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Fantasy The Lore of Vian and Balthora

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Literary Revenant

One Thousand Club
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Humans


A Male Human:
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A Female Human:
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Humans: The most varied race of Theon. Technically a Balthoran Race, Humans originate from the nearby continent of Shanas millennia ago. A stoic and resilient race, humanity has endured countless trials within Balthora, finally settling in the Heartland between Voral and Alver. Their lands just as diverse as them, covering mountainscapes, marshlands, plains, forests of tropic and deciduous nature, and the Glass Desert. Humans are respectably strong, some able to contend with the Orungalo, but their strength lies in numbers. Lacking the long life of the Elven races, humans produce far more offspring. Their grasp on magic is also respected even by the Elves.

While they aren't the smartest or physically strongest, Humans are diverse and numerous. With individual peoples carrying unique strengths, the Humans of Balthora have endured millenia against the dangers of Theon. Humans can wield magic, learn parts of the First Knowledge, and earn the favor of the Seneschals. This diversity is their strength, allowing them to stand as a unique entity in the land of Vian.


Alveric 'Sun' Elves




A Male Sun Elf:
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A Female Sun Elf:
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Sun Elves: By far the smartest and most magically attuned race of Vian. The Sun Elves, also known as Alveric Elves, come from a land to the far north-west known as Alver. This land is a beautiful paradise with lush forests, floating mountains, and arcane rivers. No humanoid race has more magical power than them, and no race has more intellectual prowess. The Sun Elves are also long-lived, reaching the age of well above 1000 at their oldest. Sun Elves live by a very strict hierarchy system where only the powerful can advance while the weak are oppressed. Those at the top of this hierarchy being Priests of the Sun, The Upper Caste, and Royalty.


-Sun Elves are natural-born masters of magic, being attuned to flame and light making them more powerful pyromancers than the other races. What makes them extremely powerful is their ability to use the Sun's light as Arcana giving them an infinite amount of energy during the daytime. Finally, Sun Elves can manipulate light into many things including weapons, shields, barriers, and even familiars. However, their smaller builds make them considerably weaker than other races forcing them to heavily rely on their magic.
Voralian 'Moon' Elves



A Male Moon Elf:
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A Female Moon Elf:
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Moon Elves: A native, and a magically attuned race of Vian. The Moon Elves, also known as Voralian Elves, are one of the original inhabitants of Vian who choose to reside within the great Voral Forest. As their name suggests, Moon elves are attuned to the moon's energy making them polar opposites of the Sun Elves. Moon Elves are deeply spiritual, following the Tenets of Kala and Gekaru. They live in a semi-nomadic society traveling around the forest spreading their wisdom and knowledge to any they come across. One defining feature is that they are very peaceful people choosing peace over war. However, they are not afraid to defend themselves.


-Due to their peaceful nature, most moon elves do not use aggressive magics but they are incredibly nimble and are master fighters since they are often targeted by ferocious wild creatures and even other kingdoms. What many people don't understand is that the Moon Elves are great fighters, fine archers, and powerful sorcerers. Moon elves can use the moonlight as Arcana and even store it inside special 'Star' gems that can be used for healing or as forms of Arcana in desperate situations.



Orungalo(Orcs)

Male Orc:
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Female Orc:
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A species native to the small island Continent of Orzhaan, the Orungalo are tall brutish creatures that would rather punch something before asking it any questions. Despite their large and 'dumb' looking appearances, the Orungalo are clever creatures capable of many great things such as their construction and mastery of metallurgy. The Orungalo live in tribes and hardly ever stray from their family groups. Their aggressive nature leads them to start many conflicts over territory and resources. The Orungalo are also immensely spiritual, following ancestral paragons, and elders. Orungalo are long-lived, with their oldest having lived at least 300 years of age. Aside from this, not much else is known about them.
 
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An inseparable alliance of Dragon Clans held together by the Draconic Code. Born from the Master, The Dragons are an ancient race, existing for millenia. The original Kingdom of Vian, Dara'Okarthel used to span the entirety of Vian until the first Elves began to appear from the Starlight Well. A Kingdom unrivaled by almost all, Dara'Okarthel now spans over the Magical lands north of Joten where the Dragons maintain their sacred practitions and rites mostly undisturbed. There are currently 7 Great Clans, all with their own history and power.
As their knowledge, exploits and histories span millenia, it is best that I only go only go into some light detail of each Clan.

Clan of Daraneliir- The Clan of the Red and Bronze Dragons. One of the 7 Dragon Clans. Daraneliir was the first clan to fully accept the humanoid races as equals. Living in the Grand Spire, Daraneliir holds fealty over the other clans. Led by the Elder Dragon Saras'Tehrixe, Daraneliir is regarded as the most powerful Dragon Clan and has not been challenged by anyone Dragon or Man.

Clan of Felver- The Clan of the Green Dragons. A small clan of Green Dragons who reside in the Valleys of Felver. The Green Dragons are reclusive, preferring to isolate themselves from other Clans and Races of Vian, only appearing for the annual Guardian Ceremony. Led by Velorziin, youngest Harbinger of the 7 Clans.

Clan of Dethaxan- The Clan of the Blue Dragons. A powerful clan, Dethaxan is led by the current Draconic Guardian Zantalon who is the Face of Dara'Okarthel in all Foreign matters. The Dragons of Dethaxan reside by the lakes just north of Wulde.

Clan of Shiinbas- The Clan of the Copper Dragons. A reclusive Clan from the western borders of Dara'okarthel. The Copper Dragons are rarely seen outside the Spire Mountains, occasionally interacting with the Durvolken to trade for Gold and Alcohol. Led by Kolenduin, the Copper Broodmother.

Clan of Ektenlei- The Clan of the Earthen (Brown)Dragons. An Earthbound Clan, the Wingless Dragons of Ektenlei lack the ability to fly, but are master craftsmen. It is the Clan of Ektenlei who built the Grand Spire and harnessed Dragonfire to Forge masterworks of Silvethiin. Led by the Elder Dragon Liithiir, last surviving Mason of the Grand Spire.

Clan of Miir'Luuss- The Clan of the Yellow Dragons. A near aquatic variation, the yellow dragons are misnamed not for having yellow scales, but instead residing within the sulphuric Luuss Springs; Luuss translating into Yellow in Draviinic. An off breed of the Red Dragons, the Yellow Dragons have paled to an orange color due to the Sulphur in the Luuss Springs. These Dragons are often mistaken for Sea Serpents as their long necks and ridged spines make them appear like Serpents when surfacing above water. Led by Alaniiz, Elder of the Luuss.

Clan of Onliis- The Clan of the Grey Dragons. Orignally the Clan of Thyer, The few Grey Dragons who remain untainted after Shelvashen's treachery reside with Clan Daraneliir in the Grand Spire. Granted asylum by Saras'Tehrixe, the Grey Dragons remain hidden from Shelvashen's gaze, the Clan of Onliss has struggled to regain it's former glory and numbers. They are all born in the ash of the dormant volcano Mount Alcari, hence their ash grey colored scales. Led by the Eldest son of Shelvashen: Shashela'Vaas.
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The 2nd Kingdom of Vian. Millennia after the Blinding of the Basilisks, a new race of creatures appeared near the Starlight Well. These creatures were a humanoid race, taller than men yet slim and fair. Elves. Some were bronze colored, others were pale skinned. The bronze skinned Elves were called the Alver. Born with Magic in their blood, a natural affinity for the sun, and near immortality. In the first decade of their existence the Alver clashed with the Dragons. It wasn't until the death of a Dragon Elder that the Alver were granted sovereignty.
Led by their Emperor, Arcturien Nathrien, Alver quickly became the most powerful Kingdom of Vian in regards to land controlled and control over magic. Not long after, their cousins the Voral gained their sovereignty as a Kingdom after an event involving their Goddess. Although they started on equal terms, The Alver saw their cousins as inferior for they worshipped the Moon while they idolized the Sun. Every year during their Festival of Stars held at the Starlight Well, Arcturien grew more hateful to the Voral and their moon worshipping ways. He sought to destroy them by killing their High Priestess during the Festival. Using a dark blade forged by the God of Shadows, Arcturien stabbed the Kalasiin Elindrin, causing the moon to turn red.
Appalled by this action, the Voral lashed back, tossing spells of fire and red moonlight. An ocean of elven blood was spilt as Alver and Voral fought. The death toll grew taller than Eastern Mountains. It wasnt until Kala, The Moon Goddess herself appeared in a flash of silver light that the fighting ended. Arcturien was struck down by Kala, ending the conflict. The two kingdoms, once kindred spirits, have separated and now have a deep resentment for one another.
That was not the end, centuries later when humanity had settled in Joten, Emperor Elzaniel wanted to conquer the new race. In what's been dubbed the Alveric Exodus, Elzaniel led his armies into Joten. He celebrated victory after victory until the Vaskoliir appeared and turned the tides. After this crushing defeat, Alver was forced to pay reparations and tribute to Joten.
Now, Alver still stands as a proud culture of Sorcerers and scholars. A hub of magical learning, and religious refuge.

Solasuun-Capital Nation and City. Solasuun is both the capital city and largest nation of Alver. A hub of magic and philosophy, Solasuun once housed the largest army and arguably most powerful army of all Vian. As Alver is lived by a Monarchy, the Emperor of Alver lives in Solasuun, ruling from the Halls of Unbridled Light. A lush nation, Solasuun is full of green plains, crystal clear rivers and vibrant forests brimming with wildlife. Much of the food and population resides within Solasuun, however after the war with Joten and Elzaniel's defeat at the Battle of Solasuun has left some parts of Solasuun still heavily damaged.
Those born in Solasuun are seen as the Highest of Sun Elves.

Hascoviir Nation- A Small nation on the borders of Dara'Okarthel and Alver. Surrounded by mountains and little life, Hascoviir produces little in regards to food or general goods, but within the mountains of Hascoviir the Alveric Elves have found a large cache of Fire Crystals, which have been used for magical research and can be sold illegally for other less savory purposes. The Elves of Hascoviir are a reclusive group, even from the Heartland of Solasuun. Hascoviir has a small military, and a small population. There are no cities in Hascoviir, only sparse mining towns and villages.

Miirathien Nation- The second largest nation of Alver. Miirathien mirrors much of the same properties of Solasuun, but resides further west, close to the borders of Gul'Thrak. Miirathien hosts the largest number of temples in Alver, and is a place of spirituality for the Alveric Elves. Open to all, the Way of Sunlight attracts many humanoid races due to it's promise of enlightenment and power in spirit, making Miirathien an international hub. Miirathien is also the only Alveric Kingdom with a Jotenic Army protecting it as part of the terms of the Treaty of Solasuun. The Elves born in Miirathien are seen as wiser than most, and often valued as great scholars.

Boleil Nation- Boleil is an agricultural nation located just north of the Heartland. Centered in the most lush landscape of Alver. Magical practice is mandatory in Boleil, much of the towns and villages are secluded in special floating settlements kept afloat by the strongest of magics to prevent anyone from tainting the food produced here. The food from Boleil is said to be, well, magical. One small fruit called Alii is said to be so delicious and powerful, one bite can fill the hungriest bellies. Highly sought after by both Elves and Men, there are small Jotenic trade settlements that dot Boleil ever since the end of the Alveric Exodus. The Elves of Boleil are regarded with respect, but are hardly seen as most are never allowed to leave.

Unlaath Nation- Unlaath is the smallest nation of Alver, resting on the border of Thyeron. Literally translating into Death Sky, Unlaath is the most inhabitable land for Alveric elves. Very little grows in Unlaath, there isn't enough wildlife to fuel large settlements. Barely more than a city, Unlaath hosts the smallest population of Alveric Elves. Unlaath Elves are almost their own species, the Sun is covered by volcanic ash and thus blocks off their source of magic power. Without the light of the Sun, the Elves of Unlaath pale almost to the complexion of their Voralian cousins, and lack the ability to use classic Sun magic. If it wasn't for the ultra rare magic metal Silvethiin being found within Unlaath, the Emperors would have abandoned it's harsh landscapes long ago. The Unlaath Elves are shown little respect and are ranked lowest in the heirarchy of Nations.

Zaliir Nation- Zaliir is the most famous and infamous nation of Alver. Literally translating into Fire, Zaliir was the land where the Alveric Elves discovered the ability to harness magic, specifically Fire. The tallest mountain of Alver, Sunthroat Peak, rests in the center of Alver. It is said the first Emperor of Alver spoke with the Sun God himself and received the gift of the Sun. He harnessed the power of fire and was viewed as a God for the rest of his reign before he was succeeded by his sons. A powerful nation, all of the Alveric youth with exceptional magic potential train here and thus are guarded by the most elite of Alver's Army. What's left of them atleast. The far eastern border of Zaliir rests beside the Endless Sea, allowing them access to the ocean and occasional trade with Voral and Orzhaan. Infamous for being the home of the Elven General Thainyr. The Elves born in Zaliir are treated with great respect, second only to the Elves of Solasuun.
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The 3rd Kingdom of Vian. Millennia after the Blinding of the Basilisks, a new race of creatures appeared near the Starlight Well. These creatures were a humanoid race, taller than men yet slim and fair. Elves. Some were bronze colored, others were pale skinned. The Voral are the pale skinned cousins of the Alver. A mainly nocturnal society of hunters, bards, shamans, and priestesses. The Voral draw their power and wisdom from Kala, Goddess of the Moon and Stars. After appearing by the Starlight Well, the Voral quickly settled in what would soon be named the Voralian Forests, building large cities and communities in the trees.
Their worship of the Goddess eventually spawned a special child with glowing silver eyes. This was the first of the Kalasiin, special Voral children born with the ability to harness Star Energy. The Kalasiin, named Elindrin, was Ascended to High Priestess, a title equal to a Queen. Thalendriel formed the House of Kala, a special temple in Lunasuun where the Kalasiin live in special communion to Kala.
Voral is a peaceful kingdom, having very few conflicts. However, their cousins The Alver attacked the Voral during the Festival of Stars at the Starlight Well, their place of origin. With the death of Elindrin, the Avatar of Kala, a red moon enveloped the night in an ominous crimson hue. A bloody battle began between Voral and Alver. It lasted only briefly as Kala herself appeared in a blinding flash of white moonlight. Her presence nullified the Alveric energies allowing for an awkward yet peaceful resolution.
After the Blood Moon, the Voral have receded to their forest finding isolation from the world, only appearing for the Festival of the Stars, building replica wells using a vial of Starlight water from the original Starlight Well where they share their tradition with all who are willing. The Voral developed a distant yet strong relationship with the Humans, particularly with those from Wuld as their Kingdom borders with the Voral Forest. However, a new religious uprising in Joten has driven the Voral back again as Zealots of the Seneschals have formed a crusade against other faiths. Now Voral stands in an uncomfortable position, Thyeron regaining strength in the West, the Zealots of the North, and the Orungalo from the south all crunching down on their borders. To protect themselves further, the largest clans split into multiple small nomadic groups to prevent drawing attention from Slave traders and Zealots. Nevertheless, Voral remains as a haven of spirituality, culture, and magic.
Lunasuun- The Capital City of Voral. Nested in the trees deep within the Voral Forest, Lunasuun is the largest city of Voralian Elves, built into the Mother Tree; an enormous tree said to have existed long before the Dragons were born. Four large dominant clans inhabit Lunasuun, dividing the city into sub cities and communities. The most powerful clan are those closest to the Kalasiin, the Nathan'Kala. The Nathan'Kala are the Guardians of the Kalasiin, Elite soldiers and magi whose sole existence is to protect the Kalasiin from any possible threat. Although at some times their actions appear immoral and unjust, the Nathan'kala still act in Vorals best interests.
Very few outsiders are allowed into Lunasuun, and even fewer are able to find it without Voralian guidance. Those who have been to Lunasuun tell stories of beautiful elves weaving equally beautiful magics into sculptures, paintings, and structures. How they were touched by the moonlight and forever graced by it.
Elysuun- The hidden sanctuary of the Kalasiin, a temple where the Kalasiin make a pilgrimage to get closer to their Goddess Kala. The trials they endure within are unknown, but not all Kalasiin who entered Elysuun have returned. More of a tiny village Territory than a nation.
Auleov- The Nation closest to Joten. The Voral of Auleov are peaceful and welcoming, but have been the target of Slavers and Zealots. Unlike the Voralians of Lunasuun and Selathesiin, the many Clans of Auleov dislike magic, Voralian Moon magic specifically. Their clans lack Mystics and Shamans and instead favor a strong Carpenter or woodworker who learns the delicate art of carving Malaviin, the strongest tree in Vian.
As they are the closest to Joten, much of the elves who interact with Joten are from from Auleov.
Selathesiin- The Voral nation closest to the Basilisks of Thyeron. Resting on the western borders of the Voral Forest, the Voralians of Selathesiin live in a constant struggle against the vicious wildlife who have migrated from Thyeron, rogue barbarians from Joten, and the Basilisks themselves. Possibly the most aggressive of the Voral, all who are born in Selathesiin are required to serve as a Hunter or Soldier for atleast Thirty moons (2 and a half years) before they may settle into civilian life, though many choose not to.
The Forest in the western border is not as lush as the rest due to both deforestation and Dark Magic Corruption. Although they are even more isolated than the other nations, the Selathesiin still contribute much to the Voral Culture, particularly in their warrior culture. Finally, with the most recent High Priestess: Cylandri, coming from Selathesiin the nation has been cemented into the Trinity of Voral.
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The 4th Kingdom of Vian. The Orungalo are giant creatures, standing taller than elves and man, with arms the size of a man's thigh. Immensely strong and surprisingly clever, the Orungalo are seen as brutish intolerant savages due to their rituals and behaviors. Committing taboo acts such as ritual cannibalism, self-amputation, body tattooing, and other more unsavory actions.
Orzhaan is more of a coalition of hundreds of tribes rather than an actual kingdom. Each tribe is led by a chieftain, but the strongest tribes are led by a Warmonger. A warrior or a shaman, also known as a Wis'heloiza, has proven exceptional strength in battle and leadership, typically in the Zhaastor. The Orungalo come from an island continent called Orzhaan, hence the kingdoms namesake. Ever since the Orungalo has existed, their lives have been violent.
Forced to live in harsh deserts and exotic jungles, the Orungalo must fight a daily struggle against wildlife, rival clans, and poachers who hunt the Orungalo for slaves and sport. There are two types of Orungalo. The Jungle-born Miita, green-skinned and relatively slim compared to their desert cousins, and the desert-born Nahan who bear darker brown skin and larger builds. Both seem to hate the other but can tolerate each other's presence for the Zhaastor.
There are no real nations of Oruguun as each tribe is strictly loyal to itself. Instead, there are notable tribes. These include tribes with a lot of members, tribes with powerful Warmongers, or tribes connected to Myths and Legends.
Orzhaan became a Kingdom of Vian after invading Joten in the 4th age. The Warmonger leading the assault, Ingol Orukenla, famously charged into battle in the legendary Iista Brelnor, or perfect warrior, ways. Seeking honor in their conquest, slaying the strong and crushing the weak in their path. It wasnt until the Human King Melnorix the First, stopped the onslaught in his Kingdom at Faltho with a grand ambush. Although the odds were heavily against the Orungalo, they fought with such skill and ferocity that the human ambush failed, and King Melnorix the First was slain. In response to his death, the Dragon Lord Melonax single handedly halted the Orungalo invasion in a blaze of Dragonfire. Impressed by this power, Ingol agreed to stop the invasion entirely if the Dragon could beat him in the Zhaastor, a duel.
Melonax confidently agreed to these terms. The two titans dueled, Ingol shrugged off Melonax' fire as if he were taking a shower, returning with crushing blows from his axe. The two went blow for blow, taunt for taunt, until Ingol shattered his axe against Melonax' armored scales. Believing he had won the battle, Melonax rushed the attack, but Ingol invoked the Iishta Brelnor within, causing a dramatic transformation. Growing larger and much stronger, Ingol easily broke the Dragons jaw but only after suffering a lethal dose of Dragon Venom. Both opponents withdrew, leaving the match a tie. Melonax returned to Dara'Okarthel, where he died from his own venom. In recognition of the warrior who defeated Melonax, Ingol and his people were spared and offered a place in Vian for them. With his last breath, Ingol agreed and thus the Orungalo were given a settlement in the Islands of Ingol, named after the warrior who bested a dragon.
Orukenla- The tribe of Ingol, a Nahan tribe. Orukenla remains the strongest tribe of Orzhaan with the most Iishta Brelnor, Warmongers since Ingol, and the largest population.
Oruguun- The tribe of Kolinmar, a Miita tribe. Formerly a small and hardly recognized tribe with weak warmongers and few members. After the events with Horingmar winning the Zhaastor, Oruguuns population has exploded increasing its strength and presence in Orzhaan.
Orunath- A Nahan tribe. Well known for their sorcerers. Has a steady population, but is dwindling.
Orudeka- A Nahan tribe. Said to have direct connections to the Beyond. A mysterious tribe that keeps to itself.
Orusuul- An infamous tribe in Vian currently. A Miita tribe, a small tribe of only 5 members. Also known as the Green Face Mercaneries who have been attributed to being the bodyguards of a despised human lord.
 
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    Created by the Daravii, Precursor of the Dragons, the Daravii calendar has been adapted by most of the races but Voralians use a separate Lunar based calendar.
    Daravii Calendar - Universal to most.
    10 Months 365 Days. 7 day weeks. 36 day months, except for Juvian which has 42 days and an extra week. 5 weeks in a month.

    The Months of the Calendar. Universal amongst those who follow the Common Calendar.

    The First Month: Thira
    The Second Month: Shora
    The Third Month: Randor
    The Fourth Month: Sveyda
    The Fifth Month: Engiir
    The Sixth Month: Bregas
    The Seventh Month: Juvian
    The Eighth Month: Kisiilv
    The Ninth Month: Yuldas
    The Tenth Month: Veiss

    First day of the Week. Heldanen.
    Second day of the Week. Ysildanen.
    Third day of the Week. Volgrodanen.
    Fourth day of the Week. Zantaldanen.
    Fifth day of the Week. Eladanen.
    Sixth day of the Week. Aniirdanen.
    Seventh day of the Week. Rothnidanen.
    Each day is often shortened for easier speech. I.e. Helda, Ysild, Volgro, Zanta, Ela, Aniir, Rothni.
    History behind each Day.

    Heldanen: The first day is named for the God of Life and Prosperity, Heldanavelle. In current Jotenic times Heldanen is a lot like our Monday.

    Ysildanen: The second day is named for the Lady of Lust, Politics and Fertility Ysilda. Equivalent to our Tuesday.

    Volgrodanen: The third day is the day of Volgro the Warmaster. Equivalent to our Wednesday.

    Zantaldanen: The fourth day is the day of Zantal of Wuld. A man turned God, Zantal is the stormbringer. It is the equivalent of our Thursday.

    Eladanen: The fifth day is named after Elana, the Lady of Love, Light and Healing. Is equivalent to our Fridays.

    Aniirdaden: The sixth day is named after the human hero Hector Aniir, slayer of the Machimorix. Equivalent of our Saturday.

    Rothnidanen: The seventh day is named after the Lord of Darkness Rothni of Dolin. The equivalent of our Sunday.
 
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Balthora's History
Balthora is the largest kingdom of the Continent Shanas, homeland of humanity. Balthora is a heavily populated kingdom, all of it's cities merging to create a super city spanning almost the entirety of the kingdom. Nearly all of the forestry and green plant life has been destroyed leaving only the grey of stone buildings and decayed filth. With a density of 14 people per household at worst, 8 at it's best, Balthora suffers immense crime rates. Unemployment is rampant, those who do work are often servants of the Nobility and Privileged spending hours in Agrifields, Iron mines, and sweatshops creating various goods. The most popular of these goods is the coveted fuel Ardanor, an incredibly volatile substance that is equally difficult to make. The process involves the production of a special plant called "Sorya", an herb rich in natural Arcana. When distilled, refined and processed the herb becomes a greyish solid. The only drawback, this herb drained the world dry of it's nutrients as it grew, leaving nothing able to grow. Ardanor still proved incredibly efficient, used both as ammunition for specialized firearms and fuel for the Arcana Constructs. However, there were those who discovered another use... mental stimulants, physical accelerators, in other words narcotics, incredibly powerful ones at that.

In an effort to negate all the problems caused by the rapidly growing spread of the newly dubbed "Arda's Love", the Balthoran Conglomerate, a loose connection of powerful nobles acting as government officials, passed new laws that made Ardanor illegal to sell and handle without heavily regulated licenses. While this slowed down much of the illegal Ardanor trade, it didn't halt it completely, and even now the foul substance dominates the Balthoran underground. The excessive problems began to leak to other kingdoms outside of Balthora, the most prominent being Kalin: the last Kingdom to preserve a green wilderness and connection to nature. The King of Kalin declared war on Balthora. The much larger Kingdom of Balthora was surprisingly subpar compared to the might of Kalin, so King Telini of Balthora enlisted the aid of the skilled help through Mercenaries and freelancers. One of these groups was the Light Lotus Company, a tailoring company turned expert mercenary group. Their leader Thon the First was able to act as General and lead the Balthoran Army to a major victory. With the defeat of Kalin's armies and the assimilation a large portion of their land into Balthora, the largest sanctuary of Greenlands were destroyed, made into farming land for Ardanor. Though while they were beaten, the Kalin weren't broken. Fringe groups continue to raid Balthoran sectors.

Years pass, and the smog formed from creating Ardanor lay over the Supercity like a heavy poisonous blanket. Soon the people of Balthora were falling ill, the lack of clean produce and healthy livestock led to the mass poisoning of the people. Those who were lucky enough to find safe food, mostly nobles, took advantage and sold their provisions to the desperate folk completely draining the economy. The only thing on the ears of people were the Grey Famine and Ardanor. The dead piled up in the streets, spreading a plague through the super city. In a final effort to stop the swarm of death, portions of Balthora were quarantined and condemned with the use of Automated Arcana Constructs. For centuries this continued, famine, Ardanor, plague, quarantine. Famine, Ardanor, plague, quarantine, until almost 70% of the Supercity was sealed off from the rest, known as the green zones. King Telini the 6th, with the help of magi, was able to develop cleansing magics that could combat the plagues and revive the land bringing the green back.

Unfortunately these efforts came too late, the cities were all cleansed but nothing remained. The unlucky souls trapped by the quarantine were deformed beyond repair or driven mad by the sickness, and faced execution. What grew in the revived soil was weak, grey, lacking the life and verdant glow of times past. One of Telini's advisors proposed an exodus of his people to the New World of Vian, a land of endless green and life galore. Although he lacked the means to send his entire kingdom, King Telini has sent small groups of mostly families to settle in Vian, forming the Balthora Joteniila, New Homes of Balthora. This sets us to current events. Much of the food Balthora eats is provided by the settlers of Vian, and more settlers leave each month. However, a few Ardanor crazed fools have stirred trouble with the local peoples of Vian, leading to the enlistment of private and public security groups. As mentioned previously, the Light Lotus Company is among the hopeful groups seeking to leave for the new world.
 

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