Welcome to the Lore of the Tainted Blood universe! Please enjoy your time reading here. If you would like to contribute to the lore, please message me!
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More lore to come! Races are next! Stay tuned!
Links: (To be filled)
-------- The World and Lands --------
- The Eighth Xurian Empire
- The Tarrian Federation
- The God-Kingdom of Rusah
- The League of Rusah
- Noctis Hegemony
- Raselhoran Conglomerate
- Aurtan Depths
- Duran Hollows
- Northern Xuris
- Old Duran
- The Shattered Isles
- The Eastern Lands
- Ancient Civilizations
The world we all reside in, an ancient and large world that has held upon its surface the achievements and deeds of countless races, empires, republics and all kinds of civilizations, many dead yet not entirely forgotten, for the marks of their existence dot the many landscapes of the currently thriving cultures, as reminders of the people that came before and of their own mortality. Avalon is estimated to be around 50 billion years old, it's star being even older yet it does not wane, nor does it flicker, the flames of life burn eternal across space. The very Gods themselves watch over this great world, some even inhabit its surface, in the past many have battled upon its earth or in its skies, to leave their mark, to enforce their order, or to fight for mortal freedom. The scars of such great and divine battles forever mar the surface of Avalon, in particular, the Great Gorge of Hate within the nation of Tarr, its crimson glow visible from space.
One of the largest continents on Avalon and home to many great and powerful nations, Zunia is an incredibly biodiverse landscape, filled to bursting with various races, sapient and otherwise, the earth itself is so charged with Aether that it even radiates throughout the air, in particular the nation of Tarr, where open crevasses in the ground produce spectacular light shows of Aether constantly. Zunia was once a larger, more held together continent, but it has suffered greatly over the centuries, being the victim of at least two Sunderings that caused the destruction of the nation of Tal'Zera, splitting off the Hegemony from the mainland, along with the disappearance of Northern Xuris.
The Eighth Xurian Empire
The largest and most powerful nation in Zunia, the Xurian Empire has withstood the test of time after the fall of the High Xurian Republic 2500 years ago, ascending to a new iteration whenever grand, sweeping changes are made, having done so eight times throughout history. The last two changes (Seventh and Eighth) were made under extenuating circumstances and are 10 years apart from their respective formations, thanks to the fall of the Sixth and the reviled Emperor of Ruin bringing forth the Seventh as a warmongering, vile nation of misery for a long decade. Once Emperor Roark Korben and his sister Alana dethroned the Emperor of Ruin, they declared the Eighth Empire some 500 years past.
Having outlawed Magic since the Fifth Empire, the Xurian Empire maintains an order of Mageseekers, who work alongside the Imperial Guardsmen to root out any and all Mage elements before they become dangerous to the public. The Empire's advanced technology enables this to be possible and progress on all of these fronts shows no signs of slowing down.
Imperial Culture is that of strength, unity and inclusivity, as anyone from conquered territories or those willing can join the Empire and become an Imperial Citizen should they prove their strength, but the Imperials, Korben in particular, recognize strength comes from many areas besides physical and martial, meaning one can contribute in numerous meaningful ways such as trade, politics, craftsmanship, even Sorcery if one enrolls in the Sorcerer’s Circle. One need not even be rich or well-connected to prosper, only prove themselves worthy. In the end, all are welcome under the Imperial Banner.
The Tarrian Federation
A democratic nation of considerable repute, the Tarrian Federation was once a long time rival and bitter enemy of the Xurian Empire, an ice cold relationship that was borne of reasons neither side even remember clearly by this point. Many times have they disputed, even gone to war, perhaps due to ideological differences, a need for resources or just a perceived slight, whenever Xuris or Tarr desire it, history dictates that they must fight. However, in the last two centuries, relations between Tarr and Xuris have begun to warm up, thanks to the Emperor personally preventing the attempted assassination of Prime Minister Goran Slavko during a diplomatic meeting. Since that day, both the respective leaders and their peoples have opened dialogues, trade negotiations and have begun to understand the plight of the other far better than they ever have, resulting in the unthinkable: Tarr and Xuris are now allies. Any Tarrian would've declared this a fairy tale were it not for the truth of the matter standing before them.
Tarrian lands are rich with wildlife, plants, fertile farmland and most notably: Aether, the key ingredient in Tanzynites and is so abundant it can be seen moving through the air in beautiful displays. It is the main source of trade between the Empire and Federation, the lifeblood of the two nations. Such unity between the two powers is a welcome change from The Xurian/Tarrian War, where the Fifth and Sixth Xurian Empires engaged in a long, bloody conflict with the Federation many centuries ago, prior to the rise of the Emperor of Ruin of the Seventh and the Dark Emperor of the Eighth.
Many years prior to this, Tarr passed a law outlawing the practice of religion entirely, due to numerous terrible incidents involving religious fanatics and terrorists over the years, yet this was met with considerable contention from the 'Knights of the Tarrian Fates', a quasi-religious order charged with the eternal duty of protecting Tarr's Crucible of Life; the wellspring of all life in the nation, perhaps even the world as the ancient Order proclaims.
The God-Kingdom of Rusah
The arid lands of Rusah have long been host to conflict and struggle, wars and famine have ravaged the Rusahn Plains for centuries at a time, creating a constant atmosphere of uncertainty and danger for its hardy inhabitants whose resilience is fabled throughout Zunia as without equal. Kings have risen and fallen throughout its history, their rise heralding prosperity and strength, yet when a King falls, all of Rusah, its advances, its way of life, is taken with them. More often than not, Kings of Rusah are assassinated by rival families and their bloodlines are exterminated or scattered so far that they will never see the throne again.
Brutal wars of succession have taken their toll on Rusah’s landscape and the Great Famine of the Third Age threatened to be the one that ultimately broke the indomitable spirit of the Rusahn people, for not even the simplest and toughest of grains could grow anymore and all rivers had dried up, due to Rusah’s aetheric balance being utterly destroyed by war and numerous acts of destruction brought about by the more despotic rulers as a show of force. Rusah was on the brink of annihilation.
The Famine struck during the rule of King Brett Adair I, leaving the young and inexperienced King with the unenviable task of saving his entire nation from desolation. All channels of communication with the other Nations were cut off thanks to the tyrannical, psychotic King Celsus Horatius and subsequent bloodbath that was “The Final Genocide”, which Celsus enacted to finally purge the Rusahn people he saw as “unclean”, meaning almost all of them in his eyes. Brett Adair I personally stopped Celsus before it was too late, yet he could not take a sword to the neck of what faced him now and so he sought other, unknown means.
It took two more generations of the Adair line to do so, but through what can best be described as a miracle, for official information is scarce at this time; Rusah was saved from destruction. Furthermore, the current ruler, Brett Adair III, has seemingly ascended to Godhood, becoming Rusah’s first “God-King.”
The riverbeds are no longer dry and crops flourish thanks to the Adair’s hard work, along with Rusah reportedly entering a cultural renaissance in celebration of their God-King’s efforts. However, recent events have not sat well with the heir to Rusah’s throne: Brett Adair IV, Prince of Rusah. Be it through jealousy at his father’s newfound might or moral concerns regarding an all-powerful deity being the land’s ruler, none can say, but through the support of the Eighth Xurian Empire and secret talks with the Emperor, Brett Adair IV has aided in the annexation of southwestern Rusah and the city of Karrden, forming the League of Rusah in opposition to God-King Brett Adair III’s rule.
The League of Rusah
For as long as it has existed, the Rusahn way of life has always been the same: Live by the sweat of your brow, shed blood, wipe away your tears and fight to see the next day. Every Rusahn is born knowing this ideology, it is in their very blood to fight for everything, no matter how small or simple what they seek may be. This has resulted in the people of Rusah, no matter the race, being incredibly resilient and self-sustaining, with an unsurpassed spirit of independence and fire in the veins of all who are born of Rusahn blood.
It is for this reason however that Rusah has suffered greatly over the centuries, as along with their hesitance to ask their neighbouring nations for aid, there have been many Rusahn Kings who take this philosophy too far or not far enough, both ways spelling disaster for its people. These failings are why a God now reigns over Rusah and why he must be dethroned. All this is according to the views of Prince Brett Adair IV, who, along with several senators, generals and battalions of soldiers, swallowed their pride, joined hands with the Eight Xurian Empire and formed The League of Rusah after annexing the southwestern side of Rusah.
Roughly 2000 years ago, the Dark Elves once resided with their Wood and High Elven kin. Unfortunately, racism against Dark Elves was rampant and uncontested, leading to a violent series of events that resulted in the High and Wood Elves exiling the Dark Elves from their lands, condemning them to a nomadic lifestyle. For years, they wandered northwest, across Tal’Zeran lands, coming across the anarchy that was the Plains of Nox.
In this land resides beings similar to the Dark Elves along with completely different creatures; Daemons, Cave Giants, Night Orcs, Dark-Scaled Lizardfolk, Goblinfolk, Shadow Genasi, Werewolves, Vampires, various other dark Fae and perhaps the most infamous: The Yokai. These huddled masses were exiled from their lands too but required a leader and could not decide on one themselves. Thus, the wisdom and martial prowess of the Dark Elves came into its own, proving their might to the Darklings and uniting them at last, thanks to the ingenuity and strength of one Darius Nerva, who dubbed them the Hordes of Noctis.
From the moment of their christening, the Hordes of Noctis swore vengeance against all who had wronged them, starting with the Elves, initiating a bloody conquest that ravaged the Elven Lands, all while seemingly cutting the Dwarves out of the fight by trapping them in their caves. Darius’s ingenuity however finally failed him when it was revealed that the Dwarves had escaped imprisonment and came to the defence of the Elves, only driving the Hordes out upon landing a mortal blow upon Darius Nerva, forcing them to retreat in disgrace without the guidance of their leader.
For centuries, the Darklings have done everything in their collective power to get stronger, including reorganising themselves into the Noctis Hegemony and instead of a Tribal Leader, they would name Overlords; the strongest and wisest among them to lead the charge against the rest of Zunia when the time came. Every single member of the Hegemony has dabbled in Dark Arts to such an extreme that their children have been born with an inherent proclivity and expertise in the power, only allowing them to expand upon and perfect their abilities that much more.
An isolationist society at heart, the Hegemony has refused to enter diplomatic relations with any of the other nations, denying envoys permission to pass through their borders and scorning any and all who dare to make moves against them. The Northern Territories of the Hegemony are currently occupied by the Eighth Xurian Empire, but to keep hold of them is treacherous and bloody yet considered worth the cost, as it holds rich reserves of Aether and other valuable secrets that Livia Nerva, the current Overlord and descendant of Darius Nerva, would very much like to keep out of the hands of Korben.
1500 years ago, the Elven population of Zunia was facing extinction. A long and bloody war against the Hordes of Noctis had cost them dearly; desecrated farmlands, entire bloodlines exterminated and a serious military deficiency due to outdated technology and battle strategies in the face of the ferocity of the various Darklings of Noctis. The High and Wood Elves made their last stand within the walls of their capital city, Siradell, in a desperate attempt to wear the Hordes down. But the Hordes were relentless, the walls were breached and all hope seemed lost before their last distress call was answered by an unlikely ally.
Dwarves, from the Great Mines of Zunia’s Mountains, arrived in their hundreds of thousands, completely blindsighting the Hordes of Noctis, who had thought them dealt with already, but they had underestimated their iron will and ingenuity to escape the cave-ins triggered to keep them out of the fight. Thus ended the glorious conquest of Noctis as the Darklings were pushed back by the Dwarven armies, fleeing in shame if only to escape facing a similar fate to that they intended to visit upon their high-born brethren.
Siradell had been razed to the ground, the High and Wood Elven populations decimated and the land in disarray...but they were alive, thanks to a people they had once regarded with suspicion. Over the next five centuries, the Dwarves helped the Elves rebuild and prosper once more, raising the ruins of Siradell into a new, wondrous city that the two peoples rechristened as Loria and forming a political and economic pact to ensure the security and cooperation of the Dwarven and Elven governments going into the future.
As a result of these achievements, their governmental structure and now vehement opposition to conquest for the sake of it, they have always regarded the Xurian Empires with suspicion. The Eighth Xurian Empire is the only one they have become outright hostile towards and will support any movement to bring them down.
Wood Elves, High Elves, Mountain and Cave Dwarves all reside in harmony within Raselhora, with rumours of blue-skinned Snow Elves residing upon the snowy peaks of the Horan Mountains, yet no Mountain Dwarf can claim to have truly seen these mystical beings.
Originally a small-scale, yet flourishing port city just before the Lunar Pass off the south-eastern coast of Raselhora, the city once known as Orthos was met with a great disaster that reshaped the once thriving port and its people for years to come. The aforementioned Lunar Pass is a gateway of semi-mythical proportions, bordering the south-east of Raselhora and into Rusahn territory, these great iron gates that seemingly emit moonlight served an at-the-time unknown purpose as they did not block access to Rusah, rather they seemed to be the gates to the horizon itself, but were the subject of great interest to scholars and tourists, both in-land and across the seas.
Around 1600 years ago, after the exodus of the Dark Elves yet prior to their invasion one hundred years later, the Raselhoran government of the time elected to take advantage of this potential business opportunity by founding the port city of Orthos, named after a Raselhoran hero of eld, in order to dredge up patriotic fervour and support from a melancholic populace after a good majority of their friends and family were forced away by racism and governmental pressure. Dissent towards leadership was at an all time high and the Elven Lords needed to act fast, for revolution was in the air. Orthos was their solution for a time.
For 50 years, Orthos saw rapid growth, with tourists flocking from across Zunia and other parts of Avalon to see the sights, such as the modern and beautiful city itself and the eponymous Lunar Pass, garnering much profit and goodwill from the tourism and the people respectively. Things were looking up in the Lord’s eyes...until the Gates of the Lunar Pass unexpectedly began to...bleed.
Stained crimson, the Lunar Pass began to emit powerful forces as the gates themselves began to creak open ever so slightly, releasing a torrent of ravenous red that swept Orthos away in seconds, but it was not destroyed, rather displaced, for the beating wings of a vague, monstrous form, had rippled through reality itself, ravaging Raselhora’s crust and revealing its darkest secret to the ignorant Elves: The Depths, a refuge for Raselhora’s destitute, the truly oppressed and for so long they were forgotten. Now the Elves’s sins were bare for all to see and Orthos had become a part of it forevermore.
After the event passed and the gates closed once more, the Elven Lords were content to try and forget The Depths again, even as their land was cracked open to the sound of jeering and rage below the crust, unable to shut them out until the much louder bellowings of vengeance came calling, when the Hordes marched upon Raselhoran soil.
The dwellers of The Depths roared and cheered the name of Noctis, gleefully demanding the heads of the Elven Lords when it was all over. But when Darius Nerva fell in battle, the Hordes were scattered, forced to retreat wherever they could, whether they succeeded in reaching the Plains of Nox, or were forced underground, a great many ended up either way. The now mixed population of Orthos survivors, Noctis Remnants and Depths Exiles found unity in their hatred of Raselhora, the desire to survive and beyond that: The need to thrive, rechristening themselves as Aurtan; ancient Xurian for “Reborn.”
Nowadays, Aurtan is a hub for unrestricted technological development, trading and acting in spite of Raselhora, its sprawling network of underground and above ground settlements and cities is accessible to all following the Lunar Ravaging and is a permanent stain on the formerly immaculate Elven lands, their plight and exile painting the former Elven Lords in a terrible light and the current Dwarven-Elven Council in an even worse one, as they continue to try to ignore Aurtan and do not recognize them as an official state, while the Xurian Empire has welcomed the unfortunates of Aurtan with open arms for several of its iterations since.
Duran Hollows (Uninhabited)
For as long as anyone can remember, the mysterious Duran Hollows have been the subject of conspiracy theories, unsanctioned expeditions and a great deal of concern and fear. Once upon a time the land above the Hollows was home to a barely noteworthy civilization, before being unceremoniously crushed under the weight of three warring Nations from ancient times and its ruins were almost completely consumed by nature. Throughout the ages, archaeologists from all corners of Zunia have dug deep to learn more of Old Duran and its people’s way of life, only to dig too deep and either never return, or come back totally mad, rambling so incoherently none can begin to guess what they saw in the dark.
Beyond this, almost nothing is known, as access to Old Duran and the unmapped Hollows is absolutely forbidden and its horror stories speak for themselves. It's only recent event was a war that took place between the newly minted Eighth Xurian Empire and a great Necromancer and his armies, even then the accounts of that war are a mystery due to the peculiar nature of the Hollows warping and muddying the details, an event that only served to further solidify why Old Duran should remain off-limits.
Once a prosperous land teeming with Lizardfolk and Dragonfolk bordering the Plains of Nox and Xuris, Tal’Zera boasted high mineral deposits, abundant freshwater sources, nigh-unmatched biodiversity and a society that thrived off of its unity, stable economy and the creation of an art that has long outlived the land itself: Runeforging.
After the Hordes of Noctis passed through their lands and failed to exact their revenge on those that exiled them so long ago, Tal’Zera only allowed them passage back home for they did not seek any more bloodshed, while the initial passage was due to the Hordes charging forth with such vigour and single-minded focus that they utterly ignored Tal’Zera and its people’s attempts to barr them. This would be the last time Tal’Zera ever interacted with the Darklings, for something far worse than their Hordes loomed over the horizon of their future.
Around 800 years ago, a powerful Archmage named Val Luxmore went mad with power after supercharging his Light and Mana with a still unknown ritual that transformed him into a Hemitheos. The Xurian Empire of the time attempted to stop this madman who had already killed hundreds of Imperials on his way to “reshape the very earth itself” as was his supposed godly right. Val’s idea of “reshaping the earth” was to “claim a piece from the board” as he put it. That piece would turn out to be the entirety of Tal’Zera.
Before the Imperial Forces were able to act to save Tal’Zera, Val implanted his staff into the ground beneath him and released his full power to sunder the land, unleashing a veritable maelstrom of chaos and devastation upon the Scalefolk. Earthquakes ravaged the land, lava shot out of newly formed fissures, the earth itself looked to split itself in two with such ferocity that chunks of mantle flew out in their hundreds from beneath Avalon’s crust before smashing back down upon the already ruined Tal’Zera, ending a thousand years of prosperous civilization in a matter of minutes.
Dragonfolk were rendered extinct, while Lizardfolk’s numbers dwindled sharply, leaving scattered populations of various subspecies across Zunia after the Great Sundering of Tal’Zera. The remnants of the land would either sink to the depths or remain to this day as The Shattered Isles and this act of senseless destruction is the reason why the Plains of Nox are now separated by the Noxian Sea.
The primary contribution to the world that survived Tal’Zera’s sundering was the art of Runeforging, which is recognized by the Xurian Empire as a legal, yet hard to acquire form of magic outside of Sorcery and other arts besides illegal Wizardry and the obscure Thaumaturgy. In spite of their hesitance, it was done to honour the late civilization that prior to the calamity, were allies of the Empire with great potential for their united future.
Northern Xuris (Missing)
1000 years ago, prior to the Sundering of Tal’Zera, the Archmage that served as Val Luxmore’s inspiration, and ancestor, known as Jericho Von Luxmore, back when the family still owned land and commanded respect, became incredibly powerful over the span of merely a few days of travelling, quickly going mad with his new strength and returned to his estate in Northern Xuris a lunatic despot, proclaiming himself ‘Lord of the Northern Lands’ during a public, threat-filled broadcast hijacking, spreading fear and panic all across Xuris.
Jericho was seemingly delirious for reasons that remain unknown and speculated upon to this day, but at the time the reasons didn’t matter. The Sixth Xurian Empire’s Second Ruler: Empress Julia Verstand, wouldn’t recognize his authority, decreed him an enemy of the state and sent forth her Legions to secure Northern Xuris, save civilians and apprehend “Lord” Jericho Von Luxmore. Some pleaded with the Empress to try talking to Jericho, in particular his family, who felt that the self-proclaimed Lord’s actions were so off that they felt he needed help, not an axe to the neck, but their pleas fell on deaf ears and Operation Stormfront proceeded as planned.
By the time the Legions arrived in force, Jericho, now sporting attire befitting of a tyrannical overlord and having sacrificed half of the Towns populations to enhance his powers and already in the process of razing the Northern Region’s largest city to the ground, declared the armies that stood before him as mere chattel, outright ordering them to bear witness to his true power if they were going to continue struggling against what he felt was “the inevitable change we’re all spiraling toward.”
Val and Jericho couldn’t have been any more...contrasting, in their respective madness, for one wished to rule, while the other simply sought to destroy, but the end result of Val Luxmore’s insanity would mirror his distant ancestor, down to every last tragic detail. Jericho Von Luxmore performed the first Sundering, literally ripping Northern Xuris, along with some of the now fleeing Legions, away from the mainland, causing it to drift away in a fantastical display of magma, flames and his now agonised cackling, as he had set himself on fire due to carelessness, a contrast to his seeming composure that hasn’t gone unnoticed to this day.
To this day, in spite of the Sixth and Eighth Xurian Empire’s efforts to search for Northern Xuris, it couldn’t be located and was presumed lost, having likely sunk below the very deep Northern Sea and flattened into the seabed due to high pressure. Others speculate Northern Xuris is still out there, cloaked in a veil of mist and those who attempt to cross it are either lost at sea forever or come back with no memory of what they saw or even why they set out in the first place.
Old Duran (Extinct)
A meagre civilization from ancient times that resided within a small patch of land in the middle of Zunia. Once sandwiched between several warring nations, Old Duran was swiftly trampled by their uncaring advance, their civilization buried and the ways of their society lost to time, along with the very nations that crushed them underfoot, the ruins of all were left to be consumed by nature.
Only in recent centuries were remnants of Duran uncovered by expedition teams from several existing nations, often disagreeing with each other over who laid the first claim to the now unoccupied land, but long before any official surveys were conducted, unofficial search parties and scavengers had frequented Old Duran in search of lost ancient treasures. What they found however, was something far more mysterious and much more terrifying. So much so that it typically left the remains of scavenger parties, now merely a handful of people, gibbering, screaming or violently aggressive, so broken their minds were by the indescribable horrors of Duran’s extensive Hollows below the ruins themselves.
Few scholars and official surveyors were immune to this effect themselves, leading to the quarantining of the Duran Hollows from all but a few select and expert teams. Even these elites were only allowed in certain areas of the Hollows, fewer areas still after the Battle of Old Duran destabilised the region, as well as for a short length of time lest they lose their wits to exposure to Duran’s mysterious aura.
The horror stories of the Hollows were frequently disregarded as an urban legend or complete nonsense in the past, but following the Battle of Old Duran, they only increased in frequency and the veracity of the claims being made was becoming harder and harder to dispute, leading to the quarantine, yet this has done little to discourage a few adventurous, if reckless, individuals from attempting to probe the Hollows for their secrets.
What little that has been uncovered regarding Old Duran’s history and culture, both officially and unofficially is as follows: Their warriors were far greater and mightier than their history would suggest, their governance was akin to a monarchy and their ruined homes possess the earliest known examples of certain modern ingenuities, such as Aether-fueled heaters, toasters and still functional radios, along with something particularly perplexing: An oddly coiled blade embedded in the charred, mostly disintegrated remains of a man in the central plaza of the old capital.
The Shattered Isles
A contingent of scattered pieces of Tal'Zera's landmass and the end result of Val Luxmore's terrible deeds long ago, The Shattered Isles are all that remains of a great land, its culture and the only sign aside from the Lizardfolk survivors themselves, that Tal'Zera once existed, even thrived, before that fateful day. The fragments of the land that survived intact vary in size, quality and habitability, though not one is an optimal place for settlement of any kind, due to the high amounts of ambient Light Aether that have abated very little over the centuries following the Sundering of Tal'Zera, not to mention the very winds seeming to carry the dying echos of the Tal'Zerans that did not escape, Lizardfolk and Dragonfolk alike, their spirits said to wander aimlessly, in search of answers or help, though this cannot be verified.
Among the ruins of vaguely Tal'Zeran architecture withered away by time, most prominently of all, is the Staff of Val Luxmore, still embedded in the very chunk of earth the hemitheos, once a man, planted into to enact his great sin. This legendary weapon remains untarnished and its power still flows, keeping the ambient Light Aether levels as high as they are, yet despite the Empire's best efforts, the staff cannot be removed, nor will it allow itself to be destroyed, actively thwarting any efforts to do so. The implications made by the Staff's continued existence, as well as its continued desire for existence, are best left unexplored, for fear of what it might mean...
The Eastern Lands
Far, far away from the ongoing conflict between the Nations of Zunia, across the Sapphire Sea, where the waters shine like their namesake jewels even on the darkest of nights, lie the mysterious Eastern Lands of Avalon. A great archipelago bearing a wondrous mixture of cultures yet unseen by many who dwell within the lands of their western neighbours, the Eastern Lands hold a wealth of untouched spaces, undiscovered knowledge and truths uncounted ripe for discovery.
Each major nation of the Eastern Lands, like the Rusah of today, is ruled by Divine Providence. Be it one God, Goddess or several of either, each portion of land enjoys the protection, power and knowledge granted by such a rule, save for one small, unassuming yet equally mighty island to the furthest east, who instead relies on technology as their God.
Currently, Xuris is in diplomatic relations with the Eastern Lands, alongside Tarr, hosting a few envoys here and there, as well as one Ambassador at the head of it all, who's motivations remain a mystery, as do his intentions.
Miscellaneous Ancient Civilizations
Avalon is an old world, having played host to countless societies, nations, kingdoms and all known forms of civilization in the billions of years it has existed. Though the sun in the sky burns eternal, the same cannot be said for many of these peoples and their ways of life that have long since passed into legend, so far flung are they that their very names have been lost to time.
Scattered ruins of these peoples are dotted all around the continent of Zunia, with some being lost due to the Great Sunderings for one reason or another and most of them are quite varied, suggesting they all originate from differing civilizations, making it very difficult to create a common link between each site and thus, hard to identify the sources.
In recent years however, certain unearthed caverns have all been found to contain sites that all bear a resemblance to one another, a common link at last and more than this, they are no mere ruins, but nigh-perfectly preserved patches of ancient prosperity, if their level of technology is anything to go by. Dubbed “The Precursors” by leading Imperial Archaeologists, the civilization behind all of these highly advanced and intact sites is the subject of great interest, namely into just how great they were in their prime and what ultimately caused their disappearance. Not to mention the great and rich deposits of Aether Crystals hidden within its reaches.
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More lore to come! Races are next! Stay tuned!