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Fantasy Union of the Six Lore pages

Nation of Darkness

Origins


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

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


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

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

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


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

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

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

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



Kingdom motto

"Born from ashes and dust.


Forged through fury and hate


We are the mistakes of God


A mistake He will one day pay for"


Untouchable Rights:



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

Laws:



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

(May add more)

Races:

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

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



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


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



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

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

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


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



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



Capital
Tenebris


Cities
As of now, the kingdom is all that exists but it is expanding and new independent cities will be cropping up over the years.​
 
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Igninuim, Land of Fire
"Our enemies may raze the ground a hundred times over and we will be born from the ashes each time more powerful than before."
origins
Ignunuim is the second oldest of the five original kingdoms and is located in the great expanse of the Akl Desert. The desert used to be a lush area full of life where humans had set up villages that sprawled n every direction until a drought started and then never ended. Lakes dried up and so did plant life and the earth was nothing but sand. Jokil Cameris, a notorious criminal, fled into the desert as the last known way to flee his enemies.

The desert was large and the weather unforgiving, and all efforts to arrest Jokil were forgotten since they thought he'd die out there. Jokil traveled day and night with nothing but a few supplies on his back and would've died if he hadn't come across an oasis. Instead of staying there, he filled his water bag and continued on, trying to find his way to the end of the dry area. He found a giant river instead that caused animal and plant life to them around and so he stayed. He soon found there were other residents who introduced themselves as magical being called Jinn. They were Marid Jinn, the most powerful and thankfully, not evil, unlike the Sheytans. Jokil introduced weaving and such as well as water systems and such to make the land more hospitable. Jokil soon found out that the necklace with an iron pendant made the Jinn uncomfortable and subdued and spent little time using it to his advantage. He branded the Jinn with it and compelled them to build a giant kingdom with stone from the quarries and set others to the quarries to mine for him. He soon had a lot of riches. The kingdom grew as others flew from their homelands and were accepted with open arms if they were able to outlive the harsh desert. The entire Jinn race was soon seen as slaves as humans filed in the kingdom and saw themselves more superior than the ones so easily controlled by a bit of metal.

The kingdom flourished and expanded and its wealth grew as well. Jokil was soon a Sultan and had a child, Maen, who assumed the throne when he passed away and was just as intolerable as her father. Soon all magical creatures were looked down on and outwardly prejudiced against and tension swamped the kingdom. Some humans thought it was wrong for them to think they were above the magical beings and soon there was rebelling. Human allies helped get rid of iron and the human advisor to the Sultana swindled the ring bit of iron that held the Jinn under control and melted it, freeing them. The battle was short and the remaining humans who sided with the Saltana were cast out after she had been executed and no time was wasted tearing down the Cameris flag and anything in their name. The kingdom was renamed to Igninuim and the former Jinn leader's son was instated as Sultan since his father had passed away. The history that had been taken away had to be rebuilt as well as other things but now, thousands of years later, the Kingdom is thriving.


untouchable vows & laws

*All citizens have their rights that cannot be taken away from them unless they have committed a crime.
*All trials are fair and judged by those with no personal opinions.
*Even if a family name is cursed, the innocent can still have the same opportunities as others free from judgment.
*Anyone can visit the Sultan/Sultana and make a request or complaint without punishment.
*Any family who has someone serving in the army is sent an amount of gold each month.
___
*Slavery is punishable by death. Selling or buying falls into this.
*Any bribery accepted by a person in a position of power can be put in prison, no matter how high their status.
*Magic is not to be used to harm unless the wielder has permission or is outside the Kingdom.
*Theft, abuse, rape and other crimes are worth at least 3 years in jail if accused guilty.
*Copper and iron are not allowed into the Kingdom and anyone can be searched if they wish to speak with the Sultan/Sultana.
*Anyone over the age of 20 who is not injured or taking care of another has to serve in the army.
*Attempting to take a wyvern out of the city will be punishable by 10 years in jail.
*Taking the form of another to imitate in order to gain information or anything else in the sort is a crime.

races
Ignunium is full of magical beings and creatures. Jinn are a small amount but are usually in more powerful positions like Sultan/Sultana. Elves, orcs, ifrits, centaurs, beastkin, and a small percentage of humans are the main species that live and thrive in Ignunium.

exports
Metals, jewels, glass, spices, dyes, spiced wine, and fine silks are shipped out nearly every day. The kingdom is known for its crafters and elaborately decorated sculptures and weaponry as well as armor. The kingdom is known for its horses as well that are used for their speed and can be told apart from others by their extreme red color.

flora & fauna
The kingdom doesn't have a lot of plants outside the ones they plant for food that are worth mentioning, but it does have a lot of peppers and such for spices and other plants used to make rich dyes for clothing.

creatures of Igninuim

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Drugols are nocturnal and spend their time buried under the sand and sleep like the dead until dusk.
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Bankells are three-feet high monsters that travel in large packs. They're only aggressive if they feel threatened and the best way to avoid conflict is to lay down and slow your breathing and DO NOT meet their eyes. They might attack horses if the horse gets panicked, but hey, at least you're alive.
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Fins are large as a horse and populate the river but are meek and actually help drive fish towards boats.


cities
The kingdom doesn't have a lot of cities since they have a lot of desert areas that can't support all the people. Instead, they have the giant city of Hacin and the castle near the Duna River and another smaller city in the desert.
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Hacin
Hacin is the largest city where a lot of trading and such go on. It's where the wyvern hatchery is and where soldiers are trained. The wyverns are larger and fiercer version of their kin that live outside the kingdom and near the mountains. They communicate by thought and form relationships with a single person who they choose. They are raised to always come back to "home," or their hatchery if their rider is missing which is how the kingdom keeps their wyverns out of the hands of the surrounding kingdoms. The wyverns will go into hysterics if taken by force and will not take any sort of orders no matter what age. If they're still in a egg, they can't hatch without a Hatcher's magic.


city of ja'kel
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The city is mostly where monks live but is the place where royals evacuate if their city is ever under siege. Large parts of it are underground that can go spread out for miles and are heavily protected and full of supplies.

The royal castle and its kingdom
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The kingdom is an obvious sign that it's wealthy and has grown over the years. There is the main "pyramid" of sorts where the royal family lives and on the other side of the river is where everyone else lives. Giant libraries, bazaars, soldiers quarters, academies, and other buildings are everywhere. There is a place of worship but most choose to pray at home. The main worship is to the gods of the Flame. The Flame is said to be in every living thing and is a gift from the gods and one's life is for the main purpose to nurture their flame so that when they die, their flame can light their way and keep away the evil spirits to the Land of Jalah, or paradise. Every day at dawn the people worship by facing the sun and reciting their vow to do good in all they do to make their Flame burn a bit brighter and repeat this at dusk.

The city is even grander when celebrations, such as the Festival of Igninuim, that celebrates the independence of the city, comes along. Celebrations can last for weeks at a time and can be so grand the entire kingdom runs out of wine. Royalty attends all celebrations.

imports
sugar, seafood, beer, wood, livestock, salt, animal pelts/leather, exotic animals (simply for pets for nobles)

currency
1 gold- 100 col
1col: 900 nickel
 
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KINGDOM OF EARTH

Origin:
The Earth Kingdom started as only an idea by an elf named Xerxes Greenblood. The elf was a powerful knight that used earth magic to his advantage, and felt a deep connection with the earth, and wildlife. He had seen many battles, but what worried him more then the bloodshed, and the war was how it was being fueled. Forests were being clear cut, animals were being slaughtered by the hundreds of thousands for skins and leather used in armor, and the planet was being mined hollow for precious metals and ore. This started a flame in Xerxes, a hungry wrath that set him on a path to change how the world works.

He raised an army. It started small with family, friends and members of his village, but he lead them on a path to victory, cutting through foes bigger and tougher then them on a daily basis. With sacred magics he could commune and recruit the beasts of the world, from creatures as small as rats and hares to hulking behemoths. It wasn't long before they rallied others who shared their ideals, and they had an army of beast and man fighting side by side.

The village in which Xerxes was raised became their base of operation, and it was transformed into a wellspring of life, and a resolute kingdom for them to call their home, and Xerxes took it upon himself to become the leader. In the decades to follow there had been many challengers, and creatures whose hearts had been filled with greed and indifference, but Xerces and his army of nature dwellers crushed them. The other kingdoms had to show them some amount of respect, from starting as a small village of elves, and turning into a kingdom on par with them all.

Despite only having one city; the Glade, it grows larger and stronger every day. Where the grass touches is what Xerxes and his people consider home, and nothing will stop them from protecting their home. The city is strange from others in how they handle theirs laws and territory. To start animals are not common pets or cattle, they are treated like equals. Xerxes magic gave them sentience, and the beasts have learned how to communicate with those that have the magic of the Earth Kingdom, and work together, so they are treated as equals in the Earth Kingdom. Secondly is customs and traditions, where as most kingdoms operate based on money the Earth kingdom works on a system of trade goods, with the elimination of currency there aren't any people in the kingdom that are impoverished or hungry, everyone gets a fair enough chance.

Geography:
The Earth Kingdom is a forest dwelling city. Instead of having many small cities or villages the Earth kingdom instead uses one sort of mega city, a single growing city that expands every day and holds all their citizens, resources, and defenses. It is surrounded, and in fact combined with the natural construct of the sacred forest which makes it incredibly secure. The terrain is difficult for most people non-native to the lands which provides a defensive advantage to the Earth Kingdom, and the land provides and abundance of natural growing resources like food and animal products without the need for farming. The Earth kingdom houses many different dangerous types of fauna and flora which is used in weapons, trade, and for defense making the territory dangerous for most outsiders.

Visual Reference City:
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Visual Reference Forest:
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Flora/Fauna:
The Earth Kingdom has a wide range of both edible and poisonous fruits, plants, and mushrooms. An example of a few of them would be deathcaps, hemlock, wolfsbane, reaper's kiss, poison berries for the dangerous plants, and more common and edible vegetation are strawberries, black berries, mangoes, elder root, morning dew, and sky blossom. Of course there are other types of Flora but these are the more common ones in everyday life.

As for Fauna there are many, and most of them happen to be predatory. A strange diversity of mammals, insecticides, and even fungus creatures walk in the forests of the Earth Kingdom from the baloths, fuzzy monsters of tooth and claw that hunt in packs to rip apart prey, to ironback behemoths that crush small buildings beneath their feet, and the un-tamable mushmen spore like humanoids that behave more like infectious zombies then anything else. Giant spiders stalk in the tree lines poisoning all who venture into their territory, and giant worms and leeches that feed on human flesh, along with ooze creatures that eat everything in their wake.

Baloths:
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Behemoth:
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Slime:
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Mushmen:
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Rights:

  • Everyone has the right of freedom. There are no prisons, and no slaves, anyone who would condemn a citizen of the Earth Kingdom to that kind of treatment is fit for exile.
  • Everyone has the right to equality, there is no upper or lower class, there is no 1%, each person in the Earth Kingdom has a role be it guard, king, or gatherer. Everyone gets the same respect, and only deserves less if they seek to disturb the natural environment of the Earth Kingdom.
  • Everyone has the right to 'service of punishment'. If someone is found guilty, and they want to change their sentence so they are not killed or exiled they may opt for Service of Punishment in which they provide a service to the victim of the crime, and the king so that they may earn their place again among the people
  • Along with freedom people have the right to freedom of speech, it doesn't mean saying bad things will win them any friends, but if someone hates the king or the laws they are allowed to express it openly in public with no repercussions.
  • Everyone is allowed to have any sort of pets from the forest, including dangerous ones. Full fledged adults are taught a sacred magic that lets them commune with animal kind, and tame otherwise not normally tamable creatures. Of course animals that far exceed the persons own power can only be tamed if the animal desires it though, so creatures like dragons for example are impossible for every day citizens. Then there are some creatures that can not development any sort of sentience and remain un-tamable like the mushmen
Laws: Laws include things are are pretty much common sense, and the kingdom can be lenient against people committing them so long as they are willing to preform a service of punishment.
  • No Killing - This is absolute, and not even preforming a service of punishment will let you off the hook from this law. You kill anyone, be they a widely hated antagonistic citizen or the king himself you will be executed
  • No Stealing - In the Earth Kingdom this law is seen as laughable since everyone is provided for, but if someone is stealing from others they can chose exile, or to return the possessions and give something in addition of equal or greater value to both the victim of the crime, and the king.
  • No Rape - This is one of the more feared laws by commoners who would dare even think to do such a thing, because they have two options. Exile which usually means death, or the service of punishment is castration. After that had been made clear by the first one who had tried it no one has been stupid enough to do it.
  • No Assault - Anything short of murder while still being a physically violent crime is considered assault. Committing this means either exile, or you have to work for the victim and the king until the victim has fully healed from the act. Every day they must preform eight hours of service to each person doing anything short of something that is a crime of the same kind or another.
  • No Kidnapping/Slavery/Imprisonment - The charge for this crime is the same as assault in which the accused must from eight hour work days for the victim, and then the king equaling the number of days they were imprisoned no matter how long it was.
  • No Treason - Purposefully harming the well being of the Kingdom in anyway is considered treason, and is punishable by death as it is considered an act of every other crime to every citizen of the Kingdom simultaneously, and is thus unforgivable.

Culture:
The Culture of the Earth Kingdom is one deeply enriched in nature and the natural order of life. While their education still includes things like literacy and math, they focus far more heavily upon learning survival and combat skills. They learn how to survive in the wilds with little to no food, and to use weapons be they a crafted sword, or even just clubs and rocks. The Earth Kingdom tries to teach people how to improvise in the worst of situations so that they can survive and thrive in such circumstances.

The Earth Kingdom also teaches its people to not fear animal kind or the unknown. When each person comes of age they impart on them an old and sacred magic that lets them commune with lesser beasts. So that predators that would naturally be a threat to say elves, humans or fey can become allies with the exchange of a few words. Because of this it is encouraged for all people that live in the Kingdom to take ownership of a pet, and learn the value of animal life, because it is one of the things the Kingdom has always fought to protect.

At the time someone comes of age the Kingdom preforms a ritual. The person must take what they learned during their childhood, and use it to survive three months in the forest. They must learn to live with the beasts, and scavenge and gather what they can to survive, and to fight in situations where they have no choice. They are put in a situation where they must learn to become one with nature itself, so that they earn the right to speak both as the beasts do, and as man does.

It is common to see people of age with tattoos. The tribal designs are made to represent the challenges that a person has gone through in their life, and whenever something of good or ill fortune happens they record it on their bodies openly for others to see. They wear their paint with pride, even if it is consumed by misfortune. As expected the King is the one who bears so much that his body barely shows his actual skin instead of various tribal markings.

Races:
Races include natural forest dwelling species like wood elves, fey creatures like faeries, dryads, and other species that are willing to shed their imperialistic nature and join the the Earth Kingdom. So humans, dwarves, kobolds and other species can be seen as well, but they are far less common.

Import:
It is not common for the Earth Kingdom to import goods because of how their society was built, but if they were it is usually for medicinal ingredients that are hard for them to procure or make naturally, and weapons of high grade. The Earth Kingdom has no mining operations so if they want metal weapons that usually have to trade with another kingdom. Usually though they will only accept elven make since humans are known for weaker less elegant craft, and the Earth Kingdom dislikes how dwarves rape the earth with their over zealous mining operations.

Export:
The Earth Kingdoms main exports are animal skin and bone, medicinal roots and herbs, various fruits, and poisonous flora. The Earth Kingdom does not accept currency as payment though, they operate on a trade basis, so only other goods of equal or greater value to them will suffice. The Earth Kingdom does not have any form of currency, and has never, nor will ever use it.

Currency:
No Currency Bruh.

Sigil:
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Elysium
The Kingdom of Light


Geography:
The kingdom of Elysium hails from the north along a great mountain range known as Mt Solstace. The sun shines brightly over the kingdom, casting a brilliant warmth over the entirety of Elysium mixing with its elevated position to create a rather cool, dry climate year round. Many of the kingdoms fauna and wildlife are those which have adapted to the mountains high elevation, including animals such as mountain goats, lions, griffons, wyvens and a wide variety of birds and lizards.

Rulers:
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Arissa and Felric Camenor

Name:
Arissa Carmenor

Age: 136

Gender: Female

Species/Race: Summer Fae

Kingdom of Origin: Elysium

Abilities:
-Radiant grace: Arissa passively emits an aura of warmth and comfort, this aura has a very soothing effect on most people allowing her to convince and talk people down much more easily, giving her the upper hand in conversations.

-Greater radiance: By focusing on her Aura, Arissa can expand it and increase it's strength, those that stand near her will now be overcome by a sweltering heat as if they're standing close to the sun itself! Flammable objects in the area will be incinerated and any metal that isn't heavily enchanted will melt if it touches her.

-Solar flare!: The burning fury of the sun builds up within Arissa, until she releases it in a great explosion! Evaporating weaker units and knocking back everything else.

-Piercing ray: Arissa fires a powerful beam of light from her hand reducing anything in it's path to ash.

-Lumin's guidance: As the embodiment of Lumin himself, Arissa is able to cast a brilliant bright light over a large area illuminating every inch of it. Invisible creatures and objects are revealed by the magical light.

-Sacred flame: A bright, white flame appears in Arissa's hand, this specific flame though does not burn at all, instead anything that the touches the fire will be rapidly healed, almost instantly, as well as removing any ailments one has. This flame does not work on undead creatures, and will instead act like a normal, white hot flame upon touching them.

-Color blur: When this ability is used, Arissa's outline turns into a dazzling yet disorienting Polychromatic blur making it nigh impossible to land a hit on her while she's moving.

-Greater illusion: By bending and warping the light in an area, Arissa is able to create intricate illusions that can span a large distance.

Personality: Friendly, helpful and compassionate would be a few words to describe Arissa. The Queen of Elysium takes great pride in her duties! Arissa can often be found around the capital whenever she's not busy, one of her favorite things to do is watch the griffin riders train. She takes a very hands on approach to her rule and enjoys to hear peoples thoughts on the state of affairs, even the ones laced with expletives. Whenever there's a celebration within the kingdom, one can always expect her to be at the head of it, hosting a grand gathering in the castle for the people of Elysium. And wherever the queen of light is within her kingdom, she takes great joy in leading the people in worship for the extent of her stay.

Arissa is a very kind person, she's always quick to help one in need and tries her best to do good for the kingdom. It's said the queen has a very disarming aura about her. She's well known among the people for her bubbly, playful personality. It's clear to all that she has a very strong love for the true Elysian ideals, and upholds these values wherever possible.

History/Bio:
Arissa was the child of the two former rulers, Myrin and Aired Carmenor, because of this she was born into a life of luxary, everything she ever needed was given to her. In her youth, Arissa grew very accustomed to her parents rather protective nature, they had lost a child before Arissa and as such they kept the princess far from harms way. Whenever her parents were busy or unavailable she was kept within the castles walls for her own protection, and even when they went out Arissa never went anywhere without at least 4 Solari members on all sides. Naturally this caused the child to become annoyed, rebellious even, and so whenever the princess could she crept out through the window, down the castle walls, and out for a night on the town! The princess was never completely successful in this endeavor, and every time she was caught out the royal family added another layer of protection to Arissa's little bubble. And every time, Arissa escaped once again. She got creative with it, if they locked her window she would go up to the roof and climb down, when they posted guards up on the roof, Arissa befriended them, and negotiated her nightly freedom.

This was where she met Felric, who immediately turned her in, his family was a long line of Dusk rangers and knew of the princess and her escape habits. Though he had turned her back to her parents, Arissa had taken a liking to him, all the while when she was returned home the two talked and joked with one another. Felric knew she had hell to pay when she arrived home, so he tried his best to at least lighten the burden. Because of this, on Arissa's following nightly escape she returned to him once again and once again she was nearly immediately returned home. This time though she convinced the boy to come by the castle. Her parents were happy with this planned arrangement, they liked Felric and Arissa promised not to leave the castle if her friend was permitted to stay. Felric visited the castle often in the afternoons after training and the two would chat, play games, explore the castle... it was the most fun the princess had in her life.

During her time with Felric, Arissa became infatuated with the Elysian military. He entertained her with his parents stories, exciting tales of bravery and heroism. Arissa began to wonder when her time would come to serve. Of course her extremely protective parents would never let her do such a thing, and her questions on the matter were always waived and ignored. Instead the princess took matters into her own hands. Against her parents, and even Felric's wishes she joined up with the Elysian military as a Lumin Ward.

Her parents were furious, but there was nothing they could do. If they pulled her out they risked the wrath of the people, who would be angered by the display of unfairness. And so Arissa was allowed to join and continue her training.

With some luck and a few pulled strings Felric was able to get himself onto a griffin rider division that worked closely with Arissa's team. The two fought together, keeping one another safe from harm on the battlefield. This was where the two finally feel in love, they shared their first kiss during a quiet night on patrol, and have been together ever since.

After her two years were up, Arissa wanted to continue her service, but her parents had one final trick to protect their child. They stepped down from the throne, and named Arissa as their heir, forcing her to take the throne early lest someone else take it. Reluctantly Arissa took the throne, and named Felric as her king. The two were married in the Alisette church of Lumin, and took the role of King and Queen, which they hold to this day.

Job: Queen of Elysium, The High Auroran of the Luminosity faith.

Alignment: Lawful good

Appearance:


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Weapons/Armor:


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Arissa does not use a sword in combat, but she always keeps an ornate blade named Uuranor at her side for symbolic and ceremonial purposes.


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Arissa's armor is less useful for protection, and mostly serves for a display of power, still the garment carries heavy wards of protection on it, making it the perfect armor for a mage who favors mobility.


Name: Felric Carmenor

Age: 157

Gender: Male

Species/Race: Summer Fae

Kingdom of Origin: Elysium

Abilities:
-Light arrows: Felric creates arrows of light for his bow, these arrows fly true for a long distance with no drop, only stopping when something is hit or they fizzle out after 100yds. The arrows can be manipulated in the air to turn and curve, even splitting into two or more arrows allowing Felric to land shots that would be otherwise impossible.

-Bringer of Dusk: Felric lowers the light level around him, allowing him to hide in areas that would normally be completely visible.

Personality: Calm and withdrawn, Felric isn't normally one for conversation. He generally tries to brush formalities aside and get straight to business. Among the few friends he has, his mood lightens up considerably, especially so with his wife who witnesses a part of Felric that nobody else sees. But he's still notorious for his blunt, no-nonsense attitude. It's nigh impossible to tell when the man is joking until he himself gives a laugh because of how rare the occasion is. This makes him the perfect candidate to lead the infamous dusk rangers, who he commands personally.

A military man at heart, Felric is the face that many never want to see. He leaves the diplomacy up to his much more capable wife, meaning his arrival is usually a sign that the kingdom is done negotiating. Felric is a strong tactican who's had personal experience with many of the kingdoms military divisions. He knows their strengths, weaknesses, and employs the best units for each situation. During large battles Felric will even lead the charge himself to bolster his men and ensure victory.

History/Bio: Felric was born to a very well known militant family in Mitis. It was very obvious to most that he'd want to continue the tradition. At a very young age he enlisted with the Elysian military to begin his training, starting as a foot soldier for lack of interest in other divisions. He did as expected of him, completing his training easily with the help and advice of other family members. It was there that he found his talents. Felric was shorter than most of his fellow soldiers, and weaker even with training. But his skill with a bow and his prowess at moving silently was unmatched.

He was a perfect candidate for the Dusk Rangers. And after his two years of training he transferred to their division working with a skilled team to creep behind enemy lines and take out key targets, or sabotage the enemies defenses. It was during his return to the kingdoms capital for briefing that he met the princess, and the rest is history.

Job: King of Elysium, leader of the Elysium military, captain of the Dusk Rangers

Alignment: Neutral Good

Appearance:
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Weapons/Armor:
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Felric lends to a battle his expert marksmanship with a bow. His personal favorite being this old family artifact of fae make.

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Felric carries this impressive longsword into battle to defend himself in close quarters. Enchanted against magical wards this sword slices through opponents like a hot knife through butter!

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Felric wears a very lightweight set of plate armor into battle, of Fae make, this armor gives the perfect combination of flexibility and protection!

Untouchable rights/Laws:
The laws of Elysium are centered around two main ideals that are the center of Elysium beliefs. Firstly, the wholehearted worship of Lumin, the sun god of which the entire kingdom was built in worship. And second, the growth and betterment of the kingdom and her peoples right to life, liberty and property.

  • No citizen may lay harm against another unless it is in a proctored duel between two willing participants.
  • No citizen may intrude on, destroy, steal or otherwise benefit from another citizens property without their consent.
  • No citizen may be bound to follow the will of another against their own
  • Every citizen has the right to form peaceful protest against the government
  • Every citizen is a follower of light, and must partake in the rituals and ceremonies that entail in the religion of Luminosity.
  • Every citizen must take part in military service for at least two years, in which they will attend mandatory combat training
  • Practice in the dark arts is strictly forbidden, and possession of dark paraphernalia is grounds for immediate exile.

Culture:

Brave, daring, and proud, these words define the citizens of Elysium, the great kingdom of light! The culture of Elysium can be defined as competitive and passionate. The people of Elysium are lead to believe from birth that anyone can become anything if they best the challenges of Lumin. Because of this Elysians are notorious among the other kingdoms for their bravery, and strength of will.. as well as their arrogance and self indulgence. A great deal of Elysian culture is focused around Lumin, the sun god of life. The kingdoms heavily religious nature is often reflected in much of Elysian works of art.

The people of Elysium are hard working and determined, when they start a project they aim to finish it, and finish it properly. Even if it may take much longer Elysians are often very careful with their work, and are reluctant to take shortcuts. Everything they make is judged by Lumin, and because of this they want their work done right. On the other side of the coin though.. when Elysians celebrate it is often loud and prideful! The kingdom has holidays and celebrations often, and every year is a challenge to top the last!

Elysians are a very prideful people, and often carry a great sense of patriotism towards their homeland wherever they go. Many see this as snobbish, but Elysians believe that their love for their kingdom is a beautiful celebration and an act of preservation of their own culture.

Religion:

The people of Elysium follow a very strict religion known as Luminosity, dating back to before the kingdoms creation, Luminosity is a very important part of Elysian culture and tradition to this day. The followers of light worship Lumin, the sun, as the god of all life in Linhael. Many interpretations of Lumin depict him as a wisp like creature surrounded in a halo of light. The religions importance is so ingrained within Elysian culture that the Queen of the kingdom also acts as the highest religious authority, otherwise known as the High Auroran.

Luminosity has two core beliefs:
  • The value of all life - To the followers of light, everything the suns rays touch is pure. Lumin is the bringer of life and all of his creations are to be protected. Because of this the followers of light are very hesitant to take another life and will only do so under extreme circumstances in self defense. The followers of light believe so strongly in this ideology that many take up a vegetarian diet in order to preserve the life of the local wildlife, Though there are some exceptions for active military personnel. Even in times of war the Elysians are strict to their beliefs, when armies clash the Elysian army comes to battle with an overwhelming amount of troops, giving a strong show of force in hopes of coaxing their enemy to back down and surrender. And even during a battle Elysian soldiers take prisoners whenever doing so would not put them in peril.

  • To grow and become stronger - Normally, when times grow tough, people begin to doubt and question the benevolence and omnipresence of the gods... They lose faith, as clearly a merciful god would not let hard times fall upon their subjects, unless they are either evil or lack the strength they are believed to posses. To the followers of light though, Lumin is a benevolent and loving father, but this doesn't mean that their safety and happiness is guaranteed. No... Lumin is smart, he understands that times of peace and prosperity, are also times of laziness and stagnation, and this is not what he wants for his people. This is why Lumin issues challenges to his children, he creates challenges in every followers daily life that tests their character and forces them to prove themselves again and again, each time growing stronger, better, more whole as a person. Lumin wants his children to earn their glory, earn their prosperity, to revel in the fact that they are who they are because of their own hard work and determination. To the followers of light, the poor, weak, and sickly are not people to be pitied, but simply those with stronger spirits, who need a harsher challenge in order to truly shine. The followers of light strive for perfection, because only then can they truly become close to Lumin


Every citizen is expected to practice the religion and those who dare to do otherwise are persecuted as heretics. Practicing the religion involves prayer, public mass and preaching. Followers of Light are expected to read the Book of Light and follows its Guiding Light Principles in order to be the best they can be.

The Book of Light is an important resource for all Followers of Light. It serves as their religious road map and describes the Lumin’s teachings, principles and rules in great detail. The older books are handwritten in the old fae language and often decorated with stunning colorful ink paintings but newer books are in Luminian. Most commoners will have the mass produced versions while nobles with deep pockets might have a copy of the old fae versions in their homes.

Luminosity is very much a religion of empowerment for the Followers of Light. As such there are principles are in place to guide members of the faith towards virtues that are favored by the religion in order to bring them closer to the Light and help foster a sense of self empowerment.

The five principals of Luminosity:
  • A Follower of Light must always carry themselves with a sense of honor and purpose

  • A Follower of Light must always look for a way to better themself.

  • A Follower of Light must always be fair to their brethren

  • A Follower of Light must always be ready to challenge their situation, even against unfavorable odds

  • A Follower of Light must devote themselves to spreading the gospel and always be prepared to share their faith with others.

Politics: The Elysian system of government is rather simple. A king and queen together command most power in government, supported by a counsel of advisers with expertise in certain areas of government. Though, when the king and queen grow old and prepare to retire from their duties, the next ruler is not automatically the royal families next of kin. No, instead, in order to keep in line with the most basic Elysian ideal the king and queen choose the next in line to rule from.. anybody, anyone at all that they see fit to rule.
Though this generally goes to the royal families heir the choice is in place to keep the kingdoms greatest belief intact, anybody can become king, with enough work.


Military: Elysium is well known for their strong military. Because each citizen is required to serve there is no shortage of troops. The Elysian army is mostly well known for it's griffin riders. Trained archers skilled in flying, the griffin riders give Elysium incredible air superiority compared to the other kingdoms. The general strategy of the Elysian army is to use range to their advantage. Much of their army consists of greatbow archers, casters, and griffin riders mixed with foot soldiers which gives them a strong ranged advantage against the enemy.


-Military Divisions:

  • Footmen - The most populated division, the footmen are the military’s boots on the ground, they use their impressive numbers to overwhelm the opponent with support from the other divisions.

  • Griffon Riders - A rather self explanatory division, the griffon riders specialize in aerial combat using their great mobility and ranged weapons to great length with strong hit and run tactics on unsuspecting foes. They are also often used as scouts thanks to their ability to quickly and easily maneuver over long stretches of terrain with little evidence left behind. Riders are also able to fight close-combat, though it’s preferred not to due to endangering the Griffon
  • Wyvern Sentinels - These troops act like the heavy artillery of the Elysian armies air support. The exact opposite of the light, fast and low to the ground Griffin Riders, the Wyvern sentinels fly high in the air and rain explosives and hails of bolts and arrows down on the enemy! Typically the Wyvern sentinals operate in two man groups flying a single Wyvern, one focusing on flying while the other operating the weapons.

  • Lumin Wards (Mages) - What they lack in numbers they make up with the incredible amount of damage they can do to an unprepared foe. The mages often travel with the help of other divisions as they aren’t very strong or mobile alone. They come to the battle prepared with power spells that can turn the tides of a fight and support their fellow divisions.

  • Sol’s Rays - A division of powerful marksmen who travel in groups and utilize large bows to deal damage over extreme ranges. These greatbow archers usually travel in small groups with other divisions much like the mages, though unlike mages these archers don’t need to be near the front lines in order to be effective.

  • The Dusk Rangers - The spies of the kingdom make up this division, they do not fight on the front lines but instead aid the military in a different way. They slip behind enemy lines to steal information and sabotage the enemy, potentially winning a battle before it can even begin.

  • Solar Storm - The kingdoms siege division, these are soldiers who are trained in the use of heavy, squad based, siege engines. The Solar Storm soldiers always travel in a small groups as the machines they operate are very heavy and take more than one man to properly operate. Generally this division will travel with the footmen in order to breach or destroy an obstacle on the battlefield.

  • Dragon Guard - While technically part of the military, the Dragon Guard does not ever see combat vs other kingdoms, instead they act as a defense force against magical beasts and creatures beyond human understanding. The Dragon Guard uses specialized tactics and equipment in order to take down any inhuman threat that comes to the kingdom.

  • Solari - The High Auroran's personal guard. These soldiers are the elites in their division, often transferred over as a symbol of great honor. The Solari are deeply religions and would go as far as to die for their beloved ruler
Races:

-Summer Fae:
The summer fae are the predominant race of Elysium, the story goes that the summer fae were created by Lumin when he blessed them with the power of light magic. The summer fae, overwhelmed with joy at the blessing of their god went on to build the golden city of Alisette in his honor, which has since been the capital city for Elysium to this day. summer fae are very similar to their fae brethren except for their affinity for light magic.

The Summer Fae traditionally hold the majority of ruling positions within Elysium because of their history as Lumin's chosen people.

-Humans:
Humans are... humans obviously, you know them well, one of the more standard and dominant races in Linhael. Humans make up a large part of the population of Elysium roughly tied with the Summer Fae. In the kingdom of Elysium humans generally occupy the lower/middle class, their physical strength being much greater than the fae makes them great for positions in physical labor. While it is not uncommon for a human to take office in a lower position of government, and it is perfectly within their rights to run for higher offices. Summer fae still dominate many of the higher up positions of government due to long standing traditions.

-Mountain elves: Hidden within the mountains of Elysium is a tribe of elves known as the mountain elves. These are a much stronger breed than normal elves, made rough by the frigid and dangerous landscape. Mountain elves usually stand very tall, up to 6 feet, and generally have a stronger build than most elves are known for.

Though the mountain elves are fairly prevalent within Elysium, they generally stay away from society and stick to their little tribes because of their strong distaste for industrious civilization. They are a very anti social breed, and often do not talk much to outsiders.




Features:

-Cities and Landmarks:

  • The Golden City of Alisette - The capital city, otherwise known as the Golden City of Alisette sits atop the highest point of Mt Solstace, it's great towers parting the clouds above in hopes of touching their benevolent creator. The golden city is a very sacred place in Elysian culture, it is their holy city, their place of worship, a testament to their god. Those that have had the great honor to be admitted within the cites walls speak of a great feeling of warmth and determination, as if Lumin himself smiles down upon them. The city is also a great symbol of power, as it's elevated position makes it visible from nearly everywhere in Linhael.
    pasted image 0.png The city is also well known for it's AMAZING view

  • Mitis, the city in the mountains - The inhabitants of Elysium were quick to discover precious minerals within Mt Solstace. This sparked a rush between the people of Elysium to be the first to find and mine out the precious gold and silver buried deep in order to turn a profit. The city of Mitis formed originally as a small settlement of human miners hoping to make it rich in a new area of the mountain. But when they found an incredible density of rare ore and minerals, the small settlement exploded in population! Mitis is now the largest mining operation within the kingdom, boasting an entire city formed beneath the earth! The city of Mitis is the economic backbone of the kingdom, as well as an emergency holdout for the rulers and royalty of Elysium. The fact that the city proper is actually cut deep into the mountains makes it incredibly well fortified from attacks.
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  • Alvia - Because of the kingdoms elevation, many cities and towns are build along the steep walls of the mountain. One of the better known examples of this is the city of Alvia, this city is well known as the breeding and training of Griffons and Wyverns. It's well known among the kingdom that the Griffons and Wyverns trained in Alvia are the best of the best, and because of this many are willing to shell out a great amount of money to acquire them.
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  • The Albion forest - At the bottom of the mountain range lies a great forest that the summer fae of Elysium trace their roots to. The place is an area of great spiritual importance to the fae, and is heavily guarded by the Solari. Many summer fae of Elysium travel to this forest in pilgrimage.
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-Languages:
  • Luminian - A melodic, musical sounding language where words can have different meaning depending on the tone you use when saying them. The written language is symbol based though it is accompanied by a small alphabet. The language is based on a combination of old fae and human tongue combined. Nowadays this archaic language is mostly used in religious ceremonies and celebrations.

  • Common tongue - Most Elysians know how to speak and read common tongue in order to converse and trade with the rest of the world.

-Exports:

Because of the kingdoms position, they sit on a great deposit of precious materials atop their mountain which makes them a great source of precious metals to trade. They are also well known for their rare wildlife, animals such as griffins making great methods of travel with the proper training meaning they are always in heavy demand.

-imports:
The kingdoms location in the mountains makes it incredibly difficult for them to grow their own medicinal and alchemical reagents, because of this they are forced to import a great deal from the other kingdoms. Elysians are also a very materialistic and adventurous people, and are often in demand of rare luxuries and exotic foods.
 
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Principality of Oceanius
ORIGINS:
The Principality of Oceanius used to be a bunch of fragmented Duchies located to the North in the shadow of Mount Orcus and the adjoining Craggy Range. That all changed when a young, adventurous mountain fae named Armedeus Une broke his tribe's pact of isolation and left with a small group of followers to see the world. Be it luck or fate, the first person he met was a wandering merchant who got lost hiking. After helping the kind man get back to the village, they threw a party for the strange fae which left a lasting impression on the young Armedeus. It was then that he met a young human lady named Rhea and the pair fell in love. Continuing on his journey with some new companions and his new wife, they came upon a fishing village whose people were being oppressed by their greedy Lord.

Angry with his oppression, he rallied up support and stormed the man's mansion. That was the first steps that lead to the birth of the Principality. Soon word spread of his growing influence as he overthrew other corrupt Lords and reunited the area. He even brokered peace between humans and merfolk, setting up fishing zones to appease both sides. After 2 decades of hard work, the Principality of Oceanius was born and began its growth from a mishmash of various settlements to a naval superpower.

By the time the 100 Year War was on its last legs with the birth of the Darkness Kingdom, the throne was in the guiding hands of Princess Alva Patricia Une and her husband, Prince Consort David Talver. During the war, Prince David lost his life in a naval engagement, leaving a heartbroken and furious Princess Une to take charge and personally lead her armies in major conflicts. Her battles continued until the ceasefire was called. During those 10 years, near constant snowfall can be seen around the palace as the Princess finally mourned her beloved and things seemingly went on as normal.

KINGDOM MOTTO:
"Be as stoic as the mountain and as furious as an ocean storm."

UNTOUCHABLE RIGHTS (Land):

  • Everyone is allowed to practice their own religion.
  • Everyone deserves to be treated with respect for being given entrance to the Principality.
  • Any citizen is allowed to invite any outsider to the Principality but they will be held responsible for anything the outsider does.
  • Every citizen is given the right to a fair trial.
  • Every citizen has the right to own property if they have enough wealth to purchase it.

UNTOUCHABLE RIGHTS (Sea):

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

LAWS (Land):
I: The words of the Crown Prince/Princess is law and must be heeded and respected.

II: Ownership of slaves has been disallowed and Servants must be paid a respectable fee.

III: Those found guilty of theft, rape, abuse of any kind, treachery and crimes of similar nature will be sentenced to death.

IV: Mount Orcus is sacred and should never be defiled. Those found guilty may be banished or executed depending on the severity of their defilement. This also applies to the mountain fae settlements of Crocus and Garvus.

V: Poaching of hippogriffs for their pelt, feathers, or as trophies is outlawed. Those caught hunting hippogriffs will be jailed, flogged, executed or all of the above.

LAWS (Sea):
I: All calls for help should be answered even if they are those of the enemy. Those taking advantage of this shall be executed without mercy and trial.

II: Fishing is only allowed within fishing regions. Those caught violating this rule will have their ship confiscated, their catch released and jailed.

III: Mutiny is punishable by banishment or execution unless evidence of the Captain's cruelty or incompetence can be shown.

IV: All crew must follow the Captain's instruction during voyage.

V: Pregnant women and underage children are not allowed on warships. Those caught will be left at the nearest friendly port for their safety and fined.

RACES:
Humans, seafolk, mountain fae and other sentient beings.

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

The other religious group is the one practiced by mountain fae and nearby human settlers. They believe in the Spirit of Orcus and pray for his guidance in hunting and protection during long travels.

EXPORTS:
Metal ore, seafood, pearls, granite, fabrics, sparkpowder and alcohol.

FLORA AND FAUNA:
The flora and fauna found in the Principality varies from simple farm animals and pine trees to fantastic beasts such as hippogriffs and oddities such as the morval vines. Special care must be given when traveling through mountains as morvals can ensnare and devour a man in the blink of an eye while hippogriff are territorial animals and distrust people. Although hippogriffs can be tamed to serve as mounts and morvals are only active at night. Wolves are also a danger but they usually leave people alone. Another interesting type of flora is a type of mushroom that grows on rotting flesh and produce a highly volatile oil used in the production of Tempest flamer fuel.

Underwater, there is plenty of interesting wildlife. Besides the usual fishes and other sea creatures, there are the strange. The first being large man-sized crabs. A dangerous threat to pearl divers and tasty roasted over an open fire. Other similarly giant sized creatures such giant squid, whales, and usually harmless fish too. However, none match in danger and intelligence of the dreaded krakens. Large enough to crush galleons with its tentacles and a beak wide enough to swallow men whole. People who survive encounters with a kraken is considered blessed by the Ocean Goddess Aquarius.

GEOGRAPHY:
The geography within Principality borders range from rough, mountainous terrain to gentle farmland before ending in a long series of shorelines and coves. This allows for various ways to support the Principality. From farming to fishing and everything in between, the Principality only imports things that are hard to find such as rare ores and exotic items from beyond the borders. The main mountain in the Craggy Range is Mount Orcus, an imposing mountain that towers over the capital with the castle located a short distance above the city itself.

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Towards the Northeast regions, the terrain gets gentler and smoother with meadows, fields and forests hosting various wildlife and farmland. The valued bread basket of the Principality is located here along with most of the people living in this warmer strip of land towards the shore. Further pass the meadows, there lies the coastline. While most of the coastline is rather plain and rocky, the coast to the North is dark and unwelcoming. Reports of krakens there don't help either.


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BANNER/FLAG/CREST:

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ROYAL CASTLE:

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The Elucidator, the main flagship vessel of the Crown Princess' fleet. Fitted with heavy ballistas and a special flame weapon known as the Tempest. A flamethrower that fires a sticky green flame that burns even on water. Only important or specialized ships carry such a weapon.

IMPORTS:
Rare metal ores and timber, exotic plants, and alcohol.

CURRENCY:
1 Gold Eagle = 100 Silver Hawks= 10000 Copper Falcons


CAPITAL:
Markova, the capital sits in the shadow of Mount Orcus and is home to most influential people in the Principality. Its also the base of operations of the Blackscales, the Principality's elite assassins and spies lead by Prince Alba Hamilton Une but its true location in the city itself is unknown.
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CITIES:
Argos, a major ship building hub and home to weaponsmiths and alchemists. Rather dangerous due to the various fumes and work hazards present. The most heavily guarded port in the Principality.
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Misty Hollow, the remains of a fishing hamlet near Kraken Cove that was abandoned after a major flood rendered the soil unsuitable for proper habitation. The buildings are nothing more than wooden shells that offer no proper shelter but a small group of people do stay there during the bountiful fishing seasons. I guess some things never change.
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Crocus and Garvus, the last mountain fae villages on the Craggy Ranges after most faes integrated with humans. Crocus village is the birthplace of Armedeus Une, founder of the Principality while Garvus is home to the sacred Church of the Mountain God. While usually lifeless, both towns truly spring to life during the Autumn Harvest, Grey Moon and Floral Sun Festivals. (Pictured: Crocus)
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Arkos, the city and home of merfolk such as Sirens, Merpeople, Selkies and Fishmen. The city is located about 5 nautical miles East of the closest port town. The place is governed by a Council and help protect the shipping lanes and enforce the fishing boundaries.
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Monarchy of The Blakkfiah

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Origins
The first ork was born out of the ground mother long, long, long ago, in a time long forgotten. It was this first ork that knew nothing of anything, and got killed minutes within it's existence by a ravenous plant. Months passed, and more orks sprouted from within the plant, and smashed it to pieces from the inside out. They too, were swiftly sliced as they met the predators of the forest they were in. Again, they rose from the ground, and fought their way out of their troubles. This cycle of trial and error continued for many years, learning and gaining new abilities as they did, evolving to combat the threats that were more than willing to take their lives without any hesitation.

Many orks, evolutions, and dead creatures later, a race was born. They had cleared themselves a small sector of the forest, and called it their own. Thus, the Orkish kingdom was born. They knew nothing of their world but that it was dangerous, and so they sought to be more dangerous, more rowdy, more deadly than the forest would ever be. And so they were, years passed and slowly a kingdom amassed. They were marked on maps, they waged their wars against each other, and as they gained sentience, the 100 years war was waged. It was then, they truly became a force to be reckoned with. They were hired out by kingdoms to fight others, and soon, they were improving upon technology with things they didn't understand. They were skyrocketing into greatness, but they never understood why.

Now, with a relative 'peace', they send their people out to explore what little they know, and expand horizons. And expand their kannonz. Lots of kannonz.

Kingdom Motto

"The worthy will be reborn."

Unalienable Rights
  • If a blow from one citizen to another causes blood to be spilt, the offender will be put on trial in front of the King's council
  • If a blow from one to another causes blood to be spilt, the offender will be put on trial to the Phoenix's council
  • No citizen or any such person within the kingdom may take another's life without authorization of a blood duel by the local authority.
  • Any may worship any non-pants related gods.
  • Any may speak freely without worrying about their own well being.
  • Any and all citizens may try to usurp the Phoenix by duel. Loser must take a slayer's oath.
  • Anything and everything may be sold in the market. Besides slaves.
'Laws' of the land

  • The word of The Phoenix is law.
  • The ritual burning of pants is punishable by death.
  • Dueling within Kingdom premises is outlawed, and only can take place in arenas located within the kingdom and within varying allied factions.
  • There is to be no stealing, robbing, thievery, or unauthorized magic of any sort.
  • Any and all non-citizens of the Monarchy or allied Kingdoms may enter at their pleasure, but if they are to commit a crime of the Monarchy, they are to be upheld by the Great Fire Kingdom's laws.
  • Each citizen of the Monarchy is required for 3 years of service in the military, whatever branch that may be.
Races
Ork- The crazy, green, large mushroom creatures hellbent on fighting and winning. Their physiology is unknown to most, but what is known is that they get bigger when they start fighting. MUCH bigger. They have little to no vitals inside of their body, rendering most blows harmless, which makes it much better for them to enter battle. They come in large numbers, which powers their psychic WAAAGH energy, making it much better for them to enter battle. Their psychic WAAAGH energy allows them to deny the laws of psyshics, which they barely understand, making it better for them to enter battle. Their race grows out of the ground from mushrooms, shed throughout an ork's life, and mostly released at their death, when their body withers into the little spores that made them up. To put it shortly, they are made for battle, no matter how you spin it. They are born as little "Runts", smallish orks with more spindly features and a much weaker body in comparison to their older brothers. With little more than a stick, a sharp rock, a flimsy piece of metal, and a shortish piece of twine, this race can fight the world.

Humans- There's nothing special about these folk, besides from the fact that they decide to live with the orks. Usually, these are crazed inventors, or black marketeers seeking to sell their wares to the orkish free trade, or bandits looking to get into a scruff. It is ONLY these three, besides from the many that travel through the kingdom, or those who are seeking to talk to The Phoenix, the Monarch of the Blakkfiah Monarchy.

Grots- The titular underclass of the Orkish society. They are the progenitors of each tribe of greenskin, with boyz emerging from the ground shortly after. They are the grunts, thinkers, and cannon fodder of greenskin culture, generally being assigned the 'boring' jobs of the kingdom. Janitors, couriers, squig-tamers, kannon operators, shamans, etc. However, these little creatures and their giant noses are better than just glorified slaves, for they are ingenious in their thoughts, and brilliant in their designs. They possess more foresight than the average boy, and with enough of this legendary ingenuity, they can arise to positions of power, like Shamans, Weirdboyz, or even Warbosses. Unlike an ork, they do not have the innate ability of a WAAAGH energy field, but certain gretchin are able to direct that energy of boyz to destructive ends. These are known as Shaman, and they are very, very, very good at their jobs. Other jobs the grot occupy are kannon operators, their aim so much better than the ork's will be, and their kannon fire unending. However, with so much time around these giant batteries of artillery, they have developed a new way of orkish communication. "Sign Language", where the grot has a series of signs pre-written for quick use in a battlefield, and a stick so they can communicate more detailed commands and such by drawing in the mud.


Religion
There is little to no actual religion of the Monarchy, as all are free to practice whatever they choose.

Usually though, most orks believe in reincarnation, that the orks that go down swinging, are the orks that get plopped into a new body. Of course, none of these statements can be proven, with religion being finicky and such, but who is to say that the best Phoenixes can't reincarnate?


Trade

The exports of the Monarchy range from very strange, yet useful. To very, very, very useless lest it be in the hands of an ork. which is fine by most orks. and their strange contraptions. These exports are somewhat of a bargain, a roll of the dice. It could decimate a building with only a few chickens and a bucket of water, or it could absolutely nothing. Asides from those, the export of choppas (an orkish knife-sword-axe multipurpose tool) is somewhat popular in the use of self defense (If one is quite poor), or as a souvenir. More popular however is the trade of orkish 'kuntrapshuns'. Usually, these range from spindly long legged walking machines to aid those in the purposes of battlefield recon, to little twitching balls that unfurl into a net when thrown. However, these things usually cost a lot of teef, and are hard to commision, and even when you do find a comission for one, the ork might find that the one of a kind item he made might be too much for any old buyer to take, and keep it for himself. What people really want from them however is the various materials the Orks fish out of their mines, since they are so dead set on creating as many of these insane kuntrapshuns the world has ever seen. They export a lot of iron, gold, silver, and other precious metals that they either scrap up from mines, or harvest from battlefields. In addition, they sell exotic foods such as 'Squig' or 'Fungus Beer'. Some of it is edible, except for a few squigs they keep at home for competitive purposes.

In exchange for their services, however underhanded it may be, they expect in return a sum of complete products. Well crafted weapons, food, rope, leather, animals, and armors. Supplies mostly, and the occassional magic related item or services of mages are imported as well.


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

latest

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

Geography

Flag

Currency

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

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


Capital

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Da Fortruss- A massive fortress kept within the center of the Blakkfiah Kingdom, armed to the teef with the latest military warmachines that the orks could churn out, and kept with the highest security, this place was designed to be impregnable to any attack. Only once was it ever on the verge of being compromised, and that was during the Phoenix Rebellion while it was under Vect's control.

Notable Cities

WIP
(fahkn', i'll do 'em tomorrow)

Redgrot's Rebuff-
One of the more notable cities popular for one thing, kannonz. Home of the first kannon to ever be, Redgrot, the gretchin who invented the daft thing, quickly became rich with teef after creating an incredibly useful and powerful wartime device. Soon after, a town sprung up around this little watering hole, becoming the industrial hotspot it is now. New orks are always trying their hand at making a new innovation at the kannon here, but only few truly succeed.

Varrnellskulk-
A perfect exemplar of what an orkish town looks like. It has all the functions and needs of one, a forum, a residential area, a gladiatorial arena, a barracks, the whole nine. The thing is, the orkish nature of warfare carries to everything. Competition is around every corner, and sometimes even actual fights will break out over the simplest of things. Orks don't seem to mind this, and usually, most fights are out of greed or jest. If a human, elf, or jinn were to enter one of these slightly dysfunctional towns, be sure that they're able to talk themselves out of stepping on stepping on one's toes, or be a good fighter.
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Palace ov da Phoenix-
There's a saying that orks had no part in whatsoever. Keep your friends close, and keep your enemies closer. Taking that to heart, orks really hate talking about not warring. Why not war? Your farms will come back after some time. Humies never get it sometimes. Fires stop burning and orks aren't always going to raid the same place. Nevertheless, orks sometimes find them amusing, and keep their politics in the palace, the most affluent and well protected place, well away from the rabble outside.

Military
Boyz- The average, run off the mill ork, given little more than leather bits, a choppa, and maybe a helmet to make sure no arrers get stuck in their cranium. They're usually deployed in large numbers, VERY large numbers. They're good in hordes, but kinda sucky on their own. Deployed with Nobz.

Nobz- Boyz who stuck around for a bit, and have years of experience under their belt. These guys are the ones who have a shot at becoming the Phoenix, the warrior king of the Blakkfiah. These guys have better weapons, more teef, and are usually bigger by a few feet than the short 5" boyz.


Warbosses- The biggest and baddest next to the Phoenix, the Warbosses are the big orks whose job is to govern the WAAAGHS that are undertaken by the Phoenix. They are the generals in a massive war, and they are the fiercest guys there. If you are stuck next to a Warboss, say your prayers to whatever gods before he decapitates you.

Flyboyz- Orks who ride giant Squig-mounts, part squig-hawk, and part mechanical beast, the boyz who fly these are equipped like any other, except they're on SQUIGS! And they have spears as well, along with having to be Blakk Orks to be able to even purchase these rare commodities of machine and flesh.


Kuntrapshuns
Kannonz- Metal things of iron and scrap, all pushed into a little cylinder and fired using special squig powdah. A little bit of a douse of water, and the whole thing goes up in flames, sending whatever payload it had loaded into the opposition.

More to be added as RP goes on.
 
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  • 0c45ba35eb674dafab42b3bf8f14e3b8.jpg
    Long, long ago..... Long before the land had even a name, back when the first settlers of Raitoningu came to the mountains. The land was not covered with snow, nor with the red blossom trees. The land held great beauty of green and life. There the people of Lightning made their homes. Far, far away from all other civilizations. Making it clear that they did not want to be bothered. As time went on and they made their own Empire.... Other Raitoningu tribes began to hate one another. A thirst for blood swept over the land as snow began to fall from the skies.

    Day turned into an ever lasting night as the ground covered with snow. the Raitoningu people began to fight one another. They fought for food, land, women.... some fought just to kill.

    The world that once held green and beauty now held darkness, cold and blood.

    Tribe against tribe, brother against brother.... Nothing lasted for very long... Except the winter...
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    It had been generations since the trees showed signs of life, generations since the rivers were full of fish, generations since the sun showed itself from the clouds above. The Raitoningu people were bound to either die upon the snow capped mountains, or leave the once beautiful place.

    The Raitoningu people gathered to leave, leaving their pain and suffering behind... Leave their hate and thirst for blood.....

    Just as the first Raitoningu took his first step, lightning struck a single tree in the center of their camp. The tree came to life, barring red blossom leaves. Some of the leaves floated to the white ground below.... Making it look like nature was bleeding for those that had passed.

    The people stood in awe as life was brought back to the land. One tree and lightning strike at a time. soon after the tribe was surrounded by white wolves... All barring red markings.
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    The tribe was not sure as to what this meant, but they took it as a sign from the Great Wolf God Okami. Sending them a message. that if they would stop the fighting among themselves, the land would provide and they could stay hidden from their true enemies.

    The first Emperor stood tall next to the red cherry blossom tree and the white wolf with the red markings. Symbols of their people and power. Letting his lightning strike the land for many days and nights. this brought back life, but the cold still stood. To this day the land flourishes with life, but is covered with snow. The red cherry blossoms bloom all year round, reminding the Raitoningu people of their past.
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The City-State of Oshus
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Origins
The principality of Oshus was not always under the rule of the King and Queen of Elysium. No, for a surprisingly long amount of time, it was independent of any kingdom entirely. No one simply wanted to bother trekking into the mountains with the supplies and men to lay siege to the lone city carved into the very mountain. How and why the original Dwarfs of Oshus decided to do this. Tales tell of their ancient god, Holbris, hewed the city out of the rock with one mighty swing of his hammer. The more scholarly explanation was that the original Dwarf peoples stumbled across the entrance to the Hysh nest that sits below them and re-purposed it.

Though no one knows for certain why the Dwarfs decided to settle in what is now known as Mount Equinox, scholars agree on the endless internal war between the two factions, each trying to drive the other out of their home. When Elysian troops inevitably marched on the city, they simply walked through the front door. They soon discovered why it had been so easy to enter. The Dwarf and Hysh were locked in what would be the largest, and last, battle. Elysian troops, not being winded by fighting and in much better order than the other two factions, easily swooped in and secured victory for themselves.

Now under Elysian control, hostilities between Dwarf and Hysh were forcefully ceased, and slaves on both sides were freed. They were then told to get along, and don't cause any trouble. A council of trusted Elysian officials were put in power, to guide the rebuilding of the now destroyed city and to enforce the newly instated laws.

However, the only thing the two people hated more than each other, was to be ruled by someone that wasn't of their own. Unrest within the city was apparent, shrines to Lumin were torn down in broad day light and replaced with ones of Holbris or Fasha, the main deity of the Hysh. Elysian guards were ambushed and dragged into the back alleys before beaten black and blue, if hey were lucky. Marshal law was put in place, but that did little to quell the rebellion that was brewing. In a state of desperation, the Elysian Council elected two rulers from among the populace, a Dwarf and Hysh respectively, and essentially wiped their hands of the matter for the time being. They kept their eye on Oshus, that did not change, but they left the ruling to their chosen couple.

Surprisingly, the city was rebuilt faster than anticipated under their rule, and the laws were grudgingly followed. Some how, some way, the elected king and queen of the now city-state of Oshus had done what the Elysians and hundreds of years of war could not, co-existence. Strained co-existence filled with mistrust and hatred, but co-existence none the less.

The Rulers of Oshus, Blessed by the Gods and Favored by the Elysian Council, King Sridit and Queen Caralyss
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Untouchable Rights
See Elysium, Light Kingdom.
Laws
See Elysium, Light Kingdom.

Though often split on how to rule their shared city, the King and Queen staunchly stand by their citizens rights to also worship their respective deities. No where in the laws does it says that Lumin must be the only god they worship.

Religion and Culture
Though the worship of Lumin is required by law, a law which is obeyed by most, there are two deities that are also openly worshiped. Holbris, and Fasha. Holbris is the God of the Forge and patron god of the Dwarfs. Fasha the Weaver is the patron god of the Hysh. Holbris has lavish cathedrals only topped by those dedicated to Lumin. Fasha has shrines, if you can call them that, of elaborately spun silk that covers entire city streets, a silky canopy sprawling across entire portions of the city at a time.

There are two cultures in the city of Oshus. That of the Dwarfs, and that of the Hysh. The Hysh are a matriarchal society, making it unsurprising that the Hysh ruler is a queen. Surprisingly they place a heavy emphasis on family, considering they are often liken to spiders. They often have large family units, and neighbors are seen as relatives. This makes crime rate in majority Hysh areas very low, because nobody wants to steal from, or harm, their own family.

The only similarity Dwarf culture has to Hysh is the large family units, often referred to as clans. They are otherwise a somewhat divided group, each clan vying for supremacy over the other through various means that do include combat. Traditionally, leaders of these clans have been male, making the king a dwarf. Fringe clans do have female clan leaders, and some have been known to interact with Hysh society secretly, though any Elysian spy worth their salt can easily witness these interactions first hand. Within the already complex web of clan politics, is another one of honor. Individually, Dwarfs are driven by the need to gain honor for not only themselves, but also their ancestors.

Races
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Dwarfen veteran and survivor of the Home War
Dwarfs:
One of the people residing in Mt. Equinox and Oshus. These hardy people look like a boulder had fallen on an average man and squashed him to half his height instead of killing him. There appear to be no poor Dwarf, all of them well kept no matter their financial standing. Men often support a magnificent crest atop their head, while the women sparkle like gems they wear, though some of those gems are actually just colored glass. Both men and women proudly display the emblem of their clan, though some do it more prominently then others.

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Hysh Weaver adding the finishing touches to her contribution to a Fasha shrine
Hysh:
A primarily female race, Hysh have the upper body of a human, with the legs and abdomen of a spider. All Hysh, male or female, have the ability to produce silk, though the smaller male's silk is often of a much lower quality. Cold blooded, though surprisingly active, the Hysh naturally have a pale blue color while in their mountain home. As they heat up, their skin tone slowly changes color, primarily a pale white but occasionally a deep purple. The reason for why they turn one of these two colors isn't known. Hair color is either black or white, with no in between.

Imports and Exports
The two major exports Oshus exports are fine gems and Hysh silk. Hysh silk is as strong as steel, yet still flexible enough to be tied into knots. Though they are at first adhesive, proper treatment not very different from tanning leather removes it. And surprisingly, even decade old Hysh silk refuses to catch a fire.

Oshus imports what one would expect from a city built into the rocky mountains. Food, and lots of it, along with lumber and some other luxury goods.
 
The Great Beasts

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Lumin's Eye

A beast shrouded in mystery, like all the other Great Beasts, Lumin's Eye is one of the stranger ones. With six limbs, four of which can act as hands, two eyes and what appears to be a gem centered in it's head, there is nothing even close to being similar to it, let alone being compared to it. It is also one of the less reclusive Great Beasts, the local populace worshiping it as if it were a god and offering it regular sacrifices.
Lumin's eye is technically blind, it's milky white eyes make that obvious. However, whatever the light touches, it can "see" thanks to the gem lodged in the center of it's head. This makes it near impossible to sneak up on it, even at night, for the moon's light still provides it with sight, though it does seem to struggle slightly. Even light from a fire allows it to see. The only way anyone could fight it is to fight it on a new moon without a torch, effectively making you as blind as it.

It's mastery of the Light is on par with any of the Rulers of Elysium, and can go blow for blow with even the current queen, his fur even seeming to absorb the light to bolster it's own strength. And it's physical prowess aren't to be underestimated. Those horns have gored and it has tasted flesh before.

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Aquarius' Wrath

The merfolk have a reason to ask for Aquarius' mercy and kindness. For her wrath is unstoppable, and her ability to hold a grudge is limitless. Whole hunting fleets have mysteriously disappeared, only to find their debris washed ashore and a few lucky survivors babbling about a serpent longer than their ships end to end. Of a storm so fierce that it tore down the masts of ships that were to slow to stow their sails. And of the maw that could swallow whole schools of fish in one gulp easily.

Aquarius' Wrath is a large leviathan monstrosity that lurks primarily in the water's surrounding Oceanius. Some merfolk revere this beast as a demigod, and most agree that it is Aquarius' will made manifest on the mortal realm.

This belief of it being a manifestation of Aquarius is heightened by it's strong control of water. A storm follows it's every movement, and the cold does not affect it. In fact, water mages are targetted first by it, it having a knack for finding magic users, for Aquarius is the ocean, and no one controls Aquarius. Harpoons sink into it's scaly hide, but with little to no effect. Nothing can penetrate it's hide to kill it. But perhaps if someone were brave, or foolish, enough then they could fell the beast.
It is not an unreasoning beast and has been known to attack fleets to only destroy one ship before vanishing as quickly as it had appeared. It is even said that a young woman has even managed to speak with it, perhaps because Aquarious connected with her somehow.

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Shiro & Kuro Okami

Tales say that the God Okami is not one, but two beings. The tale tells of how the God Okami, unable to be of any pack, seeing them as unfit, split himself in two. One half was filled with his intellegience and magical prowess, the other his fearsome strength and unyielding nature. He even split his divinity between his two vessels to keep them in the heavens. But alas, they were not able to stay within heaven, and fell like twin stars to the earth below.

Now the pair roam the mountainous land of Raitoningu, claiming the highest mountain peaks as their hunting territory. Lightning strikes the earth to the point where it appears that the sky is being held up by the lightning itself. When one leaves the other, the storm abaits and vanishes as if it were never there. Though the two are near inseperable.

It is said that though the pair can communicate with humans, only the First Emperor has ever gotten a word out of them. Even then, it was a back handed comment given by Shiro Okami, and an outright death threat by Kuro Okami. Since then the two have been left to their own devices.

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The Ashen One

There is a beast that roams the deserts of Igniuim that has seen the rise of the Djinn empire, and the one before that, and the one before that. Rumors say that this creature is the reason that the desert even exists, that it was once a magnificent forest full of life. But then this beast took an interest in it, and it's touch burnt the forest to the ground. The gods tried to extinguish this beasts fire, but water turned to steam before it could even touch it. So instead, the gods upheaved the earth itself to extinguish the roaring blaze that threatened to engulf the world. And while they managed to save the world, the once grand forest was no more, and in it's place was the desert that the Igninuims now call home.

The gods, though they extinguished the fire it had caused, could not destroy the Ashen One, given the name for the great clouds of ash that spring up with each one of it's step, as well as the ashes of the forest that now protect the creature like a second skin. They could contain him, however. And so now he roams the almost uninhabited desert. Surprisingly, he seems to avoid habited areas. Perhaps he is simply curious of life, which would explain why he was drawn to the forest, but now knows of the destruction his touch can bring.

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Grove Tender

This creature has existed since the birth of this world, though it has spent most of it's time tending to it's "garden". It tends to the Eternarus grove, a grove of ghostly pale trees that tower hundreds of meters over any of their green counterparts. It's powers assist it in keeping the trees free of parasites, and keeping any unwanted visitors out. Though you can request entry, by standing a good 100 meters away from their grove and waiting patiently for him to show up and asking politely. And once he refuses you entry, thank him for his time and excuse yourself.

The Grove Tender exudes a life giving aura that can encourage life in even the most inhospitable places, though that doesn't guarantee it, life simply can't exist in certain environments without outside help. Plants and animals obey their command without them having to utter even a sound, a creak from their wooden limbs is enough for the most elaborate tasks, and nothing is required at all for simple things. And with life comes death. They can with hold their life giving aura, and even slowly steal a beings life essence. Though death would not occur for the being until weeks or even months of continuous draining, save for perhaps in the Eternarus grove where they are strongest.

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The Fallen Child

Not all of the Goddess children have lived in the mortal plane. Several of her own, that she has nursed and cared for, reside with her in the Heavens. One such child, the favorite of the Goddess, always peered over the edge to gaze down at the mortal world. His siblings, jealous of how their mother lavished him with care and attention, one day came up with a simple plan. While he was looking down at the mortal world, as he so often does, they would shove him off. And the plan went off without a hitch. The resulting impact caused the lake that the people call The Dark Tears.

The treachery of the children were not done, for they made sure that the favorite thought that it was Mother herself that had pushed him into the mortal world, and they went crying to their mother saying that he had slipped and fallen before any of them could reach him. They managed to avoid punishment, but there their plan backfired. Instead of giving the others attention, like they had thought, she went weeping to the edge, calling for her lost son. Her tears filled the crater, completing the formation of the lake. But her calls went unanswered. For he had thought she had abandoned him, why would he return such calls? And the Goddess, even with all of her powers, could not force her beloved child to return to her.

So here the Fallen Child remained, wandering for centuries. He forged a sword out of the mountains in the north, shaping the raw metal with his bare hands. His armor he found in a vast marsh, covered with muck and grime, the sheen all but gone. He did not know where it had come from, but he did not care. The mortal realm was a dangerous place, and his soft hide offered no protection. So he quickly donned the armor, not bothering to clean it until he found the time. But the weight of the armor slowed him down, and tired him quickly. He could no longer roam the world as he had been for centuries. But in return, the armor gave him vast powers over the shadows themselves, allowing him to sustain himself even in the hostile swamp.​
 

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