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The Dance of Chaos [LORE|CLOSED]

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Tracian Empire
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The Dance of Chaos [LORE|CLOSED]

Postby Tracian Empire » Wed Jun 28, 2017 10:19 am

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DO NOT POST HERE



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ONCE UPON A TIME



Darkness has always existed in the world of Lonriel. But over the past decades, chaos has been spreading like a wildfire. In the Forests of the Loroi, the tensions between the Children of the Sun and the Children of the Moon have grown so much that the danger of a fratricide war among the Old Ones is a real possibility.. and in the distant north, the Zemrai Realms have started to isolate themselves from the rest of the world in their kingdoms under the stone. In the far east, something seems to be threatening the Karaki Hordes, and their raids and attacks have become more and more daring, while disturbing rumors have started the few humans brave enough to live near the Blight and near the Shadow. The Human Realms have been in a constant decline.. as only three years ago, the Great War, the War of the Seven Realms was finally brought to an end. The war in which the armies and hordes of the evil and twisted Empire of Achisia tried conquer all that was in their path. When all hope seemed to be lost, the Faith found sixteen mages and armed them with weapons of untold power. The Knights of the Light as they were called, led the armies of those who resisted against Achisia's darkness towards victory. Two of them perished in bloody battles, while the remaining fourteen challenged the despicable Achisian Emperor in the final battle. Tragedy struck, as seven of them broke their vows and helped their evil enemy, but those who remained true defeated the Seven Traitors, and killed old Mage-Emperor and all his spawn, forever cursing their names. Three years ago, the Seven Heroes brought peace to these lands. But peace was only an illusion.

The Cult of the Sins is wreaking havoc again, as the evil they represent is taking over more and more souls, while monstrous beings have started to appear everywhere. The Holy Alliance, the Council of the Six Realms that fought against that horrible evil, is about to collapse due to infighting, and wars are going to scar the human nations once again. And when the chaos starts dancing.. will the mortals be able to resist its call?

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EXPLANATION


Well, greetings! I'm rather bad at writing introductions like these, but oh well. Welcome to the Dance of Chaos, my little fantasy roleplay. It is set in of Lonriel, a world of magic and legends, of mages, knights, warriors, monsters, of demons and angels. While not entirely original, since it has been inspired by various books, movies, and anime series, it is a realm where all sorts of adventures can happen, stuck in the middle of a medieval-like age, where magic is everything. Most of the action of this roleplay will happen inside the Human Realms, but players can make characters anywhere they wish. Three years after the end of a brutal war, chaos and violence seem to rule everywhere, and there are many stories that have to be told. Regardless of whether you want to play a human, an elf, a dwarf, an orc, or a cursed being, regardless of whether you want to be a skillful mage, a valiant knight or a brutal monster, there is something that you can do in this wonderful and yet terrible world. Thank you for checking this out, and I hope that we'll all have a lot of fun!

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TABLE OF CONTENTS

  1. THE GREAT RACES
  2. THE WORLD OF LONRIEL
  3. FACTIONS OF THE WORLD
  4. MAGIC AND MAGIC ITEMS
  5. DIVINE BEINGS
  6. CODEX OF MONSTERS, MAGICAL BEINGS, CURSED BEINGS AND BEASTS

Last edited by Tracian Empire on Fri Nov 24, 2023 11:59 am, edited 22 times in total.
I'm a Romanian, a vampire, an anime enthusiast and a roleplayer.
Hello there! I am Tracian Empire! You can call me Tracian, Thrace, Thracian, Thracr, Thracc or whatever you want. Really.

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Tracian Empire
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Founded: Mar 01, 2014
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Postby Tracian Empire » Wed Jun 28, 2017 11:46 am

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THE GREAT RACES



HUMANS
The human race.. one of the youngest races in the world of Lonriel, and yet, their origins are lost in the darkness of the past. Some say that they were simply created by the Great Sixteen Gods and that they were brought to this world right where their realms currently lie. The older races simply remember that the humans.. appeared at some point. Legends say that their came from their homelands that are now covered by the Shadow, or maybe from beyond It, if the Shadow even has an end. What is know though is that the humans quickly built mighty kingdoms and empires.. spilling more blood on the ground of Lonriel than any other race before them..

Unlike other races, humans don't have any particular talents, and not all of them can use magic. The fierce ambition of this race means that many from them have risen to become powerful mages, mighty warriors, gallant knights and brave explorers.. but they are also the race that is the most influenced by the darkness. Vicious and kind at the same time, humans can be the most malicious sinners or the bravest upholders of the virtues. Tales are told about an era when the human race was united under the Silver Throne of Thyria.. but those times are long gone. Currently, the Human Realms are fractured, trying to recover from the War of the Seven Nations , slowly falling further into chaos, anarchy, and sins..

LOROI
The Loroi. The Elves. The Old Ones. Names of the same proud race, one of the oldest in the world of Lonriel. The Children of the Moon and the Sun do not age, and they do not fall ill, but they can be killed, and even the strongest of them can be corrupted by the powers of the sins. The Loroi have given this world its best magic, but their magic is old, chained to the past, Ancient in its nature, and their numbers are dwindling. Once, long ago, their mighty empire ruled most of the known world, ruled from the tower of Anm Thalor by the Lord of the Sun and the Lady of the Moon. The glory of the past is just a mere memory now, and their race is fractured. To the north of their forests lie the Galarai, the Loroi of the Moon, the Light Elves, masters of the light, those who live in the night, in communion with the nature around them, bound by their time-worn traditions and tenets. They refuse to deal with other, weaker races, living hidden in their cities of wood and magic. To the south lie the Vorians, the Loroi of the Sun, masters of the dark arts, living in the day. They refuse to honor the ways of their ancestors, and their mighty cities of iron and magic rise as the forest dies around them, with countless foreign slaves suffering under their yoke.

But this old and prideful race can not ignore the chaos rising around them together, and tensions are rising between the Loroi and the other races, and also between the Children of the Sun and the Children of the Moon. Will their race rise again, or will they fall and be forgotten? Only time will tell..

ZEMRAI
From times unknown, the Zemrai, the Dwarves, the Children of the Stone have lived under the great northern mountains, carving the ground and amassing riches unknown to any other mortals. Their origins are lost to the time beyond the past, and no one remembers whether they came before or after the Loroi. Small but arrogant, the Dwarves worship Throgal, praising her through bloody sacrifices. Hidden in their underground realms, they have never been known for their magic skills, and Dwarven mages are extremely rare, but their mighty creations are feared throughout Lonriel, and the Dwarves are masters of the fire and of the steel. For centuries forgotten, the Dwarves have fought against the great Karaki hordes towards the east and the twilight, and so much Orkish blood stained the Dwarven spears and axes...but now, the Dwarven Realms have mostly closed their gates of stone and iron, trying to ignore the chaos around them, but many of their race have gone to the Human Realms for blood and for gold..

KARAKI
The Karaki, The Orks, the Children of the Steppes. Brutes and wildlings, led by their aggressive instincts and brutal culture, the Kraki are violent large, heavy, muscled, colored in green, brown, black, or anything that is in between. The nightmare of the civilized worlds, the Karaki horde roam the Great Steppes to the north east, the area known as Karakia, and they constantly raid and fight against everyone around them, for the glory of their warriors. They can not use magic, or at least, an overwhelming majority of them is unable to, as legends of Karaki mages are well.. just legends. They are primitive when compared to the other Great Races, but their sheer numbers, their strength, and their skill in combat make them feared throughout the worlds. Their homeland has long since been forgotten, but legends told by their elders say that they came from the Far East, pushed away by someone, or by something. They arrived in the known worlds a few centuries ago, bringing death with them. Even if Lonriel is succumbing to chaos, the Karaki were born in it..

HYBRIDS
The Halflings are results of breeding between different races. They are present everywhere, but they are usually shunned by all the Great Races due to their impure blood. Still, they tend to have the skills of both the races that created them, giving them certain.. advantages, when compared to the pure-blood races.


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THE CLASSES




MAGES
Many of them serve as nobles, as monarchs, as priests, or as warriors, but the mages are truly a class of their own. In the end, everything is about their powers. Magic is everything, and magic can not be stopped or fought against by normal people. Even if they can fall pray to the temptations of the Sins easier than the normal humans, mages can only be enslaved by other mages. Magic is everything, and all realms need it, all realms are using it. One can not find true power without the help of mages, and the very human civilization would collapse without them and their Magic of the Oath. As many would say, magic is power.

MONARCHS
Only a handful of them remain, even if once, the entire Human World was filled with small realms, who were all fighting against each other in brutal, continuous wars. Wyzkia's Grand Duke, Xerena's Despotess, Duivene's young King, Velikiya's Krai and Yazgiria's Khans are considered to be the only true monarchs, as the Princesses of Arghyo are subject to the League of Anselm's Council, and the Archons of Calaria are elected officials. All these monarchs rule through their divine right, even if some, like the Krai and Grand Duke have to be elected by their nobles. Their words are law, in theory, but in practice, their power has slowly but surely decayed, and most of them have to simply as their countries are tainted by evil and corruption..

CLERICS
Servants of the Faith, priests, deacons, bishops, cardinals, and patriarchs, all the way to the Ecclesiarch. They answer to the Faith alone, untouchable by the laws of the material world, and they often join the Faith at an early age. Some try to become priests, while others join the Faith's Judgment. Many of them are mages, and nearly every last human settlement has a temple and a priest. People listen to them, help them, and they can often influence huge crowds. All of them trying to spread the Faith's words and to fight against all heretics and infidels.

NOBLES
The aristocracy is present in all of the human realms, enjoying extensive privileges and riches. Members of old bloodlines, they rule their domains in the name of their monarch, and they serve their liege during times of war. They often control slaves and serfs, and they have rights that other people can not even dream about. The nobles of Wyzkia are the most powerful of them all, enjoying great power through their Liberty of Silver, through which all Wyzkians are given a place in the Sejm, Wyzkia's council. It is said that most nobles are greedy and arrogant, but that is not necessarily true, and yet most nobles would do anything in order to keep their rights and their power..

KNIGHTS
Most of the human knights are a part of the aristocracy, but there still many who were granted the knighthood did not have or receive the title of a noble. Knights are bound by oath to serve their masters and to respect the tenets of chivalry, and most of them serve in one of the many knightly orders, while others are simply a part of a realm's army. Among them, special are those few wandering knights who serve no master but themselves. They should not be mistaken for mercenaries, as no knight is allowed to sell his or her services for gold, and they often protect the weak, expecting no reward for it. The life of a wandering knight is harsh and dangerous, but those who live so are those who wish to help those in need, without getting involved in the politics and corruption of the realms.

FREE PEOPLE
Those who are free to live their lives however they may want often live in cities, where they work or fight for money in various positions. Merchants, mercenaries, soldiers, herbalists, there are countless professions that only open to those who are free. Often in tense relations with the nobility, these people still enjoy comparatively better lives than those of the peasants, but most of them are still continuously unhappy with their positions, and the great cities of the human realms are often corrupted and decadent.

PEASANTS
Free peasants also exist, owning their land and working them for no masters. They are no subject to any nobles, and throughout the human realms, they are proud of their freedom and of their rights, serving only their respective monarch. Their lands can not be taken by anyone else. For their privileges, they often respond to the call of their monarch and join the army during the wars, protecting their rights by blood. However, most of them still lead meager lives, and they often can not surpass their own condition, but those among them who prove to have magic powers are often taken away at a young age, to be trained as mages or as sorcerers.

SERFS
Serfs exist throughout all the human realms, peasants bound to a certain piece of land owned by a noble. They don't have many rights, and they give a part of whatever they produce to their lord, but they can not be forced to move from the piece of land on which they work. Their life is often harsh and grim, as their lands and villages are always attacked when a new war starts, and the poor serfs have to pay in blood for the foolishness of their lords. In times of great need, they are forced to protect the domain of their masters, but serfs often rebel against this injustice. Time and time again, they have stood up for the dream of their freedom, but they still remain tied to the land on which they have to work, having to endure hunger, exploitation, and pain.

SLAVES
At the bottom of the social hierarchy lie the slaves, humans and members of the foreign races without any rights, bound to their masters, who can exploit them however they wish. Slaves are easily recognizable after the metallic collars that they have to wear, and after the monogram or emblem of their masters that is often branded somewhere on their skin. Members of foreign races are regularly enslaved, while in theory, only humans born of slaves can become slaves on their own - but the slave trade is a lucrative business, and no one but nobles and priests are safe from it. The killing of slaves is discouraged, but since they are propriety, it is up to their master to do whatever they desire with them. Slaves can only earn their freedom if their master gives it to them or if they run away to a realm where slavery is banished.

While most slaves are used for hard labor, three special types of slaves exist. Personal slaves serve their masters directly in a variety of ways, and they are often treated much better than others. Slave knights are, as their name suggests, knights and warriors, bound to their masters like normal slaves. Since they have no choice but to serve, they are often used as personal guards by those who can afford them. And finally, the mage slaves are perhaps the rarest of them all, and they can normally only be found serving masters with magical powers of their own.

Slavery is legal in Calaria and Anselm. In the Ecclesiarchy, only slaves of foreign races or those who are deemed heretics can be used, while in Duivene and Velikiya, only foreigners can be forced to become slaves. In Wyzkia, slavery has been recently banned by the Sejm, but the weakened authority of the Grand Duke has been unable to enforce those laws to their entirety, while in Arghyo, all are free and all slavery is prohibited. In practice however, slaves can be found everywhere.
Last edited by Tracian Empire on Fri Nov 24, 2023 12:00 pm, edited 22 times in total.
I'm a Romanian, a vampire, an anime enthusiast and a roleplayer.
Hello there! I am Tracian Empire! You can call me Tracian, Thrace, Thracian, Thracr, Thracc or whatever you want. Really.

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Tracian Empire
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Founded: Mar 01, 2014
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Postby Tracian Empire » Thu Jun 29, 2017 1:38 am

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MAPS
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Click on the map for a higher resolution!
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Thanks to Ichoria for this map!


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THE REALMS



Lonriel is traditionally divided between the so called Realms (Faith Thyrian: Regalimina), regions that are divided by their geography, history, and by the races which inhabit them.

The Silver Realms
Also known as the Central Realms from their own perspective, the Silver Realms are most often considered to be the living center of the world, as the occupy most of the middle part of the continent known as Keria. Their name comes from their status as the former provinces of the Empire of Thyria, of the Silver Throne. While the Age of Abhorrence ensured that no direct continuation of the old empire existed, its cultural, magical and technological heritages are still strong. The many realms here surround the dead area known as the Blight, the very heart of the former empire that was devastated and corrupted by the magical calamity of the Great Collapse. Endless wars have long marked this region, but with the end of the War of the Deceitful Flame, a fragile peace exists throughout most of the Silver Realms under the auspices of the Holy Covenant, an alliance commanded by the Faith of the Sixteen, the continent's dominant religion. The largest race in terms of numbers is that of the humans, but they are far away from being a majority, with large numbers of Loroi, Zemrai and especially mixed-race people also having a strong presence. From large but sparsely populated principalities in the north, to the mighty cities of the Golden Coast in the south, from the slums of the western cities to the ruined palaces of Achysia, and from the forests of Morizia to the dead trees of Zelkoris, the Silver Realms are a region of anything the human mind can imagine. Truly, the beating heart of the world.



The Emerald Realms
The Loroi Realms, the Emerald Forests, the Elven Territories. The region inhabited by the Loroi is a gargantuan forest to the far west, beginning on the edge of the Zephirian Sea. Only the Loroi themselves know where it ends, but some tales say that it is three times as large as the Human Realms together. A fragile peace has been ruling this forest for the past few centuries, guided by the Concordat of Gold and Silver, a peace treaty between the two branches of the Loroi Race, the Galarai, the Loroi of the Moon, and the Vorians, the Loroi of the Sun. It is traditionally broken into two, with the Forest of the Moon to the north, and the Forest of the Sun to the south. The north is a proud and ancient forest, filled with noble trees. Few cities in the human sense of the word exist here, mostly concentrated along the coast, since most of the Galarai live in houses made out of enchanted trees, either in small families or in small village-like communities, all around their forest. The Galarai prefer peace and quiet, and try to live in communion with the nature, seldom cutting trees down and instead modeling the forest with their magic. The further a traveler goes to the west, the more sparsely populated the forest becomes, and few humans have traveled far inside these forests, as they lack roads, and even the trade routes stop eventually. The Galarai are vary of strangers, but do not stop them as long as they respect the forest's peace.

The south is a dying jungle, inhabited by the Loroi of the Sun, with proud cities of stone and iron built around pyramids scaring the surface. The Vorians use their forest with little regard for its well-being, instead gathering in gargantuan metropolises, built in the honor of the Sun, their god. Unlike their northern siblings, they practice slavery, and have a society built on a strict hierarchy, with castes and a strong code of honor. Slavery is the natural state of those from the lower castes, and they are used to further build and expand the domains of their masters. There is no war as the humans know it there, instead, ceremonial conflicts dedicated to their god which lead to victory and glory or enslavement and defeat. The Vorians also trade extensively with the Silver Realms, in resources, weapons, and slaves.


The differences between the Galarai and the Vorians mean that the memories of their old, joint empire are growing fainter by the day, and the peace between them is starting to show cracks.

The Iron Realms
The Dwarven Realm, the Dwarven Kingdoms of Stone, the territories of the Dwarves, hidden in the distant north, around, on, and beneath mighty mountains. Not much is known about this region to the human cartographers, but it is known that the Dwarves have Seven Kingdoms. Nalduhr, Bhir Ulum, Thendur, Bhir Boldahr, Bhum Gurihm, Kemthiod and Garladuhr. Each of them is led by a Dwarven King, but all of those Kings choose a High Kind that leads their entire race. Dwarves often make trade with the Human Realms, but they are very secretive. Legends speak of the huge riches of the Dwarven Race..

The Orcish World
Another name for Karakia, the Great Steppes to the northeast. Not many people have survived a visit to Karakia, but it is known that the Orcs are organized in large Hordes, and the names of some of those have survived to this very day. Vre Malza, Kez Karad, Dorul, Grirbradh, Bhoggiz, Grudzikh, Uzgudgril, Ibodred, Burdez Khu and Vrerrudh Drard.

The World of Shadows
Perhaps the most mysterious region of the world of Lonriel, commonly known just as the Shadow, it lies in the southeast of the known world. It is covered by a dark fog at all times, and it is assumed that no one inhabits it. Many expeditions have been sent to the Shadow, either on land or on water.. but none of them has ever returned. Most people agree that they simply got lost, and beneath the Shadow, not even magic works. But who knows what secrets lie hidden beneath the mist?

The World of Blight
Once, the heartland of the Human Realms, the core of the mighty empire of the Thyrian Throne, now, a dead land, forever cursed. Only the Gods know what happened on the fateful day of the Calamity, of the Great Collapse, but after the cities and the might of Thyria were burned, the land around them was cursed for all eternity. These lands are covered with thick but sick forests, the air is murky, and the sun's light can never be seen. Everything is infected by the Blight, a magical plague with unknown origins that corrupts and eats everything from the inside, leaving behind a thick, turbid liquid and dark crystals. Some say that the richest of Thyria are still hidden, deep inside, behind the curse, and that one day, one day someone will sit again on the Silver Throne, bringing its light back to the world. But who will dare to face the sickening Blight?



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THE HUMAN REALMS



Achisia
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The Empire of Achisia
Ⰳⱍⰹⱁⱃⰰⱃⰳⱍⱁⱀ ⰽⰰ Ⰰⰽⱍⰹⱄⰹⰰ
Ghioragon ka Akhisia




Once, in the distant past, it was the proudest of the Human Realms. Led for the centuries by one of the most powerful humans to have ever existed, the mighty Mage-Emperor, Achisia was a rich land, blessed by the light. For a moment, a brief moment, Achisia came close to reaching the long lost glory of the Thyrian Throne. But that couldn't last. Something happened.. but no one knows what. Achisia slowly but surely started to be defiled and corrupted by darkness. An empire was evil was born, and ten years ago, Achisia marched her armies of undead, evil mages and necromancers throughout the human realms, threatening the very existence of the human race. Six of the human nations came together, forming the Council of the Six Realms which fought against Achisia during the Great War, the War of the Seven Nations. In the end, the forces of the Council, led by the fourteen Knights of the Light defeated Achisia in the disastrous battle of Arak'thon. Seven of the Knights, the Seven Traitors betrayed their cause however, turning against the Great Races in their time of need. The remaining knights, the Seven Heroes defeated them, killed the Mage-Emperor, and ended the war once and for all.
Three years have passed since that fateful day, and today, the Fallen Achisia is a ruined land, led by the Council of the Realms, sparesely populated, with its once mighty cities in ruins. The very names of the Emperor, of his spawn and of the traitorous knights have been forgotten.. but rumors say that the darkness still lies in Achisia.

Achisia’s old banners showed the Eternal Flame and Serpent on a black background.

Anselm
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The League of Anselm
Ⰴⰹⰵ Ⰵⰹⰴⰳⰵⱀⱁⱄⱄⰵⱀⱄⱌⱍⰰⱇⱅ ⰲⱁⱀ Ⰰⱀⱄⰵⰾⰿ
Die Eidgenossenschaft von Anselm




The republics, city states, an principalities of the western coast of the Human Realms. For centuries, the people of that region were at the mercy of the larger realms, but the Treaty of Heydekrug created the League and sparked the rebellion that brought down the Grand Duchy of Wyzkia and pushed the Kingdom of Duivene back during the Wars of the League. The cities of Anselm have grown rich and powerful, their navies control the Zephyrian Sea, and their mercenaries are renowned throughout the Human Nations, while their flying fortress brings fear in the hearts of their rivals. The League is however divided on the inside, where the conflict between the merchants, the nobility and the mercenaries is ready to turn into a bloody war. This divided nation is also on the brink of anarchy. With its forces focused on the outside, the lands of Anselm are filled with bandits and brigands, with death and destruction. Greed and hatred rules those wicked lands..

The banner of Anselm shows a white snake on a white and gray background, and its three main cities are Heydekrug, Arys, and Elbing.

Arghyo
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The Grand Principality of Arghyo
Ⰲⰵⰾⰽⰵ Ⰽⱀⰹⰸⰵⱌⱅⰲⰹ Ⰰⱃⰳⱍⱏⰹⰰ
Velké Knížectví Arghyo



A beam of light amid the darkness. A spark of hope in the middle of despair. That is the Grand Principality of Arghyo. A de jure part of the League of Anselm, Arghyo has been independent for all but in name for the past decades. Arghyo refused to join the War of the Seven Realms, remaining an oasis of peace. Humans, Loroi, Dwarves, Karaki. They all found a place in the Realm of the White Rose, protected from the blood, chaos, and corruption, making the principality a safe haven for all those persecuted unfairly in the Human nations. Although small, Arghyo is protected by powerful mages, brave warriors and magical walls. The realm is led by the two mysterious Princesses of the White Roses, who are a part of the Loroi, adored by their own people to the point of deification. But chaos lies outside of the walls of Arghyo, as the light is dying throughout Lonriel..

Arghyo's banner shows the White Rose on a gray background, and is led from its capital city of Světla.

Calaria
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The Most Serene Republics of Calaria
Ⰾⰵ Ⱄⰵⱃⰵⱀⰹⱄⱄⰹⰿⰵ Ⱃⰵⱂⱆⰱⰾⰹⱌⱌⱍⰵ ⰴⰹ Ⱌⰰⰾⰰⱃⰹⰰ
Le Serenissime Republicche di Calaria

The Realms of the Six Archons
Ⰹ Ⱃⰵⰳⱀⰹ ⰴⰵⰹ Ⱄⰵⰹ Ⰰⱃⱌⱁⱀⱅⰹ
I Regni dei Sei Arconti




The Most Serene Republics of Calaria. The greatest thalassocracy the Human Realms have ever seen. For centuries, the proud men and women of the south ruled the seas, building mighty cities of the coasts and on the water, fighting the barbarian Kartarians and expanding their trade throughout the known world, led by their Six Archons, a council of the most powerful men of Calaria, who rule behind the blank silver masks that cover their faces. Weakened by the War of the Seven Realms, Calaria struggles to push the darkness back, as corruption, greed and lust spreads throughout their lands and islands. Their mighty ships rule the sea, but for how long will their dominance remain unchallenged?

Calaria's banner is green, adorned with white symbols and decorations, with its emblem in the middle, two proud creatures of the see holding a crimson trident, and its six capitals are the cities of Calaria, Corfosi, Ledonia, Thegio, Sychiko and Arelano.

Duivene
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The Duiven Dynasty
Ⰾⰰ Ⰴⱏⰹⱀⰰⱄⱅⰹⰵ ⰴⰵ Ⰴⱆⰹⰲⰵⱀ
La Dynastie de Duiven

Kingom of Duivene
Ⰾⰵ Ⱃⱁⱏⰹⰰⱆⰿⰵ ⰴⰵ Ⰴⱆⰹⰲⰵⱀⰵ
Le Royaume de Duivene



Woe to all those who have faced the mighty knights of the Blue Unicorn on the battlefield. Bound together by bravery and religious, rich and proud, Duivene is one of the oldest of the realms, an ally of the Faith for centuries. Duivene and its noble knights paid the biggest price during the war, as they charged again and again under the white-blue banners against the darkness of Achisia, but their victory only confirmed their great power. Today, people say that Duivene is the most powerful of all of the Human Realms, but the war has taken its toll. Duivene is led by the Seneschal, as the King is only five winters old, and as the specter of war haunts the Human Nations again, with corruption spreading everywhere.. no one knows what the future entails.

The banner of Duivene is white, with a blue unicorn on it, and its royal capital lies in the city of Chovers.

The Haliarchy
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Haliarchy
Ⴞⴀⴊⴈⴀⴐⴙⴈⴀ
Haliarchia

Realm of the Faith
Ⴐⴄⴂⴌⴓⴋ Ჶⴈⴃⴄⴈ
Regnum Fidei




The Holy State of the Faith, the Nation of the Gods. While the Holy City of Sedia, with its white walls, glass towers and the Great Cathedral has always belonged to the Faith and to the Holy Conclave of the Patriarchs, bow, after the War of the Seven Nations, the Haliarchy is larger and stronger than ever. The Faith's Judgement and its Punitors fight heresies in all their forms, while the Holy Scriptures fight the monsters and whoever might threaten the holy mission of the Faith, together with the Cult of the Virtues that has fallen under the Faith's control too. The voices that say that the Haliarchy is corrupt, sinful, and dark are quickly silenced among the screams of those burning alive..for no one can speak against the Gods and hope to survive.

The banner of the Haliarchy shows the Radiant Sun of Solaris in gold on a white background, with the Flower of the Sixteen in its center, and its capital is the Holy City of Sedia.

Kartara
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The Kartaran Clans
Ⰽⰰⱃⱅⰰⱃⰰ Ⱄⱁⰳⰹⰰ
Kartara Sogia




Kartara, home of the brave Kartarian Clans, the fearless pirates, the terror of the Notian Ocean. The Kartarians bow to no one, they have no kings, no rulers, and they aren’t even a nation in the right sense of the word, but the Clans are united by blood, by language, by culture, and by the Sea. Considered to be pagans and wildlings by the other human realms, the Katarian Clans were hired by Achisia during the War of the Seven Nations, and they are now paying for their mistake, as Calaria is trying to bring their island under her control, once and for all. But the Kartarians will fight until the last to protect their freedom and their right to plunder.

Velikiya
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The Imperial Alliance of Velikiya
Ⰹⰿⱂⰹⰵⱃⱄⰽⰹ Ⰰⰾ'ⱏⰹⰰⱀⱄ ⰹⰸ Ⰲⰵⰾⰹⰽⰹⰹ
Impierski Al'yans iz Velikii

The Alliance of the Hundred Princes
Ⰰⰾ'ⱏⰹⰰⱀⱄ ⰹⰸ Ⱄⱅⰰ Ⰽⱀⱏⰹⰰⰸⰵⱏⰹ
Al'yans iz Sta Knyazey

The Alliance of the Black Sun
Ⰰⰾ'ⱏⰹⰰⱀⱄ ⰹⰸ Ⱌⱍⰵⱃⱀⱁⰳⱁ Ⱄⱁⰾⱀⱄⱅⰰ
Al'yans iz Chernogo Solntsa


Tenebrae et lux sibi succedunt invicem

The human princedoms of the far north, united under a single prince who is their ruler and master, the Velikiyan Krai. Pagan human states have existed in that area from the distant past, until the Knights of the Black Sun conquered them, bringing them to the Faith and civilizing them. The united realm of Velikiya was born in front of the untamed Karaki aggression, which convinced all the princes to unite their domains as one, and to choose one of them to rule over them all. Ever since, the mantle of the Krai has passed, from generation to generation, in the same proud family that has protected this realm ever since. Each Krai must pledge its allegiance to the good of Velikiya as a whole, and must also take on the position of Grand Master of the Black Sun, in remembrance of the role that these glorious knights have had in the history of the nation.

Life in Velikiya is harsh, under the constant threat of the raids of the Karaki hordes. Every year, once the summer ends, a mysterious magical cataclysm covers the sun in the north in blackness, giving birth to winters unlike any others, and in order to resist through that, the people of this realm must be stern and strong. No matter what happens, Velikiya will endure.

Vlikiya's banner shows the Black Sun on a white background, and the capital of its Krai is in the proud city of Ohridia.

Wyzkia
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Grand Duchy of Wyzkia
Ⰳⱃⰵⰴⰸⰹ Ⰴⱆⰽⰰⱅ Ⱎⱏⰹⰸⰽⰹⱁⱃ
Grędzi Dukat Wyzkior

Republic of the Two Gryphons
Ⱃⰵⱂⱆⰱⰾⰹⰽⰰ Ⰴⱎⰰⱃ Ⰳⱃⱏⰹⱇⱏⰹ
Republika Dwar Gryfy



Now small and in decline due to infighting, Wyzkia was once a really powerful realm that contested Duivene’s quest for supremacy, but it has been slowly but surely declining for centuries. Wyzkia has often gifted humankind with powerful demon hunters and skilled vampire hunters, and the Winged Paladins of Wyzkia are nearly unstoppable in battle. But Wyzkia has been hit again, and again, by infighting, problems, and disastrous wars, as the conflict between the monarch and the nobility has been continuously weakening it. The future of this once mighty nation looks to be rather grim.

Xerena
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Despotate of Xerena
Խերենակո Դեսպոտեռիա
Xerenako Despoterria


Ex dominatio fidelitas



Dragons, fire, and swords. For centuries, the region of today's Xerena was a wasteland, constantly under the attacks of the wicked creatures that came from the Blight. Until the great hero Asier forced a pact of blood and steel with the great dragon Herenko, banishing all the creatures of evil back into the blighted lands. From that day onward, the nation of Xerena was created. Asier's followers, bound to him by an unbreakable oath of blood were the ancestors of the proud Xerenian people, and the new realm has always been protected by its dragon, the mighty Herenko, and by the Wyvern Keepers, brave warriors who manage to control and ride these mighty beasts.
Completely different from the rest of the human realms, this nation has been in a continuous war against the horrors of the Blight ever since, forming a martial and despotic culture that is strange to many. All inhabitants of Xerena make the same oath of blood that connected their founders, bounding them to their leader, to their Despot or Despotess, the descendants of Asier the Protector.

The banner of Xerena shows a double headed purple dragon on a white background, and its capital is the Purple Citadel of Ellauri, the City of the Dragons.

Yazgiria
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The Yazgirian Host. The most uncivilized of the human realms as many say, and the one that is the closest to the Karaki hordes in terms of culture. Lying in the northeast of the human world, the Yazgirian Host is constantly at war with the Karaki, and it is isolated from most of the other human realms by the Blight. The Host has very few mages, but the skill of its people on horseback is nearly as good as that of the Karaki Hordes, or even bigger as some tales say. The Host isn’t exactly a nation, it is more of a group of tribes that is united by the fight against the Karaki and against human nations like Velikiya.
Last edited by Tracian Empire on Fri Nov 24, 2023 12:59 pm, edited 39 times in total.
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Postby Tracian Empire » Thu Jun 29, 2017 1:42 am

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THE FACTIONS OF THIS WICKED WORLD

THE BLACK BAND
The Black Band is the most famous company of mercenaries out there. They employ warriors from all around Lonriel, but most of them are clearly humans. They have everything from knights, archers to pikemen and mages. For those who join the Black Band, their race and past no longer matter. All that matters is what they are willing to do for gold..

The despicable sellswords of the Black Band are led by a mysterious man only known as the Colonel, and their headquarters is near Heydekrug.

THE COMPANY OF THE FORSAKEN
Merchants, monsters. The members of the Company of the Forsaken deal with perhaps the sickest trades of them all, the slave trade. They are the largest, richest, and most powerful of the slave trading companies in the Human Realms, closely related to both the League of Anselm and the Most Serene Republics of Calaria. Slavery is tolerated throughout most of the human realms, even if each of the human nations has its own laws. Wyzkia is the only one to have outright banned it, while in Velikiya, only foreigners can be turned into slaves. Duivene and the Ecclesiarchy both only tolerate slaves who are heretics or infidels. Even if talking about it is a taboo, slaves exist nearly everywhere. And where there are slaves, the slavers aren't far behind..

THE ORDER OF THE PALADINS
Bound by ancient oaths, the Paladins have always and will always shield the frail behind their armors and swords. They are members of a time-worn order, fallen into dust. Their origins are lost to history, but in this world of chaos, world, and sins, many say that the Paladins are the only true knights to still exist, having sworn to defend the weak and to keep the darkness away. Their strict tenets has shielded them from being tainted with corruption like the other knightly orders of the Human Realms, but since only the best of the best can become a Paladin, their numbers have been dwindling. Much like Wyzkia, their homeland, the Paladins have been declining for centuries, as they have never truly recovered ever since their crushing defeat in the infamous Battle of Wałlowa. The Paladins are renowned for their griffins, with each of their sworn brothers and sisters being bounded to one of those majestic beasts. Surrounded by evil from all sides, the Paladins will still fight for what is right, until the end of time.

THE CULT OF THE SINS
Luxuria, Gula, Avaritia, Acedia, Ira, Invidia, Superbia. From times immemorial, mortals have always been corrupted by the Sins. In the distant past, someone started to worship those very sins..and that’s when the divine beings known as the Gods of Sin were created. They are different from the original gods.. but the Sins are still extremely powerful. Their Cult has lasted through millennia, as they can always draw more mortals into their ranks. Each Sin personally corrupts a mortal being to serve as their Archbishop, the strongest of their servants, gifted with ancient magic, the ability to wake the sin they represent into mortals, known as the Sin's Authority. Seven of these Archbishops exist at all time. Lust, Gluttony, Greed, Sloth, Wrath, Envy, and Pride. The Cult is everywhere and nowhere at the same time, turning people towards sin, killing, burning, creating suffering. Even if they disappear for centuries at a time, they always come back. And now, with the end of the War of the Seven Nations, it seems that the Cult has been awakened again..

THE CULT OF THE VIRTUES
Castitas, Temperantia, Caritas, Industria, Patientia, Benevolentia, Humilitas. Just as mortals have always been corrupted by the Sins... there have always been mortals who turned towards the Virtues. Who praised them, who prayed to them. That is when the Gods of the Virtues were created, counterparts of their Sins. Whenever the Cult of Sins has tried to drag the mortals into sin and darkness, the Cult of Virtues also arrived, to stop them, working closely with the Faith. Each Virtue personally tries to turn a sinner towards virtue, making them their most powerful servants, the Archbishops of Virtue, gifted with ancient magic, the ability to turn the mortals they meet towards virtue, the Virtue's Authority. Seven of them exist, archenemies of those of the Sins. Chastity, Temperance, Charity, Diligence, Patience, Kindness, and Humility. Currently, the Cult of Virtues is directly under the command of the Ecclesiarchy, struggling in a deadly war against the Cult of Sins. But the corruption of the church is threatening to spread in the Cult itself..

THE GRAY ONES
More of a myth really, the Gray Ones are a presumed guild of all thieves. Something that organizes them and their activity, something that tries to help all those poor souls who have to beg and steal. Rumors even say that a Secret Concordat exists between the aristocracy and the thieves of the human realms.. but who knows? The Gray Ones are presumably currently located in Anselm.

THE HUMAN FAITH
The Ecclesiarchy, the Human Church, the Faith of the Sixteen. Various names for the largest religious organization in the human world. The Faith has existed from the earliest days and it will always exist, as its members say, but the Church has slowly fallen into corruption and led by greed, it is constantly looking for more power. Nearly every human settlement has a priest and a temple, and there are many who serve the Sixteen like that, but only a few are faithful enough to rise up through the ranks. Each of the Human Realms has its own Patriarch, and the leadership of the Faith is formed by the Council of the Patriarchs, with their seat in the Holy City of Sedia. One of them is always chosen to be the Ecclesiarch, the Protector of the Faith, the First Among Equals, the First Servant of the Sixteen. Perhaps the most adored of the servants of the church are the High Priestesses. Sixteen pure women are chosen to represent the Gods in this sinful world, and they each receive a Diadem of the Divine Benevolence, magical artifacts which are used in complicated magic rituals that are performed in order to gain the goodwill of the Gods. However, those rituals slowly but surely break the minds of the High Priestesses, and once every sixteen years, they are sacrificed in the honor of the divine beings, only for others to be chosen in their place..

THE FAITH'S JUDGMENT
The Holy Order for the Protection of the Faith and for the Spreading of the Faith's Judgment. Commonly known as simply the Faith's Judgment or as the Inquisition, it is universally dreaded throughout the Human Realms as the most loyal organization of the Faith and of the Ecclesiarchy. The Protectors, or the Inquisitors, as they are also known, are the bane of the heretics, the curse of the pagans, the anathema of the sinful. After pledging their blood and eternal loyalty to the Faith, the Punitors of the Faith's Judgment roam throughout the human realms, punishing those who dare to go against the words of the Faith. Powerful mages, the members of the Inquisition are however one of the main sources of corruption and decadence inside of the Faith..

THE SIXTEEN SCRIPTURES OF THE HOLY FAITH
Knights. Demon Hunters. Warriors of the Church. Many names exist for those who serve the Gods and the Ecclesiarchy in their quest to get rid of all that’s evil in this world, through weapons and magic, in the middle of the holy wars. Long ago, the Faith received the Sixteen Scriptures from the Gods themselves, powerful relics in the form of holy books. Those who answered the call to protect them where the first members of the orders that took their names from the relics that they had to protect. Today, the Sixteen Scriptures are knightly orders who have pledged their loyalty to the Ecclesiarchy, and their life to the Faith. Only Four of the Sixteen Scriptures are however known, as the others have either been lost, or remain in hiding. These Great Four Scriptures are the Faith's hammer, the core of their armies. Many people join the Orders during their childhood, before they go through many years of training, turning them into the perfect beings to hunt demons and monsters, to fight the Faith's enemies. The members of the Scriptures are all wielders of some sort of a power, and their allegiance can be discovered by finding the magical signs that are placed somewhere on their skin upon becoming full members of their Scripture. However, corruption has started to spread through the Scriptures too..


The Scripture of the Morning Star
The Scripture that serves Aurora, the Goddess of the Dawn, the Bringer of Light, the Herald of the Creation. They hunt demons and beasts, and kill their enemies with their proud lances and their mighty holy magic of the light, and they are the largest and the strongest of the Four Scriptures. They are led by the First Servant of the Dawn.

The Scripture of the Evening Star
The Scripture that serves Achlysa, the Goddess of the Twilight, the Bringer of Darkness, the Herald of the End. They are the only Scripture that is allowed to hunt monsters and beings of the darkness by using their own magic and methods, which is why they are closely supervised by the Faith's Judgment. They are led by the First Servant of the Twilight.

The Scripture of the Elder Flame
The Scripture that serves Solaris, the God of the Sun, the Father of All, the Eternal Light. The knights of this order are mainly used at fighting against mortal heretics, and as such, they are experienced at fighting other humans, with their weapons of solar fire and their mighty magic that burns everything in their way. They are led by the First Servant of the Flame.

The Scripture of the Faithful Ravens
The Scripture that serves Zyraxes, the God of the Death. They are specialized in fighting necromancers, undead beasts and undead beings. They make sure that all that is mortal dies in the end, freeing the souls that are bound to our wicked world after their time has come. They are led by the First Servant of the Death.


THE MAGICAL SYNOD
The Synod is the highest authority that regulates magic in the human world, directly subordinated to the Faith. The Synod is made by the most powerful mages of the light from the entire world. Once, the Synod used to control the magic in the entire world, but ever since it has fallen under the control of the Human Church, the Elves and the Dwarves have both withdrawn from it.
Last edited by Tracian Empire on Fri Nov 24, 2023 12:59 pm, edited 12 times in total.
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Postby Tracian Empire » Thu Jun 29, 2017 2:18 am

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HISTORY



The Calamity - The magical cataclysm that destroyed the Thyrian Empire, also known as the Great Collapse or the Great Burning. Few records exist from that long list time, but it is said that the greatest cities of the Thyrians were destroyed in a single day by the wrath of the Gods. From light, darkness, from order, chaos, from fire, ashes, as the greatest empire known to man burned in the fires of its pride. So many died without a warning, and the secrets and powers of the Old Thyria were lost before the twilight came. As the night came, it is said that the Silver Throne of Thyria, the magical artifact at the core of its glory, remained the only thing still standing among the cities of Thyria itself. A storm of chaos followed.




4641 - After defeating the Onslaught of the Bloody Blight together with the forces of Xerena, the Knights of the Shining Sun are sent forth by the Great Ecclesiarch Crescens to bring the light of the Faith of the pagan kingdoms of the north, beginning the Northern War of Salvation. After some initial successes, many of the Knights die during the Reign of the Black Sun, as the Velikiyans called their cursed winter, and yet somehow their remains are saved from total annihilation in the Slaughter on the Ice. The order changes its name in the Knights of the Black Sun, as it starts to advance to the north.
4632 - One of the most important battles of the Wars of the Dying Griffon, the Clash of Liris, between the forces of the Grand Duchy of Wyzkia and the armies of the Kingdom of Duivene. Despite the initial victory of the Duivene forces, and the brave charge of their cavalry, the arrival of the Paladins from the sky caught the Duivene forces unprepared. After three hours of slaughter, the forces of Duivene managed to break through and to withdraw, which weakened the Duivene forces too much for them to be able to oppose the Southern Anselmian Revolts.
4636 - The Battle of Wałlowa. The rebellious Anselmian forces deal a crushing defeat to the forces of the Grand Duchy of Wyzkia on the muddy fields around the city with the same name. Heavy rain and the beginning of a violent storm forced the Wyzkian Paladins to fight on the land, where their charge crushed the first lines of the enemy. The Anselmians used foul magic to sneak through the nearby forests unseen, attacking the Wyzkian forces from behind. Grand Duke Jaropełk the Unfortunate was killed by an arrow, and chaos took over the Wyzkian fores, who were surrounded and then massacred. Over two thirds of the Wyzkian armies were ruined that day, with the few Paladins who escaped managing to warn the remaining Wyzkian forces, leading to their withdrawal. Later during the same year, the Wyzkians were forced to sign the Peace of Ostrokovice, acknowledging the full independence on their former realms that were now a part of the League of Anselm.
4824 - The Pact of Fire and Steel is created with oaths of blood when the Princes of Velikiya and the Knights of the Black Sun pledge their allegiance to Kestutis, the First Krai of All Velikiya,in front of the invasion of the Heinous Horde of the Karaki.

5021 - The Great War comes to an end. In the Battle of Arak'thon, the combined forces of the Holy Council of the Six Realms defeated the Achisian forces in front of the imperial capital, laying siege to it for an entire month before the treason of an Achisian knight left the Gate of the First Dawn open. The combined forces of the human realms stormed the city, but the remaining Achisians opposed a fanatic resistance. One of the Knights of the Light died somewhere in the city, and the remaining fourteen entered the Palace of the Eternal Flame, where they faced the Mage-Emperor in direct combat. During the battle, the poisoned words of the Great Enemy corrupted seven of the Knights, who turned on their comrades, becoming known as the accursed Seven Traitors. Despite all of that, with the power of the Gods, the remaining warriors defeated both the Emperor and his Traitors, killing them all and cursing them into eternity. With the death of the Mage-Emperor, the Eternal Flame dwindled and then disappeared, crushing the morale of the Achisians and ending the battle.
5024 - The present.
Last edited by Tracian Empire on Fri Nov 24, 2023 1:00 pm, edited 22 times in total.
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Postby Tracian Empire » Thu Jun 29, 2017 4:09 am

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MAGIC



Magic. The most powerful force in the world. Legends say that magic was created by the Gods together with all that exists, when all mortals where imbued with Mana, the force of each and every living being. Some say that the Gods themselves were also the ones who taught the first mortals how to use it.. but no one knows for sure. What is known is that the Loroi were the first to discover that some of them were able to use this mana to bend and alter reality to their will, with the power of their thoughts. This is how the Ancient Magic was born. Powerful and pure it was, and it is still used today by the Loroi and by many magical beings. It is Free Magic, unrestricted by anything, but it is also the most difficult to control. It might be the strongest in sheer potential, but there is nothing to regulate it, nothing to restrain it, and, as such, humans have always had huge difficulties in controlling it. Even the weaker Elves must make great efforts to properly wield it, but it is said that those who can truly control it, like the Sages of the Loroi, are close to being invincible. And yet, even the masters of this arcane art can perish because of it, as one needs a mind of iron to control it. Even the smallest of thoughts can ruin a spell, and turn it against its master. Filled with emotion, the spells of the Ancient Magic are bizarre and complicated. They can be affected by all the desires of their wielder, and as such, most of them are morally ambiguous. There is no good or evil in this magic of the ancient times, only power and chaos. The mortals were unable to use it as the Gods had intended, and they slowly changed it as time went on.

But when even the strongest of the Loroi could have been killed by their spells, what could the poor humans have done? For centuries, the human mages were at the mercy of their feelings and spells, until, in the time of the Old Thyria, the human race found a way through which they were able to bind this ancient force of magic under their control. Like this, the Oath was born, the greatest of the spells having created an unshakable vow that allowed those mages who performed it to control the flow of magic through chants and incantations. That marked the beginning of a new era. While the Magic of the Oath lacks the same wild sheer power and potential of the ancient ways, its chants and spells bring it under the control of its wielder, allowing its user to do whatever his heart desires. This art of magic is controlled through words, through language. Those words and their meaning, the chants and incantations that they create are what gives its form to this new power. In theory at least, mages of the Oath can also just think about their incantations, but the dangers are immense, because most mortals are unable to control their thoughts in the same way in which they can control the words they speak. Some mages, those few with special skills, are able to write down their incantations on special paper or parchments, ripping or burning them in order to activate the spell they contain. But in the heat of battle, such spells can often be imprecise, and their mana consumption is great enough to discourage even the bravest of mages from constantly using them. That is why the strongest in battle are those mages with the ability to reduce their chants. Those who have the skill to convey the same meaning of a large chant with only a couple of words, those who can reduce the time necessary to perform a spell. Such an act has its risks, as reduced chants can often be inaccurate, but in a fight, every moment matters.

With the Magic of the Oath also came a great change in the way in which magic was perceived. The Calamity of the Old Thyria allowed the Seven Sins and the Seven Virtues to spread their influence, affecting all those mortals who dared to use magic. And as such, a spell's purpose because incredibly important, together with what it was supposed to represent. Spells that are "good" in nature have become known as the White Magic. Those spells that are used for good, selfless purposes. This kind of magic excels in defensive spells and in chants that are made to defeat an enemy without killing or hurting him, while of course, this art's specialty is healing magic. White magic spells can also be used by those with enough power to control them to summon angels that will come to their aid. On the other side like the spells that are evil and twisted in nature, those who have become known as the Black Magic. The Dark Arts, as they are also known, are created to hurt, control, or kill one's enemy, with a complete disregard for any consequences. Torture spells and necromancy are the most vile of the dark spells, and dark mages can use bloody rituals to summon demons and unholy beasts to their aid. But such magic isn't completely evil, for often, behind all that twisted darkness, there was a good intention that led to the creation of those chants.

All magic requires the use of Mana. While mana flows through anything as everything that is living, only some beings have enough of it in order to use it, and even fewer are those skilled enough to actually manipulate it. Among those who become mages, one's quantity of mana and ability to use it are equaled to how strong their native magic skill is. All spells drain their wielder's mana, and this is the greatest danger that mages have to face, because if too much of their force is drained, death is inevitable. Each magician has its own limit, and using too much mana, even in the case when it doesn't kill the mage, will have some horrible effects. Known as mana deficiency, this condition has as its main symptoms the pallor of the skin, weakness, blood vomiting, and often fainting. Mana can be replenished by resting or by eating, which are the most natural ways to recover it, but there are always other means to do so. Potions which restore it exist, and magic objects which give mana are also present, but their artificiality can also hurt those who use them. Mages can also give their mana to other mages, and individuals that are extremely talented at it exist - those with the skill to easily share their mana are known as Replenishers, and they are invaluable to any army. And last but not least, but the most dangerous way to recover one's mana is to directly steal it from other mages and magical beings, but this is considered to be a taboo. In order to achieve it, the mage has to break into that being's mind, with consequences that are difficult to ignore.


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RELICS




Relics are specifically those ancient magical weapons that were supposedly created in the distant past, with legends placing them in the era of the Silver Throne of Thyria. They are easily distinguishable from other magical weapons in many ways. They seem to have souls, and because of that, they have their own personalities and beliefs. They can shapeshift, and that means several things. Firstly, while their main form is that of a weapon or an object, they can also take on the appearance of humans. While both their appearances can change, relics tend to each have their own form as a weapon and a specific human-like appearance. They are powerful, old, and intelligent, and in order to use them, the wielder has to enter a contract with them. One of the main parts of that contract is that the relics use a lot of their wielder's mana, and since the mana is basically the lifeforce of all living beings, that isn't exactly a good thing.

So generally, they are used only by strong mages, but the requirement is actually just to have a lot of mana - so those who aren't mages, but who have the potential to become magic casters can wield them too. Having a strong willpower is also recommended, but how should I put it - it's not necessary. It's just that without it, the relic can take control over their master's mind.

Relics also can't be destroyed, but they have mana of their own, so if they use too much of their mana or if they are damaged, they normally fall into a hibernation of sorts. The Jagged Blade and Celio's Krypta are clear examples of this.
Last edited by Tracian Empire on Fri Nov 24, 2023 1:00 pm, edited 18 times in total.
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Postby Tracian Empire » Mon Apr 09, 2018 9:28 am

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THE DIVINE BEINGS



Many divine beings exist in this world, but the Human Realms only worship sixteen of them, in the faith known as.. well, the Faith of the Sixteen. Worshiping any other beings is considered to be a heresy by the Ecclesiarchy, except from some exceptions, but that doesn't change their existence. Some of these beings normally ignore the mortal world, minding their own business, but others are directly trying to influence this world and its mortal inhabitants.

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THE SIXTEEN


Aurora
The Goddess of the Dawn, of the Beginnings, of Life, and of Creation. The First Goddess, the first divine being to appear from the Primordial Chaos, and the most powerful divine being in existence. She created most of the world, and she is considered to be the Mother of All Life. She created all the races, before some of them were corrupted by the Darkness brought forward by her sister, the Goddess of the Dawn. Her Priestesses are all maidens, worshiping her and her husband, the God of the Sun.


Solaris
Solaris, the God of the Sun, the God of the Stars, the God of Light. The second divine being to appear in the world, his arrival was heralded by his wife, Aurora. He created the Sun, the Stars and all the other celestial beings, and he completed the creation of his wife, the world, the races. He is worshiped together with her and he his the most important of the Sixteen, as the very symbol of the religion is a Sun. It was said that the Emperor of Achisia was a demigod born from Solaris and a mortal being, but those rumors are now denied by the Ecclesiarchy.


Achlysa
Achlysa, the Goddess of the Twilight, the Bringer of Darkness and the Announcer of Death. She was the third divine being to appear in the world, the sister of Aurora, heralding the arrival of her husband, the God of Darkness. Because just as the world was created one day, one day it shall be destroyed, and she will be the one to sound the Trumpets of the Apocalypse. People respect her as the one that announces the existence of Darkness, but it is often considered that she is the one that firstly brought darkness and corruption to the world.


Zyraxes
Zyraxes, the God of Darkness and of Death. The fourth divine being to appear in the world, he is the one that stands for the shadow and for the corruption of all that's good, the brother of Solaris. His arrival was announced by Achlysa, the Goddess of the Twilight, and the Night is his domain. He is the one that created the cursed beings, he is the one that stood up for the right of mortals to choose between Good and Evil. He is respected and feared for his position, and while his wife is the one that announces the Death of mortals, he is the one who actually kills them, by ending their fate.


Lunaria
Lunaria, the Goddess of the Moon. The younger sister of both Solaris and Zyraxes, she is the Light in the Night, the protector of those who travel while the Sun is hidden. But because of Zyraxes, she is also the one that controls certain cursed beings, like the Lycanthropes. During Full Moon, their curse is activated, and Lunaria can only watch..


Inanis
Inanis, the God of the Void. He is an enigmatic God, but he is thought to represent the darkness between the stars of the night sky. Neither good nor evil, he doesn't interfere with the business of the mortals, but it is said that during the Apocalypse, his dark void will eat all the light of the stars. It is also said that he created the World of Shadows together with Zyraxes..


Terraria
Terraria, the Goddess of the Earth, Mother Earth as some call her. The entire world is her domain, but it is a domain that has been too often tainted by the forces of darkness, which often brings her into conflict with Zyraxes. She is a Goddess beloved by the masses, the Protector of the Forests, and she is especially held in high regard by the Elves and the Dwarves, but she is especially considered to be the Protector of the Elven Race. She is also the Goddess of Agriculture and Harvest.


Taenarius
Taenarius, the God of the Underground. He is a powerful being, feared even by the demons and all the beings that lie underground, and he is considered to be the Protector of the Dwarves and of their underground Realms. The miners of the Human Realms also pray to him for safety, but he is often a rather mischievous God, as he is also known for being the God of Famine.


Aequor
Aequor, the God of the Seas and of the Oceans, the God of the Rivers and the Lakes, the Protector of the Sailors. He is mostly worshiped by those in Anselm and those in Calaria, and of course, by those in Kartara, who only worship him and the Godddess of the Depths. He commands the waves and the storms, but he is in a constant conflict with Gurgia, a war that has lasted for thousands of years. Sailors seek to appease him through sacrifices before they leave for a long voyage, but that practice has been in decline.


Gurgia
Gurgia, the Goddess of the Depths. She rules over everything that is deep, deep under the seas, and those who drown at sea, and their ships which sink often end up in her domain. Those who died violent deaths like that often end up as her servants, the dead ships and sailors of the Utopay.


Spraevia
Spraevia, the Goddess of Justice, Righteousness and Punishment. She is a blind Goddess, and her only purpose in life is to bring justice upon those who deserve it. The Balance is her symbol, and it is said that when a mortal being dies, she holds its life into balance, deciding whether that mortal will go to the Heavens, or to Hell.


Scelus
Scelus, the corrupted God of Crimes, of Treachery, of Murder, of Rape, and of everything that is Evil. He is an outcast when compared to the other gods, and he enjoys the suffering and pain of the mortal beings. Wherever someone commits a devilish deed, Scelus isn't far behind, and he is a good friend of the Princes of Hell..


Cassia
Cassia, the Goddess of War, but she is the Goddess of the righteous and fair war, the Goddess of Strategy and Tactics. the Goddess of Honor in War. She protects the knights and the soldiers in battle, but only those who follow the rules of war, harming no innocents.


Praelio
Praelio, the God of War, but the God of the brutal and blood war. He is the God of Bloodshed, Terror, and Treachery in War. He protects no one in battle, but he promises those who follow him eternal glory. He watches over those who commit crimes during wars, who kill the innocent, who make their opponents suffer.


Aeria
Aeria, the Goddess of Love. She represents the pure and serene form of love, and she is the youngest of all the Sixteen Gods. She is served by a special caste of maiden priests and priestesses, and those who wish good luck in love pray to her. She is especially known for being the protector of the young couples.


Odium
Odium, the God of Hate. He is the brother of Aeria, and as such, he is technically also one of the youngest of the Sixteen, but he was created a few mere moments before his sister. Those who wish to use their hate to accomplish something pray to him, but he has no priests and no temples, and he does not live in the Heavens.


Another class of divine beings is formed by the Seven Cardinal Sins and the Seven Cardinal Virtues, as they are different from the Sixteen. Some say that they were created by the Sixteen, while other says that they were created by the very existence of mortal beings, to guide them into sin or into virtue. The Seven Virtues and the Seven Sins are officially recognized by the Ecclesiarchy, but only the praising of the Seven Virtues is allowed, as the practice of praying to the Seven Sins is considered to be simply a heresy.

[imghttps://i.postimg.cc/kgSy0L3y/Seven-Sins300.png[/img]
THE SEVEN DEADLY SINS


Luxuria
Luxuria, the Sin of Lust. It represents the unbridled sexual desire that leads to immoral sexual acts, however, it can also be perceived as lust in general. The Priests and Priestesses of Lust indulge themselves in depraved sexual acts and orgies, together with their disciples, and sometimes, even other members of the Cult of Sins. They often kidnap people, who either end up as sacrifices for Luxuria, or join their Cult. Those wielding the power of Lust can awaken it in the hearts of mortals in a variety of ways, and all those who serve Luxuria are nothing more than slaves of Lust. The disciples of Luxuria are known for their mastery of those Dark Arts that deal with mind control, possession, and corruption.


Gula
Gula, the Sin of Gluttony. It represents the the overindulgence and overconsumption of anything to the point of waste, but it can also be perceived as selfishness; essentially placing concern with one's own impulses or interests above the well-being or interests of others. The Priests and Priestesses of Gluttony indulge themselves in well, a lot of gluttony, which has become an obsession of most of them to find and to eat food, the best food that the world has to offer. That doesn't sound exactly evil, but they are also the bringers of famine, leaving the fields empty behind them. And in terms of magic, they are the best at breaking the minds and stealing the mana of other mages, and they are known for their skills in defensive magic.


Avaritia
Avaritia, the Sin of Greed. It is perceived as an rapacious desire and pursuit of material possessions. Hoarding of materials or objects, theft and robbery, especially by means of violence, trickery, or manipulation of authority are all actions that may be inspired by Greed. The disciples of Avaritia are known for their mastery in shape-shifting magic, and in those Dark Arts that deal with illusion and tricks of the mind. They normally live hidden in cities and among normal people, where they trap and attract their victims.


Acedia
Acedia, the Sin of Sloth. This is perhaps the most difficult to explain, but it it finds expression in laziness, idleness, and indolence Emotionally and cognitively, the evil of Acedia finds expression in a lack of any feeling for the world, for the people in it, or for the self. The priests and disciples of Acedia are well, very slothful, but they are very eager to kill and to punish those who are slothful without praying to their Sin. They are however known for being skilled hunters, masters of creating magical traps and of staling their unwary prey.


Ira
Ira, the Sin of Wrath, the most violent of the Seven Sins. It can be defined as uncontrolled feelings of anger, rage, and even hatred, and it often reveals itself in the wish to seek vengeance, or in impatience, hateful misanthropy, revenge, and self-destructive behavior. The disciples of Ira are the most powerful warriors of the Cult, and they are also the most brutal, known for their rampages throughout the civilized world where they kill anything that opposes them, filled by wrath and hate. They are skilled users of all sorts of offensive dark magic, and especially of fire based magic, and they are known to have control over the most destructive spells that the mortal can possibly imagine. They are also the best at wielding Cursed Relics in the heat of battle, as their anger allows them to use those relics without major limitations.


Invidia
Invidia, the Sin of Envy, is characterized by an insatiable desire. It can be described as a sad or resentful covetousness towards the traits or possessions of someone else. It is malicious, filled with discontent towards someone's traits, status, abilities, or rewards. It is a desire to deprive other men of theirs. The disciples of Envy are perhaps the most isolated among the other parts of the Cult, as they are filled with envy towards the world, towards anything and everything, and even towards the other parts of Cult. Envy is a heavy sin, one that eats the soul of the sinner from the inside, that fills him with anger and hate. Not much is known about the disciples of Envy, but they are known to be rather unpredictable. They are masters of torture magic and all sorts of dark arts that take out their enemies in means as violent and painful as possible, which allows their souls to vent some envy out on those who oppose them, and some of them are also known for their skill in necromancy.


Superbia
Superbia, the Sin of Pride, is the most powerful of all Sins. It is described as a dangerously corrupt selfishness, the putting of one's own desires, urges, wants, and whims before the welfare of people, and it is the leader of all sins. Pride goes before destruction, as they say.. The disciples of Pride are the de facto leaders of the Cult of Sins, and they normally stay hidden in the shadows, leading everything from afar. They are the ones who have been leading the brutal attacks of the Cult of Sins over the last years. Only a couple of disciples of Pride exist, as they are all handpicked by their Archbishop, but they are also said to be the most powerful of all the cultists. In terms of magic, they are known for being jacks of of all trades, able to use countless of the Dark Arts.

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[color=00137f]THE SEVEN VIRTUES[/color]

Castitas
Castitas, the Virtue of Chastity, the direct opponent of Luxuria. It represents purity, and it resists the depravity of Lust. The disciples of Castitas carefully the rules of the Church when it comes to the pleasures of the flesh, and they are often considered to be the protectors of the maidens, and the disciples of Castitas are indeed, mostly maidens. The disciples of Castitas are able to stop the defiling influence of the sinful Lust, and they are often the ones who save the poor souls kidnapped by the disciples of Luxuria. They are known for being good users of the arts of White Magic that are used to fight against mind control and possession, which makes them mighty exorcists.


Temperantia
Temperantia, the Virtue of Temperance, the direct opponent of Gula. It represents humanity, abstinence and equanimity. The disciples of Temperantia fight against the famine brought by the cultists of Gula, and practice restraint, self-control, abstinence, moderation, and deferred gratification, which is why they are valiant knights and mighty users of White Magic, especially of defensive magic. Whenever a trial appears, where someone must resist temptation, there is no one better to call than a knight of Temperance.


Caritas
Caritas, the Virtue of Charity. It represents will, benevolence, generosity, and sacrifice, and it directly opposes the Greed of Avaritia. The disciples of Caritas are known for their generosity and self-sacrifice, as they are trying to help the wounded, the poor, the people who are suffering. And in a world ravaged by the War of the Seven Nations, the disciples of Caritas have never had more to do, helping those who are in pain because of the war. Benevolent users of White Magic, the disciples of Caritas are known for their skillful use of healing and support magic.


Industria
Industria, the Virtue of Diligence. It is represented by persistence and effort, and it directly opposes the idle Sloth of Acedia. The disciples of Industria are known for their zealous and careful nature, and for their skilled use of offensive magic. They are used for the most difficult of missions, and it is well known that when a disciple of Industria receives a task, it will take care of it, no matter the time or the cost that it will take to do so.


Patientia
Patientia, the Virtue of Patience. It represents forgiveness, mercy, and sufferance, and it directly opposes the brutal Wrath of Ira. The disciples of Patientia are known for their stability, peacefulness and inner harmony, and of course, for their mercy. Their inner calm makes them perfect at wielding Holy Relics in battle, and their tranquility makes them perfect allies in the heat of combat. They are masters in using complicated and lengthy chants, which made them the de facto hunters of the order, their ability to calmly stalk their enemies and prepare magical traps beforehand has made them an invaluable part of the Cult of Virtues. They are also known for always attempting to solve issues peacefully first, even if this has created a small friction between them and the Ecclesiarchy.


Benevolentia
Benevolentia, the Virtue of Kindness. It represents satisfaction and compassion, and it directly opposes the poisonous Envy of Ira. The disciples of Benevolentia are known for their kindness and empathy, and for always trying to help the people around them, even those who are their enemies. Their attempts to help even those who have completely succumbed to Sin has put them into a lot of conflict with the other branches of the Cult, who are much more eager to follow the Ecclesiarchy's orders of simply taking care of all heretics and sinners by killing them. The disciples of Benevolentia are masters of those arts of White Magic that attempt to defeat an enemy without hurting them, like spells that use electricity and light magic.


Humilitas
Humilitas, the Virtue of Humility. It represents bravery, modesty, and reverence, and it opposes the destructive Pride of Superbia. The disciples of Humilitas are the de facto leaders of the Cult of Virtues, and they are known for their bravery, for their resistance against despair, and for their hearts that are filled with courage. They are selfless, not thinking much about themselves, and they are always ready to undertake tasks which are difficult, tedious, or unglamorous. They are difficult to intimidate, and they can easily confront fear and uncertainty, which makes them perfect knights, and in terms of magic, they are the jack of of all trades of the Cult of Virtues.
Last edited by Tracian Empire on Fri Nov 24, 2023 1:08 pm, edited 12 times in total.
I'm a Romanian, a vampire, an anime enthusiast and a roleplayer.
Hello there! I am Tracian Empire! You can call me Tracian, Thrace, Thracian, Thracr, Thracc or whatever you want. Really.

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Tracian Empire
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Postby Tracian Empire » Sun Apr 15, 2018 4:52 am

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A CODEX OF MONSTERS, MAGICAL BEINGS, CURSED BEINGS, AND BEASTS




Oh.. so you are here to learn more about the beings that are known to the Great Races as magical beings, aren’t you? Their origins are lost to the primordial chaos, but beings created by magic are everywhere throughout the world of Lonriel. From the ancient races known as Angels and Demons, the first creations of the Gods, to the the curses known as monsters and beings, many of these races also inhabit our world. Not all of these beings are bad, but most of them aren’t exactly good either, as their morals are too different to be compared with those of the more or less mortal beings. But while angels stay out of the lives of the mortals, the demons and the monsters are just curses, bringing death and suffering wherever they walk.
Some say that the Gods created them to punish the world for its sins, some say that a dark force brought them for the first time from another world of shadows,From angels to cursed beings and demons, these are the monsters of a world where chaos is crawling.

MAGICAL BEINGS


ANGELS

The Angels, the High Ones, the Armies of the Heavens, the Servants of the Gods. Many names exist for the first beings that were created by the Gods, but unlike in the myths told about them, they are not necessarily good beings.. as their morals often differ from those of mortal beings, and they only exist to serve the God which created them. They generally tend to look more like humans or elves, and they are known for their white wings, for their inhuman beauty and the halos around their heads. The more wings they have, the higher they are ranked in the angelic hierarchy.

The Seraphim are the highest ranked angels, guarding the throne of their respective God, wielding magical swords of holy fire, fiery six-winged beings. Not many of them exist, but they are powerful enough to threaten anything that is not a godly being. Beneath them are the Cherubim, mighty angels, skilled in combat, masters of battles against the demonic hordes, powerful beings with four wings. The third rank is formed by the Archangels, the bringers of the justice of the gods, they only have two wings, but they normally act like the envoys of the Gods in the mortal world, when strength is needed. And the lowest ranked are of course, the normal angels, the Kanonikos, the ones that most often visit and help the mortals.

Different types of angels also exist, like the Nephilim, results of an union between an angel and a mortal being. They can surpass the power of many angelic beings, but since they lack the protection and guidance of a god, they can often be corrupted by their power. They are capable of using powers similar to that of their angelic parents, but they tend to look like mortals. They look more angelic when they are using their powers, and they are normally disliked by angels and mortals alike, so they are often hunted and killed. When they are killed, demons normally try to take their souls, but angels are known for normally bringing the souls of dead Nephilim back into the Heavens.

And perhaps the most interesting type of Angels is formed by the Angels of Death. Known by names like Reapers, or the Bringers of Death, they are mortals that have entered a contract with the God of Death sometime in the past, and they make sure that the souls of the dead are brought either to the Heavens or to Hell.


DEMONS

The inhabitants of Hell, the Fallen Angels. The Hordes of Lucifer. There are many names for this devilish creatures...but they are an omnipresent reality in this world. Hailing from an alternate dimension known by many names, former angels that have been corrupted by sin, they are truly beings of nightmares. They have always visited the world to torment mortals, but their deadly enemies, the angels, and the holy knights have always been there to stop them, sooner or later. But recently, there has been an awakening, caused by the War of the Seven Nations, and many demons seem to rejoice at the prospect of visiting the mortal world.. but no one knows what their plans are..
Demons look well, like demons. They forms greatly vary depending on what type of demon they are, but one feature they all share are of course, their horns. Some demons can shapeshift, taking on the appearances of mortal beings, but they are generally pretty ugly, with wings and tails.

Princes of Hell
Once high ranked Angels, the Princes of Hell are the most powerful demons in existence. Fifty of them are known to exist, ruling over all other demons, and the greatest of them is Lucifer. They can only visit the mortal world if they posses a mortal being, and as such, their powers are extremely limited..but still, there aren’t many people who would want to cross their path.


Daemons
Normal demons, as some would call them, they are low ranked demons. Countless variants of daemons exist, and most of them can use some magic, and their strength is pretty varied, but they have no unique abilities like other types of demons.


Izvergi
The Izvergs, the Hellhounds, the dog like creatures that serve the demons. Lower ranked demons, they attack and eat mortals with brutality, and they can have a certain control over fire based dark magic.


Incubi and Succubi
They are demons of lust, found especially in the realms of men, but they can affect all mortal creatures. They are good shapeshifters, and they can hypnotize their victimes before they.. well, do their demonic stuff. This type of demon is known for taking the lifeforce of its victims, but the effect of its power depends on how much of it steals.. and if too much of it was taken away, the victims die, hours after their force was stolen from them.


Cambions
They are the half-demons and half-humans, products of an union between any type of demon and mortals. Just like the Nephilim, they are often hated by both mortals and demons, but their devilish nature means that they are already corrupted from the very beginning, so a lot more of them are able to survive out there in the human world. They share the powers of their demonic parents, and often their evil personalities, but they normally tend to look like the race of their mortal parent. Of course, they gain demonic features like horns when they are using their powers. Upon death, they normally arrive in Hell, where they join the hordes of demons.



DEMIGODS

As their name suggests, they are the result of a union between a God and a mortal being. They tend to look like their mortal parent, but they inherit powers similar to the powers of their divine parent. They have incredible powers, but they are very rare, and the Church tends to. look for them. Upon death, their souls are normally taken to the Heavens.


FAIRIES

The Fairies are spirits, ethereal creatures that roam the night, and they are known for well, not necessarily being evil, at least, not like demons or cursed beings. They don’t seek to make mortals suffer, but they treat them with indifference and superiority, so many mortal beings have died because of them. They are known to help mortals though, especially if they find them interesting, but they are very pretentious creatures.

Countless types of fairies exist, from the Polevoi, the fairies of the fields, to the Iele, the faries of the forests. They often look like beautiful women, and they try to seduce mortals, killing them in the process, but if mortals approach them carefully and skillfully, they can be convinced to help in all sorts of ways.

CURSED BEINGS AND SPIRITS


BLAJINI

Botchlings, undead children. When children die before being baptized.. their spirits often return to the mortal world, cursed to wander aimlessly, especially if they were stillborn. Small monsters that look like well, undead chidren, they are nightmarish creatures. They can be easily defeated by those trained to kill monsters..but normal mortals stand no chance of surviving.


ELEMENTALS

Cursed beings, former mortals who have now taken the form of giant beasts influenced by the Elements. Earth Elementals look like giant golems made out of earth, stone, and dry mud, Fire Elementals look like being made out of pure fire, uncontrollable and lethal, Ice Elementals look like giant monsters made out of ice, and Air Elementals are beings invisible to the normal eye. Each of them is able to wield the magic of their Element, which makes them extremely dangerous..


LESHIYE

Not much is known about the Leshiye, the Lesovoi, the spirits of the forests. Their realms lie in forests, and they have powers over nature and over dark arts. Woe to those who get lost in forests, for the Leshiye are always waiting..


LYCANTHROPES

Ranging from the well known Werewolves to lesser known monsters inspired by other beasts, the Lycanthropes, also sometimes known as Werebeasts, are men cursed to transform into beasts, a curse that spreads through bloods, bites, wounds and scratches. If a mortal being who is cursed does not receive the proper treatment in time, they are cursed to turn into those beasts during full moon, or when they sense blood. In their beast forms, the Lycanthropes can’t control themselves, even if tales tell about those who managed to control their curse..


MAVKAS

Also known as Strigas. Cursed spirits of girls and women who have died horrible deaths, in the form of beautiful young girls who entice and lure people.. eating them int the end.. Mavkas have no reflection in water, do not cast shadows, and while they eat people, their monstrous forms are revealed..


SCHEZNYKS

The Vanishers. Not much is known about these beings, but they have immense shapeshifting powers, and they are known for their invisibility powers, which can only be broken by specific rituals.


MERMAIDS

The Mamunas. Cursed beings of the ocean, their magic voice can make people lose their minds. Those who hear the mesmerizing song of a siren will follow them into the sea.. where they will meet their death.


VAMPIRES

Oh, the vampires, the terror of the night, the drinkers of blood, the sons and daughters of the darkness. Immortal and forever cursed, most often emotionless and cruel, the vampires are everywhere. Beings of evil, they hide from the sun that burns them, and feed on the blood of their prey. Powerful beings, they can use dark magic, and they can turn mortals into their own, through their blood. A lot of myths have spread about them, but as long as the light of the sun doesn’t directly burn them, they can walk during the day too...making them extremely versatile and intelligent monsters.

Various types of vampires are known to exist. The Strigoi, or the Progenitors are the oldest, some say, the first vampires, and of course, the strongest, the ones with the purest blood, but not many of them remain, and they stay hidden in their underground kingdoms. The Moroi are those vampires who were once mortals, before they were turned into vampires. Mortals can become vampires through blood contact, if their blood comes into contact with the blood of a vampire, but to truly become a vampire, they have to succumb to their desires and to drink the blood of another mortal being. The mortals who have come into contact with the blood of a vampire and have not yet tasted the blood of another mortal are known as the Nosferati.They grow in strength, their heartbeat stops, and they gain some vampire features, but they are weaker than full vampires, they continue to age, and they can only survive if they keep on drinking the blood of the vampire that has started their conversion.
The Upyr are those vampires who are born through the breeding of other vampires. Powerful beings, they age until they firstly drink blood, and they are normally nearly as powerful as pureblood vampires.
Dhampirs, also known as Glogs, are halflings, born through the union of a vampire and a mortal being. Weaker than vampires, but stronger than Nosferati, they can live their life as normal humans.. until they firstly drink blood, which awakens their powers. Vrepirs are more of a myth actually. It is said that they are vampires that only feast on the blood of other vampires, but even if they existed.. they were annihilated long ago, or at least, so does everyone think.

Many ways exist to kill them, from silver, to holy relics and items, to simply cutting their head off or piercing their heart with stakes.


WENDIGOS

Beasts corrupted by evil spirits, the Wendigos are insane monsters who were once human, cannibals who feed on human flesh. Forever tormented by hunger, they hunt anything and everything, and they are extremely difficult to kill, as they have immense regenerative powers, but like other monsters, they are weak to silver and holy items.

MONSTERS AND BEASTS


ARCHESPORES

Archespores are cursed plants,and they look like gigantic, ugly flowers.Their appearance makes them practically impossible to discern them from other plants. By the time one draws close enough to realize what they are, it is often too late to flee. They often grow in the ground that has been fertilized by the blood of those who have died. They attack with powerful, jaw-like leaves. If their victim is out of reach, they can also spray acid at them. Fire, silver, and spells are the best ways to fight them.


BASILISKS

The Basilisks are magical creatures that look like smaller dragons. Their acid, venom, claws, and teeth make them to be formidable opponents to however is unlucky enough to cross their path.. but their biggest weapon is by far, their ability to turn whoever looks in their eyes to stone..


CYCLOPES

They are giant monsters, with a single eye in the middle of their head. They are strong, but they can not use magic, and they only have a limited intelligence to serve them. They have a bad habit of stealing gold and relics and taking them to their lairs, which are usual found in hidden caves.


DEREVA

The Dereva, the Tree-People. Ancient tribes living in the mightiest forests of the world, they have now been reduced to the Elven Forests and to a few small forests in the Human Realms. Wise and powerful, they use Ancient Magic and they tend to ignore the other races, only fighting when their forests are threatened. The best way to describe them is that they are somewhere in between giants and trees.


DIREWOLVES

The larger and definitively more dangerous cousins of the normal wolves, the Dire Wolves are the nightmares of those who travel through forests. They hunt in packs, and they are extremely difficult to defeat.


DRAGONS

Not much can be said about the Dragons, one of the oldest types of beasts in this world. A dragon is quite large, has fins, feet, and is polycephalous, as it usually has three, sometimes seven, or even twelve heads. They can wield a primitive type of Ancient Magic, and they are quite wise, but they are also very rare. The last dragon that was seen by the mortal world was the corrupted dragon that was used by the forces of Achisia during the War.


ERRAGHI

The Erraghi, the Giants. Practically the opposite of the small Dwarves, the Giants are gargantuan creatures and brave warriors, even if they can not use magic. Old and wise, they normally ignore the little ones around them, and they have no interest in the world in which they live. The pure-blood Giants are usually only found in the lands next to the Shadow, but hybrids, especially half-human half-giant hybrids are present in the Human Realms where they often join mercenary groups.


GOLEMS

Huge beings of mud and stone, created by mages to serve their purposes, the Golems are extremely difficult to defeat. They do no bleed, they are immune to fire and normal blades have no effects against them. They can normally only be defeated by acid or by extremely powerful shock based spells. When under the control of white magic users, they are benevolent beasts, but woe to those who would meet a golem made by a user of the dark arts..


GRIFFINS

A griffin, also known as griffon or gryphon, is a creature with the body, legs, and tail of a lion and the head, wings, and talons of an eagle. Proud beasts, they have a certain level of intelligence, and they stalk the highlands, making their nests on top of the highest mountains.


HARPIES

Harpies. Half birds, half.. ugly, repulsive woman like creatures. Their stench and their bloodcurdling cries are enough to scare even the bravest of men, and only good mages or skilled archers have hopes of ever defeating them. They make their nests on top of high cliffs, and they hunt anything and everything that they find.


NARRADI

The Narradi, the Lizardmen, beings of the swamps and of the mud. Humanoid reptiles, tribal warriors, they hide in their villages under the muddy waters, and they use weapons, while some of them can even use some magic. No one really remembers their origins, but while most of the Great Races consider them to be savages, they are quite intelligent and sophisticated, with a tribal culture where each of their villages is led a by a chief, who has to kill another warrior every year in order to maintain his or her position. Masters of the poisons, they often lace their weapons with foul substances, which cause their enemies to die in horrible pain..


PHOENIX BIRDS

The Phoenix are shape-shifting birds that can use fire magic. They normally have the size of an eagle, but in battle, they can shift their form into one that is nearly as large as a small dragon. When they die, they burn until only ashes are left, and through an ancient magic, another phoenix is created from those very ashes. They are pretty rare in the Human Realms, but is assumed that many of them exist in the Elven Forests.


TROLLS

Trolls are giant, muscular and resilient humanoid creatures, sort of looking like giant Orcs. They posses a certain level of intelligence and they can speak in basic sentences, but they are fairly stupid, and they are unable to use magic. They usually reside in the wild, attacking caravans of merchants or lone travelers.


VODNIKS

The Drowned Ones. Monsters of the shallow waters, they are humanoid in appearance, but their scaly skin, gills, dorsal fins and rotting smell clearly differentiate them from anything else. They live in packs in shallow waters, ponds and lakes, where they feed on fish or on dead bodies, or of course, on those foolish enough to approach their territory.
Last edited by Tracian Empire on Fri Nov 24, 2023 1:09 pm, edited 7 times in total.
I'm a Romanian, a vampire, an anime enthusiast and a roleplayer.
Hello there! I am Tracian Empire! You can call me Tracian, Thrace, Thracian, Thracr, Thracc or whatever you want. Really.


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