-media-cache-ak0.pinimg.com/736x/11/de/9d/11de9d4226c25f8b24316b66d4889677.jpg[/IMG]

Spirelk:
[IMG]https://s-media-cache-ak0.pinimg.com/736x/76/af/bd/76afbd3cd19b55f7bdeaba2d3b612f77.jpg[/IMG]

Cathearn and Spareek (from left to right):
[IMG]https://s-media-cache-ak0.pinimg.com/originals/c8/e8/ea/c8e8ea59d0239b4526832104a0e22503.jpg[/IMG]

Nightmare and Gryffol (from left to right):
[IMG]http://magicartworld.com/wp-content/uploads/2013/11/riders_by_sandara-d6ora34.jpg[/IMG]

Floax:
[IMG]https://s-media-cache-ak0.pinimg.com/736x/57/47/30/5747307011a29592cb7dedcf279a6e81.jpg[/IMG]

Chowle (holding a Flizz):
[IMG]https://s-media-cache-ak0.pinimg.com/736x/86/14/82/861482505642ec034b094bff78ca22fe.jpg[/IMG]

Rinegra:
[IMG]https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcRR27uPSQMZLS-S6TUBZOuGwi3amEL4ph48CZW02hjwCt_RxHCf5Q[/IMG]

Mameers (come in multiple forms and colors, always have one horn and deer-like figure):
[IMG]https://s-media-cache-ak0.pinimg.com/originals/9d/ed/fa/9dedfac1fe1f8a99c05d5ab67dd51f98.jpg[/IMG]

Imperk:
[IMG]https://s-media-cache-ak0.pinimg.com/736x/6a/2b/bf/6a2bbfc1e19871d7017ced122b7a79db.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg]{/slide}[/accordion][/SIZE][/COLOR][/FONT][/CENTER][/bg][/border][/bg]{/slide}{slide=[bg=#004D13][CENTER][border=5px solid #002101][FONT=Alegreya][COLOR=#00C903][SIZE=5]Merry Meet, Merry Part, and Merry Meet Again[/SIZE][/COLOR][/FONT][/border][/CENTER][/bg]}[bg=#004D13][border=5px inset #003D01][bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4][B]The Land We Walk Upon[/B]

As it was stated in the origin of the Earth Kingdom and of Linhael, the main city - where the kingdom itself also resides - is known as Faniscimai. Other cities and locations that exist are small and dispersed, and can be found throughout the forests that surround Faniscimai and border the kingdoms around the Earth Kingdom. The Summer Court resides in the land just before the bridge to Faniscimai, and the Winter Court is as far north as possible from the Summer Court, where there is a small wintry region within the kingdom. Any other locations that are significant to the RP will be mentioned later on and/or updated into the kingdom's post.

Finally, the symbol that represents the entirety of the Mother's kingdom and is worn by all of her soldiers as they defend her kingdom is the tree of life that is within the Mother and helps her feel the ground beneath her, hear the plants, the animals, everything that exists on Linhael.

[IMG]https://s-media-cache-ak0.pinimg.com/736x/8a/98/4c/8a984c363405bc6b838a002133a9234d.jpg[/IMG][/SIZE][/COLOR][/FONT][/CENTER][/bg][/border][/bg]{/slide}{slide=[bg=#004D13][CENTER][border=5px solid #002101][FONT=Alegreya][COLOR=#00C903][SIZE=5]Blessed Be, Blessed Be, Blessed Be[/SIZE][/COLOR][/FONT][/border][/CENTER][/bg]}[bg=#004D13][border=5px inset #003D01][bg=#002101][CENTER][FONT=Alegreya][COLOR=#00C903][SIZE=4][B]Hail, and Farewell[/B]

Coming and going from the Earth Kingdom normally entail the trade of the land and the travel of exports and imports. As one would assume, agriculture is an enormous asset to the Earth Kingdom, its fields and crops tended by the Mother herself in order to make the most bountiful of harvests, regardless of conditions that are undergone. The imports consist of weaponry that cannot be produced by the dwarves living within the mountains, consumable items that must be created using materials that are not within the Earth Kingdom (such as potions that require supplies from other kingdoms), and favors. Adventurers come from afar to seek wisdom and knowledge, and should they request for something from any being within the Earth Kingdom, they will owe a favor to the other in return. No currency is present within the kingdom, only the trading of things that are of equal value is permitted within the kingdom.[/SIZE][/COLOR][/FONT][/CENTER][/bg][/border][/bg]{/slide}[/accordion][/bg][/border][/bg][/border]
 

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