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Fantasy Skypirates of the Pink Pearl LORE

Characters
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World Map
The world: GAIA

The World Map:
MAP.jpg
Note: The world map is occassionally updated. As you can see it's incomplete.

The planet, commonly known as called Gaia, is majorly composed of water with five acknowledged continents. The world's lands are categorized into two: terraferma and skyland. Terraferma refers to lands on the surface uncovered by water, drawn on the map using black ink, while skyland refers to lands floating high up in the sky, outlined with white ink. The planet has a warm climate at the equator and a cold one at the top and bottom extremities.
 
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Locations
LOCATIONS

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    The Royal dominion of Therone is situated at the center of world, which is why it's commonly called the Heart of Gaia. Therone's form of government is a diarchy, currently headed by the royal couple King and Queen Emhyr.

    Official records state that the sovereign was founded by the Propagator, commonly known as the patron deity and progenitor of all eldritchkind. Legends said that the land was originally beneath the sea and was home to evil, slug-like creatures gunning for world domination until the Propagator used its divine power to raise the land to the surface. After purging the rest of the sea slugs, the Propagator raised the central portion of Therone further up the sky so it could stay there and govern over its new sovereignty. However, as beings from all over Gaia poured into Therone, the Propagator grew weary of leading alone. So, it split itself into pieces which became the first eldritches, marking the birth of the eldritchkind. Whether this was true or simply a tale to keep the eldritch-family Emhyrs on the throne is a matter of debate up to this day.

    Regardless, Therone has always been depicted as a welcoming country, a safe haven for all types of creatures. Thanks to its geographical location, Theronian enjoys a balanced climate suited for almost all types of beings. The dominion is majorly a terraferma except for the skyland hovering at its center where the palace and noble houses reside.

    In terms of economy, Therone is arguably the wealthiest domain in Gaia since it's the central trading hub. As a result, they're allied to almost all countries in the world. Aside from trading, the country also specialize in magitech, and is rather fond of grandiose architecture and vessels.
 
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Factions
Factions


  • The Order of the Monochrome Wings is probably the single most powerful organizations around that wields absolutely no political power. This order of knight’s errant does have a loose structure, but for the most part each knight acts as an individual unit. Anyone may become a knight, although there is an entrance process and a few rules. First and crucially, one must be an adherent to Karrisane, or adhere to her when you join in special cases. You must honor her ways, and respect death and the dead. You must honor the cycles and neither seek nor hold political power over others outside of emergencies. Above all you must seek to do good and keep people free. Besides these rules you can find Monochrome knights almost anywhere in almost any line of work. The only real sure way to tell a Monochrome knight is by a tattoo somewhere on their person of an iridescent pair of wings, one black, one white. People have tried to copy these tattoos for one reason or another, and it always goes very poorly.

    Generally if you want to find a Knight and don’t have access to any of the proper channels, look for the one quietly doing good in the background, or for the heroes. Knights tend to be on the powerful side, and if the full Order was ever to come together they would be an imposing force. They have only done so a few times in their millennia old history, but rumour has it that the channels of communication necessary remain in place. There are other rumours, of gravekeeper rites and gravekeeper powers, but all that is truly known is that the Knights always give the fallen funeral rites, regardless of who they may be.

    Written by: SweetRose SweetRose
 
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Beastiary
Beastiary

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    The Skuagons are four-legged, eyeless creatures with pitch-black fur and a sizeable mouth rowed with serrated teeth. While these creatures lack any optical organs, they are extremely sensitive to vibrations and their tongue can detect magical properties. While they can and will eat virtually everything, their favorite snack are definitely items embued with magic.

    Fascinatingly enough, the lining of their oral cavity and digestive tracts are capable of absorbing minor spells. Subsequently, the Skuagon will display a trait in relation to the nature of the spell. For example: A Skuagon which ingested a low-level fireball will exhibit fire-breathing ability. On the other hand, consumption of high-tier enchantments will lead to the Skuagon's death by combustion.

    Skuagons vary diversely in size. Most of them are small about the size of common rabbits, but they are capable of growing to the size of a horse if left alone. They are commonly regarded as parasites, although there are some who are starting to recognize their potential value in the field of anti-magic.

    They are found virtually everywhere.
 
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Divinities
DIVINITIES


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    The Goddess of the Seas is one of the oldest beings on Gaia, one of the primordial forces that made it up. She is both an immense piece of the world, and one of the most unfathomably powerful beings within it. She has no name, and needs no name for she is the ocean itself, and the personification of it. Cults have attempted to Name her before, and those cults were swept away. This included one in an inland desert atop a mountain. She is an exception by way of sheer force of self to the usual rules of the divine. She is worshipped as her own nature, and those who do not abide by that are ignored or destroyed.

    However, for the same reason she stands so far above most living things, she also stands aloof from them. She is the sea in all it’s respects, and that includes its combination of fae capriciousness, and utter uncaring vastness. She has left her mark on lives and cultures uncountable, but very, very few have ever left a mark on her. Similarly, she defined much of the culture of Gaia for millenia untold. It was perhaps the closest she ever came to being in any way defined by worship, because to sail her seas was to place yourself upon her altar and pray. She defined much of the coastal and intercontinental culture by her sheer wildness. The lucky made their fortunes on the waves, and the unlucky lost theirs, but nobody could be lucky forever. The few who earned some level of her blessing or the support of her children in the Selkie were the only ones who completely reliably survived.

    There are no paladins, no clerics, and temples to the Goddess of the Seas. Her waters are her place of worship, and all who abide by them worship in a way. She does not demand obeisance, only respect and sacrifice of a kind. There is no power that can be taken from her, and she grants none. There are certain magic users who can in some small part channel the Oceans might, but they are exceedingly rare, of unknown origin, and reliably monstrously powerful.

    Within the past couple centuries her influence has fallen off as the routes of commerce and movement took to the air, but her power has not waned. She does as she has for all of history, exists as her own power and by her own power. The only thing that has shifted is that personal attention from the Goddess of the Oceans, while still vanishingly rare, seems to occur more frequently to those still upon her waves.

    Written by: SweetRose SweetRose
 
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Legends
Divinities & Legends
(Dove, organize this)

  • The Selkie are not a primordial race, but they are of the first generation thereafter. They have a long, long history, but it is not exactly rich. This isn’t for a lack of influence, but more for a lack of contiguous civilization. Like their progenitor, the Goddess of the Oceans, they are utterly wild, and distinctly powerful, although most of the Selkie operate on a much more normal scale. Worth noting in that regard is that the Selkie largely do not age, and the first Selkie and their children still live. The first two generations of Selkie are third and fourth generation after primordial, and as such are incredibly powerful. They are not gods nor anywhere near, but they are old and canny beings. By and large there are three relevant generations of Selkie. The first were the first children of the Goddess of the Sea herself, and a creature of the land. They were not shapechangers so much as they were shapeless, wild by nature and lack of nurture. They formed the basis of the Selkies societies in their wake. Having no parents for most of their first centuries of existence, and later only having the Goddess of the Oceans, did not an ordered society make. The fundamental cornerstones of Selkie society is freedom, individualism, exploration, and simultaneous bonedeep unquestionable loyalty. The Selkie almost always exist in either small family groups or as lone wolves, but if they catch a single hint of another of their kind at risk they will arrive. This isn’t even a tradition so much as it is just a basic truth of their nature. When they were born they started together, and for centuries they were alone with only each-other for company in the vast ocean.

    To understand what the Selkie have become now is to understand the second generation. As the first generation moved through the waves with their wild natures they took on many forms, most adapted for the environment they occupied. From those forms came their children, each losing much of their parent’s shapelessness, although all Selkie are capable of some degree of shapeshifting. The second generation of Selkie were the first of modern Selkie-kind. More than that they were also the precursors to many of the oceanic wildlife in an indirect way. When the Goddess of the Oceans took more notice of the world around her and decided she wished to fill her waters with life as the land and air had, she took inspiration from her first children. From sharks, to whales, to squid, to octopi, to even small fish, many had their roots in a particular type of second generation Selkie. Many more evolved from those starting points or were developed as offshoots.

    The third generation is where modern Selkie-kind truly came to be, and are generally regarded to still be. Their race has grown and changed somewhat over the years, but modern Selkie are largely still considered to be third generation. Third generation Selkie are generally made by second generation Selkies or by groups of third generation Selkie, and are usually based on the second generation. They retain some shapeshifting ability, but generally only between a few concrete forms, depending on their origins and nature. Many third generation Selkie either started with or picked up a land-walker form to allow their wandering to roam wider. Oftentimes there will be between forms as well, either a mix of two or more, or a centaur sort of arrangement. A between form might be anything from a relatively humanoid girl with shark teeth, scales and tail, to a being with a humanoid upper-half and squid lower half, to something barely humanoid at all. Worth noting that humanoid can also refer to anything from humans to demons. There are also between forms with no trace of any of the bipedal races, instead being between multiple oceanic creatures, but those Selkie are rarely, if ever, seen outside of the depths. Third generation Selkies are in a sense noticeably less limited that second, as second generation Selkies can usually only shapeshift to make changes within their natures, but third generation Selkie will have a few baseline forms that they can move between and change, and can add more.

 
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