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Fantasy War of the Dragons Lore

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Rusty of Shackleford

Nine Thousand Club
Church of the Six Faces

The Church of the Six Faces, also known as "Hexanism," is the primary faith on the continent of Donum, and has dominated the cultural landscape for the last thousand years. After the fall of the Edhenian Empire, the Church filled the massive power vaccuum left in it's wake, establishing it's capital in the Holy City, located in the southern region of Lys. The religion is make dominated, with the clergy being all make besides nuns. Priests are forbidden from marrying or holding any lands or titles, though this doesn't stop them from being bribed or secretly having sexual relationships. A priest's word is law, an the Grand Priest can do almost anything with impunity. The main tenets of the religion is exemplified in the six aspects, or "Faces" of the One, the true and most powerful of all God's. The aspects are believed to have been created to both explain and justify the roles of the members of society, most likely in it's early years.

Six Aspects:
The First: Also known as "The Priest," The First represents the ideal lifestyle. Humble, pious living, with an intimate relationship with the One.

The Second: Also known as "The King." The King is the leader, the confident ruler of men. Under the Priest, he leads his people with humility and benevolence.

The Third: Also known as "The Warrior." The Warrior fights for the faith, and cleanses the world of heresy and evil, while serving the King. It is believed that the Warrior was added later, as he shares similarities to a war god worshipped by the old tribes of Byrne.

The Fourth: Also known as "The Scholar." The Scholar is wise and intelligent, seeking to understand the world in the name of the One. Notice it's placement, and how it is below the Priest and the King, almost a hint that the Scholar is subservient to them, and not the pursuit of knowledge.

The Fifth: Also known as "The Woman." The Woman's role is to care for and to guide her children on the right path. Again, note her placement near the bottom. She is kind and motherly, and loves all of he children.

The Sixth: Also known as "The Servant." The Servant's role is to, well, serve. The Servant lives in bliss, content with their simple lifestyle. They are expected to follow those above them.

The final aspect is not actually an aspect, technically. It is the One, the true form of God. The One guides the aspects, as he is them. The wisdom of the One is absolute, as is his benevolence and love. Those that follow him are ushered into Paradise, an ideal world, while those who do not are sent to one of the Nine Hell's of Baalor, ruled by Asmodeus, the fallen angel that defied the One.
 
The Walkers of the Abyss/Abysswalkers

The second most prominent religion in Byrne are the Abysswalkers. They believe in an ancient being, the abyss. The abyss is not the creator of everything, however. It manifests as the core of the world, keeping it alive. In Abysswalker belief, the world was meant to end a long time ago. However, the Abyss sacrificed itself, taking on the shape of the worlds core, using its power to keep the world alive.
The Abyss is actually present in many old writings, not only of their religion, but any. However, contrary to their belief, it is often displayed as being the opposite. The Abyss is mostly displayed as the end of the world, sealed to the core instead of being it.
The main thing about the Abysswalkers religion is the balance of lives. They believe that they must assist the Abyss in upholding that balance, so that the world can remain intact. That means both, that live and death have to be in a certain balance, as well as the lives of the people needing a certain balance.

That balance is enforced in two ways. They divide the religion in two structures. The so called "Watchers", who are the majority. They practice their faith silently, but have a well connected network. They live in a sharing relationship, where all give to ensure a decent life standard for all watchers. That makes it so that all watchers are part of the middle standings. However, while the watchers know about each other, they keep themselves almost hidden from other people. They seem like just any other citizen.

The second structure is the heart of the religion. Living in a monestary called "Abyssheart", they care for the balance of life and death. A balance that is achieved by taking lives. However, not by sacrificing any innocent soul. It is achieved by spilling a warriors blood, shed in battle. The acolythes living here spend their life training for battle. They are the "Walkers". The Walkers are like a cult-milita, skilled and trained warriors.
There are further the Abysspraisers. Priests and Healers at the same time, it is them who care for the sick and wounded. They hold the regular worships and are who the walkers can consult in any religious matter.
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Abyssheart is a fortress, one of commendable structure. It can hold out seemingly forever in a siege. The people in it live mostly sheltered from the outside, having developed unique, own techniques of smithing and crafting.
Above the walkers stand the six "Striders". The striders are the six best of the whole cult, both in battle and intellect.
1. Strider: Glory and Wisdow
2. Strider: Strength and Willpower
3. Strider: Dexterity and Cunning
4. Strider: Symphony and Grace
5: Strider: Harmony and Love
6. Strider: Ambition and Justice
They are leaders, forming a council that only answers to one higher authority, the "Stalker", who is the eldest and most wise, the high priest of the Abyss.

The acolythes living in Abyssheart however work for a second, less public cause. They seek to lift the Abyss of its current state. They believe that if the world is kept balanced enough, the Abyss no longer needs to uphold it as core and can be brought to previous glory, a god ruling over the world he protected.

The Abysswalkers that live in the monestary are an exception to many things of the countries law. They are treated with care and it is made sure to keep good relations with them, as they are a valuable asset, both due to their fortress as well as due to the order of extraordinary fighters they add to the kingdoms forces. That is why one of the striders even resides outside of Abyssheart, close to the king, within the council of Byrne.
 
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The Church, In depth
While on the outside, the church seems humanitarian, do not be mistaken, this church has done more evil things than one can count with your fingers. But a Commoner would never know about it. Only those who are high in the ranks of the church are allowed to read the documents that talk about that. But if someone was to...say STEAL those documents, then the church would be in big trouble. In the ranks of the church are warriors known as "Hunters of the Church". They carry out tasks and any other dirty work for the church. These warriors are trained from birth, brainwashed to believe that the church is the true super power, and whatever they say is the absolute truth. They do whatever the Church tells them to, even if it means death for them.

But to truly know the church, one must go under it. Under the Church in the holy capital lies extensive catacombs. And not everything is dead down their. Below the church lies knowledge thought to be lost years ago. It has weapons said to only be in legend, and historical objects that could be sold for a pretty penny. But the biggest secret that the church has in the catacombs, is said to be a monster. A beast sealed aways hundreds of years ago. A beast that use to be a man of the church...

But in all honesty, the church is a beast. The Priests Lie, those they see as "unholy" are burned in the center of the holy city for all to see. It is said that at the top of the Church, A half breed runs the church, Half human, Half Dragon.
 
The Druid War & Map of the Southwest of the Ardor Lands

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Overview:

In the land belonging to the House of Ardor, there is a collection of villages that lie near the border of the Farthyn Woods. Within the woods were many Druid tribes, where they lived practicing magic and living with nature. The humans and the Druids lived in peace, until a new village was created. This village, Cellador, was a bit too close to the woods. They cut down the trees to make houses, killed the creatures for food, and took the wild plants for medicine. The Druids, who view nature and the Earth as a living thing that can speak and think, were furious. The rest of the human villages had taken supplies from a different forest nearby. The Druids demanded that Cellador stop taking their resources. Cellador refused. The war that ensued would last for 50 years, and would end with a deep distrust of magic by the humans, and a hatred of violence from the Druids.

Key Figures and Events:

Sir Devyn Treyman-founder of Cellador and leader of their army, because the Ardors refused to supply military aid that was needed elsewhere. He was a young man when the war started, and was old by the end. He perished just two years after it finished. He was the only actual knight in the Knights of Cellador. It was later discovered that he had used magic, and not luck, to live until he was 80. He is the oldest man ever to live in the lands of the House of Ardor.
Sedwyn Treyman-the son of Sir Devyon Treyman, and the one who took physical control of the town and army when his father became too old to be out to run it.
Cedric Hember-the hero of the Siege of Hember Grove, sealing a victory for the people of Cellador after they were ambushed and killed in droves by the Druid army. He perished during the battle, but saved 100 women and children who had been at a camp in the grove.
Levonellem-leader of the Druid Army
The Battle of Voren Hill-the final battle of the war, and the second bloodiest.
The Siege of Hember Grove-the bloodiest battle of the war, resulting in over 1000 total casualties
The Knights of Cellador-the Celladorian army, made up of villagers. They were never actually knighted; the titles were self-made.
Lowen Webber-a female weaver who impersonated a man called Edwin Bennet and joined the Knights of Cellador. She was executed when her deception was discovered.
Lunrey-the thirteen-year-old daughter of Levonellem. Lunrey is the one who finally started the discussions of peace between sides after her elder brother was killed in the Battle of Voren Hill.
The Treaty of Peace-the treaty drawn up by Sedwyn Treyman and Levonellem, which promised no contact between the Renlyn Druid tribe and the Celladorians, as well as no physical or magical interferences with either's way of life.
 
The Government

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Byrne, a mighty kingdom with a royal lineage said to be old as time. There’s much to discover in such a kingdom, and many opportunities, however, due to set up of government, where one dwells, is usually the level one stays in. But of course, there are ways to get past a strict feudalistic empire. Byrne consists of a classic system of hierarchy, the peasants, merchants, and commoners lay on the bottom. They do what they’re told and nothing more, or thought to do so at least. The nobles, knights, and clergies are above them, they withhold privilege over them and by order of the monarch, they pledge their loyalty in order to obtain wealth, land, and workers within the respective territories. Then, of course, the ruler(s) are on top of everything, leaving land to their trusted lords and nobles in order to expand their gain. However, the King and Queen still have to answer to the Grand Priest themself, as the church has head over the government; divine right over material power.

Due to a lot of power being stretched across the kingdom, the territory is not have a balanced regulation over every part of Byrne. Lords and knights have their own standards, causing the respective districts of the kingdom to all be different. Some may have more strict laws, some may have their own small traditions, and some may just be poor and insufficiently managed all in all.

Magic is an important factor in the kingdom, so much so, Byrne doesn’t just allow anyone to withhold magic with full liberty. To give such a privilege, one must for one, be apart of a guild of magic. Then, obtain a license from the chief mage of that guild. However, with the growing tension due to the civil war, nobles and knights have grown weary of the different mage guilds. Licenses must be held at all times, lest one risk being arrested and sentenced to life without trial, but, that depends on the lord. The streets of the kingdom are becoming unstable and unsuited for simple lone travel, as hysteria had quickly struck the territory. Many people are herding together, forming more gang-like groups rather than formal guilds. More and more magic users are getting put in jail, as civil unrest grows in the kingdom. Especially after the death of King Bryce, and Queen Eleanor. People are starting to take many things into their own hands, nothing has ever been as peaceful as it once was.

As law and people have changed in the kingdom, currency has not. Money is still in copper, silver, and gold, though that alone, can now affect how one is seen. The lower class is seen to be poor, and unworthy of holding gold and even a decent abundance of silver. The middle class usually holds silver and some gold, and of course, the lords are unimaginably rich. Not to mention, in times of war, people are gushing out money just for the poor promise of safety and security. But with that, also comes the chance of unrest, if people are not given back what they pay, the authority can easily seem to be unsuitable for the kingdom, so Lords are faced with many difficult decisions. Not only that, but a limited time to make them as well.

 
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The Tower of Seithr Vara
(The tower of the Witch Spring)
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The tower looks as above with countless treetops of various colous poking over the tip of the outer wall and vines winding their way up the great expanse of the main tower. The stones of the tower are pure white rejecting any dirt that surronds it, the stone is also seamless as if it was grown more than built. The tops of the three tallest towers are capped by roofs made from small cut scales of a deep reddish brown metal. It sits at the centre of a small park inside the limits of Bryne, anyone is welcome to access the park but should anyone attempt to enter the tower itself they will find themselves quickly rebuffed either by the large doors or by the magical guardians that roam the halls within.

The Lower Tower - (Du Silbena Dauthleikr) - The Sighing Mortal
The smallest of the towers is predominantly made of various store rooms to house various supplies from food to magical reagents. It is very unusual for anyone truly living to enter this tower, all the rooms are under varying enchantments to help preserve their contents so access is best left to the tower's magical assistants and servants. There is also a very complete kitchen contained within though once again almost all cooking if required is performed by the magical servants.

The Middle Tower - (Du Gala Gata) - The Singing Path
This is the most common tower for any guests to see the inside of as it contains both a beutiful reception room with a great wooden floor and trunks and branches enclosing the walls. The room at rest contains no fuirnature however channeling a small amount of intent into the floor will grow whatever fuirnature is required, cushions can then be aquired from several piles around the edge.
The tower also contains a dining room, different from the reception room as it is higher in the tower so the branches are much fewer and protrude only slightly from the now stone floor. At the centre lies a large circular table, reflecting the old elvish views that no one stands above another while eating. Finally the highest room in the tower is an open space with several runes carved over the walls, floor and ceiling. Contained in the room are several Elvish instruments from harps to horns, if one was to start playing the runes would activate to ensure that the acoustics will match that instrument to focus the purest sound into the centre of the room.

The Short Capped Tower Left - (Du Konungr Stydja) - The King of Rest
In this tower there are several guest quaters, normally used by any visiting elves to allow them to rest in comfort. Each room posseses it's own bathroom which offers water of all temperatures on demand thanks to a mixture of dwarven pipework and elvish rune work. This water can then be directed into a large recessed pool to wash or a smaller wooden basin for merely a rinse. The toilets look very similar to a longdrop but they convert the waste into a form of plant compost that can then be used to help grow the plants.

The Short Capped Tower Right - (Du Tuatha Istalri) - The Tempered Flame
This entire tower is given over to a complex network of forges, smelters and workshops where Sunniel practices, hones and developes his various crafts, both magical and mundane.


The First Tier
Just inside of the outer wall are the more precious gardens that Sunniel has cultivated, filled with unusual flowers, bushes and trees it is a place of calm to enjoy the beauty and peace of nature.

The Second Tier
The second tier is where you enter the buildings, entering into it you will find rows of planters layed out radially from a stone core of the building. Above these planters float orange crystal bathing all the flora bellow in an artificial sunlight. This is a green house where Sun grows his experiments to see if they will survive and test if they are suitable.
Behind a disguised and warded door in the wall lies a thin staircase leading down bellow leading to the Seithr Vara the heart of the entire tower. From the centre of the room above, inside the stone core, great blue crystaline roots entwine with a white bone like material and plunge into a large clear pool that lies in the floor. Despite the pool being clear it appears to posses no bottom and should one stare into the depths one could see faces moving about within the water. The spring is a mystical creation and contains a entire reality that Sunniel refers to as "The Dream", It is a recreation of Agat Traevam that souls released into the water can live in and enjoy theoretically forever. Sunniel created it after recovering the gems holding his people, then he released them into the pool so they would live out the rest of their lives in peace. Should any soul inside wish to move on then they will be released by the root system that plunges into the pool and runs to the top of the tower.

The Main Tower - (Du Seithr Vara) - The Witch Spring
Due to the actual spring being a close kept elven secret the main tower shares it's name. Contained within is one of the greatest repositories of arcane and mundane knowledge in the world, Great floating bookcases surround the blue and white core that runs the height of the tower. The bookcases contain everything from scroll and books to various artefacts both mundane and magical. The entire collection can be accessed from one of three indecies, each one resting on a stone projection facing towards the centre of the room and resembling a huge tome with a black leather cover. At the threshold of each of the projections lies a word inlayed into the ground in a pure silver metal that glows faintly with the light of the moon, they read MANIN, WYRDA, HUGIN (Memory, Fate, Thought). To use the archive you browse the index for the desired item then read the name allowed with the intent to want the item, the relevant bookcase will then float down holding the relevant shelf at eye level.
At the top of the tower are Sunniel's living quaters situated just bellow the Mythal's anchor that resides in the pavillion at the top
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