• If your recruitment thread involves completely going off site with your partner(s) then it belongs in the Off-Site Ad Area.
  • This area of the site is governed by the official Recruitment rules. Whether you are looking for players or looking for a roleplay, we recommend you read them and familiarize your self with them. Read the Recruitment Rules Here.

Fantasy The Vaisharralyndaelë

ValinoreanDawn

Namarië
Vaisharralyndaelë

The Song of the Universe

AT5aLRp.png


When on high the heaven had not been named,

Firm ground below had not been called by name,

Naught but primordial Vaisharra, their begetter,

(And) birthed in twain Vy–Sharra, they who bore them all, Their waters commingling as a dual separate body (and soul);

No reed hut had been matted, no marsh land had appeared, for the universe sprung immaculate and virgin

When no gods whatever had been brought into being, and the spheres of the world naught by dimensions of will

Uncalled by name, their destinies undetermined—

Then it was that the gods were formed within them.

First lines of the Enumaelisalyndaelë or 'song of the illuminated creation' from the Elves

Before the beginning there was but the Void, Oblivion, static and immutable, till the eruption of movement and force. For should there be one then the opposite also shall hold true. Vaisharra, the Universe, sprang forth from within the Void like a cosmic tidal wave in all directions. Coursing and flowing the very brick and mortar of what would come to forge all things. Gave them material form and purpose. Whether sentient, or more than likely not, this creative force spread and from its illuminated womb bred The Thirteen Realms. But Vaisharra was all and everything and thus it came upon itself paradox. What it shall create it also shall destroy. Therefore, Vaisharra split itself into two equal concepts that could work no longer in paradox but complimentary balance. Vy, the Light of Creation, and Sharra the Darkness of Death. Separated and free to roam apart the two entities drifted apart through the passage of unrecorded eons. Till at last Vy resolved to align and bring to order the shifting material universe. Forming the Thirteen Realms. Each one a reflection of what was to come past, present, and future.

Aesenir, the undying realm; Aetheria, the heavenly realm; Ard'Tella, the earthly realm; Belle'Shadaa, realm of the tranquil death; Hyl, realm of the frigid frost; Lumiroe, of the mysterious nature; Nyalfelsheim, the beautiful darkness; Ouronius, the eternal oceans of the universe; Tartaros, the realm of the untamed chaos; Tuatha'Da, the shrouded shores of the dreamt future; Va'Muspelhym, realm of the fiery rebirth; Yotunheimr, realm of the magnificent artifice of reality; and Zephorous, the windy realm of time.

And from this ordering the Realms were joined and assisted in their final orchestration by the entrance of the Aysr and Vynir. The Great Spirits who would later become the Major God's of the Realms, borne of Vy's twin aspects given as male and female. From the Aysr they contributed the refinement and realization of concepts such as heat and cold, the sky, and the ocean. While, of the Vynir there likeness was of the physical manifestations of life: The forests, birds, fish, and all manner of living things. Tied together like reality by each of the Aysr and Vynir being paired, one of each, and thus from them the laws which governed the Thirteen Realms where anchored. And from this wellspring came the attraction of the Gaiar, the lesser spirits who would oft in later ages of the universe be worshipped in the likeness of minor gods and supernatural beings, whose arrival spawned the Stars. Of the Gaiar they would come to abode with the Aysr and Vynir as the latter took up residence within the Realm of Aetheria. Thus, began the Vaisharran Age, with each Vaisharran Years lasting nine thousand nine hundred and ninety-nine Ard'Tellan years of three-hundred and sixty-five days, and of these eponymous years the Age would span ten thousand and one.

The youth of Thirteen Realms would come thundering down at the end of this Age with the arrival of Sharra. Inexorably attracted to the works of its twin and with-it Darkness entered the Thirteen Realms. Darkness and Light co-existing cast the Thirteen Realms into an all-encompassing Twilight as the mere presence of the former spawned mirror counterparts to Vy's work. And from this fomenting Schism in reality, later to be told in various religious circles as the Vaisharran Schism, birthed the Nine Dragons whose wings spread withering mortality, breath flung death, and from their words came self-knowledge. Yet, Vy'Sharra could not prevail over the other and unwilling to return to meaningless existence within the void both left the Thirteen Realms to exist peacefully outside of the Universe. Entrusting the Universe to the Spirits of Vy, and the Nine Dragons of Sharra who met within Aesenir and from their meeting came the surprising understanding of the natures of their existence and the Nine, who bore wisdom, understood the need for balance in all things. Thus, an accord was struck and the Asyr & Vynir fashioned the Sun's while the Nine Dragons crafted the Moon's. Beginning the Age of the Suns and Moons that would last three thousand three hundred and thirty-two Celestial Years which of each would last nine-hundred and ninety-nine Ard'Tellan years.

It was during the Age of the Suns and Moons that the secret works of Vy and Sharra would become known. The Awakening of the Precursors. Of the Light awoke the Syraphem, finest and fairest whose six-wings allowed them to soar across the Thirteen Realms without hindrance. Immortal and whose flesh would not bear any marring from the passage of time. Next were the Ol-Dwerein or the 'Old Stone Kith' who raised the mountains of the Realms and dwelt within rock and dirt. Last were The Ogheir, the amorphous shifting tree-water beings who would dwell in the forests and seas. From Sharra's passing came the Great Dragons, lesser than the Nine, but greater in number and from them harbored senescence and knowledge of time.

Discord, however, could not be undone so easily, a festering scar on the Universe. For even as it seemed that the Thirteen Realms would exist in peace the influence of Sharra would inevitably resurface and lead to the closing of the Age. For in the waning centuries of the Age of Suns and Moons the lingering influence of Vy's darker twin entered the minds and hearts of an Aysr and Vynir pair, The Nameless, who would eventually go on to imprint their existence onto the minds of many races and peoples. The genesis of dark worship and wicked cults. And at first hiding their designs and corruption the pair would, upon bringing half of the Gaiar to their camp along with nearly a third of each Precursor race, make their assault on the very core of the Thirteen Realms. Poisoning with despair the largest, central, Sun of the Thirteen Realms. The disembodied Heart of Vy. Casting all Thirteen into darkness and with hopes sunset the withering of many ancient species. But their evil did not start there and with a final act of malice to birth a Sharran universe over the corpse of the previous they stole the Seeds from the Cosmic Tree Yglaren, burning her roots with hatred. Casting the order of the Universe into chaos as the boundaries of Oblivion and the Thirteen Realms began to unravel.

The Aysr and Vynir wept with disbelief that their brethren could wrought such villainy and sequestered themselves. Absolving to diminish with the rest of Vy's work than live in an eternity in a new universe antithetical to their own. Seeing the weeping which bore the first rains and frosts, the Syraphem held counsel with the Precursor races and when no decision could be made, they elected to conduct a desperate plan. They would sacrifice themselves, body and soul, their entire race to rekindle and purify the Heart of Vy. The Nameless, upon hearing of this gambit, cursed the Syraphem and made war upon them. Assailing their mansions and besieging their fair abodes. Which the Syraphem fought valiantly while their rituals were being initiated. A song of hope at the cost of their very existence so that the Universe may survive. A music which filled the Thirteen Realms so completely that the Aysr and Vynir were finally moved to action. Descending upon their traitorous brethren with a righteous fury! Smiting their dark primordial armies of unspeakable abominations with purifying flame. The luminescence of which flaring across the heavens even to this day as the Polar Lights. Driving the shadow back towards the edges of the void and seeing this the other Precursor races joined the fray. No land would be peaceful home for the enemy and when all of their designs made ash The Nameless were seized. Of the traitorous Vynir she swore to never rest until the darkening of the Universe and so was slain, and whose blood falling onto Ard'Tella birthed the Giants, Ogres, Harpies, and Orc. Of the treasonous Aysr, Gaiar, and their lesser servile creatures were thrust beyond the Gates of the Void and into Oblivion.

Only now did the Aysr and Vynir look inward and intervening to halt the ritual song of sacrifice still sung by the Syraphem took up the mantle. The Aysr Halicyon and Vynir Yawranya strode in self-appointed duet. The Former tearing out his own heart to rekindle the Heart while his spouse Yawranya doused the embers of Yglaren's roots and melded with it to renewal. Rebirthing the Cosmic Tree into a fresh sapling and thus the creation of the Seasons came to pass. Each season chartering the bloom, noontide, death, and renewal of the Universe. Spring, Summer, Autumn, and Winter.

The Dawn Age now commenced and would last six-thousand six hundred and sixty-five years (each being one-hundred and fifty-two Ard'Tellan years). The Syraphem would become the Aethamari and gradually lose their wings as a consequence of the first marring of the Universe. Yet, still retain their fair form and immortality.

However, unlike the previous ages which of little remain but song and stories. The Dawn Age would comprise the oldest of ruins and oddities oft in the deep or forgotten places of the Thirteen Realms. The Aethamari would move to dwell in Aesenir, the undying realm from which they could escape back to a semblance of the pre-scarred universe. The Great Dragons would spread lesser kin across Ard'Tella and become one of its two masters, the Ol-Dwerein who gradually diminished into slumber in tombs of stone. Of the Ogheir little is known of their existence beyond they diluted into various species such as the Ents, Nereids, Nymphs, and woodland spirits, till by the end of the Dawn Age none of the original race remained.

The surviving Nameless One and his servants would merely watch and bide their time. Unbeknownst to the Aysr and Vynir, until in the waning years of the Dawn Age the Nameless One once more entered the Universe. Arriving on Aetheria in fair form and begging for forgiveness. Wailing of penance and regret, of the unhealable loss of his Vynir spouse and the wounds of the Realms he wished to make right. Of the Aysr and Vynir, whether fooled or naive as to the nature of what depravity evil could lower itself, eventually relented and allowed the Nameless One to reside among them once more. All a ruse and the six thousandth six-hundred and sixty-fifth year the Nameless One stole and corrupted the seeds of Yglaren-Yawranya and defiled them. Raising an axe to strike down the tree but before it could do so the Gaiar Kimlaren, a maiden of Yawranya, leapt to shield the tree and thus was slain. The Nameless One, who realized his brethren would be immediately aware of such a transgression fled and crossing into Ard'Tella gathered all manner of host to him. Calling servants from beyond the Gates of the Void and slumbering in the forgotten depths of the several realms. Raising a great fortress of blackened stone and fiery pits delving into the arteries of Ard'Tella, a place that would bear in the minds of later races as Malevolence, Pandemonia, The Black City, the Accursed Fortress, The Mountain of Madness, Bauglarond, and more.

The Aysr and Vynir would not make the same mistake twice and gathering a great host assailed the domain of their fallen brethren who despite all their prowess and dark forgery could not prevail. His pits were laid bare and mountainous walls crumbled to dust till finally he was dragged forth in chains made from the bones rendered into sharp barbs and bound by the hair of his slain spouse. Cast through the Gates of the Void yet bound to by the chain so as to never be beyond the watch of his kin. Forever sentenced to watch the Universe he sought to destroy from afar as a muted and impotent spirit.

The Universe itself was remade to be better protected from such threats. The Girdle was strung across the Thirteen Realms (asteroid belts) while the latter were made round and separated from one another. The Circles of the worlds bent back on themselves so that no influence could so easily spread between them anymore. Passage between only capable of secretive and unseen ways. While the sacrifice of Kimlaren, whose blood and spiritual sacrifice would mix with the remnants of the lingering essence of the Vynir Nameless previously slaughtered. From this mixture would come the race of Man who awoke in the final day of the Dawn Age.
mRt6qNJ.jpg

The Mythic Age would follow and last for seven thousand years, now identical in length to Ard'Tellan years, and it was during this time the Dwarves, in their own origin stories awoke from stone vaults beneath the mountains, and of the race of Man who slowly spread as nomadic hunter-gatherers. Till they encountered the Dwarves and from the former learnt the workings of Tin, Copper, and the making of Bronze. Erecting their first settlements and civilizations in the latter half of the Age. Of the Aethemari they would visit Ard'Tella and set up their own abodes primarily in the West and Northern regions of the world. Cosmologically closer to Aesenir with easier secretive routes to travel back and forth. Yet, their growing mastery of the material world would be their own undoing. For jealousy entered the hearts of the Aethamari and the spectre of the Nameless One could only watch in glee as the Aethemari in their pride forsook their closeness with the Aysr and Vynir and sought to forge a Realm entirely of their own. Pride begat fall and civil war erupted as the Aethamari became divided. Ending in the Kinslaying of Atalantys and the sundering of their species. Of the Aethemari who remained loyal they kept their immortality unlike the others but were bound to Aesenir and could never leave it, the latter removed from the orbit of Ard'Tella and secretive ways closed to all but whom the Aysr and Vynir would allow access. Of those that turned their back on them fled to Nyalfelsheim to become the Morianari or 'Black Ones'. The Dark Elves. Of those that remained neutral or loyal but could not bear to stay in Aesenir they took ship to Ard'Tella. Becoming the Ardamari or Mortal Ones. For they shall remain separate from Aesenir until such a time as the Universe has ended or the ways to and from the mortal world restored. The Ardamari are still biologically immortal, however, but subject to the Fading which after millennia but influenced by their circumstances their physical bodies will fade leaving themselves as wandering spirits.

The Hyborian Age began, and, in this time, Man would form its first kingdoms and empires. Learning the making of iron and steel from the Ardamari or who many would call the Elves. A time of the mighty and heroes, of powerful warlords, and fearsome sorcerers...

ywD3U0U.jpg


The Roleplay

Greetings! Welcome to Vaisharralyndaelë, thematically a cross between heroic fantasy and high fantasy with a smattering of real-life folklore. To give some examples of what this RP draws influence from would be Tolkien's legendarium, Conan the Barbarian, The Iliad, Arthurian legend, and a touch of the real-world problems and folklore such as The Witcher. Fantasy races and creatures, heroic warriors, dangerous warlords, prideful kings, wise wizards and dark sorcerers, cunning thieves, fearsome corsairs, and more. The world of Ard'Tella itself is 25,000 miles in circumference and in most ways identical to Earth in terms of how weather and elements to be found work, with some minor additions like some fantasy metals, fauna, and flora.

The players will roleplay as various realms/nations in this world and the characters that lead them.

Ard'Tella Cosmology
K40yHPC.jpg

oo8m3xM.png

Map Key:
Stars
1=Heart of Vy: The Largest and central Sun.
2=Helia: A smaller Sun which shares a barycenter with the Heart of Vy
3=Dazh: The Fiery Sun and sharing a barycenter orbit with Verina, orbits the Heart of Vy
4=Verina: The Hearth Sun: Its white fire and appearance often seen as a becalming portent, shares a barcycenter with Dazh and orbits the Heart of Vy
Worlds
1=Va'Muspelhym
2=Lumiroe and its Moon Ars
3=Ard'Tella and its Moons Sylene, Melkar, and the broken moon the Tears of Yawranya which appear as trailing streak in the night sky.
4=Aetheria and its Moon Celestis
5=Aesenir
6=Belle'Shadaa and permanently eclipsed by Helia
7=Yotunheimr and its moons Dwergaz, Dvengr, and Dharvas
8=Ouranius and its Moon Rheia
9=Tuatha'Da and its Moons Morganna, Lugh, Nuada, and Eriu
10=Hyl and its moon Heimskringla
11=Zephorous of which follows an erratic unpredictable pattern through the system. Its passage slowing and quickening in relation to the Suns.
12=Nyalfelsheim which follows roughly a figure eight pattern through the system around Helia and Dazh/Verina
13=Tartaros and its moon Stix

The Cosmology system in which Ard'Tella exists is a system of thirteen worlds with some having moons and others not. A system of four suns, however, all but the Heart of Vy merely appear as large stars in the Night sky and do not affect the level of sunlight reaching Ard'Tella or the day-night cycle except during special celestial phenomena. The moons of Ard'Tella are Sylene, Melkar, and the Tears of Yawranya which was once a moon but was sundered and broken up into a trailing cloud of debris arcing across portions of the night sky.

Ard'Tella itself is dominated by a large central landmass of many names and a large southern landmass comprising a polar region. The Northern Polar region is much smaller and mostly frozen ocean that extends down into parts of the northern archipelago and coastlines known as the Frozen Seas.

Ard'Tella itself, and something known to most of the cultures and peoples of the world, is the relationship it has with its celestial partner Lumiroe. Considered the source of the unseen and unnatural and whereas Ard'Tella's influence gives Lumiroe a definitive shape and obeyance of the physical realm it in turn influences the coursing of supernatural powers known to many as Magic.

The Nature of the Unseen Powers

Magic, The Wizard's Breath, The Sorcerer's Wind, Vy's Thought, Sharra's Will, The Nature of Rock and Tree, the names go on in a dozen languages and tongues. It is a power to make manifest and alter the world around you. Magic in the setting operates along the basis of incantation, physical symbolism such as staffs, rings, or crowns, and runic inscriptions. As such the source of a wizard's power is often their staff as the physical symbol in which they can draw upon Magic and by using sub-creation a.k.a taking part of their own soul they can manipulate the world around them. Similarly, magical artifacts are always physical tokens, items, or things within Ard'Tella. Even if their actual power is unseen and they appear as relatively mundane or inert objects. As such think of Magic as per Arthurian Legend, Tolkien's Legendarium, or the various ancient and shamanic practices of the real world.

Broadly, magic is divided into three categories. White Magic, or Vaiic Magic which few dare dabble in and is the most difficult to use. Indeed, 'Masters of Vaiic Magic' are comparatively amateurs as it is the unseen forces of life and light itself. Of all the races of Ard'Tella it is a few kindred of Elves that are anything passing for masters of Vaiic Magic and it oft solely confined to the realms of healing. Sharranic Magic is the second and is considered the magic of dark forces and evil to many. Even if, like Sharra itself, is not an objectively evil force on the universe. However, like Vy and Sharra, Vaiic and Sharranic magic are paradoxes and represent polar opposites and accordingly Sharranic magic is the realm of death, darkness, corruption, and rebirth (into something else). Thirdly, is the Magic of Nature or Ard'Telluric Magic and by far the most common by a vast stretch. It is the magic of a wizard increasing the heat and size of a fire, of urging currents in a river to go faster, to commune with animals and plants.

Ard'Tella In The Hyborian Age

It is the Hyborian age and has lasted for thirty-nine centuries. The year is 3949 of this Age. The Hyborian Age has seen Man spread throughout much of Ard'Tella and the founding and destruction of many realms old and new. Much of humanity is in a late bronze age/early iron age technology with those more to the West typically having more advanced knowledge to the working of iron and steel (depending on their relationship with the Elves) than those further East. The early centuries of the Hyborian Age would see the establishment of a Human realm on the Crescent Isle and the gradual splintering of the Ardamari into the various sub-groups of the Elves.

kPGRN9X.png

Example of Ruler and Realm
Main Character
Name: High King Ashurion II the Lion
Race: Valtmari Elf
Age: 1,776
Titles: High King of the Ardamari and Valtmari, King of the Gilded City of Veilanor, Most Noble Prince of the Blessed Isle, sovereign of Noble House Valadyn
Physical Description: Standing at 7'4 he is of imposing height as are many of the Valtmari. Though typically slender and more evenly formed than those of Man. Possessing dark hair as is common in his House and eyes of piercing gray.
f0MSH7v.jpg

Biography: Born to High King Ermion Eklarin 'The Steadfast' of House Valadyn and Ermirial of House Armedyne in the late 22nd century of the Hyborian Age. Ashurion II, like his namesake from the first millennium, the last elf king born in the Mythic Age, would take the epithet of 'the Lion' for his martial prowess and keenness to preserve the Elf-Realms he rules by any means. Ostensibly, friends with the Valoredain the Elves and Men of the Crescent Isles have oft become rivals in dominance and influence in the Western areas of the Continent. Ashurion II would succeed Ermion in the year 3599 as High King and has led them ever since in times of peace or war.

State Application
Name of Polity: The Elf-Realms of the Valtmari
Geographic Location/Map Claims: Location of Elven cities and fortresses and havens and refuges
Founding Year: 1 HA
Monarch/Ruler: Ashurion II The Lion
Government Structure: Absolute Monarchy
Economy: The Elf-Realms are largely reclusive but do trade to some extant with those that they view as 'Elf-Friends'. The economy of the Elves is primarily around local agriculture and mining. Though it is an artistry-based society and thus they are oft only to build what is required, necessary, and what can best stand alongside nature rather than replace it. The Elves do have a currency like many other cultures and trade in gold coins called Stars and Silver coins known as Moons. Noted for their incredible purity and stability these are highly sought after alongside their unique manufacture of Vythril. The Star Metal of the Elves. The strongest of Steels.
Culture & Society: Elf-society is very egalitarian out of necessity due to their relatively low numbers on Ard'Tella. Despite being one of the most populous of the Elven kindreds. Men and Women may hold any office and Elven speed and grace which outstrips many allow the latter sex to have a degree of survivability in combat that say Human females would not.
Population: 7 Million
History: The Valtmari are a sub-group of the larger Ardamari exodus following the Kinslaying of Atalantys and the sundering of Aesenir to them. Settling mainly in the North-West with small havens and refuges elsewhere. The Valtmari have kept largely to themselves, and their realms are often relatively small but concentrated in population. With beautiful cities and citadels surrounded by immaculate farms and horticulture.
Aesthetic
Aesthetic
 

Attachments

  • undefined - Imgur.png
    undefined - Imgur.png
    2.8 MB · Views: 5
Interested in the roleplay, though I am wondering what it is that we will do as players? Do we have a scenario or goal to work towards? Or should we build and develop our own narratives as we see fit?
 
Interested in the roleplay, though I am wondering what it is that we will do as players? Do we have a scenario or goal to work towards? Or should we build and develop our own narratives as we see fit?
There will be a loose scenario involving a fallen Gaiar. But otherwise players are free to pursue their own narratives.
 

Users who are viewing this thread

Back
Top