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Fables of Caria: Lore Archive {CLOSED}

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Faal Lot Himdah
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Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Fables of Caria: Lore Archive {CLOSED}

Postby Faal Lot Himdah » Tue Nov 19, 2019 6:04 pm

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Fables of Caria: Lore Archive




Welcome, after a long period away from Nation States, spent world building, I am now ready to reveal it all, or at least most of it, to the fine people of the P2TM. This is the World of Caria, a fantasy world, and perhaps the most in depth world building project I have ever done. There are many continents to this world, with their own races, cultures, nations, religions, climates, flora, fauna and etcetra. I aim to be able to use this setting for a multitude of RPs, in order to build this world even more, while also saving time between RPs by not having to build new worlds. As of posting this, the world is not yet complete, as I have only finished the world building in regards to one continent, but that is all I need to start a few of the RP concepts I have.

Please note that this is a LORE ARCHIVE, which means there will be no posting here by anyone but myself, and the content here will purely be lore related, like I did back in 2017 with my Age of Change RP. As such, I will add to it as need be.

So again, welcome to the world of Caria.
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Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

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Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

The Continent of Anoris

Postby Faal Lot Himdah » Tue Nov 19, 2019 6:05 pm

The continent of Anoris is the land that is full of life, rich in resources and flowing with magic. Despite being so perfect for humanity, Anoris was not where humans originated. Humanity originated from a continent to the northwest, but was pushed out by numerous factors, resulting upon them stumbling upon Anoris. With no where else to go, the 7 Tribes of Humanity were elated with the discovery of Anoris.

However, at that time, Anoris was already inhabited by a sentient race. The Elves. At first, the Elves were kind to the lost humans. They offered them land and showed them how to survive on Anoris. And there was peace. But that peace would not last.




Anoris Pre-Akias


Over a hundred years after the arrival of humanity on Anoris, the Elves started to grow uneasy about them. You see, Elves had long lives but slowly reproduced, while humans had relatively short lives but could rapidly reproduced. This sparked fear among the Elves, fear that humanity would push them from their homeland. This fear eventually lead to the Elven nations uniting together against the 7 Tribes of Humanity in secret.

This secret would not be kept secret for long, as not even after a year of the Elven nations uniting did they attack. The Elven armies descended upon human settlements throughout Anoris, in an event that would be known by humanity as the Elven Aggression. Armed not only with better equipment, and more advanced equipment, the Elves also had one more advantage against the humans. Magic. You see, at this point in history, humans did not know anything of magic.

So, the outcome of the Elven attacks was plain to see, humanity stood no chance. Those who fought were slaughtered, while those who didn’t, well they had a different fate. Those who survived the attacks of the Elven armies were rounded up as their homes were burnt to the ground. A new era began for humanity, an era defined by the chains humanity now found themselves in.

Over about 600 years, humanity would serve their Elven masters, but would never forget the Elven Aggression. Humanity would try numerous times to rebel, each time being crushed. But after 600 years of enslavement, something changed. A single Elven Kingdom, the Kingdom of Irnthalas declared both its independence and an end to the enslavement of humanity within its borders. This was not sudden, as over the years, the Elves of Irnthalas had shown a certain compassion for humanity. In fact, if it wasn’t for them being conquered prior to the Elven Aggression, they would have never entertained the idea of human slaves.

The independence of the Kingdom of Irnthalas did not go unchallenged, but it soon became clear why they now acted. Irnthalas was blessed by the gods. The Queen of Irnthalas had been granted a vision by the gods and was acting upon it. The Elven Kingdoms had angered the gods, and thus they sought to punish them. That punishment would come through the wrath of humanity. But the Queen of Irnthalas was granted this vision, as the Elves of Irnthalas had a chance to be spared. All they had to do was to give humanity what it needed to deliver its wrath. The Elves of Irnthalas provided humanity with weapons, armour, supplies and knowledge. But most importantly, the Elves of Irnthalas taught humanity about magic.

Among the humans freed by the Kingdom of Irnthalas, a man known as Akias. Akias showed great talent for magic, martial skills and leadership. But more importantly, Akias was blessed by the gods. He would go on to lead the humans of Irnthalas in a war against the Elven Kingdoms, only assisted by the Elves of Irnthalas and the gods. Akias cut a bloody path throughout Anoris, slaughtering Elven armies that stood against his army, which only grew as they freed more of humanity. Akias would eventually secure victory for humanity at the Battle of Jis Alora, when he defeated the last ditch effort of the Elves.

With Akias’ victory, all the Elves besides the Elves of Irnthalas were forced to flee Anoris, and Akias formerly established the Empire of Akias. The Elves of Irnthalas were offered a chance to stand united with humanity among the Empire, but would decline. They knew that humanity still looked upon them with disgust and hatred, and thus retreated to their home, where they would isolate themselves so not to upset humanity.



The Empire of Akias


The Empire of Akias would last for a total of 2000 years. Despite this long time, the amount of important, world changing events experienced by the Empire is almost non-existent. Most of the Empire’s time would be spent expanding across Anoris. There were multiple instances of civil unrest, and a total of six attempts by Elves from some continent to the South (where the Elves of Anoris fled too) to invade and retake Anoris.

Perhaps one of the most important events that happened during the Empire’s reign was under the rule of Urio II, about 200 years after the death of Akias. Urio II was well known for his mistrust of the Elves of Irnthalas, after the death of his father during an attempted invasion by Elves from the South. As such, Urio II ordered an invasion of Irnthalas by the Empire, and after a ten year war, saw to the complete extermination of the Elves of Irnthalas. A few years later, Urio II would be assassinated because of this.

The Empire of Akias would eventually collapse due to an unknown reason lost to time.



Anoris Post-Akias
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Political Map of Anoris


After the fall of the Empire of Akias, humanity experienced a thousand year Dark Age, in which no written records from that time can be found. Many believe that whatever caused the fall of the Empire of Akias lead to that Dark Age, and there are numerous theories about what happened. But what is known, is that humanity came out of those Dark Ages with far less advanced technology and magic than they had before the Dark Age.

Many nations would rise and fall in an attempt to reclaim the glory of the Empire, while humanity was forced to advance without the aid of a more advanced group such as the Elves of Irnthalas. About 1023 years AFA, the Academy of Irnthalas was founded to provide education to magic users across the continent while also providing a safe place for magic users to experiment with magic.

Now, about 2000 AFA, humanity has somewhat found stability. The nations of humanity as of the present have been around from anywhere from 1500 AFA to 1860 AFA.



Current Nations of Anoris


Kingdom of Acrus
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The Kingdom of Acrus was founded through the unification of two different Kingdoms, the Kingdom of Caustowbig and the Kingdom of Newboke. This unification happened due to succession crisis in both Kingdoms, and a threat of invasion from the Utria Imperium. These two factors lead to the unification of the two Kingdoms under a new dynasty, and forming the Kingdom of Acrus in 1810 AFA. The Kingdom of Acrus would make its mark on the world only four years after founding as it was faced with an invasion from the Utria Imperium in the 6 Year War. From 1814 AFA to 1820 AFA, the Kingdom of Acrus fought against the Utria Imperium, and managed to ultimately repel the invaders with support from the Grand Duchy of Cliyca.

As of 2000 AFA, the Kingdom of Acrus is the fifth most populated nation on Anoris, with a population of approximately 6 million. With 37 notable settlements, the Kingdom of Acrus is the nation with the third most settlements. The Kingdom of Acrus is the seventh largest nation in regard to area, with a total area of approximately 242 kilometres squared. The Kingdom of Acrus is the fifth poorest nation of Anoris. This wealth along with the population of the Kingdom of Acrus and other factors, makes it the fifth most powerful nation of Anoris.

It is also worth noting that the Kingdom of Acrus is a dynastic monarchy, where power is passed to male heirs first. The majority races of the Kingdom of Acrus are the Lorico and the Guspon, with the Lorico being the dominant race. The capital city of the Kingdom of Acrus is the city of Newboke on the shore of the Lover’s Bay.

Grand Principality of Asnana
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The Grand Principality of Asnana was founded with the breakup of the Obristan Confederacy in 1674 AFA. After 20 years of relative peace, the Grand Principality of Asnana would find itself in conflict with the Kingdom of Caustowbig. From 1694 AFA to 1794 AFA, the Grand Principality of Asnana found itself defending itself from the assault of the Kingdom of Caustowbig, resulting in the Hundred Year War, which ultimately ended with the Grand Principality of Asnana repelling the Kingdom of Caustowbig.

As of 2000 AFA, the Grand Principality of Asnana is the third least populated nation on Anoris, with a total population of approximately 2.5 million. With only 8 notable settlements, the Grand Principality of Asnana is tied with the Emirate of Owhijan for being the nation with the second least settlements. The Grand Principality of Asnana is the third smallest nation in regard to area, with a total area of approximately 211 kilometres squared. The Grand Principality of Asnana is the third poorest nation of Anoris. The wealth along with the population of the Grand Principality of Asnana and other factors, makes it the third weakest nation of Anoris.

It is also worth noting that the Grand Principality of Asnana is a dynastic monarchy, where power is passed to male heirs first. The majority races of the Grand Principality of Asnana are the Lorico, the Guspon, and the Berberan, with the Lorico being the dominant race. The capital city of the Grand Principality of Asnana is the city of Pensey on the shore of Barna Lake.

Kingdom of Atral
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The Kingdom of Atral was founded with the breakup of the Obristan Confederacy in 1674 AFA. Most of the early years of the Kingdom of Atral were filled with civil unrest, but ultimately stabilized in 1705 AFA. In 1760 AFA, the Kingdom of Atral launched an attempt to conquer the Grand Principality of Estua, but soon found itself fighting against not only the Principality of Estua, but the Emirate of Owhijan and the Sultanate of Etrijan. This resulted in the 40 Year War, from 1760 AFA to 1800 AFA, leaving the Kingdom of Atral ultimately humiliated.

As of 2000 AFA, the Kingdom of Atral is the second most populated nation on Anoris, with a population of approximately 12 million. With 65 notable settlements, the Kingdom of Atral is the nation with the second most settlements. The Kingdom of Atral is the third largest nation in regard to area, with a total area of approximately 504 kilometres squared. The Kingdom of Atral is the fourth wealthiest nation of Anoris. This wealth along with the population of the Kingdom of Atral and other factors, makes it the second most powerful nation of Anoris.

It is also worth noting that the Kingdom of Atral is a constitutional monarchy, in which the royal family of the Kingdom of Atral posses mainly ceremonial powers, and the real political power is in the hands of the elected members of the Atral Parliament. The majority races of the Kingdom of Atral are the Lorico and the Berberan, with the Lorico being the dominant race. The capital city of the Kingdom of Atral is the city of Towces on the shore of the Bay of Lin.

Grand Duchy of Cliyca
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The Grand Duchy of Cliyca was founded after a civil war fueled by a succession crisis of the former Grand Duchy of Iethos in 1758 AFA. The Grand Duchy of Cliyca had for its early years avoided conflict with its neighbours, but would get involved in a war eventually. This war was the 6 Year War, where the Grand Duchy of Cliyca stood beside the Kingdom of Acrus against the Utria Imperium from 1814 AFA to 1820 AFA. They stood with the Kingdom of Acrus as if the Utria Imperium succeeded in their invasion, the Grand Duchy of Cliyca would have been next.

As of 2000 AFA, the Grand Duchy of Cliyca is the fourth least populated nation on Anoris, with a total population of approximately 2.8 million. With only 9 notable settlements, the Grand Duchy of Cliyca is the nation with the third least settlements. The Grand Duchy of Cliyca is the second smallest nation in regard to area, with a total area of approximately 118 kilometres squared. The Grand Duchy of Cliyca is the third wealthiest nation of Anoris. The wealth along with the population of the Grand Duchy of Cliyca and other factors, makes it the fourth most powerful nation of Anoris.

It is also worth noting that the Grand Duchy of Cliyca is a dynastic monarchy, where power is passed to female heirs first. The majority races of the Grand Duchy of Cliyca are the Guspon and the Lorico, with the Guspon being the dominant race. The capital city of the Grand Duchy of Cliyca is the city of Crazochy on the shore of Bay of Fraria.

Grand Principality of Estua
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The Grand Principality of Estua was founded with the breakup of the Obristan Confederacy in 1674 AFA. In 1760 AFA, after many years of peace, the Kingdom of Atral launched an attempt to conquer the Grand Principality of Estua. But the Grand Principality of Estua would not stand alone, and soon found itself aided by the Emirate of Owhijan and the Sultanate of Etrijan. This resulted in the 40 Year War, from 1760 AFA to 1800 AFA, leaving the Kingdom of Atral ultimately humiliated, and the Grand Principality of Estua free.

As of 2000 AFA, the Grand Principality of Estua is the fifth least populated nation on Anoris, with a total population of approximately 3.1 million. With 17 notable settlements, the Grand Principality of Estua is the nation with the fourth least settlements. The Grand Principality of Estua is the fourth smallest nation in regard to area, with a total area of approximately 221 kilometres squared. The Grand Principality of Estua is the second poorest nation of Anoris. The wealth along with the population of the Grand Principality of Estua and other factors, makes it the second weakest nation of Anoris.

It is also worth noting that the Grand Principality of Estua is a dynastic monarchy, where power is passed to male heirs first. The majority races of the Grand Principality of Estua are the Lorico, the Eurabic, and the Berberan, with the Lorico being the dominant race. The capital city of the Grand Principality of Estua is the city of Khourup on the banks of the Karu River.

Sultanate of Etrijan
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The Sultanate of Etrijan was founded through bloody conquest in 1601 AFA. Due to this history of bloody conflict, the Sultanate of Etrijan had dealt with civil conflicts form its founding to 1720 AFA, when the Emirate of Owhijan was granted status as a vassal state of the Sultanate. In 1760 AFA, the Sultanate of Etrijan joined with the Emirate of Owhijan and the Principality of Estua in the 40 Year War, from 1760 AFA to 1800 AFA, against the Kingdom of Atral.

As of 2000 AFA, the Sultanate of Etrijan is the fourth most populated nation on Anoris, with a total population of approximately 6.9 million. With 25 notable settlements, the Sultanate of Etrijan is the nation with the fourth most settlements. The Sultanate of Etrijan is the second largest nation in regard to area, with a total area of approximately 652 kilometres squared. The Sultanate of Etrijan is the fifth wealthiest nation of Anoris. The wealth along with the population of the Sultanate of Etrijan and other factors, makes it the fifth weakest nation of Anoris.

It is also worth noting that the Sultanate of Etrijan is a dynastic monarchy, where power is passed to male heirs first. The majority races of the Sultanate of Etrijan are the Eurabic and the Berberan, with the Eurabic being the dominant race. The capital city of the Sultanate of Etrijan is the city of Akamarban on the shores of the Moonstone Lake.

Republic of Ioshor
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The Republic of Ioshor is currently the oldest nation on Anoris, and was founded in 1500 AFA after the overthrowing of a tyrannical Lord by the magic users of the Academy of Irnthalas. Due to its connection to the Academy of Irnthalas, the Republic of Ioshor has rarely been involved in conflicts with other nations. One exception was when the Holy Nuchus Empire attempted to launch an invasion of the Republic of Ioshor in 1830 AFA, but where forced to abandon their invasion after only a week, thus the One Week War was won by the Republic of Ioshor.

As of 2000 AFA, the Republic of Ioshor is the least populated nation on Anoris, with a total population of approximately 774 thousand. With only 4 notable settlements, the Republic of Ioshor is the nation with the least settlements. The Republic of Ioshor is the smallest nation in regard to area, with a total area of approximately 35 kilometres squared. However, the Republic of Ioshor is the wealthiest nation of Anoris. The wealth along with the population of the Republic of Ioshor and other factors, makes it the third most powerful nation of Anoris.

It is worth noting that the Republic of Ioshor is an oligarchy, where only the wealthiest individuals and those from noble families can run for positions in government. The majority race of the Republic of Ioshor is the Alagle which is also the dominant race. The capital city of the Republic of Ioshor is the city of Atroshinver on the shores of the White Bay.

Kingdom of Kascain
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The Kingdom of Kascain was founded after the collapse of the Holy Nuchus Empire in 1860 AFA. Not long after its founding, the Kingdom of Kascain found itself in conflict with the Utria Imperium. In 1870 AFA, the Kingdom of Kascain and the Queendom of Metrauburg fought against the Utria Imperium, as it attempted to conquer the Kingdom of Kascain. The war, which is already being referred to as the 30 Year War, has only recently ended, with the Utria Imperium being repelled with some land lost to the Imperium.

As of 2000 AFA, the Kingdom of Kascain is the third most populated nation on Anoris, with a total population of approximately 7 million. With 21 notable settlements, the Kingdom of Kascain is the nation with the fifth most settlements. The Kingdom of Kascain is the sixth largest nation in regard to area, with a total area of approximately 288 kilometres squared. The Kingdom of Kascain is the sixth wealthiest nation of Anoris. The wealth along with the population of the Kingdom of Kascain and other factors, makes it the sixth most powerful nation of Anoris.

It is also worth noting that the Kingdom of Kascain is a dynastic monarchy, where power is passed to male heirs first. The majority race of the Kingdom of Kascain is the Shole which is also the dominant race. The capital city of the Kingdom of Kascain is the city of Bagold on the shores of the Glass Bay.

Queendom of Metrauburg
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The Queendom of Metrauburg was founded after the collapse of the Holy Nuchus Empire in 1860 AFA. Not long after its founding, the Kingdom of Kascain found itself in conflict with the Utria Imperium. In 1870 AFA, the Kingdom of Kascain and the Queendom of Metrauburg fought against the Utria Imperium, as it attempted to conquer the Kingdom of Kascain. The war, which is already being referred to as the 30 Year War, has only recently ended, with the Utria Imperium being repelled with some land lost to the Imperium.

As of 2000 AFA, the Queendom of Metrauburg is the sixth most populated nation on Anoris, with a total population of approximately 5.1 million. With 19 notable settlements, the Queendom of Metrauburg is the nation with the sixth most settlements. The Queendom of Metrauburg is the fourth largest nation in regard to area, with a total area of approximately 387 kilometres squared. The Queendom of Metrauburg is the fourth poorest nation of Anoris. The wealth along with the population of the Queendom of Metrauburg and other factors, makes it the fourth weakest nation of Anoris.

It is also worth noting that the Queendom of Metrauburg is a dynastic monarchy, where power is passed to female heirs first. The majority race of the Queendom of Metrauburg is the Shole which is also the dominant race. The capital city of the Queendom of Metrauburg is the city of Ostadt on the shores of the Bay of Quathe.

Emirate of Owhijan
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The Emirate of Owhijan was founded in 1720 AFA, when it was granted its status as a vassal state of the Sultanate of Etrijan. This was done after years of civil unrest in the Sultanate of Etrijan in order to stabilize the state. In 1760 AFA, the Emirate of Owhijan, under the command of the Sultanate of Etrijan, joined the Principality of Estua in the 40 Year War, from 1760 AFA to 1800 AFA, against the Kingdom of Atral.

As of 2000 AFA, the Emirate of Owhijan is the second least populated nation on Anoris, with a total population of approximately 2.3 million. With only 8 notable settlements, the Emirate of Owhijan is tied with the Grand Principality of Asnana for being the nation with the second least settlements. The Emirate of Owhijan is the fifth largest nation in regard to area, with a total area of approximately 346 kilometres squared. The Emirate of Owhijan is the poorest nation of Anoris. The wealth along with the population of the Emirate of Owhijan and other factors, makes it the weakest nation of Anoris.

It is also worth noting that the Emirate of Owhijan is a dynastic monarchy, where power is passed to male heirs first. The majority races of the Emirate of Owhijan are the Eurabic, the Guspon and the Berberan, with the Eurabic being the dominant race. The capital city of the Emirate of Owhijan is the city of Hifah on the banks of the Dark River.

The Utria Imperium
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The Utria Imperium was founded in 1573 AFA, through the conquests of the last king of the city-state of Collifigna. The Utria Imperium would not reach the size it currently exists as until 1790 AFA. The Utria Imperium’s advances would eventually be halted after the 6 Year War against the Kingdom of Acrus and the Grand Duchy of Cliyca, and would again be stopped after the recent 30 Years War against the Kingdom of Kascain and the Queendom of Metrauburg.

As of 2000 AFA, the Utria Imperium is the most populated nation on Anoris, with a total population of approximately 17.6 million. With 78 notable settlements, the Utria Imperium is the nation with the most settlements. The Utria Imperium is the largest nation in regard to area, with a total area of approximately 748 kilometres squared. The Utria Imperium is the second wealthiest nation of Anoris. The wealth along with the population of the Utria Imperium and other factors, makes it the most powerful nation of Anoris.

It is also worth noting that the Utria Imperium is a dynastic monarchy, where power is passed to male heirs first. The majority races of the Utria Imperium are the Veroyri, the Guspon and the Shole, with the Veroyri being the dominant race. The capital city of the Utria Imperium is the city of Collifigna on the banks of the Misty River.



Races/Cultures of Man
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Cultural Map of Anoris


The Alagle

The Alagle people are the smallest race of humanity found on Anoris in regard to population. Most of the Alagle people can be found in the Republic of Ioshor, and are rarely found beyond the borders of the Republic of Ioshor. This is due to them being a fairly isolationist culture, preferring to keep to themselves and avoid unnecessary journeys.

The Alagle people are defined physically by their fair skin, sharp features, light hair and light eye colours. The Alagle people are also on the taller side with slender builds. They also tend to possess greater talent in the use of magic and tend to live slightly longer than other humans. All of this is due to their heritage. You see, the Alagle people could be referred to as hybrids as the blood of Elves flows through them.

The hierarchy of the Alagle people tends to be structured around the amount of Elven blood that flows through them. In other words, how pure they are. As such, inbreeding is a common practice among Alagle noble families. The Alagle people also put an importance on the arts, learning, and honour.

The Berberan

The Berberan people are the second smallest race of humanity found on Anoris in regard to population. Most of the Berberan people can be found in the Emirate of Owhijan, the Grand Principality of Estua, the Grand Principality of Asnana, the Kingdom of Atral and the Sultanate of Etrijan. They can also be found traveling beyond where they are normally found, due to their nomadic nature. Along with their nomadic nature, the Berberan people tend to have a passion for adventure and tend to be talented merchants.

The Berberan people are defined physically by their light to tan to reddish brown skin, and dark hair and dark eye colours. The Berberan people also tend to be on the taller side, with slender builds and well defined leg muscles. They tend to be some of the swiftest, most agile and acrobatic people around. It is also worth noting that the legs of the Berberan tend to be proportionally longer than those found in other races of humanity.

The Berberan people tend to place a greater influence on elders when it comes to hierarchies. They also value family before most anything else. The Berberan people also value spirituality, athletics, hunting, and horseback riding. They are known survival experts. Despite this, they generally face degrees of racism due to other races of humanity seeing them as savages. In some places it’s just minor disgust or mistrusting glances, while other places do not allow the Berberan into their settlements.

The Eurabic

The Eurabic people are the fourth largest race of humanity found on Anoris in regard to population. Most of the Eurabic people can be found in the Sultanate of Etrijan, the Emirate of Owhijan and in the Principality of Estua. They can also be found in other nations, as they tend to venture beyond their homeland seeking fame and fortune.

The Eurabic people are defined physically by their brownish to dark skin, dark hair and dark eye colours. They are also known for generally having a medium height (not tall, but not short either) with a medium build (not too stocky nor too slender). The Eurabic people tend to be talented warriors and have naturally high pain tolerances. Along with being masters of the blade, they also tend to be masters of the pen.

The Eurabic people tend to place great importance on the skill of an individual when it comes to their hierarchies. As such, the more skilled with both the blade and the pen, the more important they tend to be. The Eurabic people also place importance on the guest-host relationship and learning.

The Guspon

The Guspon people are the third smallest race of humanity found on Anoris in regard to population. Most of the Guspon people can be found in the Grand Duchy of Cliyca, the Kingdom of Arcus, the Utria Imperium, the Grand Principality of Asnana, and the Emirate of Owhijan. Due to the fact that the Guspon are one of the most seafaring races of humanity, they can often be found in coastal cities all across Anoris.

The Guspon are defined physically by their light to olive skin, slightly larger eyes, dark hair and dark eye colours. They are known for having a medium height (not tall, but no short either) with a medium build (not too stocky nor too slender). The Guspon people tend to be natural sailors with a keen eye for the aesthetic.

The Guspon people tend to place importance on the family, wealth and appearance of an individual when it comes to their hierarchies. Rich, beautiful and from a noble family, well, you are destined to be highly respected. Other things important to the Guspon people include, the culinary arts, wine, romanticism and a sense of adventure.

The Lorico

The Lorico people are the largest race of humanity found on Anoris in regard to population. Most of the Lorico people can be found in the Kingdom of Atral, the Grand Principality of Asnana, the Kingdom of Arcus, the Grand Principality of Estua, and the Grand Duchy of Cliyca. Outside of these places, the Lorico people tend not to be found, as they generally are not much for traveling from their home.

The Lorico people are defined physically by their pale skin, sharp features, dark hair and dark eye colours. They are known for having a medium height (not tall, but no short either) with a medium build (not too stocky nor too slender). The Lorico people tend to be very ambitious, and incredibly detail oriented.

The Lorico people tend to place importance on family ties, and personal achievements when it comes to their hierarchies. Your station of birth is important, but achieve great things, you can make something of yourself. Other things generally important to the Lorico people include competition and patriotism.

The Shole

The Shole people are the third largest race of humanity found on Anoris in regard to population. Most of the Shole people can be found in the Kingdom of Kascain, the Queendom of Metrauburg and the Utria Imperium. They can however be found throughout Anoris, as they are well known for their work ethic.

The Shole people are defined physically by their light skin, light hair and light eye colours. They are known for having a relatively short and stocky build. The Shole people are known to be the physically strongest race of humanity, and are well known for being some of the hardest workers.

The Shole people tend to place importance on ancestry and experience when it comes to their hierarchies. Those with favourable ancestry and with plenty of experience find plenty of respect. Other things generally important to the Shole people include, honour, integrity, and kinship.

The Veroyri

The Veroyri people are the second largest race of humanity found on Anoris in regard to population. Most of the Veroyri people can be found in the Utria Imperium. They can only rarely be found beyond the borders of the Utria Imperium. They are known for their extreme patriotism, and militarism.

The Veroyri people are defined physically by their light skin, dark hair and dark eye colours. They are known for being relatively short and having a medium build (not to stocky nor to slender). The Veroyri people are known to be ruthless in politics and in battle along with easily being the most patriotic race.

The Veroyri people tend to place importance on one's position in the state when it comes to their hierarchy. Be that position one you are born into or work your way up to. Due to this reason, there are many stories of Veroyri street urchins climbing the ranks and becoming nobles. Other things generally important to the Veroyri people are faith, family, militarism, beauty and ambition. That said, the Veroyri people are also known to be fairly xenophobic.



Biomes of Anoris
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Biome Map of Anoris



Elevation of Anoris
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2D Height Map of Anoris

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3D Height Map of Anoris
Last edited by Faal Lot Himdah on Tue Nov 19, 2019 6:06 pm, edited 1 time in total.
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.

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Faal Lot Himdah
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Scandinavian Liberal Paradise

On Magic

Postby Faal Lot Himdah » Tue Nov 19, 2019 6:06 pm

Magic. The process of manipulating the elements of reality in order to achieve a goal, be that goal creation, restoration, conservation, destruction or whatever. This definition of magic can lead many to believe that magic users are capable of anything. This is however not true, as there are limits on what magic can do. Limits that are defined by the nature of magic itself.

You see, magic only manipulates the elements of reality, and as such, it is limited by reality. Magic can not be used to achieve a goal that is not possible according to the laws of reality. It is also notable that magic users can only manipulate the elements of reality, as such in order for magic to have an effect on something, the magic user needs to understand what elements of reality make up that something.




Elements of Reality


There are a total of 56 known elements of reality, with six of these being known as the Source Elements and the rest being known as the Synthesis Elements. Synthesis Elements are composed of two different elements, while the Source Elements are elements that are only composed of themselves.

Source Elements

Awyr is the element of Air. Any magic that involves the manipulation of air around the magic user is done through the manipulation of Awyr.

Daear is the element of Earth. Any magic that involves the manipulation of earth around the magic user is done through the manipulation of Daear.

Tan is the element of Fire. Any magic that involves the manipulation of fire around the magic user is done through the manipulation of Tan.

Dwr is the element of Water. Any magic that involves the manipulation of water around the magic user is done through the manipulation of Dwr.

Gorchymyn is the element of Order and Purity. Any magic that involves the manipulation of order and purity is done through the manipulation of Gorchymyn.

Anhrefn is the element of Chaos and Entropy. Any magic that involves the manipulation of chaos and entropy is done through the manipulation of Anhrefn.

Synthesis Elements

Annilys is the element of void and nothingness, and is comprised of Awyr and Anhrefn. Annilys is a difficult element to use, as the ability to truly understand nothingness and void is extremely difficult. As such, Annilys is often only used in order to form other Synthesis Elements.

Oleuni is the element of light, and is comprised of Awyr and Tan. Any magic that involves the manipulation of light is done through the manipulation of Oleuni.

Tywyllwch is the element of darkness, and is comprised of Oleuni and Annilys. Any magic that involves the manipulation of darkness is done through the manipulation of Tywyllwch.

Cynnig is the element of motion and animation, and is comprised of Awyr and Gorchymyn. Any magic that involves the manipulation of motion and animation is done through the manipulation of Cynnig.

Ynni is the element of energy, and is comprised of Gorchymyn and Tan. Any magic that involves the manipulation of energy is done through the manipulation of Ynni.

Gwres is the element of heat, and is comprised of Ynni and Tan. Any magic that involves the manipulation of heat is done through the manipulation of Gwres.

Oer is the element of cold, and is comprised of Gwres and Annilys. Any magic that involves the manipulation of cold is done through the manipulation of Oer.

Rhew is the element of ice and snow, and is comprised of Oer and Dwr. Any magic that involves the manipulation of ice and snow is done through the manipulation of Rhew.

Ager is the element of steam, and is comprised of Gwres and Dwr. Any magic that involves the manipulation of steam is done through the manipulation of Ager.

Gabis is the element of crystal, glass and clarity, and is comprised of Daear and Awyr. Any magic that involves the manipulation of crystal, glass and clarity is done through the manipulation of Gabis.

Metel is the element of metal, and is comprised of Daear and Gorchymyn. Any magic that involves the manipulation of metal is done through the manipulation of Metel.

Bywyd is the element of life, and is comprised of Daear and Dwr. Any magic that involves the manipulation of life is done through the manipulation of Bywyd.

Dranc is the element of death, and is comprised of Bywyd and Anhrefn. Any magic that involves the manipulation of death is done through the manipulation of Dranc.

Chyfnewid is the element of exchange and balance, and is comprised of Gorchymyn and Anhrefn. Any magic that involves the manipulation of exchange and balance is done through the manipulation of Chyfnewid.

Hud is the element of pure magic energy (mana) and enchantment, and is comprised of Ynni and Gorchymyn. Any magic that involves the manipulation of mana and enchantment is done through the manipulation of Hud.

Llygredd is the element of corruption, and is comprised of Hud and Anhrefn. Any magic that involves the manipulation of corruption is done through the manipulation of Llygredd.

Estron is the element of the alien, and is comprised of Annilys and Tywyllwch. Any magic that involves the manipulation of the alien is done through the manipulation of Estron.

Hedfan is the element of flight, and is comprised of Awyr and Cynnig. Any magic that involves the manipulation of flight is done through the manipulation of Hedfan.

Planhigyn is the element of plants, and is comprised of Bywyd and Daear. Any magic that involves the manipulation of plants is done through the manipulation of Planhigyn.

Mwg is the element of smoke, and is comprised of Planhigyn and Tan. Any magic that involves the manipulation of smoke is done through the manipulation of Mwg.

Offeryn is the element of tools and instruments, and is comprised of Metel and Ynni. Any magic that involves the manipulation of tools and instruments is done through the manipulation of Offeryn.

Creu is the element of creation, and is comprised of Chyfnewid and Offeryn. Any magic that involves the manipulation of creation is done through the manipulation of Creu.

Mecanwaith is the element of mechanism, and is comprised of Cynnig and Offeryn. Any magic that involves the manipulation of mechanisms is done through the manipulation of Mecanwaith.

Thrap is the element of traps and imprisonment, and is comprised of Cynnig and Anhrefn. Any magic that involves the manipulation of traps and imprisonment is done through the manipulation of Thrap.

Enaid is the element of the soul, and is comprised of Bywyd and Dranc. Any magic that involves the manipulation of the soul is done through the manipulation of Enaid.

Meddwl is the element of the mind, memory and cognition, and is comprised of Enaid and Tan. Any magic that involves the manipulation of the mind, memory and cognition is done through the manipulation of Meddwl.

Synhwyrau is the element of the senses, and is comprised of Awyr and Enaid. Any magic that involves the manipulation of the senses is done through the manipulation of Synhwyrau.

Gwrthdaro is the element of conflict, and is comprised of Enaid and Anhrefn. Any magic that involves the manipulation of conflict is done through the manipulation of Gwrthdaro.

Heddwch is the element of peace, and is comprised of Enaid and Gorchymyn. Any magic that involves the manipulation of peace is done through the manipulation of Heddwch.

Amddiffyn is the element of protection, and is comprised of Daear and Enaid. Any magic that involves the manipulation of protection is done through the manipulation of Amddiffyn.

Awydd is the element of desire, and is comprised of Annilys and Enaid. Any magic that involves the manipulation of desire is done through the manipulation of Awydd.

Udode is the element of the undead, and is comprised of Cynnig and Dranc. Any magic that involves the manipulation of the undead is done through the manipulation of Udode.

Bwystfilod is the element of beasts, and is comprised of Cynnig and Bywyd. Any magic that involves the manipulation of beasts is done through the manipulation of Bwystfilod.

Tywydd is the element of the weather, and is comprised of Awyr and Dwr. Any magic that involves the manipulation of the weather is done through the manipulation of Tywydd.

Gwenwyn is the element of poison, venom and toxin, and is comprised of Dwr and Anhrefn. Any magic that involves the manipulation of poison, venom and toxin is done through the manipulation of Gwenwyn.

Newyn is the element of hunger, and is comprised of Annilys and Bywyd. Any magic that involves the manipulation of hunger is done through the manipulation of Newyn.

Teithio is the element of travel, and is comprised of Cynnig and Daear. Any magic that involves the manipulation of travel is done through the manipulation of Teithio.

Llysnafedd is the element of slime and stickiness, and is comprised of Dwr and Bywyd. Any magic that involves the manipulation of slime and stickiness is done through the manipulation of Llysnafedd.

Iachad is the element of healing, and is comprised of Gorchymyn and Bywyd. Any magic that involves the manipulation of healing is done through the manipulation of Iachad.

Cnawd is the element of flesh, and is comprised of Bwystfilod and Dranc. Any magic that involves the manipulation of flesh is done through the manipulation of Cnawd.

Chwant is the element of lust, and is comprised of Awydd and Cnawd. Any magic that involves the manipulation of lust is done through the manipulation of Chwant.

Defnydd is the element of gluttony, and is comprised of Annilys and Cnawd. Any magic that involves the manipulation of gluttony is done through the manipulation of Defnydd.

Diogi is the element of sloth, and is comprised of Thrap and Enaid. Any magic that involves the manipulation of sloth is done through the manipulation of Diogi.

Digofaint is the element of wrath, and is comprised of Tan and Gwrthdaro. Any magic that involves the manipulation of wrath is done through the manipulation of Digofaint.

Cenfigen is the element of envy, and is comprised of Awydd and Synhwyrau. Any magic that involves the manipulation of envy is done through the manipulation of Cenfigen.

Balchder is the element of pride, and is comprised of Llygredd and Gorchymyn. Any magic that involves the manipulation of pride is done through the manipulation of Balchder.

Trydan is the element of electricity, and is comprised of Mecanwaith and Ynni. Any magic that involves the manipulation of electricity is done through the manipulation of Trydan.

Magnetedd is the element of magnetism, and is comprised of Metel and Teithio. Any magic that involves the manipulation of magnetism is done through the manipulation of Magnetedd.

Amser is the element of time, and is comprised of Gorchymyn and Annilys. Asmer is a difficult element to manipulate. Any magic that involves the manipulation of time is done through the manipulation of Amser.

Gofod is the element of space, and is comprised of Anhrefn and Annilys. Gofod is a difficult element to manipulate. Any magic that involves the manipulation of space is done through the manipulation of Gofod.



Magic Techniques


The way that magic is employed varies from user to user, resulting in a number of different magic techniques. These different techniques often lead to the magic user going by unique titles related to the technique. For example, a magic user that uses technique X will be known as a Y, while a magic user that uses technique A is not known as a Y but a B. There are a total of 8 different magic techniques, each with their own advantages and disadvantages.

Alchemists are those magic users who employ magic through the technique of alchemy. Alchemy is the process of using an individual’s mana, along with materials with innate magical properties, and specialized equipment to create magic consumables. The materials used to make the magic consumables are used in the process. These consumables can appear in many different ways, and can be both beneficial and harmful. The effects granted by an alchemist's creations is never permanent, with its potency depending on the length of the effect. Longer effects lead to weaker effects, and shorter effects lead to stronger effects. Stronger effects also tend to require more potent materials, longer and/or more complicated recipes. Most of the specialized equipment used by Alchemists can not be carried around, but the most basic equipment can be carried in a bag. It is also interesting to note that Alchemists rarely have the same recipes of other Alchemists, even if the consumable has the same effect.

Enchanters or Enchantresses are those magic users who employ magic through the technique of enchantment. They tend to make the most use of the Hud element, as it is a vital element for the process of enchantment. Enchanters and Enchantresses make use of their own mana, materials with innate magical properties and a spoken spell. Through the spoken spell, Enchanters and Enchantresses can place a magic effect upon objects such as jewelry, armour and weapons. The materials used to make the enchantment are used in the process. The magic effect that is placed upon an object only has limited charge. The amount of charge depends on the potency of the effect. While Enchanters or Enchantresses are comparable to Alchemists, there are important differences. The most important difference is that Alchemists tend to be able to create more potent effects compared to those of Enchanters and Enchantresses. Another important point is that the magic effects of Enchanters and Enchantresses can only be placed on objects, while the magic effects of an Alchemists consumables only applies to living beings.

Sorcerers or Sorceresses are those magic users who employ magic through the technique of sorcery. Sorcerers and Sorceresses make use of their own mana and materials with innate magical properties to perform magic. The materials used to perform the spell are used up by the process. The potency of the magic used by Sorcerers or Sorceresses tend to depend on the quality of the materials used. Higher quality materials lead to more powerful spells generally. Sorcerers and Sorceresses generally have fairly fast cast times. This makes them some of the weakest casters, but the fastest ones.

Mages are those magic users who employ magic through the technique of circle casting. Mages use only their mana, and focus it through magic circles to perform magic. These magic circles can be anywhere, from engraved on equipment to being tattooed/engraved into their skin, or could even just be straight up drawn by hand. A mage can only have one magic circle that they can use at a time, and if it is in any way damaged, then the mage will need to either create a new one or restore the damaged one before they can use magic again. Mages do not cast as fast as Sorcerers and Sorceresses but they are still fairly fast, but they do have greater potency with their magic than Sorcerers and Sorceresses.

Mana Forgers are those magic users who employ magic through the technique of Mana Forging. Mana Forgers use their own mana along with basic materials, materials with innate magical properties and a specialized magic structure known as a Mana Forge. Mana Forges are used to allow for the creation of beings such as golems, homunculi, automatons and other forms of magically animated creations and life. A Mana Forge does not need to be a large structure, as it is only comprised of a magic circle drawn with special chalk, and four magic crystals place at each of the cardinal directions. The size of the Mana Forge and the quality of materials used determines the quality and complexity of the creation. Time is a vital resource for Mana Forgers as well, as the more powerful and complex creations require more time working the Mana Forge. It is worth noting that Mana Forgers posses no way of defending themselves magically, and thus need to rely on their creations.

Warlocks are those magic users who employ magic through the technique of Channeling. Warlocks use their own mana along with spoken spells to channel the power of spiritual beings (both good and evil). As Warlocks are dependent on other beings, the magic of Warlocks can be inconsistent, seeing as other beings can be extremely fickle. Warlock channeling is also extremely dangerous, as if one lowers their guard for even a moment, they can suffer fatal consequences. That said, Warlocks can be very potent with their magic, and are not too slow but are far from the fastest casters. Warlocks can be silenced, thus stopping them from using magic.

Witches are those magic users who employ magic through the technique of Grimoires. Witches use their own mana along with magic (and sentient) books known as Grimoires. Witches are known to be very rare and incredibly powerful. But that power comes at a price. A price extracted through the use of Grimoires. The more a Witch uses a Grimoire, the stronger the Grimoire gets. If a Witch is not careful, they can be completely consumed by a Grimoire, turning them into a mindless puppet for the Grimoire. Grimoires can change their appearance, and thus can appear as anything a Witch carries with them. If you can manage to take the Grimoire from a Witch, the Witch loses the ability to use magic.

Wizards are those magic users who employ magic through the technique of Focusing Wands. Wizards make use of their own mana, and specially crafted focusing wands or staffs. Wizards can only ever have one wand or staff at a time, and if they are damaged in anyway, they become unusable until they are either replaced or fixed. As such, a Wizard without a wand or staff becomes powerless. They also generally take a fair amount of time to focus their magic, meaning that they are the slowest casters. That said, with the slow casting comes a very notable potency that is unmatched by anyone but the most powerful Witches and Warlocks.



Magic and Society in Anoris


How magic fits into society tends to remain fairly similar from nation to nation across the continent of Anoris, with only a few differences. Why is this? Well, this has to do with the history of Anoris. Basically, all nations of the continent of Anoris once upon a time existed under one unified empire, the legendary Empire of Akias. How the Empire of Akias placed magic within their society was one of the things that remained mostly unchanged in all the nations that came from the Empire of Akias.

For the most part magic users, where they can find themselves among society depends on how well they have been trained and how well educated they have been. Those with little training and little education may find work with the military, mercenaries, religious organizations or among the general populace. Those with training and education may find themselves with greater positions within the same places that the magic users with little training and little education can find themselves. However, those with great training and great education can find themselves among the upper echelons of society. High ranking positions among militaries, within a variety of organizations and even among the political elite.

Militaries and mercenary organizations are always looking for magic users, and are known to have the least care over how well trained they are or well educated. Why? Because magic users make vital weapons of war. Even one magic user can turn the tide of battle given the proper situation. Religion and magic have nearly always been tied. So magic users from highly religious backgrounds can find themselves joining the cloth or serving the cloth. Even magic users who can’t find themselves among big organizations or even organizations themselves are still more than capable of making a living in day to day society, using their magic to benefit their communities.

However, most magic users may seek the ultimate life for them. That being among the upper echelons of the political elite and nobility. You see, many magic users do come from noble or rich families, and may not seek to leave that life. Fortunately, among the noble and the rich non-magic users, the number of magic users one has on their retainer is a way of showing status. But they aren’t just status symbols. In these levels of society, magic users tend to serve as advisors for nobles and the rich. Specifically, magic users that graduate from the Academy of Irnthalas. All that said, this is just the generalization of where magic users fit in society. If you seek more details, then you must look at each of the races of humanity’s views on magic users, as then the generalization can differ.

The Alagle people, being the most magically talented, so it is no surprise that magic users can find themselves quickly advancing through society, even if they started from the bottom.

The Berberan people are fairly unique, even when it comes to how they view magic users. Magic users can find themselves high in Berberan society, but not exactly rich. Training is usually done privately, and the level of education beyond knowing the Berberan history and religious teachings isn’t required for a Berberan magic user to find success. Berberan magic users tend to occupy a position of leadership in spirituality among the Berberan people.

The Eurabic people tend to view magic users as a necessity. As such, no matter what, a magic user can find themselves good employment among the Eurabic people. However, that is mostly as a soldier or with other organizations, as Eurabic nobles tend to be very picky.

The Guspon people view magic users as a luxury. As such, if a magic user wants to get rich fast, they seek employment among the Guspon. However, like the Eurabic people, the Guspon nobles are known to be picky, but for different reasons and look for different traits.

The Lorico people have a very practical view on magic users. Magic users who prove themselves can find a life among the elite. The Lorico nobles also tend to try and grab up as many magic users in their retainer as they can afford, once again, as a show of status.

The Shole people and magic users have an interesting relationship. The Shole are actually the least likely to trust magic users. So while they still see them as valuable and necessary, they will eye them with suspicion. Magic users who serve Shole nobles tend to not be equal to magic users that serve nobles of the other races of humanity.

The Veroyri people tend to view magic users with respect, and more importantly as tools for the state. The Veroyri people expect magic users to serve time with the military before anything else. Nobles will only bring those who make a name for themselves with the military into their retainer.



The Academy of Irnthalas


Located in the Republic of Ioshor, just an hours ride to the east of the city of Atroshinver, the Academy of Irnthalas. While the Academy of Irnthalas is not the only magic academy in Anoris it is the oldest established and most prestigious. All magic users with great ambitions dream of walking through the great halls of the Academy of Irnthalas and relaxing in its magnificent gardens. The academy is also rumored to be built near the lost ruins of Irnthalas.

The Academy of Irnthalas’ campus is rather large, with multiple buildings separated by greenspaces and gardens. The campus is surrounded by a rather large wall to the east, south and west, while a dock and beach could be found on the north side of the campus. The only way into the academy is through the one gate on the southern wall, or by boat landing at the northern dock. The walls serve as both protection and a symbol of one of the most important aspects of the Academy of Irnthalas. The Academy of Irnthalas is a place where national conflicts are not allowed. Magic users from different nations are expected to leave any on going national conflicts at the gate.

Due to the Academy of Irnthalas being the most prestigious magic academy in Anoris, it only makes sense that getting in is difficult. Normal magic academies simply test the magic potential along with the intelligence of possible students, but the Academy of Irnthalas goes a step further. While also testing future students, they require possible future students to be sponsored, with the status of whomever sponsors them being very influential in whether a student gets in or not. It is also worth noting that any magic user, from the age of 16 to 24, are eligible for applying to the Academy of Irnthalas, though there have been rare instances where magic users younger than 16 and older than 24 have been accepted.

Once a magic user is accepted as a student of the Academy of Irnthalas, they can expect to spend the next five years at the academy. That is assuming that they follow the rules, and keep their grades up. Upon arriving at the academy, a student will find themself organized into a Safon. A Safon is comparable to a class, with about 20 to 30 students and a primary teacher. The primary teacher would be responsible for the safety of the Safon, for teaching magic theory and general magic. Other subjects would be covered by secondary teachers. It is also worth knowing that whatever Safon that a student found themselves assigned to would be the Safon they would be with from their start to the end of their time at the academy.

Each Safon however would also be part of a Clan, with five Safons per clan, one for each year of students. Each Clan therefore can have a total of around 100 to 150 students. It is notable that every Safon is granted their own dormitory near dormitories belonging to other Safons of the same Clan, often arranged around a decorative square complete with a fountain with the Clan’s symbol. It is also common place for two or three students from fourth and fifth year Safons to aid the primary teachers of the first and second year Safons as assistants. The dormitories have not only rather large and luxurious private rooms for each student, but also have such rooms for any assistants and for the primary teacher. Other rooms in the dormitories include a library, cafeterium, sitting rooms, storage rooms, game/recreation rooms, gardens (with plots for each student) and an office for the primary teacher (connects to the primary teachers private room).

There are a total of six clans, meaning the Academy of Irnthalas has a total of about 600 to 900 students at a time. While some might assume that students are organized based on some factor, that is not the case. Students are assigned to Safons of any given Clan at the discretion of the Academy of Irnthalas Magi Council, them being the top administrators of the academy. So, while assignment is technically supposed to be random, there can be some favouritism and corruption in Clan assignment.

The first of the six Clans of the Academy of Irnthalas is the Corvum Clan, with their symbol being a white Raven. The second of the six Clans of the Academy of Irnthalas is the Natreos Clan, with their symbol being a black Serpent. The third of the six Clans of the Academy of Irnthalas is the Lycoseo Clan, with their symbol being a grey Spider. The fourth of the six Clans of the Academy of Irnthalas is the Caretrum Clan, with their symbol being a red Turtle. The fifth of the six Clans of the Academy of Irnthalas is the Strileum Clan, with their symbol being a blue Owl. Finally, the sixth of the six Clans of the Academy of Irnthalas is the Vulpavo Clan, with their symbol being a yellow Fox.

Primary teachers and secondary teachers are generally only responsible for ensuring the safety of students, and teaching students. The major exams that students undergo are written or practical in nature, and administered not by the primary or secondary teachers, but by the Academy of Irnthalas’ Magi Council.

Besides attending the class of their primary teacher, each student is expected to take on a certain course load. Unlike most other magic academies, the Academy of Irnthalas provides a vast variety of secondary courses. Beyond the classroom, students are also expected to take part in formal events hosted by the academy, along with associating with two or more extracurricular groups, best comparable to clubs in the real world.

One of these extracurricular groups is the student council, which is comprised of only five members. These five members are not voted in, no, they are chosen. The five members are chosen due to their grades and their skill with magic. As such, the Chancellor is the most powerful and intelligent student in the academy.

Other than dormitories for each Sofan, dormitories for secondary teachers, dormitories for the administration, lecture halls and the administrations central tower, the Academy of Irnthalas has a few other notable features throughout its campus. Near the docks there is a warehouse for goods required to keep the academy running. Near the gates, there are stables for students to keep their horses if they have one. There are also carriage services provided to the students if they seek to travel into Atroshinver. There are also training grounds for practicing both magic and martial skills, along with facilities for each of the extracurricular groups to use. There are also many greenspaces, decorative fountains, statue gardens and academy gardens. The Academy of Irnthalas also has the largest collection of Elven relics in all of Anoris, relics that can be seen by the students of the academy.
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Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

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User avatar
Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

On Religion of Anoris

Postby Faal Lot Himdah » Tue Nov 19, 2019 6:07 pm

When one knows the history of the continent of Anoris, and the history of the humans that inhabit it, then it becomes clear as to why religion and faith is important to the society of man. The story of religion and humanity begins with the arrival of man on Anoris. Upon arriving on Anoris, humans found their faith challenged. They had their own set of gods, but some humans started to adopt the Elven pantheon. This eventually lead to the creation of a hybrid religion by the Akias Empire, where deities from both religions were taken and mixed together. With the fall of the Akias Empire, the Akias Religion known as the Akian Church to change as humanity fractured. This ultimately lead to the formation of four of the six major religions of the present age.

The gods and goddess of Anoris throughout time are real, so why are humans able to just cease worshipping them and start worshipping others with no consequences? That is because of what deities are. They are extremely powerful beings capable of influencing the mortal world, this is true, but mortals are also capable of influencing deities through belief. The gods and goddesses of Anoris, like the rest of the world, are fluid, ever changing and can exist as multiple different deities at once. In fact, little do the mortals of Anoris and the rest of the world know that all the deities they worship are merely alternate personalities or aspects of a single divine being.

While every faith and religion in Anoris recognizes slightly different gods, there are a group of beings that they all agree on. These are the Demon Gods and Demon Goddesses. The rulers of the realm of the Underworld known as the Pits. While all religions agree on them being extremely powerful, there is one that does not see them as deities. Each one is as powerful as other deities, but lack the fluidity of other deities. In modern times, one of the seven major religions is solely focused on the Demon Gods and Demon Goddesses.




Pre-Akias Faiths - Plism


Plism is the original human religion, founded on the original human continent. It was a polythestic religion created by the Prophet Vum-Vid Plix. It taught that the deities are to be feared and appeased through sacrifices of animals, crops, material goods and of fellow humans at certain times. It also taught that disrespecting your elders was the same as disrespecting the gods, along with creating a religious guest host relationship. If this relationship was compromised, it was an insult to the gods. The gods and goddess of Plism are known to take the form of different animals when ever they deal with mortals, and within their own realm, they take the form of an orb of divine energy. Followers of Plism worshiped at stone circles, temples and household shrines.

Important Gods and Goddess

Zanos - Zanos is the God of Time and Fate, and was the leader of the Plism pantheon of gods and goddesses. He was the leader not only because of his strength and wisdom but because he was the first born of the Void, the space between realities and the source of all things. He was said to take the form of a large spider when appearing to mortals, and had a realm in the Heavens.

Kiva - Kiva was the Goddess of Life and Fertility. She was the second eldest of the Plism pantheon, and like Zanos, was born of the Void. According to tradition, she was said to take the form of a rabbit when appearing to mortals, and had a realm in the Heavens.

Shonas - Shonas was the God of Death and War. He was the third eldest of the Plism pantheon, and like Zanos, was born of the Void. According to tradition, he was said to take the form of a vulture when appearing to mortals, and had a realm in the Heavens.

Teva - Teva was the Goddess of the Sun and the Forge. She was tied for the position of the fourth eldest with her twin sister, and like Zanos, was born of the Void. According to tradition she was said to take the form of a lioness when appearing to mortals, and had a realm in the Heavens.

Drasoi - Drasoi was the Goddess of the Moon and the Sea. She was tied for the position of the fourth eldest in the Plism pantheon with her twin sister, and like Zanos, was born of the Void. According to tradition she was said to take the form of a wolf when appearing to mortals, and had a realm in the Heavens.

Gela - Gela was the Goddess of the Earth and the riches of the Underground. She was the fifth born of the Void in the Plism pantheon. According to tradition she was said to take the form of a serpent when appearing to mortals, and had a realm in the Heavens.

Tytar - Tytar was the God of the Sky and Storms. He was the sixth born of the Void in the Plism pantheon. According to tradition he was said to take the form of an eagle when appearing to mortals, and had a realm in the Heavens.

Nomir - Nomir was the God of Logic and Justice. He was tied for the position of the seventh born of the Void in the Plism pantheon with his twin brother. According to tradition he was said to take the form of an owl when appearing to mortals, and had a realm in the Heavens.

Ades - Ades was the God of Trade and Trickery. He was tied for the position of the seventh born of the Void in the Plism pantheon with his twin brother. According to tradition he was said to take the form of a ram when appearing to mortals, and had a realm in the Heavens.

Thynja - Thynja was the Goddess of Beauty and Love. She was the youngest of the Plism pantheon, and like the other major deities was born of the Void. According to tradition she was said to take the form of a swan when appearing to mortals, and had a realm in the Heavens.



Pre-Akias Faiths - Kyosni


Kyosni is the ancient Elven religion of the continent of Anoris. It was founded on Anoris by the ancient Elven Prophet Kyos. Kyosni had been long established even before humans arrived on Anoris. It put a focus on ancestor worship along with the worship of the gods. Kyosni teaches that sacrifices of animals and crops where required to please the gods and ancestors. Later on, the sacrifice of human slaves became normal as well. The gods and goddesses of Kyosni appeared to mortals in mortal Elven forms and exist in their own personal realms in the same forms. Worship of Kyosni was performed in large temple complexes to honour the gods and goddesses, with home shrines for honouring ancestors.

Important Gods and Goddesses

Amsoi - Amsoi was the Goddess of Creation and Chaos in the Kyosni pantheon. She, along with her twin brother were supposedly born of Nothingness, and are the source of all things. Hence why Amsoi was also referred to as the Great Mother. Along with her brother, Amsoi mothered all the other major deities of the Kyosni faith. She had a realm among the Heavens.

Ydros - Ydros was the God of Destruction and Order in the Kyosni pantheon. He, along with his twin sister were supposedly born of Nothingness, and are the source of all things. Hence why Ydros was also referred to as the Great Father. Along with his sister, Ydros fathered all the other major deities of the Kyosni faith. Despite being the God of Destruction, Ydros had a realm among the Heavens, as the elves saw destruction as part of the natural cycle of things.

Ryrmis - Ryrmis was the Goddess of the Earth in the Kyosni pantheon. One of the quadruplets that make up the first children of Amsoi and Ydros, Ryrmis was technically the first born. She had a realm among the Heavens.

Zynarae - Zynarae was the Goddess of the Sky in the Kyosni pantheon. One of the quadruplets that make up the first children of Amsoi and Ydros, Zynarae was technically the second born. She had a realm among the Heavens.

Ensoi - Ensoi was the Goddess of the Sea in the Kyosni pantheon. One of the quadruplets that make up the first children of Amsoi and Ydros, Ensoi was technically the third born. She had a realm among the Heavens.

Irsoi - Irsoi was the Goddess of Fire in the Kyosni pantheon. One of the quadruplets that make up the first children of Amsoi and Ydros, Irsoi was technically the last one born. She had a realm among the Heavens.

Vytris - Vytris was the Goddess of Life and Death in the Kyosni pantheon. She was born after the quadruplets, and as such was often referred to as the second eldest child, despite it not being entirely true. She had a realm among the Heavens.

Aseyar - Aseyar was the God of Magic and Stars in the Kyosni pantheon. He was often referred to as the third eldest, despite the fact that it was not entirely true. He had a realm among the Heavens.

Velva - Velva was the Goddess of Love and Beauty in the Kyosni pantheon. She was often referred to as the fourth eldest, despite the fact that it was not entirely true. She had a realm among the Heavens.

Ither - Ither was the God of Justice and Mercy in the Kyosni pantheon. He was often referred to as the fifth eldest, despite the fact that it was not entirely true. He had a realm among the Heavens.

Sedum - Sedum was the God of War and Domination in the Kyosni pantheon. He was often referred to as the sixth eldest, despite the fact that it was not entirely true. He had a realm among the Heavens.

Auna - Auna was the Goddess of Trickery in the Kyosni pantheon. She was the youngest of the major deities of the Kyosni, and was always known as a trouble maker. In fact, Auna was the least liked deity of the Kyosni pantheon, and according to tradition, out of jealousy Auna had organized for humanity to arrive in Anoris, and was supposedly the one responsible for the human treachery. Basically, the elves blamed humans on Auna. She had a realm among the Underworlds as punishment for her trickery.



Akias Faith - Akian Church


The Akian Church, named for its founder, was the dominant religion across Anoris during the time of the Akias Empire. It was created as a way to aid in the unification of all the humans of Anoris, as some humans had abandoned the worship of Plism for Kyosni, leading to some religious friction among humanity. By taking the worship of certain deities from both religions, and composing the deities together or just adopted them under a slightly different name and slightly different personalities. They also adopted things such as honouring ancestors, honour your elders, and honouring the gods with sacrifices of animals and crops, but never of humans. The Akian Church also taught that mercy, love and acceptance over revenge, hatred and ignorance. The gods and goddesses of the Akian Church are known to be able to take both a mortal form and the form of their sacred animal. Worship was done in a Church or in the home with personal shrines.

Important Gods and Goddesses

Zoais - Zoais was the God of Time and Fate, and chief deity of the Akian Church. Zoais was the Akian Church’s version of the Plism god Zanos. Like Zanos, Zoais was born of the Void, but unlike Zanos, Zoais only has two siblings, whom he had children with. In fact, Zoais is the only deity in the Akian Church that is both male and female, making Zoais the earliest case of a hermaphroditic deity. The sacred animal of Zoais was a spider, and Zoais was said to sometimes appear as an iridescent white spider. He had a realm in the Heavens.

Azotz - Azotz was the Goddess of Creation and Chaos, and one of the lovers of Zoais in the Akian Church. Azotz was the Akian Church’s version of the Kyosni goddess Amsoi. The Nothingness of the Kyosni religion was equatable to the Void according to the Akian Church, and as such, Azotz was one of the Void born deities, like her twin brother Yrasil and her elder sibling Zoais, whom she had children with. The sacred animal of Azotz was a raven, and Azotz was said to sometimes appear as a white raven. She had a realm in the Heavens.

Yrasil - Yrasil was the God of Destruction and Order, and one of the lovers of Zoais in the Akian Church. Yrasil was the Akian Church’s version of the Kyosni god Ydros. The Nothingness of the Kyosni religion was equatable to the Void according to the Akian Church, and as such, Yrasil was one of the Void born deities, like his twin sister Azotz and his elder sibling Zoais, whom he had children with. The sacred animal of Yrasil was a locust, and Yrasil was said to sometimes appear as a white locust. He had a realm in the Heavens, due to still being seen as part of the natural cycle, and therefore as not being necessarily evil.

Eneas - Eneas was the Goddess of Life and Fertility, and according to the Akian Church, was the daughter of Zoais and Azotz. Eneas was the result of combining the goddess Kiva from Plism and the goddess Vytris from Kyosni, along with a few other changes. While she is the daughter of Zoais and Aztoz, she would still mother two children sired by Yrasil. The sacred animal of Eneas was a rabbit, and Eneas was said to appear as a white rabbit. She had a realm in the Heavens.

Axnos - Axnos was the God of Death, and according to the Akian Church, was the son of Yrasil and Eneas. Axnos was the result of combining the god Shonas from Plism and the goddess Vytris from Kyosni, along with a few other changes. The sacred animal of Axnos was a vulture, and Axnos was said to appear as a white vulture. He had a realm in the Heavens.

Muva - Muva was the Goddess of the Earth and Wealth, and according to the Akian Church, was one of the quadruplet sisters born to Azotz and Yrasil. Of the quadruplet sisters, Muva was the oldest. Muva was the result of combining the goddess Gela from Plism and the goddess Ryrmis from Kyosni, along with a few other changes. The sacred animal of Muva was a serpent, and Muva was said to appear as a white serpent. She had a realm in the Heavens.

Uana - Uana was the Goddess of the Sky and Storms, and according to the Akian Church, was one of the quadruplet sisters born to Azotz and Yrasil. Of the quadruplet sisters, Uana was the second born. Uana was the result of combining the god Tytar from Plism and the goddess Zynarae from Kyosni, along with a few other changes. The sacred animal of Uana was an eagle, and Uana was said to appear as a white eagle. She had a realm in the Heavens.

Cylene - Cylene was the Goddess of the Sea and the Moon, and according to the Akian Church, was one of the quadruplet sisters born to Azotz and Yrasil. Of the quadruplet sisters, Cylene was the third born. Cylene was the result of combining the goddess Drasoi from Plism and the goddess Ensoi from Kyosni, along with a few other changes. The sacred animal of Cylene was a sea serpent, and Cylene was said to appear as a white sea serpent. She had a realm in the Heavens.

Rogulla - Rogullla was the Goddess of the Flame and the Sun, and according to the Akian Church, was one of the quadruplet sisters born to Azotz and Yrasil. Of the quadruplet sisters, Rogulla was the last born. Rogulla was the result of combining the goddess Teva from Plism and the goddess Irsoi from Kyosni, along with a few other changes. The sacred animal of Rogulla was a lizard, and Rogulla was said to appear as a white lizard. She had a realm in the Heavens.

Xeta - Xeta was the Goddess of Love and Beauty, and according to the Akian Church, was the child of Eneas and Yrasil. Xeta was the result of combining the goddess Thynja from Plism and the goddess Velva from Kyosni, along with a few other changes. The sacred animal of Xeta was a swan, and Xeta was said to appear as a pure white swan. She had a realm in the Heavens.

Batarr - Batarr was the God of Justice and Mercy, and according to the Akian Church, was the child of Xeta and Yrasil. Batarr was the result of combining the god Nomir from Plism, and the god Ither from Kyosni, along with a few other changes. The sacred animal of Batarr was a gryphon, and Batarr was said to appear as a white gryphon. He had a realm in the Heavens.

Aduna - Aduna was the Goddess of Trickery, and according to the Akian Church, was the child of Zoais and Azotz. Aduna was the result of combining the god Ades from Plism, and the goddess Auna from Kyosni, along with a few other changes. The sacred animal of Aduna was the cat, and Aduna was said to appear as a white cat. She had a realm in the Underworld, due to disagreements with the other major deities of the Akian Church.

Ixldir - Ixldir was the God of Trade and Craftsmanship, and according to the Akian Church, was the child of Zoais and Yrasil. Ixldir was unique, being one of two major gods of the Akian Church to not be a combination of two deities, instead he was the result of changes to the god Ades from Plism. The sacred animal of Ixldir was a ram, and Ixldir was said to appear as a white ram. He had a realm in the Heavens.

Shovton - Shovton was the God of Magic and Logic, and according to the Akian Church, had the most interesting birth of any of the gods of the Akian Church. You see, it was an impossible birth, as while he was sired by Zoais, Shovton had four mothers. The four mothers of Shovton were the goddesses; Muva, Uana, Cylene and Rogulla. Shovton was the results of combining the god Nomir from Plism and the god Aseyar from Kyosni, along with a few other changes. The sacred animal of Shovton was an owl, and Shovton was said to appear as a white owl. He had a realm in the Heavens.

Hudar - Hudar was the God of Strategic War, and according to the Akian Church was one of the twin children of Zoais and Axnos. The younger twin of the twin War gods, Hudar was the result of combining the god Nomir from Plism and the god Sedum from Kyosni, along with a few other changes. The sacred animal of Hudar was a dire wolf, and Hudar was said to appear as a white dire wolf. He had a realm in the Heavens.

Ragrasil - Ragrasil was the God of Cruel War, and according to the Akian Church was one of the twin children of Zoais and Axnos. The older twin of the twin War gods, Ragrasil was unique, being one of two major gods of the Akian Church to not be a combination of two deities, instead he was the result of changes to the god Sedum from Kyosni. The sacred animal of Ragrasil was a dire bear, and Ragrasil was said to appear as a white dire bear. He had a realm in the Underworlds, due to how he engaged in war.



Religions of Post Akias Anoris
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Religious Map of Anoris



Post Akias Faith - Kahikic


Kahikic is one of the dominant religions in the Post-Akias Anoris. Founded in what is now the city of Abrid by the Prophet Kahik in approximately 236 AFA. During the Dark Age, many people had abandoned the deities of the Akian Church, believing that they had abandoned them. However, humanity always seeks meaning spirituality and a higher power, and so the Prophet Kahik came and started spreading his word. The reason for the gods abandoning them, according to Kahik was that humanity had too many of them. That by worshiping so many equally, they were not pleasing the real gods. And so, they were abandoned, but if humanity wanted to return to the golden age of Akias, then they should devote themselves to the true gods as defined by Kahik. Kahikic teaches the same behaviour as the Akias Church, both when it comes to how followers treat others, and how followers should honour the gods. Kahikic also calls for less ancestor worship than the Akian Church did, and states that only one of the deities is capable of taking animalistic forms. Kahikic does call for worship in Churches, but also recognizes that one does not need holy ground to honour the gods.

Important Gods and Goddesses

Synas - Synas is the God of Time and Fate, and the King of the Gods according to Kahikic. He was the first born of the Gods from the Void. Synas is the Kahikic version of the Akian Church’s god Zoais. He is not the only Void born god, with his two sisters also being Void born. He would have children with both of his sisters, resulting in the rest of the gods. Synas is said to be a fairly serious god, and only rarely interacts with mortals other than oracles. Synas also is fairly hands off when it comes to the business of other deities. He has the most glorious realm in the Heavens.

Moxra - Moxra is the Goddess of Creation, and the Queen of the Gods according to Kahikic. She was technically the second born of the Gods from the Void, being slightly older than her twin sister. Moxra is the Kahikic version of the Akian Church’s goddess Azotz. She along with her twin sister and elder brother, make up the Void born deities. She would have children with her brother, resulting in a number of the other gods. Moxra is known to be very motherly, not only to her own children, but to mortals. She is also very peace loving, and hates violence while encouraging creativity. She has a realm in the Heavens.

Yna - Yna is the Goddess of Destruction, and the Mother of Monsters according to Kahikic. She was technically the last born of the Gods from the Void, being slightly younger than her twin sister. Yna is the feminized Kahikic version of the Akian Church’s god Yrasil. She along with her twin sister and elder brother, make up the Void born deities. She would have only one child, a child with her elder brother. She is known to be jealous of her sister, and of the other gods. This jealousy leads her to cause trouble for what the gods love most, especially what her sister loves most, through dealings with the Demon Gods, and through giving birth to the monsters of Anoris. She has a realm in the Underworlds.

Vonja - Vonja is the Goddess of Love and Beauty, and is the protector of marriage and love in all forms. She was the first born of Synas and Moxra. Vonja is the Kahikic version of the Akian Church’s goddess Xeta. Said to be among the apparent friendliest of the gods, she has perhaps the most frightful pride of all the gods. A pride that if injured in any way results in her striking back against whoever hurt her. Especially if it involves anyone being or claiming to be more beautiful than her. She has a realm in the Heavens.

Mimjir - Mimjir is the God of Justice and Mercy, and is the protector of the innocent and enemy of the guilty. He was the second born of Synas and Moxra. Mimjir is the Kahikic version of the Akian Church’s god Batarr. Much like his father, Mimjir is said to be a serious god, caring little for anything other than his domain. He is known to be vicious in giving out punishments, but also is known to have a merciful side that he prefers to embrace. He has a realm in the Heavens.

Siion - Siion is the God of Trade and Craftsmanship, and is the patron of business and protector of Guilds. He was the last born of Synas and Moxra. Siion is the Kahikic version of the Akian Church’s god Ixldir. He is known to be a rather cunning and sly god, and perhaps one of the more morally ambiguous gods. It is debated whether Siion cares for mortals or just likes using them to further his own goals. He has a realm in the Heavens.

Nunja - Nunja is the Goddess of Discord and Trickery, and is the antagonist of gods and men. She is the only child of Synas and Yna. Nunja is the Kahikic version of the Akian Church’s goddess Aduna. She is known to be unpredictable and rather unruly, with absolutely no loyalty. Even when given orders from her own mother, she is not always going to listen. She acts on her own accord, and on her own desires. Nunja is capable of taking the form of any animal. Often this brings her into conflict with the other gods and mortals, but it may also find her aiding them. She has a realm in the Underworlds.



Post Akias Faith - Arihasha


Arihasha is one of the dominant religions in the Post-Akias Anoris. Founded in what is now the city of Sala Tu by the Prophet Ariha in approximately 582 AFA. During the Dark Age, many people had abandoned the deities of the Akian Church, believing that they had abandoned them. However, humanity always seeks meaning spirituality and a higher power, and so the Prophet Ariha came and started spreading her word. Ariha preached that the gods had abandoned humanity due to them growing too weak. As such, the only way that the gods would return would be by humanity proving their strength. Arihasha preaches kindness from respect, and that if you want to be treated with kindness you must prove yourself to be worth it. The gods of Arihasha do take on a variety of forms. Worship is done in temples and in private shrines of followers.

Important Gods and Goddesses

Azdea - Azdea is the Goddess of Fate, and the one that dwells in the shadow of all things. She is the eldest of the gods, being the first born of the Void, but does not deal with her siblings. Azdea is the Arihasha version of the Akian Church’s god Zoais. She is the wisest of the gods, but she is also the most elusive. Azdea rarely gets involved in the affairs of the gods and of mortals beyond providing advice. She has a realm in the Heavens.

Ola - Ola is the Goddess of Creation and Life, and the Mother of all life. She is the second eldest of the gods, being the second born of the Void. Ola is the Arihasha version of the Akian Church’s goddess Azotz and the Akian Church’s goddess Eneas. She cares for all life and all her children. But to call her a kind mother is not exactly true. While she can be quite caring, she can also be very cruel, especially when a mortal threatens the life of another being for no good reason. She has a realm in the Heavens.

Abris - Abris is the God of Destruction and Death, and the antagonist of the Gods. He is the third eldest of the gods, being the third born of the Void. Abris is the Arihasha version of the Akian Church’s god Yrasil and the Akian Church’s god Axnos. He has a hatred for all things, and as such, he is known to do whatever he can to eventually destroy what the other gods and mortals had created. He is the ultimate threat. As such, he is isolated to the Underworlds by the rest of the gods.

Amera - Amera is the Goddess of Love and Beauty, and the one who causes trouble. She is the fourth eldest of the gods, being the fourth born of the Void. Amera is the Arihasha version of the Akian Church’s goddess Xeta. She loves all things, and is the most carefree of the gods. As such, Amera is the most likely of the deities to get into trouble with other gods and even some mortals. She has a realm in the Heavens.

Ralheia - Ralheia is the Goddess of War, and the Strongest of the Gods. She is the fifth eldest of the gods, being the fifth born of the Void. Ralheia is the Arihasha feminized version of the Akian Church’s god Hudar and the Akian Church’s god Ragrasil. She values strength and skill above all else, and as such is often a fickle goddess to her followers. Ralheia is often the deity responsible for cleaning up after Amera when she causes trouble. She had a realm in the Heavens.

Azotl - Azotl is the God of Magic, and the Keeper of Secrets. He is the youngest of the gods, being the last born of the Void. Azotl is the Arihasha version of the Akian Church’s god Shovton. He is a rather mysterious god, only acting when it best suits his interests. Like Azdea, he seems to prefer isolation. He has a realm in the Heavens.



Post Akias Faith - Cult of Kosha


Cult of Kosha is one of the dominant religions in the Post-Akias Anoris. Founded in what is now the city of Cella by a forgotten Prophet in approximately 413 AFA. During the Dark Age, many people had abandoned the deities of the Akian Church, believing that they had abandoned them. However, humanity always seeks meaning spirituality and a higher power, and so some forgotten Prophet came and started spreading the word of Kosha. According to followers of the Cult of Kosha, the reason for the gods abandoning humanity was because they were defeated by a god that they had tricked into being sealing away ages before. This god that was sealed away was the god Kosha. Kosha was the only god to be worshiped as he was the true god. Sacrifices of animals, crops and material objects were required to please Kosha, and with Kosha's approval, humanity could return to the glory of Akias. While the Cult of Kosha is technically a monothestic religion, it also places a large importance on ancestor worship. Kosha is known to approach humans in many forms, be them animal, as light or plant. Worship can be done communally in large churches, or privately with in home shrines.



Post Akias Faith - Tarity


Tarity is one of the dominant religions in the Post-Akias Anoris. Founded in what is now the city of Haling by a forgotten Prophet in approximately 230 AFA. During the Dark Age, many people had abandoned the deities of the Akian Church, believing that they had abandoned them. However, humanity always seeks meaning spirituality and a higher power, and so some forgotten Prophet came and started spreading the word of Tarity. Tarity teaches that the gods hadn't abandoned humanity, that the fall of Akias was not the results of the gods abandoning humanity. Instead, it teaches that most of the gods fought and died for humanity, lessening the impact of the fall. Tarity claims that if it wasn't for most of the gods fighting and dying for humanity, humanity would have been destroyed. From the lifeless bodies of the old gods who fought for humanity, new gods were born to take the roles of humanities protectors. Sacrifices are no longer needed according to Tarity to please the gods. Instead, they merely ask for dedication. Worship is done in churches and in private shrines of followers.

Important Gods and Goddesses

Sukriti - Sukriti is the Goddess of Creation and Chaos, and according to Tarity is one of the New Gods. Being a New God, Sukriti was born from the corpse of one of the Old Gods, and in her case that was the Akian Church’s Goddess of Creation and Chaos, Azotz. Despite this, she is still often referred to as the twin sister of Ziddim, another New God. She does not view her brother as an enemy, instead understanding that his existence is vital to the balance of the world. While she creates, her brother destroys. From destruction comes creation, an endless cycle. Sukriti is, well, a very free spirit, that rarely sticks to any rules, and does as she pleases. She has a realm in the Heavens.

Ziddim - Ziddim is the God of Destruction and Order, and according to Tarity is one of the New Gods. Being a New God, Ziddim was born from the corpse of one of the Old Gods, in his case that was the Akian Church’s God of Destruction and Order, Yrasil. Despite this, he is still often referred to as the twin brother of Sukriti, another New God. He does not view his sister as an enemy, instead understanding that her existence is vital to the balance of the world. While he destroys, she creates. From creation comes destruction, an endless cycle. Ziddim is the more responsible of the two, always obeying his own set of morals. He has a realm in the Underworlds, simply to balance the power of the Heavens compared to the Underworlds.

Jovtune - Jovtune is the Goddess of the Earth and Wealth, and according to Tarity is one of the New Gods. Being a New God, Jotvune was born from the corpse of one of the Old Gods, in her case that was the Akian Church’s Goddess of the Earth and Wealth, Muva. Despite this, she is still often referred to as one of the quadruplets that make up the Four Elemental Goddesses, all of which are New Gods according to Tarity. Jovtune being the eldest, and the goddess of earth is the most rigid and down to earth of the four. She has a realm in the Heavens.

Ula - Ula is the Goddess of the Sky and Storms, and according to Tarity is one of the New Gods. Being a New God, Ula was born from the corpse of one of the Old Gods, in her case that was the Akian Church’s Goddess of the Sky and Storms, Uana. Despite this, she is still often referred to as one of the quadruplets that make up the Four Elemental Goddesses, all of which are New Gods according to Tarity. Ula is the most free spirited and cleverest of the four. She has a realm in the Heavens.

Aqaris - Aqaris is the Goddess of the Sea and the Moon, and according to Tarity is one of the New Gods. Being a New God, Aqaris was born from the corpse of one of the Old Gods, in her case that was the Akian Church’s Goddess of the Sea and the Moon, Cylene. Despite this, she is still often referred to as one of the quadruplets that make up the Four Elemental Goddesses, all of which are New Gods according to Tarity. Aqaris is the most adaptable and most compassionate of the elementals. She has a realm in the Heavens.

Xephine - Xephine is the Goddess of the Flame and the Sun, and according to Tarity is one of the New Gods. Being a New God, Xephine was born from the corpse of one of the Old Gods, in her case that was the Akian Church’s Goddess of the Flame and the Sun, Rogulla. Despite this, she is still often referred to as one of the quadruplets that make up the Four Elemental Goddesses, all of which are New Gods according to Tarity. Xephine is the most childish, proud and passionate of the elementals. She has a realm in the Heavens.

Ajun - Ajun is the God of Treachery, Murder, Rape, and Genocide, and according to Tarity is the child of a New God and an Old God. His parents were the New Goddess Jicdione and the Old God Areus, and the elder brother of Ouna. Ajun appeared to be the perfect child and was well respected among the gods of the Heavens. That was until his true nature became clear after he raped, beat and murdered his younger sister, supposedly in a fit of rage. Understanding what he did, Ajun then tried to cover it up, but then the God of Death, Yvdohr learned about it and told Jicdione and Areus. His parents then delivered their punishment swiftly, tearing Ajun into many pieces and then tossing them into the Pits. Now because of this, Ajun lost the ability to return to the heavens, or interact physically with mortals.

Jicdione - Jicdione is the Goddess of Justice and Punishment, and according to Tarity is one of the New Gods. Being a New God, Jicdione was born from the corpse of one of the Old Gods, in her case that was the Akian Church’s God of Justice and Mercy, Batarr. She is the mother of both Ajun and Ouna, and the wife of Areus. According to Tarity tradition upon learning what her son did to her daughter, she was devastated, but had to bring appropriate justice upon him. So, she ordered that he be broken into pieces and thrown into the Pits. After the punishment was done, Jicdione gouged out her own eyes, stating that if she couldn’t see her children as they once were, she did not want to see anything. She has a realm in the Heavens.

Ouna - Ouna is the Goddess of Victims, and according to Tarity is the child of a New God and an Old God. Due to the actions of her brother, Ouna was forced into isolation within the Underworlds, separated from her parents and the other gods of the Heavens. The God of Death, Yvdohr took pity on her though, and refused to stand by and watch her wander the Underworlds with no place to call home. So, he severed part of his own realm, and gave it to her to live happily, and for the souls of victims like her to find eternal peace in. Ouna can be found in a paradise in the Underworlds, with golden fields with a crystal clear river running through it. There are rumors that say that she is romantically interested in Ymir. Due to the actions of her brother however, she can never leave the Underworlds, and has lost the ability to directly interact with humans.

Areus - Areus is the God of Law and Governance, and according to Tarity is one of the Old Gods. He is a god that appears in no other pantheons other than the Tarity pantheon, making him a uniquely Tarity god. He is the father of Ajun and Ouna, and the husband of Jicdione. In the present, the Atral Parliament often claims that they were established by Areus, though there is no way to prove it. He has a realm in the Heavens.

Yvdohr - Yvdohr is the God of Death and Disasters, and according to Tarity is one of the New Gods. Being a New God, Yvdohr was born from the corpse of one of the Old Gods, in his case that was the Akian Church’s God of Death, Axnos. While Yvdohr is the defacto King of the Underworlds, one would be mistaken to think he was evil. In truth, Yvdohr is one of the gentlest, most compassionate, calmest, joyous, and overall kindest gods. He deals in death, and because of this he understands the value of life and how it is not to be taken advantage of. He also understands the need to let the dead rest in peace, so he is often known to really dislike necromancy. He is known to be the husband of Zakenta. As you could probably guess, he has a realm in the Underworlds.

Zakenta - Zakenta is the Goddess of Life and Fertility, and according to Tarity is one of the New Gods. Being a New God, Zakenta was born from the corpse of one of the Old Gods, in her case that was the Akian Church’s Goddess of Life and Fertility, Eneas. Zakenta is a kind and loving goddess, unless you mess with life for no good reason, or mess with her man. If you piss of Zakenta, you will face the anger that makes even the War Gods shake. She is known to be the wife of Yvdohr, and visits him once a year, resulting in the winter. She has a realm in the Heavens.

Ymir - Ymir is the God of Time, Fate, the Cursed, Suffering, Travelers and Wanderers, and according to Tarity is one of the New Gods. Being a New God, Ymir was born from the corpse of the Old Gods, in his case that was the Akian Church’s God of Time and Fate, Zoais. He is one of the most mysterious, feared and respected gods, to both other gods and mortals. While he keeps to himself most of the time, he never stays in one place too long. In fact, he is said to have no realm to call his own. As such, he is said to wander through not only the Heavens, but through the mortal world and the Underworlds. He is said to have a regular visitor of Ouna, whom according to Tarity, is the one he loves most. It is also said that seeing Ymir in the mortal world is not a blessing but an omen.

Zoysus - Zoysus is the God of Bloodshed, Terror and Martial Spirit, and according to Tarity is one of the New Gods. Being a New God, Zoysus was born from the corpse of one of the Old Gods, in his case that was the Akian Church’s God of Cruel War, Ragrasil. As one of the War Gods, Zoysus has an interesting reputation. Zoysus is seen as a necessary evil, as Zoysus rules over the cruel side of war. Senseless slaughter, thoughtless battle, and over zealous bloodshed are all part of his domain. Zoysus also has one of the shortest fuses of any of the gods, and is well known to cause issues among the gods. He has a realm in the Underworld.

Ina - Ina is the Goddess of Tactics, Strategy and Codes of Honour, and according to Tarity is one of the New Gods. Being a New God, Ina was born from the corpse of one of the Old Gods, in her case that was the Akian Church’s God of Strategic War, Hudar. While war is never good, it is necessary, fortunately Ina brings some goodness to it. Unlike Zoysus, Ina rules over the just side of war. She is among the most patient of the gods, but when she strikes, it is with a divine fury equal to Zoysus, but also more concentrated and targeted. She has a realm in the Heavens.

Areni - Areni is the Goddess of Trickery, Mischief, Manipulation, Discord and Madness, and according to Tarity is one of the New Gods. Being a New God, Areni was born from the corpse of one of the Old Gods, in her case that was the Akian Church’s Goddess of Trickery, Aduna. As one of the most active deities when it comes to interacting with the mortal world, Tarity warns that Areni is always a threat to humanity. She is not a threat due to wanting to end humanity, no, Areni is a threat simply because she enjoys messing with the daily lives of humans. She has a realm in the Underworlds.



Post Akias Faith - Creed of the Pits


The Creed of the Pits is not exactly a dominant religion, but it is an important Post-Akias faith due to everything surrounding it. It is worshiped in secret across Anoris, and was said to be founded during the time of the Akias Empire, but not even its followers know. Nor do they know the identity of the founder. The Creed of the Pits focuses on the worship of the Demon Gods, as they believe that the Demon Gods are the only true gods, and the Gods are simple figments of the human mind. They say this because the Gods are ever changing while the Demon Gods are unchanging. They also believe that by following the Demon Gods, they are allowing themselves to be free. And it is this freedom from figments of imagination, this freedom to embrace truth is what will lead to the re-establishment of the golden age of humanity. However, this freedom comes with the Demon Gods, whom are demanding and fickle beings. Sacrifices are required to please the Demon Gods, be them anything from animals and crops to other humans. Members of the Creed of the Pits believe that each Demon God has only one physical form that can only manifest within their Pit. They also believe that upon death they are to face their own flaws within the Pits, where they are tested by the Demon Gods. Upon passing the tests of the Demon Gods, their souls reach a paradise. Worship is done in secret, normally in the homes of followers. There are Shrines to the Demon Gods hidden throughout Anoris, which are also used for followers to worship at.

The Demon Gods/Goddesses

Aohraa - Aohraa is the Demon Goddess of Envy. She is considered ugly by the other Demon Gods, leading to her being ostracised by the other Demon Gods despite being equally as powerful. Her physical form is said to stand about 3 metres tall, and is rarely seen in her own Pit. Her Pit can be described as a city of ugly structures made from bone, with the souls of the envious forever wandering with what they envied forever just out of reach. Escape is possible, but only when a soul learns the importance of Kindness. Her Pit is also the home of the Masked.

Bruniss - Bruniss is the Demon God of Gluttony. Sitting at only about 1.2 metres tall, Bruniss is easily the most disgusting Demon God and knows nothing of restraint. Bruniss’ Pit can be described as a massive palace of over indulgence, with him sitting on a throne overlooking the Pit. The food and drink are endless, and there are more than enough drugs to go around. Escape is possible, but only when a soul learns the importance of Temperance. Bruniss’ Pit is also the home of Ghouls, which he uses to help defend his Pit.

Pruunnia - Pruunnia is the Demon Goddess of Greed. Pruunnia is the most childish of the Demon Gods, and has no concept of the fact that she can’t have everything. Her form stands at about 1.4 metres. Pruunnia is most known for taking what doesn’t belong to her and hoarding shiny things. She is probably one of the easiest Demon Goddess to work with and one of the most likely to help the forces of good, for a price. Her Pit is said to be labyrinth, with many rooms, full of objects of all sorts. A soul can get lost wandering through the many rooms looking to collect all they want, but never being able to get that one thing that they desire the most. Escape is possible, but only when a soul learns the importance of Charity. Pruunnia’s Pit is the home of the Imps.

Aogi - Aogi is the Demon Goddess of Lust. Aogi is perhaps the most likely Demon Goddess to mess around in the mortal world. She is capable of altering her appearance however she wishes. She is the Queen of Succubi and Incubi and the mother of Minotaurs. She has a sexual desire that can not be controlled. Aogi’s Pit is said to resemble a brothel, with the souls being forever allowed to enjoy their deepest desires but being robbed of the pleasure that comes with it. Escape is possible, but only when a soul learns the importance of Chastity. Aogi’s Pit is the home of the Succubi and Incubi.

Xaoldaul - Xaoldaul is the Demon Goddess of Pride. She truly believes that she is superior to the other Demon Gods, mortals, and the Gods. In fact, there is nothing she believes to be above her. She stands at about 30 metres tall watching her Pit most of the time. Her Pit is said to be an open grassland with a single massive, beautiful castle large enough for her to live in comfortably in the centre. Above the entrance to the castle reads a sign that says “For the Greatest”. This causes the souls of proud dead to line up, argue and compete with each other for the right of entrance. Whenever someone does enter, they instantly reappear somewhere else in the grassland causing even more argument. Escape is possible, but only when a soul learns the importance of Humility. Xaoldaul’s Pit is the home of the Doom Criers.

Tha - Tha is the Demon God of Sloth. Despite being the laziest and most disconnected Demon God, Tha is said to be the strongest. His physical form is similar in size to a human. Tha never has used his full power since he has never been bothered to. He is probably the most likely of the Demon Gods to not interfere in mortal life. He remains in his Pit at almost all times. When he leaves his Pit, then the end times will be upon all of creation. His pit is best described as empty. It is bland, and grey. No trees, no real details, it is just the bottom of a literal pit. The way out of Tha’s Pit is probably the most obvious. It’s a single room, that requires the solving of four puzzles, that have their answers hidden in other puzzles found elsewhere in the pit. Therefore, escape is possible, but only when a soul learns the importance of Diligence by finding the solutions to the puzzles.

Hanes - Hanes is the Demon God of Wrath. He is well known for his fits of rage and wrathful vengeance against anyone who hurts him in any way. Standing at about the size of a mountain, he watches over his pit. His pit is a volcanic prison, were the souls of those with anger issues are put through what can be best described as slavery, constant beatings and being forced to walk through a large pack of Hellhounds while being heckled and having items thrown at them. If they ever lose their temper, the souls suffer what feels like a painful death, only to wake up the next day. Escape is possible, but only when a soul learns the importance of Forgiveness.

Sutrix - Sutrix is the Demon God of Despair. Being able to alter his size, but normally appearing to be around 7.6 metres tall, he is among the most alien looking of the Demon Gods. Sutrix thrives off of despair, which is not the same as fear. Fear is conquerable, despair is not. Despair is when you abandon all hope, all belief in a higher power. Sutrix thrives off of that. His pit is said to be ever changing labyrinth of ruins, filled with monsters and the greatest fears of a soul are known to manifest. Unlike the other Pits, escape from Sutrix’s pit is impossible.

Nasoi - Nasoi is the Demon Goddess of Mania. At first glance she is nothing more than a child, but then you see the hands. She is known to get very obsessed and eager surrounding different things with ease. This obsession and eagerness are what defines the Mania which she rules over. Her pit is incredibly beautiful and full of seemingly random objects. However, nothing remains forever in her pit, as things shift in and out of the pit quite quickly. It is a place where the manic souls can embrace their mania and get lost forever. Escape is possible, but only when a soul learns the importance of Patience.



Post Akias Faith - Aryna Cult


The Aryna Cult is not exactly a dominant religion, but it is an important Post-Akias faith due to everything surrounding it. It is worshiped in secret across Anoris, and was founded in 696 AFA. It was founded by a group of people of numerous faiths who came into contact with a goddess that would come to be known as Aryna. She informed them about the truth of the gods, along with its lies. Followers of the Aryna Cult know her as the Mad Goddess, the Trickster, and the Cat Mother, but also know her as the Matron of the Free. While the other gods demand sacrifices, demand that humanity follow their rule, and often punish humans for displeasing them, Aryna was different. She was a goddess that only demanded that her followers embrace freedom, embrace who they are and embrace her as their matron.



Post Akias Faith - AMZ


AMZ is the final important and dominant religion in the Post-Akias Anoris. Founded in what is now the city of Siburg by the Prophet Glor Molin in approximately 1200 AFA. Not long after the Dark Age had passed, people had started to find peace with numerous religions around Anoris. However, there was a large number of people who had issues with accepting the gods. Why were there so many gods that were just alternate versions of each other? Why did the gods seem to change so much? Those questions could not be answered by the religions of the time. This changed when the Prophet Glor Molin arrived in Siburg. He brought answers. He said that every god from every religion existed due to the fact that every god was similar to a different aspect of a much larger being. Such aspects came into existence through the belief of humans. Glor Molin called this greater being from which all gods came from AMZ. While all gods came from AMZ, he said that the best way to describe AMZ was as eternity, as all things, and as the truth of reality. Glor Molin also stated that AMZ had three major aspects. As long as a follower respects and honours the three main aspects of AMZ, they are also allowed to worship any other god, except for the Demon Gods, as all the gods are aspects of AMZ. Worship was done in private mostly, but also in churches. AMZ does not ask for sacrifices beyond the time required to pray to it.

3 Major Aspects of AMZ

Agyn - Agyn is the aspect of AMZ that has domain over Chaos, Creation, Life, and the Past. According to AMZ, any god that has domain over the same things that Agyn has domain over is simply an aspect of Agyn. Agyn is often personified as a female, and is said to appear in the form of a woman on occasion. Agyn technically has no realm, either in the Heavens or the Underworld.

Myxses - Myxses is the aspect of AMZ that has domain over Balance, Preservation, and the Present. According to AMZ, any god that has domain over the same things that Myxses has domain over is simply an aspect of Myxses. Myxses is often personified as a genderless being, and is said to appear in a human-esque, genderless form on occasion. Myxses technically has no realm, either in the Heavens or the Underworld.

Zyius - Zyius is the aspect of AMZ that has domain over Order, Destruction, Death, and the Future. According to AMZ, any god that has domain over the same things that Zyius has domain over is simply an aspect of Zyius. Zyius is often personified as a male, and is said to appear in the form of a man on occasion. Zyius technically has no realm, either in the Heavens or the Underworld.
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Faal Lot Himdah
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Postby Faal Lot Himdah » Tue Nov 19, 2019 6:07 pm

On Guilds of Anoris


Humanity has always had the need to gather together in groups. Not only to aid in survival, but to thrive. Alone, a human can survive, but only when united with others can a human thrive. Such is the same concept with Guilds. Guilds are organizations founded and run by the people in order to oversee specific trades over specific areas.

While some fantasy worlds have Guilds akin to mercenary companies, assassin organizations, and dens of thieves, those are not the Guilds of Anoris. The Guilds of Anoris are focused on the artisans and merchants of Anoris. While they exist as separate entities from the governments of the nations they are found in, they are always tied with city governments and for those guilds that cover entire countries, the national governments. As such, for a Guild to be established, it must be formally recognized by a city government or a national government, with those being recognized at the national level, being recognized and allowed to operate in all cities of that nation. It is through these connections that Guilds can be extremely powerful, and vital to join for a person to thrive.

The existence of Guilds for artisans and merchants is vital for the regulation of trade and the regulation of the rights of artisans and merchants. One key reason to join a Guild, is that in most cities with established Guilds, it is illegal to operate without a Guild’s approval. Guilds are capable of placing controls on minimum and maximum prices, hours of trading and/or work, the number of apprentices that each artisan can have along with other things. While Guilds do often lead to reduced free competition, they do often promote and maintain good quality goods and work.

Guilds operate in their city out of Guildhalls, which serve as meeting places for Guild members for various reasons. Be that discussions on altering current Guild rules, adding/removing Guild rules, the approval of new Guild members and even in regards to fines or even bans for those who break Guild rules. Guilds operate not through the will of a select few members, but through the wills of all members, and as such, all Guild members have a voice when it comes to decision making, as all major decisions are made through a vote. Minor decisions are made through the elected Guildmaster.

While most Guilds generally only have jurisdiction over single cities and surrounding areas, there are a few massive Guilds worth note. These being the major merchant Guilds of each nation of Anoris. The Imperial Trade Union is the nationwide merchant Guild of the Utria Imperium. The Shole Merchant Society is the international merchant Guild recognized by both the Queendom of Metrauburg and the Kingdom of Kascain. The Lin Company is the international merchant Guild recognized by the Kingdom of Atral, the Grand Principality of Asnana and the Grand Principality of Estua. The Sala Tu Merchant Guild is the international merchant Guild recognized by the Sultanate of Etrijan and the Emirate of Owhijan. The Blue Blade Union is the international merchant Guild recognized by the Republic of Ioshor, the Grand Duchy of Cliyca and the Kingdom of Acrus. Finally, there is the Berberan Caravan Society is the only Guild that is recognized by all the nations of Anoris, allowing for the Berberan Caravans to engage in trade continent wide.



On Mercenaries of Anoris


While Guilds are organizations of artisans and merchants, mercenary groups are organizations for all those who specialize in violence. Former soldiers, criminals (both former and current), eager youths, seasoned adventures, basically anyone looking to make money through employing their skills with weaponry, martial arts and magic in combat can often find employment among such groups.

Different mercenary groups tend to pick up different types of jobs, and as such, different mercenary groups are known to have different preferences and restrictions on who they allow to join up. Types of jobs picked up by mercenary groups range anywhere from the criminal to the legal, from loud to silent. With the variety of jobs mercenary groups tend to specialize in a few types of jobs.

Unlike Guilds, which require recognition by governments, most mercenary groups operate without needing to report to government or being recognized by governments. The only exceptions to this are mercenary groups seeking to operate in the Utria Imperium and Republic of Ioshor, which are to be registered with the government and are to follow rules set up by the government. Mercenary groups operating without being registered in these nations are considered illegal and are no different than any criminal organization.

Speaking of criminal organizations, many criminal organizations throughout Anoris have ties to mercenary groups that tend to specialize in illegal jobs. Just because they do not need to register with the governments of most nations does not mean they are looked at the same way as other mercenary groups who work more “legal” jobs.

Mercenary groups tend to have all their members have a way to identify each other and for them to be identified by other people from outside the group. This can be through a piece of jewelry, a piece of armour, a weapon, and so on. This is a tradition that started during the time of the Akias Empire, and almost no modern group goes against it. Why? Because while it does let enemies know who you work for, it both advertises the mercenary group, while also providing a degree of protection to those among the group. For example, the signs of certain mercenary groups have been known to cause enemies to surrender with little to no blood shed, while others have been known to spark fear into targets, shaking morale, and making them easier to kill.

Notable Mercenary Groups of Anoris

The Nameless Prestige

The Nameless Prestige, one of the most respected and feared mercenary groups of Anoris. The respect and fear of the Nameless Prestige is not due to the size of the group, but for their incredible skill and teamwork. The Nameless Prestige has never had more than 21 members, with every one of its members said to be among the greatest warriors in Anoris, be it with blade or spell. They generally accept jobs that involve dealing with bandits, criminal organizations, monsters and other general threats to everyone. They never get involved in the politics of Anoris by allowing themselves to be hired by one nation to fight another nation. The Nameless Prestige can be found working jobs all across Anoris.

The Nameless Prestige is organized into four teams of five, with each team having a leader who reports to the Nameless Prestige’s Master, who is the most powerful and skilled members of the mercenary group. The Nameless Prestige’s Master is responsible for giving jobs to each team, and distributing the pay for each job. The location of the headquarters of the Nameless Prestige is only known to a few, those being the wealthy, and high ranking officials of nations. The headquarters of the Nameless Prestige is located outside of the city of Pester in the Kingdom of Atral. Members of the Nameless Prestige can be identified due to a special ring they wear.

The Aghtiat Hamra

The Aghtiat Hamra (Red Hoods), named for the distinctive red hoods, known for their skills in mounted combat, and rather unique mounts. The Aghtiat Hamra are the only group of people known to ride on the backs of Kelenkens, and Karkadanns. How they manage to tame these beasts is a secret only known to members of the Aghtiat Hamra, and a secret that they will keep to themselves even if they have to kill their own comrades. The Aghtiat Hamra accept jobs involving eliminating bandits, criminal organizations, monsters and do also provide escort services. The Aghtiat Hamra are also open to being hired by one government to aid in war with another, but this rarely happens, unless the war is between a nation of eastern Anoris and a nation of western Anoris. They generally operate in the eastern regions of Anoris (anywhere east of the Kingdom of Arcus).

The Aghtiat Hamra members can be found in the numerous Almuqadasat for the mercenary groups just outside of major cities. Each Almuqadasat is a fortress, where members of the Aghtiat Hamra live for their time with the mercenary group. The headquarters of the Aghtiat Hamra can be found outside the city of Sala Tu in the Sultanate of Etrijan, in what is known as the Alqaleat Alhamra. The leaders of each Almuqadasat, referred to as an Aghtiat Hamra Rayiys, are responsible for assigning jobs to those under their charge. While most jobs can be approved by Aghtiat Hamra Rayiys, other jobs can not, known as major jobs. These major jobs are given to Aghtiat Hamra Rayiys only after they are first approved by the Aghtiat Hamra Gharanid Mastr at the Alqaleat Alhamra.

The Weisser Armschutz

The Weisser Armschutz (White Armguard), named for their distinctive white bracers which are often used in place of a shield. The bracers of the Weisser Armschutz are made with a combination of different metals and wyvern scales. The actual recipe for the bracers is a secret only known to the smiths in the employ of the Weisser Armschutz. The Weisser Armschutz accept jobs involving eliminating bandits, criminal organizations, monsters and do also provide escort services. The Weisser Armschutz are also known to be willing to be hired by one government to fight another, as seen during the 30 Year War, when they were hired by the Kingdom of Kascain and the Queendom of Metrauburg to fight against the Utria Imperium. They generally operate throughout the Kingdom of Kascain, the Queendom of Metrauburg and the Republic of Ioshor.

Members of the Weisser Armschutz can be found among the populace, as the mercenary group does not require its members to stay within the confines of specific compounds when not on a job. But they can still be often found in special Meeting Halls between jobs. Meeting Halls are found in major cities throughout the nations they operate in, and each is headed by a Manager, who assigns jobs to members who visit their Meeting Hall. Members can accept a job at one place, and then after its finished, report it to a different Meeting Hall, and then accept another job. The Weisser Armschutz is lead by a Direktor, who accepts group wide jobs, such as joining a war on the side of a certain nation. The Direktor can be found in the Weisser Armschutz’s headquarters in the city of Ostadt in the Queendom of Metrauburg.

The Lame Di Ebano

The Lame Di Ebano (Ebon Blades), named for the black swords that every member carries, but is not required to use. The swords are always enchanted, and well crafted with an ornate hilt, blade and sheath. Beautiful and deadly, much like most members of the Lame Di Ebano. They are one of the few groups that places importance on the looks of their members along with their skills. The Lame Di Ebano accept jobs involving eliminating bandits, criminal organizations, monsters and do also provide escort services. The Lame Di Ebano are also known to be willing to be hired by one government to fight another, as seen during the 30 Year War, when they were hired by the Utria Imperium to fight against the Kingdom of Kascain and the Queendom of Metrauburg.

Members of the Lame Di Ebano can be found in the only structure that belongs to the Lame Di Ebano, the Forte Nero just outside of Gorri in the Utria Imperium. Between jobs, members of the Lame Di Ebano can be found either at the Forte Nero or around Gorri. The Lame Di Ebano are lead by a Gran Maestro/Maestra, who is decided through their skill and beauty. Jobs are approved by the Gran Maestro/Maestra, before handed over to different Maestro/Maestra to give to members.

The Silver Marine

The Silver Marine, known for the fact they are the largest seafaring mercenary group. While other groups tend to focus on the land, the Silver Marine specialize in mercenary jobs on the sea. They are known as the Silver Marine partially due to the fact they only take high paying jobs, and the fact that every member has a specially crafted and enchanted silver bracelet. The Silver Marine accept jobs involving eliminating pirates, combating criminal organizations, monster slaying and providing escort services for merchant vessels. They never get involved in politics between nations. They generally operate across all the seas of Anoris.

Members of the Silver Marine are assigned to a ship, and as such can be found wherever the ships of the Silver Marine decided to make port. Every ship is part of a small fleet, which is lead by a Fleetmaster. It's the job of the Fleetmaster to assign small jobs to ships in their fleet, or to accept jobs requiring the entire fleet. The Admiral of the Silver Marine is the leader of the group, and is responsible for assigning major jobs to entire fleets and making sure everyone gets paid. The headquarters of the Silver Marine is located in Bonteres in the Kingdom of Arcus, and is the place where one is most likely to find the Admiral of the Silver Marine at port.

The Sea Angels

The Sea Angels, are known to be the greatest pirate hunters in all of Anoris. Perhaps one of the greatest specialist mercenary groups, the Sea Angels is supposedly made up of former pirates and criminals, working in order to right their wrongs. Due to this, they are rather small, with only a few ships to their name. Every member of the Sea Angels has a tattoo of the groups emblem somewhere on their body. While they do occasionally provide escort services for merchant vessels, the Sea Angels really only accept jobs to eliminate pirates. The Sea Angels travel from port to port all across Anoris.

Every member of the Sea Angels is assigned to a ship in the single fleet that makes up the group. While ships tend to sail with one or two others, they are always not far from the rest of the fleet. The Sea Angels are lead by an individual who takes the title of Admiral, and is responsible for accepting and assigning most jobs. That said, individual Captains can accept jobs but need to get approval for the job from the Admiral before leaving the fleet.

The Feltalon

The Feltalon are a specialist mercenary group known for their skill in monster slaying. They are a rather large mercenary group that does operate all across Anoris, with Chapter Houses in many major cities. Every member of the Feltalon have an amulet that indicates they are part of the Feltalon. They never accept jobs that do not involve eliminating some monster, undead or demonic threat. Jobs are provided at each Chapter House, after being approved by the Master of each Chapter House. The Feltalon headquarters, which is where the Grandmaster Council meets, can be found in the city of Towces, in the Kingdom of Atral.

The Nightsong

The Nightsong are a specialist mercenary group, known for their skill in the art of assassinations. They are fairly small due to their line of work, and do operate all across Anoris. There are Nightsong Hideouts in major cities across Anoris, which provide a place for them to prepare, and lay low. However for a member to get a job, they must report to their Handler, who can be found anywhere. Handlers are given jobs to give to members from a Composer. It is the responsibility of a Composer to meet with clients and arrange for jobs. The Composers are not the leader of the Nightsong however, that is the role of the Muse. Only the Composers, and high value contractees know the location and identity of the Muse. All members of the Nightsong can be identified through the armour they wear when on a job.

The Shuelat Alqamar

The Shuelat Alqamar (Moon Flame) are a mercenary group known for assisting criminal organizations. They are the largest mercenary group known to assist criminal organizations. They offer protection, and serve as a private army for criminal organizations that hire them. As such, every member of the Shuelat Alqamar is a criminal. They have a fairly basic structure, with members reporting to a Rayiys, and the Rayiys reporting to the Jarand Mastar. They have numerous safehouses throughout Anoris outside of major cities, usually hidden through magical means. The headquarters of the Shuelat Alqamar is known as the Qaleatan Daw' Alqamar, and is said to be near the city of Akamarban in the Sultanate of Etrijan.



On Criminal Organizations of Anoris


The continent of Anoris is not just filled with organizations of people, striving to thrive in the world through legal means, but also filled with those looking to thrive in the world through illegal means. While the majority of criminal organizations are just bandit clans and pirate fleets, there are still a number of larger organizations living in the shadows of the world. Most criminal organizations deal in illegal substances, smuggling, blackmailing, thievery, protection racketeering, slavery, and so on. Many of these criminal organizations hire mercenaries to act as their own private army, while others prefer to have little to no connections to other organizations.

Notable Criminal Organizations of Anoris

Arcane Fortune

Arcane Fortune is a criminal organization supposedly based out of the Republic of Ioshor. They deal in the selling of magical equipment and consumables, of both the legal and illegal variety. How they obtain their goods is no mystery. Their goods are obtained through both legal and illegal means. How they obtain things legally is still unknown, as no merchant would risk their place in Guild by dealing with a member of Arcane Fortune. They are known to occasionally work with other criminal organizations in order to obtain goods. However, they never work with others when it comes to the selling or transporting of their goods, instead relying on their own members for such work. They have connections all across Anoris, but do not permanent operate across the continent. Arcane Fortune is said to be run by council of powerful magic users, who supposedly meet in some secret location in the city of Aberlele to discuss the business of Arcane Fortune.

Visage

Visage is one of the largest and least violent criminal organizations of Anoris, specializing in thievery, forgery, blackmail and other criminal acts that tend to avoid violence. In fact, Visage has numerous rules its members must follow, and using lethal force on a job is against them. They operate across Anoris, with one to three Dens hidden in every nation of Anoris. Each Den is lead by a Den Master, who assigns jobs to Visage members. The organization is led by the Grand Master, who is said to watch over the Visage headquarters in the city of Crazochy in the Grand Duchy of Cliyca.

Dire Order

Dire Order is a large and among the most dangerous criminal organizations of Anoris. Production and selling of illegal substances is one aspect of their business, the others being protection racketeering and other violent crimes. Though, they do not deal in assassinations, instead dealing with mercenary groups for that. They have “outposts” in major cities across Anoris. The Dire Order is led by a group of ancient families, with said families all having their own established territories, usually one or two families per nation of Anoris. They only meet rarely, and when they do, it's never at the same place.

Steelshade Legion

The Steelshade Legion is not only among the most violent criminal organizations, but are among the most despicable. This is because they specialize in the accusation, training and trading of slaves. Most nations have outlawed slavery, but fail to properly enforce it in most places due to corruption and other factors. As such, the Steelshade Legion has claimed its spot in the world by taking advantage of that corruption to facilitate slavery across Anoris. They sell to other criminal organizations, cults, and even to shady business/land owners. The Steelshade Legion has also been known to sell to government officials on rare occasion, and use these sales as leverage. However, this does not apply in the Utria Imperium, where slavery is legal, and as such, the Steelshade Legion acts in the open. While they do collect people from around Anoris, they only have “bases” in the Utria Imperium, with these “bases” being fortresses outside of major cities. The headquarters for the Steelshade Legion is Fort Steelshade, outside of the city of Norro in the Utria Imperium, and it is here that the General of Steelshade can be found overlooking the operation of the organization.

Black Rose Corsairs

Sailing the Sea of Weclif and associated bays and gulfs, the Black Rose Corsairs can be found. They are one of the big four pirate fleets that sail the seas of Anoris, and their ships are identified as they sail under the colours of the Black Rose. One of the oldest established pirate fleet in Anoris, and is the largest pirate fleet in the Sea of Weclif. Unlike smaller pirate fleets, the Black Rose Corsairs do not only deal in piracy, but also deal in smuggling. Each ship in the fleet is lead by its own individual Captain, and each Captain has their own degree of freedom. In fact, the Captains are known to compete with each other, and will only listen to the Fleetmaster of the Black Rose Corsairs. They supposedly have a fortress, known as the Fortress of the Black Rose, somewhere around the islands north of the Grand Principality of Estua, somewhere near the cities of Weyfiedge and Honreaford.

Red Rose Corsairs

Sailing the Sea of Barlisbo and associated bays and gulfs, the Red Rose Corsairs can be found. They are one of the big four pirate fleets that sail the seas of Anoris, and their ships are identified as they sail under the colours of the Red Rose. Established as an offshoot from the Black Rose Corsairs after a period of internal strife, the Red Rose Corsairs are the largest pirate fleet in the Sea of Barlisbo. Unlike smaller pirate fleets, the Black Rose Corsairs do not only deal in piracy, but also deal in smuggling. Each ship in the fleet is lead by its own individual Captain, and each Captain has their own degree of freedom. In fact, the Captains are known to compete with each other, and will only listen to the Fleetmaster of the Red Rose Corsairs. They supposedly have a fortress, known as the Fortress of the Red Rose, somewhere on the island to the north of the city of Wusenberg in the Kingdom of Kascain.

Rovers of the Black Fog

Sailing the Sea of Shisana and associated bays and gulfs, the Rovers of the Black Fog can be found. They are one of the big four pirate fleets that sail the seas of Anoris, and their ships are identified as they sail under the colours of the Black Fog. Perhaps the largest and most dangerous pirate fleet in Anoris, and the most powerful pirate fleet in the Sea of Shisana. Their threat not only comes from their size, but the fact they make use of magic to cloud their ships and targets in a magic black fog. Unlike smaller pirate fleets, the Rovers of the Black Fog do not only deal in piracy, but also deal in smuggling. Each ship in the fleet is lead by its own individual Captain, and each Captain has their own degree of freedom. In fact, the Captains are known to compete with each other, and will only listen to the Fleetmaster of the Rovers of the Black Fog. They supposedly have a fortress, known as the Fortress of the Black Fog, somewhere on an island in the Gulf of Irnthalas.

Crimson Kraken Plunderers

Sailing the Sea of Bigh and associated bays and gulfs, the Crimson Kraken Plunderers can be found. They are one of the big four pirate fleets that sail the seas of Anoris, and their ships are identified as they sail under the colours of the Crimson Kraken. Not only are they the largest pirate fleet in the Sea of Bigh, but they are also known for their ferocity. Unlike smaller pirate fleets, the Crimson Kraken Plunderers do not only deal in piracy, but also deal in smuggling. Each ship in the fleet is lead by its own individual Captain, and each Captain has their own degree of freedom. In fact, the Captains are known to compete with each other, and will only listen to the Fleetmaster of the Crimson Kraken Plunderers. They supposedly have a fortress, known as the Fortress of the Crimson Kraken, somewhere on the island to the west of the city of Alah in the Sultanate of Etrijan.



On Government Specialist Organizations of Anoris


While the governments of the nations of Anoris employ rather generalist organizations, every nation also employs a number of specialist organizations. To clarify, government generalist organizations are those employed by the government for day to day operations, such as the constabulary, the army and the navy. Government specialist organizations are those organizations employed by the government for more specific reasons. These can be anything from government assassins, special military operations, and anything specializing in magic.

Notable Government Specialist Organization of Anoris

The Ymholi

One of the oldest government specialist organizations, the Ymholi (Inquisition) have been around since 1510 AFA, when they were first organized by the Republic of Ioshor to combat magical threats to the Republic, be them within or beyond the borders of Ioshor. Be them a magic cabal seeking to take over the world or just a single magic user dealing in illegal magic objects and consumables. As such, the Ymholi often comes into conflict with Arcane Fortune in this age along with other minor criminal organizations that specialize in magic objects. Within the Republic, the Ymholi has the right to search property and people any time they wish, without needing more than a rumour to act on. This does not extend to the Academy of Irnthalas, despite the fact that the Academy is within Ioshor territory. The lowest ranking Ymholi members are known as Ymholwr. The Ymholwr report to a Prif-Ymholwr, who in turn takes orders from a Ymholwr-Uchel. Finally, the Ymholwr-Uchel take orders from the Ymholwr-Bwa, who serves as the head of the Ymholi. They are based out of the city of Atroshinver and report directly to the Ioshor Senate.

The Shifftiau

Another government specialist organization that exists under the Republic of Ioshor, the Shifftiau (Shifters) originated as a part of the Ymholi before the Republic of Ioshor established it as its own organization in 1890 AFA. It has two major objectives, the first being the protection of the Republic of Ioshor from otherworldly threats, and the second being the research of otherworlds. Therefore, the Shifftiau rarely see action against other organizations, or even doing anything besides research. When they do see action, they are not restricted to operating within the borders of the Republic, and as such can operate in other nations. Unlike the Ymholi, the Shifftiau can be found operating freely in the Academy of Irnthalas. The lowest ranking members of the Shifftiau are known as a Symudwr. Every Symudwr reports to a Prif-Symudwr, who in turn takes orders from a Symudwr-Uchel. Finally, the Symudwr-Uchel take orders from the Symudwr-Bwa, who serves as the head of the Shifftiau. They are based out of the city of Atroshinver and report directly to the Ioshor Senate.

The Gwarchodlu-Mor

The last notable specialist organization that exists under the Republic Ioshor, the Gwarchodlu-Mor (Sea Guard) are a branch of the Republic of Ioshor’s navy. They specialize in pirate hunting, privateering during war time, and anti-smuggling operations. While most nations just leave pirate hunting to the navy as a whole, the Republic of Ioshor found this to be very inefficient, especially due to the wealth that travels through the seas around Ioshor. As such, to combat the abundant pirate fleets in the Sea of Shisana and the Gulf of Irnthalas, the Republic established the Gwarchodlu-Mor. It is composed not of your average sailors, but of former pirates. The Gwarchodlu-Mor has the right to board and search any ship within the Republic’s water, and if a ship refuses them, they will use force. They sail out from the city of Atroshinver and report to the Grand Admiral of the Republic of Ioshor Navy.

The Wache der Konigin

In the Queendom of Metrauburg, the Queen is the most important person to not only the government but society as a whole. As such, it is expected that she’s be guarded at all times, and that she is. Those who protect her and the royal family are known as the Wache der Konigin (Queen’s Guard). Not only does the Wache der Konigin protect the Queen and the royal family from obvious threats, but act in secret to protect them from less obvious threats. To do this, the Wache der Konigin makes use of a vast spy network, gathering information from every corner of the Queendom. Not only do the Wache der Konigin protect the Queen and the royal family, they also act upon the Queens desires, even if this means eliminating political opponents within the Queendom. They do not operate beyond the borders of the Queendom of Metrauburg, except for when the Queen or royal family members travel beyond the borders for political reasons. Every member of the Wache der Konigin is hand picked by the Queen of Metrauburg from a pool of possible people provided by the Kommandant of the Wache der Konigin.

The Magische Kommission

When faced with threats of a magic nature beyond what the military can handle, the Queendom of Metrauburg makes use of the Magische Koomission (Magic Commission). The Magische Koomission is responsible for dealing with magic threats to the Queendom. Be this taking on magic criminal organizations, supernatural beings and etcetera or dealing with dealers of illegal magic objects. The lowest ranking members of the Magische Koomission are known as Ermittler. Every Ermittler reports to a Chefermittler, who in turn reports to a Kommissar. Finally, every Kommissar reports to the Leitender Kommissar, who operates as the leader of the Magische Koomission. The Magische Koomission is based out of Ostadt and reports directly to the Queen.

The Konigsschild

The Konigsschild (King’s Shield) are responsible for the protection of the King of Kascain and the royal family. They protect the King and the royal family from threats both known and unknown. While some agents of the Konigsschild stand guard, a vast number of them keep their ears to the ground, working with its established spy network to protect the royal family from unseen threats. They do not however do whatever the royal family wishes, and therefore avoid acting as the King and the royal family’s private assassins. Every member of the Konigsschild is highly trained, and hand picked by the King from a pool of possible people provided by the Kommandant of the Konigsschild.

The Wachposten

Forged through war with the Utria Imperium, the Wachposten (Sentinels) are the Kingdom of Kascain’s unseen line of defense. Responsible for counter espionage and foreign espionage for the Kingdom of Kascain, the Wachposten are fairly new, founded during the 30 Year War. They were founded solely for the purpose of gaining the upper hand against the Utria Imperium through espionage, and to prevent the Utria Imperium from getting the upper hand on the allied forces of the Queendom of Metrauburg and the Kingdom of Kascain. Now, with the war over, the Wachposten have spread out across Anoris, in order to keep an eye on all possible foreign threats to the Kingdom of Kascain. Despite this, there are still more agents of the Wachposten assigned to the Utria Imperium than any other nation, due to the chance that the Utria Imperium may attempt to invade once again, and the Kingdom of Kascain will not be caught off guard. Agents of the Wachposten are known as a Wachter. Every Wachter is assigned to report to a Hoher Wachter, who in turn report to an Aufseher. Finally every Aufseher reports to the Oberaufseher, the head of the Wachposten. The Wachposten headquarters are located in the city of Bagold.

The Volonta Imperiale

The most feared specialist government organization of the Utria Imperium, the Volonta Imperiale (Imperial Will) serves the purpose of protecting the Emperor’s interests. Whatever the Emperor wants, the Volonta Imperiale will work to make a reality. May that be obtaining some item, or eliminating political threats to the Emperor. They are the Utria Imperium’s Secret Police. Members of the Volonta Imperiale are hand picked by the Emperor from a pool of possible recruits provided by the Commissario/Commissaria of the Volonta Imperiale. If members of the royal family try to order them around they do not need to follow those orders as they are only required to follow the orders of the Emperor.

The Guardia Viola

While the Volonta Imperiale protects the interest of the Emperor, the Guardia Viola (Purple Guard) is responsible for protecting the life of the Emperor and the royal family. While some agents of the Guardia Viola stand guard, a vast number of them keep their ears to the ground, working with its established spy network to protect the royal family from unseen threats. They do not however do whatever the royal family wishes, and therefore avoid acting as the Emperor and the royal family’s private assassins. Every member of the Guardia Viola is highly trained, and hand picked by the Emperor from a pool of possible people provided by the Comandante of the Guardia Viola.

The Ombra Arcana

The final notable government specialist organization of the Utria Imperium, the Ombra Arcana (Arcane Shadow) is perhaps the most mysterious. Ombra Arcana exists to protect the Imperium from magical threats but also to develop advanced magical objects and advanced magic for the use of the Imperium military and civilians. Ombra Arcana is an organization obsessed with advancement, and will purposely put other nations in danger for their experiments. Why they do this is simple. Many of their experiments are too dangerous to perform within the Imperium without putting the Imperium at risk, so to protect the Imperium and advance magic, they perform these experiments beyond their borders. They are based out of the city of Collifigna, which helps as they report directly to the Emperor.

The Golden Vigil

The Kingdom of Arcus’ only notable government specialist organization is the Golden Vigil. They specialize in the defense of the Kingdom from magical threats, criminal organizations and also perform counter espionage operations. Basically, they protect the Kingdom of Arcus from what the military is too large to deal with efficiently. Members at the lowest rank are known as Recruits, and every Recruit report to an assigned Vigilante. The Vigilantes report to Vigilante-Adepts, who in turn report to High-Vigilantes. Finally, the High-Vigilantes report to the head of the Golden Vigil, the Arch-Vigilante. The Golden Vigil is based out of the city of Villeuilles.

The Lumiere Sombre

The night is full of monsters and malevolent forces no matter where you go on Anoris. The night is an enemy of humanity, and to fight this enemy, the Grand Duchy of Cliyca employs the Lumiere Sombre (Dark Light). Specializing in combating monsters, undead, and magical threats, the Lumiere Sombre is well known across Anoris. They report to the military of the Grand Duchy of Cliyca, and have the right to search anywhere for possible dangers to the people of the Grand Duchy with nothing more than a rumour. The lowest ranking members are the simple Agent/Agente, and each Agent/Agente reports to a Guider. Every Guider in turn reports to a Voyant/Voyante. Finally, each Voyant/Voyante reports to the leader of the Lumiere Sombre, the Eclat-de-Nuit. The Lumiere Sombre has its headquarters in the city of Barbeilles.

The Serenite Bleue

The last notable specialist organization that exists under the Grand Duchy of Cliyca, the Serenite Bleue (Blue Serenity) are a branch of the Grand Duchy of Cliyca’s navy. They specialize in pirate hunting, privateering during war time, and anti-smuggling operations. Taking inspiration from the Republic of Ioshor, to combat the abundant pirate fleets in the Sea of Shisana and the Gulf of Irnthalas, the Grand Duchy established the Serenite Bleue. It is composed not of your average sailors, but of former pirates. The Serenite Bleue has the right to board and search any ship within the Grand Duchy’s water, and if a ship refuses them, they will use force. They sail out from the city of Crazochy and report to the Grand Admiral of the Grand Duchy of Cliyca's Navy.

The Asnana Foresters

The Grand Principality of Asnana’s only notable government specialist organization is the Asnana Foresters. The Asnana Foresters are responsible for dealing with whatever threats lay in the wilderness between cities of the Grand Principality. Be it monsters, undead, criminal organizations, rogue magic users, and cults. The Asnana Foresters are also responsible for enforcing hunting laws, and finding those who have been lost in the wilderness. They report to the military of the Grand Principality, with their leader having the title of Arch Ranger. The Asnana Foresters are based in the city of Brastonley.

The First Watch

In order to secure the future of the Kingdom of Atral from threats both foreign and domestic in nature, the Atral Parliament established the First Watch. The First Watch’s primary objective is to obtain intelligence for the Kingdom of Atral through espionage and protect Kingdom of Atral intelligence through counter espionage. Their secondary objective is to combat threats of the criminal and foreign nature. The First Watch only deals with criminal organizations and foreign organizations. They report to the Atral Parliament, with their leader having the title of Arch Sentry. The First Watch is based in the city of Pontonces.

The Second Watch

In order to secure the future of the Kingdom of Atral from threats of the magical and otherworldly nature, the Atral Parliament established the Second Watch. The Second Watch’s primary objective is investigating and eliminating all threats to the Kingdom of Atral of magical and otherworldly nature. Be them within the borders of the Kingdom or beyond. The secondary objective is the development of magic and magical objects to aid the Kingdom. They report to the Atral Parliament, with their leader having the title of Arch Sentry. The Second Watch is based in the city of Sadewen.

The Charglades Brotherhood

The Grand Principality of Estua’s only notable government specialist organization is the Charglades Brotherhood. The Charglades Brotherhood is responsible for dealing with threats to the Grand Principality that are criminal, magical, monstrous, and otherworldly in nature. If these threats lay beyond the borders of the Grand Principality, then the Charglades Brotherhood will not act without the approval of the Grand Prince of Estua. They are one of the most politically tied government specialist organizations in Anoris. They answer directly to the Grand Prince of Estua, and are based out of a fortress near the city of Khourup.

The Alwuhush Nihaya

The Emirate of Owhijan’s only notable government specialist organization is the Alwuhush Nihaya (Beasts End). The Alwuhush Nihaya is responsible for dealing with the monstrous threats that exist within the borders of the Emirate of Owhijan. They were established not long after the Emirate of Owhijan was established, and as such have a fairly short history. They report to the Emirate of Owhijan’s military and by extension the military of the Sultanate of Etrijan. The leader of the Alwuhush Nihaya has the title of Rayiys Hintir, and the Alwuhush Nihaya are based out of the city of Alqatirab.

The Wikalat Al'asrar

When all a country's major rivals have government specialist organizations based around espionage and counter espionage, surely to compete one must also have a similar organization. That is at least what the Sultanate of Etrijan believes. As such, it is no surprise that they have a government specialist organization that focuses on espionage and counter espionage. That organization is the Wikalat Al'asrar (Agency of Secrets), which reports directly to the Sultan through the head of the Wikalat Al’asrar, who has the title of Sira Syd. They are based out of the city of Alban, but perform counter espionage not only within the borders of the Sultanate, but also within the borders of the Emirate of Owhijan.

The Sayf Alsultan

The Sultanate of Etrijan makes use of a government specialist organizations for the protection of the Sultan. This organization is the Sayf Alsultan (Sword of the Sultan), which is responsible for not only the protection of the Sultan, but the execution of his will. If that means assassinating the Sultans political enemies, they will do it. They are often referred to as fanatical in regards to their loyalty to the Sultan. Unknown to many, members of the Sayf Alsultan are drugged with magical consumables that alter their mind, making them fully loyal to the Sultan. Due to this, members of the Sayf Alsultan are chosen from the strongest magic users and the strongest warriors. Their loyalty to the Sultan does not extend to the rest of the royal family. The leader of the Sayf Alsultan is referred to as the Alsyf Alkabir.

The Jameiat Alsihr

The final notable government specialist organization of the Sultanate of Etrijan is the Jameiat Alsihr (Magic Society). They serve as the Sultanate’s protection from threats of a magical and otherworldly nature. Not only do they defend the Sultanate from said threats within its borders, but it also protects it from those beyond the borders. Also, the Jameiat Alsihr is responsible for the development of magical objects for the Sultanate’s military. Their leader goes by the title of Mustashar Alqaws, who reports directly to the Sultan, and is based out of the city of Najrah.



On Chivalric Orders of Anoris


While there are mercenary groups, criminal organizations, and government specialized organizations all around Anoris, there is yet another class of organization that can be described as militaristic. These are the Chivalric Orders. More aligned with the religions of Anoris than the governments of Anoris, there are numerous Chivalric Orders. Due to being aligned with religions, they are generally recognized in areas that follow the same religion. The modern orders are all based off of the structure and organization of the Chivalric Orders of Akias.

Every Chivalric Order follows the Cod Chivalric, which consists of 10 major tenets. The first tenet of the Cod Chivalric states that one must believe all that their religion teaches, and must follow its directions. The second tenet of the Cod Chivalric states that one must defend their religion, be it by protecting the places of public worship or just protecting its practitioners. The third tenet of the Cod Chivalric states that one must respect all weaknesses. The fourth tenet of the Cod Chivalric states that one must love the nation in which they were born. The fifth tenet of the Cod Chivalric states that one must not recoil from the enemy. The sixth tenet of the Cod Chivalric states that one must be ready to war against infidels without mercy. The seventh tenet of the Cod Chivalric states that one must perform their duties absolutely, unless it violates the laws of their religion. The eighth tenet of the Cod Chivalric states that one must never lie and must remain loyal to their word. The ninth tenet of the Cod Chivalric states that one must be generous. The final tenet of the Cod Chivalric states that one must always be a champion of the right and the good against injustice and evil.

Before entering a Chivalric Order, one is referred to as an Initiate. Initiates are usually young children, around 6 or 7 years of age. They are tested for their character and physical ability. If an Initiate passes both tests, they are brought into the Chivalric Order as a Page. Upon becoming a Page, they are taken from their family, and will spend 7 years serving as an attendant to nobles, royalty or more senior members of the order, from the rank of Knight and beyond. During this time a Page is instructed in reading, music, dancing, manners, courtesy and cleanliness. After 7 years as a Page, they are tested once again, on their character, physical ability, and what they had learned over the 7 years. If they pass, then they are named a Squire.

As a Squire, they are assigned to act as the personal servant of a senior member of the order, from the rank of Knight and beyond. The duties of a Squire include taking care of their masters armour, equipment and horse. They are also expected to follow their master into battle in order to attend to their master if they fell in combat. While Squires do all this, they are also taught by their master in the use of weapons, tactics and the Cod Chivalric. After 4 or 5 years, a Squire is tested once again. If they pass, then they are granted the rank of Man-At-Arms. As a Man-At-Arms, they serve as a soldier of the Chivalric Order. There is no established timeline that one remains a Man-At-Arms. Though, if one shows dedication and skill, they can find themselves promoted to the rank of Serjeant.

Once reaching the rank of Serjeant, an individual is responsible for leading a group of Men-At-Arms. After 2 years, a Serjeant can undergo a test by the Chivalric Order to reach the rank of Knight. Upon reaching the rank of Knight, they are to be referred to with the honorific Sir or Dame. Past this point, dedication, skill and reputation are what determine if you are able to move up the ranks of the Chivalric Order. The rank after Knight is Knight-Errant. After Knight-Errant comes Knight Commander, followed by Knight Marshal. Passed Knight Marshal is the rank of Paladin, which then is followed by Master. Finally, after Master is the rank held by the leader of the Chivalric Order, the Grandmaster.

Notable Chivalric Orders

The Cercle de Fleurs

Based out of the city of Newbroke in the Kingdom of Acrus, the Cercle de Fleurs (Circle of Flowers), is one of the most notable Chivalric Orders that serve under the Kahikic religion. Recognizable by the Chivalric Order’s insignia, being a circle of flowers. Unlike most other Chivalric Orders under the Kahikic religion, the Cercle de Fleurs does not dedicate themselves to a single god of the Kahikic pantheon. So, they dedicate themselves to the entirety of the Kahikic pantheon. They are also commonly known to be a prominent Chivalric Order of the Kingdom of Acrus, with many of their knights serving the Kingdom of Acrus.

The Ordre du Cygne Rouge

Based out of the city of Gatillevoy in the Kingdom of Acrus, the Ordre du Cygne Rouge (Order of the Red Swan), is one of the most notable Chivalric Orders that serve under the Kahikic religion. Recognizable by the Chivalric Order’s insignia, being a Red Swan. Like most other Chivalric Orders under the Kahikic religion, the Ordre du Cygne Rouge does dedicated themselves to a single god of the Kahikic pantheon. As such, they dedicate themselves to the Goddess of Love and Beauty, Vonja. They are also commonly known to be a prominent Chivalric Order of the Kingdom of Acrus, with many of their knights serving the Kingdom of Acrus.

The Legion de l'Epee D'or

Based out of the city of Crazochy in the Grand Duchy of Cliyca, the Legion de l’Epee D’or (Legion of the Golden Sword), is one of the most notable Chivalric Orders that serve under the Kahikic religion. Recognizable by the Chivalric Order’s insignia, being a golden sword in stone. Like most other Chivalric Orders under the Kahikic religion, the Legion de l’Epee D’or does dedicate themselves to a single god of the Kahikic pantheon. As such, they dedicate themselves to the God of Justice and Mercy, Mimjir. They are also commonly known to be a prominent Chivalric Order of the Grand Duchy of Cliyca, with many of their knights serving the Grand Duchy of Cliyca.

The Wasam Almjd Algharbii

Based out of the city of Akamarban in the Sultanate of Etrijan, the Wasam Almjd Algharbii (Order of Western Glory), is one of the most notable Chivalric Orders that serve under the Arihasha religion. Recognizable by the Chivalric Order’s insignia, being a pair of crossed blades with a crescent moon surrounding them from the bottom. Unlike most other Chivalric Orders under the Arihasha religion, the Wasam Almjd Algharbii does not dedicate themselves to a single god of the Arihasha pantheon. So, they dedicate themselves to the entirety of the Arihasha pantheon. They are also commonly known to be a prominent Chivalric Order of the Sultanate of Etrijan, with many of their knights serving the Sultanate of Etrijan.

The Shuruq Alshams Lansir

Based out of the city of Qurdaker in the Sultanate of Etrijan, the Shuruq Alshams Lansir (Sunrise Lancers), is one of the most notable Chivalric Orders that serve under the Arihasha religion. Recognizable by the Chivalric Order’s insignia, being a lance over top of a sunrise. Like most other Chivalric Orders under the Arihasha religion, the Shuruq Alshams Lansir does dedicate themselves to a single god of the Arihasha pantheon. As such they dedicate themselves to the Goddess of War, Ralheia. They are also commonly known to be a prominent Chivalric Order of the Sultanate of Etrijan, with many of their knights serving the Sultanate of Etrijan.

The Ordine d'Argento

Based out of the city of Sontido in the Utria Imperium, the Ordine d'Argento (Silver Order), is one of the most notable Chivalric Orders that serve under the Cult of Kosha. Recognizable by the Chivalric Order’s insignia, being a silver shield with dragons flanking both sides. With no multiple gods in the Cult of Kosha, all Chivalric Orders, including the Ordine d'Argento, dedicate themselves fully to Kosha. They are also commonly known to be a prominent Chivalric Order of the Utria Imperium, with many of their knights serving the Utria Imperium.

The Templari del Valore

Based out of the city of Collifigna in the Utria Imperium, the Templari del Valore (Templars of Valor), is one of the most notable Chivalric Orders that serve under the Cult of Kosha. Recognizable by the Chivalric Order’s insignia, being a red sword with a cross-esque hilt. With no multiple gods in the Cult of Kosha, all Chivalric Orders, including the Templari del Valore, dedicate themselves fully to Kosha. They are also commonly known to be a prominent Chivalric Order of the Utria Imperium, with many of their knights serving the Utria Imperium.

The Legione del Giardino

Based out of the city of Canellatina in the Utria Imperium, the Legione del Giardino (Garden Legion), is one of the most notable Chivalric Orders that serve under the Cult of Kosha. Recognizable by the Chivalric Order’s insignia, being a tree flanked by two flowers to either side. With no multiple gods in the Cult of Kosha, all Chivalric Orders, including the Legione del Giardino, dedicate themselves fully to Kosha. They are also commonly known to be a prominent Chivalric Order of the Utria Imperium, with many of their knights serving the Utria Imperium.

The Dawn Knights

Based out of the city of Towces in the Kingdom of Atral, the Dawn Knights, is one of the most notable Chivalric Orders that serve under the Tarity religion. Recognizable by the Chivalric Order’s insignia, being a sunrise between through two peaks. Unlike most other Chivalric Orders under the Tarity religion, the Dawn Knights does not dedicate themselves to a single god of the Tarity pantheon. So, they dedicate themselves to the entirety of the Tarity pantheon. They are also commonly known to be a prominent Chivalric Order of the Kingdom of Atral, with many of their knights serving the Kingdom of Atral.

The Blind Templars

Based out of the city of Pensey in the Grand Principality of Asnana, the Blind Templars, is one of the most notable Chivalric Orders that serve under the Tarity religion. Recognizable by the Chivalric Order’s insignia, being a blindfolded swordswoman. Like most other Chivalric Orders under the Tarity religion, the Blind Templars does dedicate themselves to a single god of the Tarity pantheon. As such, they dedicate themselves to the Goddess of Justice and Punishment, Jicdione. They are also commonly known to be a prominent Chivalric Order of the Grand Principality of Asnana, with many of their knights serving the Grand Principality of Asnana.

The Shields of Judgement

Based out of the city of Khourup in the Grand Principality of Estua, the Shields of Judgement, is one of the most notable Chivalric Orders that serve under the Tarity religion. Recognizable by the Chivalric Order’s insignia, being a round, blue and gold shield. Like most other Chivalric Orders under the Tarity religion, the Shields of Judgement does dedicate themselves to a single god of the Tarity pantheon. As such, they dedicate themselves to the God of Law and Governance, Areus. They are also commonly known to be a prominent Chivalric Order of the Grand Principality of Estua, with many of their knights serving the Grand Principality of Estua.

The Order of Iron

Based out of the city of Felton in the Kingdom of Atral, the Order of Iron, is one of the most notable Chivalric Orders that serve under the Tarity religion. Recognizable by the Chivalric Order’s insignia, being an iron round shield with a sword and mace crossed behind it. Like most other Chivalric Orders under the Tarity religion, the Order of Iron does dedicate themselves to a single god of the Tarity pantheon. As such, they dedicate themselves to the Goddess of Tactics, Strategy and Codes of Honour, Ina. They are also commonly known to be a prominent Chivalric Order of the Kingdom of Atral, with many of their knights serving the Kingdom of Atral.

The Custodians of the Divine Truth

Based out of the city of Hiches in the Kingdom of Atral, the Custodians of the Divine Truth, are the only Chivalric Order that serve under the Cult of Aryna. Recognizable by the Chivalric Order’s insignia, being a cat lying on a closed book. They pledge themselves entirely to Aryna. They operate within the city of Hiches and its province, which is the only city that officially allows the worship of Aryna outside of the regions that follow AMZ. The Kingdom of Atral allows this, due to the actions of politicians and the possibility of rebellion, which could lead to other provincial rebellions. Also, the Cult of Aryna has yet to prove to be a real threat to the Kingdom.

The Ritter der Gottlichen Hand

Based out of the city of Ostadt in the Queendom of Metrauburg, the Ritter der Gottlichen Hand (Knights of the Divine Hand), is one of the most notable Chivalric Orders that serve under the AMZ religion. Recognizable by the Chivalric Order’s insignia, being a White Hand with gold outline. Unlike most other Chivalric Orders under the AMZ religion, the Ritter der Gottlichen Hand does not dedicate themselves to a single aspect of AMZ. Instead, they dedicate themselves to the entirety of AMZ. They are also commonly known to be a prominent Chivalric Order of the Queendom of Metrauburg, with many of their knights serving the Queendom of Metrauburg.

The Ritter des Gottlichen Kreises

Based out of the city of Bagold in the Kingdom of Kascain, the Ritter des Gottlichen Kreises (Knights of the Divine Circle), is one of the most notable Chivalric Orders that serve under the AMZ religion. Recognizable by the Chivalric Order’s insignia, being a golden circle. Like most other Chivalric Orders under the AMZ religion, the Ritter des Gottlichen Kreises does dedicate themselves to a single aspect of AMZ. As such, they dedicate themselves to the aspect of Balance, Preservation, and the Present, Myxses. They are also commonly known to be a prominent Chivalric Order of the Kingdom of Kascain, with many of their knights serving the Kingdom of Kascain.
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Faal Lot Himdah
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Postby Faal Lot Himdah » Tue Nov 19, 2019 6:08 pm

On Therianthrope Packs of Anoris


When night falls over Anoris, the wilderness becomes a dangerous place, not only due to the beasts that call Anoris home, but also due to the cursed beings that stalk the wilderness. The Therianthropes are mortals cursed with the ability to shift from their normal mortal appearance to a more animalistic form. The origin of the Therianthrope is shrouded in mystery. What is known is that it is a curse from the gods, but from which god and for what reason is unknown. The curse is spread seemingly randomly to survivors of Therianthrope attacks. It is also known that it is possible to be born a Therianthrope, under the condition that at least one of their parents was a Therianthrope at the time of conception.

Therianthropes are not uniform in their appearance, as such, there tend to be multiple different types of Therianthropes. The most common, and poster boy for the Therianthropes is the Werewolf. Other Therianthropes include the Werebear, Werelion, Wereboar, Werevulture, Werecrocodiles, Werefoxes, and etcetera. There are also rumours of Weresharks, but no one has ever proven their existence. The physical appearance of Therianthropes is not the only thing that differs each type of Therianthrope. Physical abilities do also tend to differ depending on what their animal half is.

With all their differences, Therianthropes have many key similarities. These include, the same weaknesses, the fact that most of them take their animalistic forms every night, and that they prefer to live in packs. While most Therianthropes are unable to control their transformation, there are instances of individuals being able to control these transformations. Most of these instances have been of either strong willed individuals or of individuals born with the Therianthrope curse. This is beneficial as those who can control the Therianthrope curse tend to be less vulnerable to the beast-like behaviour that other Therianthropes are known to fall victim too.

All Therianthrope Packs have the same basic structure, similar size range, and have the same general interactions with other groups. Every Therianthrope pack tends to range from 20 to 60 members strong, with each pack being led by an Alpha couple, male and female. Second to the Alphas are the Betas, followed by the Deltas and then finally by the Omegas. Most Therianthropes find themselves as Deltas, as there are only ever 1 Alpha, 2 to 3 Betas and 2 to 4 Omegas. The Omegas tend to be the weakest members of the packs, and are restricted by the pack to looking after the young (if there are any) and the elderly.

Therianthrope Packs tend to be territorial with other packs, monsters, and vampire clans. When it comes to mortals, the packs tend to avoid conflict with them during the day when they have control over themselves. If they do interact with other mortals, Therianthrope packs tend to act as hunters in the wilderness, selling pelts and meats to those who seek them out. If they run into them during the night, things tend to get bloody fast. It is also worth noting that Therianthrope packs are only ever homogenous, consisting of one type of Therianthrope.

Notable Therianthrope Packs

The Highcrown Pack

One of the four notable Therianthrope packs comprised of Werewolves, the Highcrown pack is said to be about 56 members strong. They tend to stick to the taiga and tundra between the cities of Torba, Suttararo, Monzanovia, Arnaio and Labrianodut in the Utria Imperium.

The Silvercrown Pack

One of the four notable Therianthrope packs comprised of Werewolves, the Silvercrown pack is said to be about 48 members strong. They hunt the temperate rainforest to the east of the city of Herach and south of the city of Malrober in the Queendom of Metrauburg.

The Wildtooth Pack

One of the four notable Therianthrope packs comprised of Werewolves, the Wildtooth pack is said to be about 35 members strong. They lurk in the mountains to the south of Felton in the Kingdom of Atral.

The Nightshade Pack

One of the four notable Therianthrope packs comprised of Werewolves, the Nightshade pack is said to be about 43 members strong. Their territory is said to be in the temperate rainforests and temperate deciduous rainforests of the southern part of the Suwaisa Province of the Grand Principality of Estua.

The Demoncrest Sleuth

The only notable Therianthrope pack comprised of Werebears, the Demoncrest Sleuth, is said to be about 24 members strong. Their territory is said to be in the tundra and taiga near the northwest border of the Grand Principality of Asnana.

The Darkmane Pride

One of the two notable Therianthrope packs comprised of Werelions, the Darkmane Pride, is said to be about 40 members strong. Their territory is said to be in the grasslands near the northern edge of the Ostadt province in the Queendom of Metrauburg.

The Deepmane Pride

One of the two notable Therianthrope packs comprised of Werelions, the Deepmane Pride, is said to be about 30 members strong. Their territory is said to be in the grasslands near the northern edge of the Dhurbah province in the Sultanate of Etrijan.

The Scarlet Sounder

One of the two notable Therianthrope packs comprised of Wereboars, the Scarlet Sounder, is said to be about 51 members strong. Their territory is said to be in the temperate deciduous forest near the southern edge of the Fadh province in the Sultanate of Etrijan.

The Crescent Sounder

One of the two notable Therianthrope packs comprised of Wereboars, the Crescent Sounder, is said to be about 46 members strong. Their territory is said to be in the temperate deciduous forests east of the city of Sexau in the Utria Imperium.

The Savage Wake

The only notable Therianthrope pack comprised of Werevulture, the Savage Wake, is said to be about 34 members strong. Their territory is said to be over the grasslands of the eastern edge of the Sexau province of the Utria Imperium.

The Boldcrown Bask

The only notable Therianthrope pack comprised of Werecrocodile, the Boldcrown Bask, is said to be about 25 members strong. Their territory is said to be around the banks of the massive river to the east of Alhubar and west of Omeille in the Emirate of Owhijan.

The Silentpaw Skulk

One of the two notable Therianthrope packs comprised of Werefoxes, the Silentpaw Skulk, is said to be about 37 members strong. Their territory is said to be south of the city of Vohzareresc in the Kingdom of Kascain.

The Whitebite Skulk

One of the two notable Therianthrope packs comprised of Werefoxes, the Whitebite Skulk, is said to be about 34 members strong. Their territory is said to be to the east of the city of Tolvi in the Utria Imperium.

The Caer Bannog Warren

The only notable Therianthrope pack comprised of Wererabbits, the Caer Bannog Warren, is said to be about 58 strong. Their territory is said to be on the island north north east of the city of Aberlele of the Republic of Ioshor.

The Graybite Mischief

One of the two notable Therianthrope packs comprised of Wererats, the Graybite Mischief, is said to be about 53 members strong. Their territory is said to be on the island to the south of the city of Clifnalme and north of the city of Wigton in the Kingdom of Acrus.

The Bitterfang Mischief

One of the two notable Therianthrope packs comprised of Wererats, the Bitterfang Mischief, is said to be about 48 members strong. Their territory is said to be on an island west of the city of Weyfiedge and north of the city of Honreaford in the Grand Principality of Estua.



On Vampire Bloodlines of Anoris


Around Anoris, the Vampires can be found roaming the night and blending in with the mortals of Anoris. While Vampires appear to be physically similar and have their curse spread the same way, there are notable differences between groups of vampires. These differences are due to the Vampire Bloodline. Each Bloodline has notable differences, both in what they provide and where they originate from. It is worth noting that the vampire that infects someone, also determines what Bloodline the victim will become part of.

It is worth noting, that there is only one “true” Pureblood Vampire in each Bloodline, which is the Progenitor of the Bloodline. That said, Pureblood is often used in reference to Vampiric children born from two Vampire parents of the same Bloodline. Hybrid Vampires do exist, which result from a union of Vampire parents from different Bloodline. These Hybrid Vampires however only reap the benefits of one of the Bloodlines, usually the Bloodline of the mother. There are also Dhampyrs, which are the result of a union of a vampiric parent and a mortal parent. Dhampyrs have all the advantages of the Bloodline of their vampiric parent, with all the weaknesses to a lessened degree.

Notable Vampire Bloodlines

The Elfenwaed

The Elfenwaed are one of, if not the oldest Vampire Bloodline in Anoris. The Elfenwaed have their origins from long before the arrival of humans on Anoris, with the Elves and their gods. According to the tradition of the Elfenwaed, the Progenitor of the Elfenwaed was an Elven princess known as Estria Elfenwaed. She was said to be the pinnacle of beauty, most magical gifted and the most skilled fighter of all the Elves in Anoris. It comes without saying that she was among the most prideful of the Elves. This pride would be her downfall, as a traveller came to her, little did Estria know that this traveller was in fact the Goddess Auna. Auna stroked Estria’s ego over the course of a year, until Estria began making claims that she was more beautiful than the Goddess Velva, and more skilled in combat than the God Sedum.

This claim enraged the two deities, and wanted to punish Estria. But they could not agree on how to punish her. Velva wanted to take away her beauty, turning her into a horrid beast. Sedum wanted to just kill her. They argued what would be the greatest punishment for the insolent Elven princess. This was when Auna appeared once again, disguised as Ither. She brought upon the idea to punish her by making her both a monster, and killing her. Auna suggested turning her into an undead monster, that would be hated by mortals for generations to come. She suggested that she would be cursed with undeath, with the need to feed on mortal blood in order to keep her beauty, and in doing so, she will grow to be hated by all. Convinced that Auna was Ither, Velva and Sedum agreed. And thus Estria Elfenwaed was cursed, not only with what Velva and Sedum agreed to curse her with, but also with a little extra thing that Auna added, that being the ability to spread the curse. Thus Vampirism in the Elven Anoris was born through Estria.

The Elfenwaed Bloodline grants not only the basic benefits of vampirism (heightened senses, heightened physical abilities and magical power), but also grant Elfenwaed Vampires a few additional benefits. One additional benefit was the ability to take a more monstrous form, granting them even greater physical abilities and magical power for a short time. Another additional benefit of the Elfenwaed Bloodline is the ability to teleport short distances without magic. The final additional benefit of the Elfenwaed Bloodline is the fact that they have the ability to infiltrate the unconscious of a victim, allowing them to influence their victims without magic to a certain degree.

The Dhekhu

The Dhekhu is perhaps the second oldest Vampire Bloodline in Anoris. The Dhekhu have their origin from after the arrival and enslavement of humanity in Anoris. According to tradition of the Dhekhu, the Progenitor of the Dhekhu was a human slave by the name of Nhukhun Dhekhu. Like the other humans around him, Nhukhun suffered at the hands of the Elves, and his suffering grew into hatred. This lead him to joining a doomed slave revolt. Nhukhun tried to fight against the Elves who called themselves his masters, but ultimately failed and he was left to die.

As he lay there, slowly dying, seething with rage, cursing the Elves, and cursing himself for not being strong enough to fight back, he attracted the attention of two of the Demon Gods. The Demon God of Wrath, Hanes, and the Demon God of Despair, Sutrix. The Demon Gods offered a gift to help him get revenge against the Elves, it would however mean for Nhukhun to reject his humanity. So Nhukhun was faced with a choice, die or get revenge. Without much thought, the dying man took up the Demon Gods on their deal. As such, he was turned into the Progenitor of the Dhekhu Bloodline, and began a bloody campaign against the Elves. It is said that Nhukhun did fight alongside the legendary Akias, and with the aid of Akias pushed the Elfenwaed Bloodline nearly to extinction.

The Dhekhu Bloodline grants not only the basic benefits of vampirism (heightened senses, heightened physical abilities and magical power), but also grant Dhekhu Vampires a few additional benefits. One additional benefit was the ability to command Hellhounds beyond what is possible with magic. Another additional benefit of the Dhekhu Bloodline is the ability to enter a berserker state, in which they willingly let their beastial nature take over, granting them even greater physical ability and greater regenerative ability. The final additional benefit of the Dhekhu Bloodline is the ability to induce fear into targets via eye contact without magic to a certain degree.

The Denfecti

The Denfecti is a Vampire Bloodline from the Golden Age of man. They have their origin in the time of the Akias Empire, specifically around the 700th year of the Akias Empire. According to tradition, the Progenitor of the Denfecti was an advisor to the Akian Emperor by the name of Aulus Denfecti. He was a man who was known to lust for the throne of Akias, but had a devastating fear of death. The cunning Aulus had many different plans and plots that would lead to him claiming the throne, but he knew that if he was found out it meant death. Because of this, he was never able to put his plans and plots into motion as there was always the chance he would be found out.

That was until he heard of a witch who could grant him the power to surpass death. Upon hearing these rumours, Aulus met with the witch, who in reality was the Goddess Aduna in disguise. It was also Aduna that spread the rumours. Anyways, upon meeting with the disguised Aduna, Aulus demanded that the witch tell him about the power to surpass death. Aduna complied, and explained that the power would grant him immortality, and invulnerability, along with great strength, speed and etcetera. Aduna also informed him that it would come at a price. Aulus did not care what the price was, so before Aduna could explain what the price was, he demanded her grant him the power. And so, Aulus became an unaware vampire.

When Aulus tried to put a plot in motion by assassinating the Emperor, he discovered the truth of what he had become. After killing the Emperor, Aulus felt the urge to feed. This urge lead him and others to discovering what he was, and before he could take the throne, he was chased out of society, as he learned that the witch had lied about the invulnerability. When he sought out the witch again, she was gone. And so, Aulus faded into the shadows as he grew his Bloodline.

The Denfecti Bloodline grants not only the basic benefits of vampirism (heightened senses, heightened physical abilities and magical power), but also grant Denfecti Vampires a few additional benefits. One additional benefit is the ability to freely manipulate their own blood without the use of magic to a certain degree. Another additional benefit of the Denfecti Bloodline is the ability to turn invisible in the darkness for a short period of time. The final additional benefit of the Denfecti Bloodline is the ability to communicate and manipulate rats without magic to a certain degree.

The Dureveil

The Dureveil is one of the youngest Vampire Bloodlines in Anoris. They have their origin in the post Akias Anoris, specifically in the year 296 AFA. According to tradition, the Progenitor of the Dureveil was the daughter of a well known merchant, and her name was Sylviane Dureveil. She was not only beautiful, but was kind, empathetic, just and faithful. So, it was fair to say everyone liked or respected her. But her father, not so much. Her father was a despicable man, who would do anything to stay rich, but still cared for his daughter.

This lead to her father coming into contact with a traveler who said they knew of an artifact that would bless whoever found it with eternal riches. Of course, this traveler was lying, and was in reality the Goddess of Trickery and Discord, Nunja, but Sylviane’s father did not know this. So, her father ventured out to obtain this artifact, and after a year, returned with it. At first he did not realize that the artifact did not grant riches, as Nunja had arranged for him to see an increase in his wealth for a time after he obtained the artifact. And by the time he learned of the ruse, it was already too late.

This artifact had been giving to its previous owner, who was a monster killed by Sylviane’s father, by the Goddess of Destruction, the Mother of Monsters, Yna. She was outraged by what this mortal had done, as she knew that a mortal could never use the artifact. So, one night, Yna appeared to Sylviane’s father, demanding he return the artifact to the horde of monsters that had approached the town, and if he didn’t, the monsters would slaughter all the citizens of the town. He refused, and so the town was besieged by a horde of monsters.

The townsfolk struggled to understand why the monsters had appeared, as Sylviane’s father refused to share what Yna had told him. Instead, he started to plan to escape with his daughter and his wealth. But his daughter would not leave the townsfolk, and little did her father know, but Nunja had come to her. Nunja, in the guise of an angel, had come to Sylviane the same night that her father was confronted by Yna.

Nunja had explained that her father had stolen from Yna, and now everyone in the town would suffer because of it in the form of a monster horde. She also claimed that once the horde arrived, after three nights, the town would fall, as Sylviane’s father would unknowningly let them in as the artifact was slowly corrupting him. None of this was actually a lie, and considering Nunja came disguised, it was no surprise that Sylviane accepted it. She wanted to know how she could stop such a thing from happening. And it was then that Nunja explained that she’d have to destroy the artifact.

As such, one the second day of the monster’s siege, Sylviane acted. She snuck into where her father kept the artifact, with the intent of destroying it. As she was just about to destroy it as Nunja instructed, her father arrived. They got into an argument, which eventually lead to her father taking the artifact to be hidden where she wouldn’t find it. Sylviane could not let that happen though. It was at that time that Sylviane murdered her own father, thinking it was for the greater good. With her father no longer there to stop her, Sylviane destroyed the artifact.

The moment it was destroyed, Yna appeared to Sylviane. She was furious that a mortal had destroyed the artifact. Yna claimed that for that action, slaughter was to kind of a punishment. And so, Yna cursed Sylviane with vampirism and then disappeared. Once the townsfolk learned of Sylviane’s vampirism, they were ready to kill her, and as such, forced her out. Betrayed and outcasted by those she considered her friends, those she killed for, Sylviane would get revenge. Many years later, she would return with her band of vampire pirates and attack the town, slaughtering the adults, kidnapping the children, and razing the town to the ground.

The Dureveil Bloodline grants not only the basic benefits of vampirism (heightened senses, heightened physical abilities and magical power), but also grant Dureveil Vampires a few additional benefits. One additional benefit is the ability to manipulate the winds without magic to a certain degree. Another additional benefit of the Dureveil Bloodline is the ability to enter an ethereal mist state, in which they become immune to physical damage, are unable to cause physical damage, but can still be harmed with magic and can still use magic. This state only lasts a relatively short time. The final additional benefit of the Dureveil Bloodline is the ability to summon and control a dark mist without magic to a certain degree. This dark mist is capable of inflicting terror upon non-protect, weak willed, living beings.

The Blutklinge

The Blutklinge is one of the youngest Vampire Bloodlines in Anoris. They have their origin in the post Akias Anoris, specifically in the year 1370 AFA, making them the youngest notable Vampire Bloodline. According to tradition, the Progenitor of the Blutklinge Bloodline was a male knight of a forgotten chivalric order in the Holy Nuchus Empire, the precursor to the Queendom of Metrauburg and the Kingdom of Kascain. This knight went by the name of Wolfhard Blutklinge, and he was a well renowned warrior. It was said that no one within Nuchus could rival him.

As such, Wolfhard found himself serving the Imperial family of the Holy Nuchus Empire, which eventually lead to Wolfhard serving as the personal bodyguard of the heir, the first princess in this case. Through his service of the princess, they would fall in love. But this is not a happy story, as this is the story of how the Blutklinge Bloodline came to be. As such, tragedy is to be expected.

This came in the form of a successful assassination attempt against the royal family. One night, the imperial palace, in what is now the city of Ostadt, was stormed by the forces of an ambitious lord seeking to claim the crown. While the palace guard moved to defend the palace from the attackers, Wolfhard and the other personal guards of the Imperial family moved to escort the Imperial family to safety. While escaping through the sewers of the capital, they were attacked. This time by a group of assassins. Assassins skilled not only with magic, but with martial skills. It was here that Wolfhard faced failure. As Wolfhard stood to hold of the assassins, the Imperial family was killed by the assassins. Ultimately, Wolfhard was able to kill most of the assassins, and cause the rest to retreat, but once the assassins were gone, he found the imperial family dead.

This failure lead Wolfhard down a dark path, a path of vengeance against not only the assassins, but the lord who took over the throne. His constant chasing of the targets of his vengeance lead him to being kicked from his order, and becoming nothing more than a roaming mercenary, occasionally straying from his path only to make enough money to survive. His obsession with vengeance eventually caught the attention of two beings. Both the Demon Goddess of Mania, Nasoi, and the Mad Goddess, Aryna.

They saw his struggle, and both sought to use his obsession for their own gain. Nasoi wanted to use him to get back at a mortal who upset her. You see, the reason the lord who took over the Empire was able to do so, was due to making a deal with Nasoi, but when the lord refused to live up to his end of the bargain, well, she wanted him dead. Aryna on the other hand simply thought it would be fun to help Wolfhard get his vengeance, even if it meant ruining his life in the process. Instead of fighting each other, both Nasoi and Aryna realized their goals aligned. And so, they worked together to come up with how they were going to get Wolfhard to realize their goals.

This resulted in the two beings coming to Wolfhard with a deal. They would give him the power to get his vengeance, with a cost. Wolfhard was no fool, at least that was what he thought, so before agreeing he demanded to know what exactly they were offering, and what the cost was. It was then that Aryna did what she does best. She explained they would grant him the inhuman powers of the Vampire, with a little extra thrown in, for a limited time, claiming he would only have it until he got his vengeance, and successfully aided both Aryna and Nasoi in obtaining one thing that either of them wanted. That one thing would be the cost. Nasoi wanted Wolfhard to eliminate the lord who had insulted her. And Aryna claimed that she wanted him to eliminate a mage called Timon Ruhl.

While he was reluctant, but after taking collateral in the form of relics from both the beings, he agreed. With the power he was granted, he was easily able to eliminate both the assassins and the lord that were responsible for the death of the Imperial family. So he was easily able to fulfil his duty to Nasoi. But when it came to fulfilling the deal with Aryna, he ran into a certain issue. Four years after making his deal with the two beings, he found that Timon Ruhl had been dead for two years. It was then that Wolfhard learned that Aryna had tricked him.

When Wolfhard confronted Aryna, he threatened to destroy the relic he took from Aryna as collateral if she did not remove the vampirism from him. She laughed, and brought up the deal again. She wanted him to eliminate Timon Ruhl, but with the mage dying due to a third party, well, Wolfhard had failed to complete his part of the deal. As such, according to Aryna, Wolfhard would remain a vampire until he could fulfill his part of the deal Aryna and Wolfhard both knew that this was impossible. If there was a body, perhaps Wolfhard could raise the mage and kill him again, thus fulfilling the deal. But Timon Ruhl had died fighting a Wendigo, who upon killing the mage, devoured the body and soul completely. And so, Wolfhard would retreat to the shadows, with no way to cure himself. But despair did not take him, no, it is said that to this day Wolfhard is still looking for a way out of his deal with Aryna. Be it by fulfilling the deal through a loophole, or by eliminating Aryna herself.

The Blutklinge Bloodline grants not only the basic benefits of vampirism (heightened senses, heightened physical abilities and magical power), but also grant Blutklinge Vampires a few additional benefits. One additional benefit is the ability to sense and track a target over long distances without the use of magic. Another additional benefit is the ability to easily read and predict a mortal being both in and out of combat. The final additional benefit of the Blutklinge Bloodline is to induce a false vision in an opponent. This false vision always shows what the vampire desires to show their victim. For example, one can show their target a vision of them striking at their left arm, but in reality, they might attack the legs.

The Krahia

The Krahia is one of the youngest Vampire Bloodlines in Anoris. They have their origin in the post Akias Anoris, specifically in the year 700 AFA. According to tradition, the Progenitor of the Krahia was the result of the rape of a travelling magic user by the God of Destruction and Death, Abris. The resulting child was known as Khaira Krahia, and started life as a demigod. The idea of a demigod of Abris frightened the other gods of Arihasha, mainly due to it being the first demigod of Abris. The gods argued about how to deal with it, resulting in two possibilities. The Goddess of War, Ralheia, suggested they have the child killed, while Amera suggested they give the child a chance, and have it raised hidden from Abris. By the time the gods made a decision, Abris had already hidden the child away.

Abris sought to make his child into a weapon to aid in his war against the world. While it would be powerful just as a demigod, Abris knew that was not going to be enough. So, as Khaira grew in the darkness, Abris, with the aid of Demon Gods, shaped her into what would become known as one of the most powerful vampires ever. This would be done through the gifts of Abris and each of the Demon Gods.

The Demon Goddess of Envy, Aohraa, provided her with envy of those who walk in the sun, and taught her how to use it. The Demon God of Gluttony, Bruniss, taught her the power of excess, and how to use it. The Demon Goddess of Greed, Pruunnia, taught her the importance of greed, and how one can get many things without fighting by embracing it. The Demon Goddess of Lust, Aogi, gave her beauty and taught her how to use it while also providing her with a lust for power to aid her determination. The Demon Goddess of Pride, Xaoldaul, taught her how to use her own pride without it controlling her, but also how to use the pride of others to her advantage. The Demon God of Sloth, Tha, actually did do something, and taught her the strategy of laziness, that sometimes the easiest thing is the best thing. The Demon God of Wrath, Hanes, provided her with power, a demonic fury and the knowledge of how to use it without it using her. The Demon God of Despair, Sutrix, provided her with insight into the ultimate power of despair. Finally, the Demon Goddess of Mania, Nasoi, provided her with the obsession to pursue her goal, no matter what.

Once all the Demon Gods had given their gifts to Khaira, she was an adult. Khaira had been taught to hate the world, and hate mortals. She had been taught loyalty to her father and his goals, and was more than happy to aid him. So, she accepted the final gift from her father. The gift of undeath. She would no longer be mortal, and as long as she fed on the blood of mortals, then she would be far more powerful than any mortal had ever been. And so, she began stalking the shadows of Anoris, spreading her Bloodline, waiting for the day her father is ready to strike.

The Krahia Bloodline grants not only the basic benefits of vampirism (heightened senses, heightened physical abilities and magical power), but also grant Krahia Vampires a few additional benefits. One additional benefit is the ability to create and manipulate illusions ranging from simple to realistic without the use of magic. Another additional benefit is the ability to exert their will upon and thus control lesser demons and in some cases greater demons. The final additional benefit of the Krahia Bloodline is to see into a mortals mind and temporarily alter it, resulting in different behaviours, seeing friends as enemies, and so on.



On Vampire Clans of Anoris


Even those who lurk in the shadows do not lurk alone, at least not if they want to thrive instead of survive. For Vampires, this is done for the organization into clans. Clans are often lead by a single vampire or vampire family, with other vampires pledging allegiance to them. The leaders of Vampire Clans are well known to either be powerful Vampires or Progenitors of Vampiric Bloodline. For those clans not lead by a Progenitor, the shifting of the power of leadership within the clan from one Vampire to another is relatively common occurrence.

Vampire Clans tend to vary in where they congregate, with some Clans existing far from mortal eyes, and others blending among the cities of man. They also tend to differ in their view of other vampire clans and humans. Some Clans are known to aggressively make their presence known, while others silently maneuver in the shadows. Most clans are territorial, however, small clans can exist within the territory of larger clans by either pledging allegiance to the larger clans or by remaining as low of a profile as possible.

Notable Vampire Clans

The Dewiswyd Elfenwaed

Lurking in the shadows of the Republic of Ioshor, the Dewiswyd Elfenwaed are a well known, well respected and well feared Vampire Clan among the Vampires. It is the oldest Vampire Clan, and is comprised solely of one Vampiric Bloodline, the namesake of the Clan, the Elfenwaed. It was originally comprised of only Elven Vampires, but due to the action of Akias and the Dhekhu Bloodline, the Dewiswyd Elfenwaed was nearly eliminated. As such, in this age, the Dewiswyd Elfenwaed is composed of mainly human Vampires.

There are notable exceptions, those being among the upper echelons of the Clan. Yes, there are Elven Vampires that remain active among the Dewiswyd Elfenwaed, however, they take care to never be seen by non-vampires. One of the most notable Elven Vampires of the Dewisyd Elfenwaed is the Clan’s leader, the Progenitor of the Elfenwaed Bloodline, Lady Estria Elfenwaed.

The Dewiswyd Elfenwaed can be found throughout the shadows of the Republic of Ioshor, and occasionally in the coastal areas of the Gulf of Irnthalas. They are said to have their headquarters somewhere in the eastern part of the the Atroshinver province of the Republic of Ioshor. This headquarters is within the ruins of an Elven City along the coast, known as Isyi Taesi. Specifically, the headquarters is the fortress at the heart of the ruined city of Isyi Taesi, also known as the Sapphire Citadel.

The Dewiswyd Elfenwaed generally really does not care for what other Vampire Clans are up to unless it threatens the Dewiswyd Elfenwaed directly or indirectly. If they are a possible threat, then the Dewiswyd Elfenwaed will act in their best interest, and if this means fighting other Vampire Clans, they will. The Dewiswyd Elfenwaed have a well known hatred for Vampires of the Dhekhu Bloodline, and thus they have a burning rivalry with the Dhekhu Mapinduzi. As for mortals, the Dewiswyd Elfenwaed have a complicated view of them. While they do see them as below them, and as nothing more than a source of blood, they have been known to give mortals that prove themselves respect.

The Dhekhu Mapinduzi

Lurking in the shadows of the Grand Principality of Estua, the Dhekhu Mapinduzi are an old and powerful Vampire Clan. The Dhekhu Mapinduzi is comprised of mainly one Vampire Bloodline, but has been known to welcome vampires of different Bloodlines. The main Bloodline of the Dhekhu Mapinduzi is the namesake of the clan, the Dhekhu Bloodline. Since its founding,the Dhekhu Mapinduzi has been comprised solely of human vampires, and is said to be partially responsible for the lack of Elven Vampires in Anoris.

The Dhekhu Mapinduzi can be found throughout the shadows of the Grand Principality of Estua. They are said to have their headquarters one of the islands to the north of the mainland, specifically the ones that make up the Honreaford and Weyfiedge provinces. The headquarters of the Dhekhu Mapinduzi is an ancient castle built upon a cliff overlooking the ocean. On land the castle is surrounded by a forest, with the only path to the entrance through said forest. The ancient castle is known as Stormholme Keep. This is also where one can find the leader of the clan, the Progenitor of the Dhekhu Bloodline, Nhukhun Dhekhu.

The Dhekhu Mapinduzi are among the most territorial of the Vampire Clans, and are well known to be the most likely to hold a grudge for all eternity. They only deal with other clans if they can either benefit from it, or if the other clans move in on their territory. They specifically can not stand the continued existence of the Dewiswyd Elfenwaed. When it comes to humans, the Dhekhu Mapinduzi has a kinder view towards them than other clans, and while they do use them for food, members of the Dhekhu Mapinduzi do not view them as lower beings.

The Akian Umbra

As the Akias Empire once stood across the continent, the Akian Umbra can be found all across Anoris. The Akian Umbra is a powerful clan, comprised of vampires from many different Bloodlines, with the majority of them being from the Denfecti Bloodline. Since it was founded during a time when most of the Elves of Anoris had either gone into hiding or been pushed out of the continent, it makes sense that it is a human vampire only clan.

The Akian Umbra can be found throughout Anoris, and have no real established territory, other than the area around its headquarters. Speaking of headquarters, the Akian Umbra is based out of an ancient fortress on the island of Blythenigan, just off the coast to the south of the Brastonley province of the Grand Principality of Asnana. It is in this, the Ancient Fortress of Vide Vallis. As this is the headquarters of the Akian Umbra, it is no surprise that the clan leader can be found here. The leader of the Akian Umbra is the Progenitor of the Denfecti Bloodline, Aulus Denfecti.

Due to operating across Anoris, as they believe is their right, they do come into conflict with the more territorial Vampire Clans. That is if the other clans notice them, which is remarkably rare. The Akian Umbra makes its moves, hidden to mortals and most other vampire clans. They view other vampire clans as lesser than them, as they believe themselves to be the heirs to the Empire of Akias. The view of mortals by the Akian Umbra is as nothing more than tools to be used by the superior beings.

The Cour de Reavers

Sailors beware, not only do you have to be wary of sea monsters and pirates, but also be wary of Vampire Pirates. The greatest Vampire Clan of Vampire Pirates is the Cour de Reavers. While ships of the Cour de Reavers are manned by lesser undead and vampire pirates, the vampire pirates of the clan can be from any Bloodline. However, the vast majority of them are of the Dureveil Bloodline.

The Cour de Reavers can be found sailing any of the seas that surround Anoris, but always make port at the same place. This place is the headquarters of the Cour de Reavers, and is supposedly somewhere in the Gulf of Host. Most assume it is some island that they make port at, but this is not the case. No, the Cour de Reavers meets on what is known as the Reine des Vagues, a massive collection of ships and shipwrecks held together by magic and used as the flagship of the Cour de Reavers. It normally patrols an area in the Gulf of Hoster, but has been reported elsewhere. It is on the Reine des Vagues that one can find the leader of the Cour de Reavers, the Progenitor of the Dureveil Bloodline, Sylviane Dureveil.

As they sail across the seas of Anoris, they do run the risk of getting into conflicts with more territorial vampire clans. Not that they care. They are Vampire pirates after all. They only care for dealing with other clans in order to get rich. Otherwise, they either ignore them or maybe raid them. As for mortals, well, they are the key targets of the Cour de Reavers, not only for riches, but also for blood.

The Blutgeschmiedet

In the former territories of the Holy Nuchus Empire, and the southern areas of the current Utria Imperium, a fairly large Vampire Clan can be found. Known as the Blutgeschmiedet, they are well known and feared throughout the Queendom of Metrauburg and the Kingdom of Kascain. Unlike other Clans that lurk and act in the shadows, the Blutgeschmiedet is known to be the most likely of the Vampire Clans to simply not care for remaining unseen in their actions, as they are extremely confident with their abilities in combat. That said, they still know the importance of remaining in the shadows. They do accept Vampires of different Bloodlines, however they are made up of a majority of Vampires from the Blutklinge Bloodline.

Vampires of the Blutgeshmiedet are known to be found throughout the Queendom of Metrauburg, the Kingdom of Kascain, and the southern areas of the Utria Imperium. Despite their tendency to make themselves known, the Blutgeshmiedet are actually based out of a mortal city. Specifically out of the Queendom of Metrauburg’s capital, the city of Ostadt. They make use of the labyrinthian system of tunnels that connect to the sewers of the city in order to meet in secret. In fact, it is in this labyrinth that the leader of the Blutgeshmiedet is said to lurk. That leader is none other than the Progenitor of the Blutklinge Bloodline, Wolfhard Blutklinge.

The Blutgeshmiedet tend to keep to their own territory, and as such only come into conflict with other Vampire Clans if they threaten their territory. That said, if there is a threat, the Blutgeshmiedet will eliminate it with haste. As long as other Vampire Clans do not threaten them, the Blutgeshmiedet would rather care less about them. Now, when it comes to the view of the Blutgeshmiedet towards mortals, while this is where things get unique. They view it as a necessity to feed on mortal blood, but this does not mean they enjoy it. In fact, the majority of the Blutgeshmiedet wish to eventually return to being human. It is also worth noting, they are the only Vampire Clan that actively protects mortals, not out of the desire to protect their food source, but because they actually supposedly care.

The Yakruh Sawf

Prowling and waiting in the shadows of the West, the Yakruh Sawf can be found. There is no respect with this clan, only fear. The Yakruh Sawf is fair sized for a Vampire Clan, but what makes them feared is their view of mortals and such. They are the antithesis of the Blutgeshmiedet; cruel, fanatical and barbaric. Anyways, they are comprised of many different Bloodlines, but the powerful of the clan are all from the Kahria Bloodline.

The Yakruh Sawf claim their territory to be the entirety of the Sultanate of Etrijan and the Emirate of Owhijan. They will defend this territory from all other Vampire Clans, while also trying to expand their territory. They are based out of an ancient fortress, known as the Shaytan Aldam Hafiz, which can be found in the northern part of the Sala Tu Province of the Sultanate of Etrijan. It is here where the leader of the Yakruh Sawf waits patiently for their time to act, their leader being the Progenitor of the Krahia Bloodline, Khaira Krahia.

From defending their own territory to trying to expand it, the Yakruh Sawf does not care who they make trouble with. As far as they care, all other Vampire Clans are lesser than them, as they have a blood connection to a god through their leader. They will not just kill other clans though, as they would much prefer other clans bending a knee to them. As for mortals, while they are the enemy, the thing that the Vampire was created to destroy. They are prey, and pests, nothing more.

The Damheart

When it comes to known dark influences spread across the Kingdom of Atral and the Grand Principality of Asnana, there is none quite like the Damheart Vampire Clan. Being of a fair size, they are definitely not the most feared, but are still worth noting. This is due to being a powerful vampire clan lead not by a Progenitor of a notable Vampire Bloodline.

Their territory, according to them is the entirety of the Kingdom of Atral and the Grand Principality of Asnana. The headquarters and place of residence of their leader, Toka Kemp, is said to be found in the city of Bosbury in the Kingdom of Atral. Specifically, the Damheart headquarters is the Bosbury Cathedral, which they maintain in order to keep them hidden. It is also worth noting that Toka Kemp is of the Blutklinge Bloodline.

The Damheart have a neutral view of other Vampire Clans, and really only get involved with others for political reasons. If the Damheart had their way, they would be just left alone and wouldn’t have to worry about the other Vampire Clans. When it comes to mortals, the Damheart see them as lesser than them, but also as necessary to the continued existence of vampires and the world as a whole.

The Mantello Di Sangue

As massive as the Utria Imperium is, it should surprise no one that it does serve as the home of a powerful Vampire Clan. The Mantello Di Sangue are the Utria Imperium’s largest and most dangerous Vampire Clan. They are also worth noting as they are a powerful vampire clan lead not by a Progenitor of a notable Vampire Bloodline.

The Mantello Di Sangue claims that the entirety of the Utria Imperium is their current territory, and have made it known that they do desire to eventually rule over all of Anoris from the shadows. The headquarters of the Mantello Di Sangue is within the city walls of the city of Cipino. The specific location of their headquarters within the city is within the cities catacombs. It is down there that one can find the leader of the clan, Vannozzo Gradenigo, who is a vampire of the Denfecti Bloodline.

The Mantello Di Sangue desires to conquer all, and as such, they view all other Vampire Clans as subservient to them. As such, they have no qualms about destroying those who stand between them and their goal. However, this changes in regards to mortals. They still view them as lesser beings, but do not see the decimation of their population as a viable way of dealing with them. Nor do they see outright war with mortals as a viable strategy. As such, they seek to manipulate mortals to further the goals of the clan.

The Vraie Beaute

Men of Acrus and Cliyca beware, for it is here that the man eating Vampire Clan known as the Vraie Beaute can be found. With a relatively fair size, they are dangerous due to how they operate. They are also notable as they are a powerful vampire clan lead not by a Progenitor of a notable Vampire Bloodline.

They can be found throughout the cities of mortals in the Kingdom of Acrus and the Grand Duchy of Cliyca. However, their headquarters is located within the Red Light District of the city of Bonteres in the Kingdom of Acrus. This is also the place where the leader of the clan can be found. The leader of the Vraie Beaute is a Vampire from the Dureveil Bloodline by the name of Auisia Deniau.

The Vraie Beaute are a clan not obsessed with conquering the world, or causing changes to the status quo. No, the Vraie Beaute really only care about survival. As such, they rarely get involved with other clans, even if other clans intrude on their territory. They will fight other clans if they threaten the status quo of the territory of the Vraie Beaute however. As for mortals, this is where things get strange. The Vraie Beaute is a clan dominated by female Vampires who prefer the taste of male blood to female blood. Male mortals are seen as prey by the Vraie Beaute, while male Vampires are seen as lesser by the clan. Female mortals are therefore often left alone by the Vraie Beaute.
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Faal Lot Himdah
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Postby Faal Lot Himdah » Tue Nov 19, 2019 6:08 pm

On Wondrous Landmarks of Anoris


The continent of Anoris is not only full of life, but of history and magic. Such a place is bound to have many wondrous locations, both natural and manmade. These are the Wondrous Landmarks of Anoris. Most are just structures, but some are known to have certain effects on visitors. Places that can be classified as Wondrous Landmarks are relatively few in number, including royal palaces, great temples, hidden springs, certain ruins, along with other locations.

The Kristallpalast

Along the coast of the Glass Bay, in Bagold, the capital city of the Kingdom of Kascain, one can find the Kristallpalast (Crystal Palace). Built on a small island with a coast comprised of large white cliffs, with only one path from sea level to the top of the island. The island is connected to the mainland by a heavily guarded bridge. Crossing the bridge leads you to the only gate of the palace’s outer walls. The outerwall around the palace is just as white as the cliffs they are built upon. The walls and forces protecting them were not the only protection the Kristallpalast has. The palace also is protected by sea by a number of warships, and the palace houses many magical traps. On the outer wall facing the sea, there is a relatively new weapon, the Magic Cannon.

Within the walls is the palace proper. It has everything one could expect, from private gardens, to a throne room, to a private study. The palace is built out of white stone, and enchanted glass. It is the enchanted glass that makes up the many windows and domed roof sections of the palace that earns the place the name of Kristallpalast. It has plenty of secret passages within its walls, including a tunnel to a dock hidden with magic that can be used to escape from.

The Kristallpalast was built in the later years of the Holy Nuchus Empire, as a secondary palace for the imperial family. It would never be used by the Holy Nuchus Imperial family, as not long after it was finished being constructed did the Holy Nuchus Empire collapse. So, the Kascain Noble family, which had ruled the province of Bagold since the collapse of the Empire of Akias, moved in and claimed the palace for themselves. It was from this palace that the Kingdom of Kascain would be born.

The Palast des Ewigen Kreises

In the centre of Ostadt, the capital city of the Queendom of Metrauburg, the Palast des Ewigen Kreises (Palace of the Eternal Circle) can be found. Its massive walls hide it from the majoirty of the population of the city of Ostadt. These outer walls run in a perfect circle around the palace. The walls are well defended at all times, with towers at key points. The walls are brown in colour, with the tops of the walls covered with a sloped roof. There are four gateways into the palace at each of the cardinal directions.

Within the walls is the palace proper. It has everything one could expect, from private gardens, to a throne room, to a private study. The walls of the buildings are brown like the outer walls, with plenty of windows, and completely solid sloped roofs. The palace earns its name, Palast des Ewigen Kreises, due to the circular construction of the outer walls, and the seemingly eternal nature of the palace. There are many tunnels leading throughout the palace to underneath it, into structures that have been around since the Empire of Akias or earlier.

No one truly knows how long the Palast des Ewigen Kreises has stood. While every so often the palace undergoes construction to keep it maintained and up to date, no one knows how long a palace or fortress had been standing in this place. It is known that there has at least been a palace or fortress at this location from at least the early years of the Empire of Akias, but could have its origins in a time from before the Empire of Akias. Due to its unknown age, the city of Ostadt is believed to have been built around the ancient structure. Before the Queendom of Metrauburg rose, the Palast des Ewigen Kreises had served as the imperial palace for the Holy Nuchus Empire.

The Torre del Diamante Imperiale

Easily identifiable in the skyline of the city of Collifigna, the capital of the Utria Imperium, the Torre del Diamante Imperiale (Imperial Diamond Tower) stands against time itself. Calling it one tower is not exactly correct, as while the central tower stands dominant, it does connect through multiple walkways, both in the air and on the ground to six other towers that surround the central tower. Around the cluster of towers is the outer walls of the Torre del Diamante Imperiale, which anyone can tell were built after the towers. These walls have only one gate, along the southern side, and are highly defended by men and magical defenses.

Between the outer walls, and the towers themselves, one can find beautiful gardens, and such. Within the towers one not only can find the private chambers of the Imperial family, but private studies, a throne room, barracks and rooms for those in the Imperial family’s retainer. Basically, most whatever you’d expect. The towers are made from white stone, with golden designs, and upon closer examination, the stone looks almost crystal-like, but is far stronger than any stone. It is due to this white, crystal-like stone and hardness that the name of the tower is derived.

The Torre del Diamante Imperiale has supposedly been standing since the time of the Elves. In fact, they are the remnants of a powerful Elven city, the name of which has been long buried by the tides of time. During the age of the Empire of Akias, the Torre del Diamante Imperiale was abandoned, and cursed for the fact it was built by the Elves. After the fall of the Empire of Akias, a group soon established itself around the towers. This would eventually lead to the establishing of the city-state of Collifigna, with the Torre del Diamante Imperiale being used as a centre of government, but at that time it was known as the Torre del Diamante. Only during the rise of the Utria family, and the Utria Imperium did it become known as the Torre del Diamante.

The Palais Celeste

The Guspon are known for their extravagance, especially within the Kingdom of Acrus, with one example of this being the Palais Celeste (Celestial Palace). Found in the capital city of the Kingdom of Acrus, Newboke. While there are large walls around the land that the palace sits on, but they are not really notable when compared to the palace itself. That said, they are not undefended, with both manpower and magic.

The land of the Palais Celeste is well kept with massive gardens and large hedge mazes. The palace itself is comparable to the Palace of Versailles in the real world, with some notable differences. The extravagant halls of the Palais Celeste are filled with art of all kinds. Stories of the gods and heroes of the Kahikic religion. Within the halls of the Palais Celeste, there are numerous secret passages and many different types of rooms

The Palais Celeste was built in the early years of the Kingdom of Acrus to serve as the new royal residence and government centre of the Kingdom. When the Kingdom of Caustowbig and the Kingdom of Newboke unified, it was decided that the new Kingdom would need a new palace, as a symbol of the unification. As such, the Palais Celeste was constructed in the city of Newboke, using resources from both of the former kingdoms.

The Palais Saphir

Along the coast of the city of Crazochy, the capital of the Grand Duchy of Cliyca, one can find the Palais Saphir (Sapphire Palace). The palace seems to be compact, built into the walls that surround it. Because of this, there really are no outer walls. Like all other palaces, it is highly defended with both men and magic defenses. The palace itself is built on a cliff overlooking the sea and the rest of the city of Crazochy.

The Palais Saphir gets its name from both the blue tinge of the stone it's constructed out of, and the blue roofs of the palace. Within its walls, there are a few notable courtyards, with gardens within them. The insides of the palace are filled with the rooms one would expect, and secret passages for the safety of the royal family. However, the surface and upper floors of the palace are not all it has to offer. The Palais Saphir actually has a large network of underground chambers beneath it, many of which are inaccessible by even the royal family.

The origins of the Palais Saphir start with the Grand Duchy of Iethos. The Iethos dynasty had it built as a symbol of their strength, even at the cost of their own citizens well being. After the fall of the Grand Duchy of Iethos, and the rise of the Grand Duchy of Cliyca, there was a large debate whether the new nation would tear down the old palace and build a new one, or leave it. They ultimately decided to leave it, after removing all signs of the Grand Duchy of Iethos from within it.

The Barna Palace

Where the River Pen meets the Lake Barna in the city of Pensey, the capital of the Grand Principality of Asnana, an island can be found. This specific island is heavily fortified, with massive walls, two gatehouses that each have a drawbridge to complete the bridges from the mainland to the island. These are the outer walls of the Barna Palace, the home of the Grand Prince of Asnana and their family. As such, this fortress of a palace is highly defended.

Beyond the massive outer walls lies a single massive courtyard that leads to the palace proper. The Barna Palace is comparable to a massive castle in how it looks from the outside. Massive spires, a single keep, and just intimidating in general. Within the walls of the palace, it is still pretty much what can be expected. Secret passages included. However, under the palace lies a specific chamber that holds a magical device, known as Nth Order to those who know of its existence, created by the legendary Enchanter Barna Asnana. What it does is only known by select members of the royal family, whom are also the only ones who can use it.

The origins of this palace to begin with its namesake, the Enchanter Barna Asnana. Barna was perhaps among the most powerful magic users of all time, and lived during the later years of the Empire of Akias. He started as a minor noble, but through his actions, Barna was granted lordship over the city that would become known as Pensey. Through his actions, the massive lake of the area would be renamed in his honour. The Barna Palace would only be constructed in Barna’s later years, as he grew increasingly more paranoid. This paranoia also lead him to constructing Nth Order. After his death, his family remained the rulers of Pensey, even after the collapse of the Empire of Akias. To this day, the Asnana rule Pensey, and the rest of the Grand Principality from the Barna Palace, despite many attempts to persuade them to move.

The Royal Obristan Palace

The Royal Obristan Palace, a relic of an age past in the city of Towces, the capital of the Kingdom of Atral. The home of the Atral Royal family, it is well defended, but compared to other royal palaces, the defenses seem less intimidating. There are no massive walls that surround its grounds, and the palace itself is relatively small. That said there is still a wall around it, with only one entrance. The seeming lack of defenses when compared to other royal palaces across Anoris is covered for by the amount of magical defenses the Atral Royal family employs.

Within the outer walls, the Royal Obristan Palace is fairly small, with most of the land being covered in well kept gardens. The palace itself is constructed from white stones, polished constantly to keep the palace looking as beautiful as possible. Within the palace are everything you can expect. Minus secret passages throughout the palace. There is however a secret passage that leads from the Royal Obristan Palace to the Whitehaven Palace.

Constructed during the days of the Obristan Confederacy, the Royal Obristan Palace was simply a palace for visiting heads of state. But with the fall of the Obristan Confederacy, and the rise of democracy resulting in the lessening of power to the royal family of the newly established Kingdom of Atral. With the lessening of powers to the royals, the Royal Obristan Palace was the residence of the royal family.

The Whitehaven Palace

The Whitehaven Palace, a relic of an age past in the city of Towces, the capital of the Kingdom of Atral. Due to being the place where the Atral Parliament meets, it is well defended, with a relatively large number of visible defenses, along with unseen magical defenses. The walls around the Whitehaven Palace are rather modest for a palace that serves as a centre of government.The walls protect the grounds of the Whitehaven Palace, and only have one gatehouse.

Within these outer walls the grounds are what you’d expect. Well kept and covered in green space and gardens. The white walls of the palace proper hide something a little different than what you’d expect. There are no bed chambers, but there are numerous offices that used to be bed chambers. Studies are replaced with libraries for all members of Parliament, and the “throne room” was converted to be the floor of Parliament. There are no secret passages, besides the secret tunnel that connects the Whitehaven Palace to the Royal Obristan Palace.

Constructed during the days of the Obristan Confederacy, the Whitehaven Palace was originally used by the royal family of Obristan. But with the fall of the Obristan Confederacy, and the rise of democracy resulting in the lessening of power to the royal family of the newly established Kingdom of Atral. With the lessening of powers to the royals, the Parliament took over the Whitehaven Palace, to use it as their meeting place and the centre of government for the nation.

The Royal Palace on the Karu

In the city of Khourup, the capital city of the Grand Principality of Estua, the Royal Palace on the Karu can be found. It is found, well, along the banks of the Karu River. It is walled and protected as much as you would expect. Though due to the state of the Grand Principality of Estua, it has started to show its age and it could do with better defenses.

Beyond the walls, one finds what they would expect. Green areas surrounding the palace proper, including gardens and other such green spaces. The palace proper has sloped roofs along with multiple ramparts. It is built of a brownish stone, and the whole place, outer walls included is built on the highest point in the city of Khourup. Within the Palace is everything that is to be expected.

It was built after the fall of the Obristan Confederacy to serve not only as the centre of government, but also as the home of the ruling family of the city of Khourup, the same family that would become the royal family of the Grand Principality of Estua. As such, there is not much history surrounding the halls of the Royal Palace on the Karu.

The Alqasr Al'aswad

In the city of Hifah, the capital city of the Emirate of Owhijan, one can find the striking Alqasr Al’aswad (Black Palace). Found in the northern part of the city, the palace is surrounded by relatively small, but well defended walls. The outer walls are reddish in colour, with only one gatehouse. Not only does it have visible defenses, but it is known to have some basic magical defenses. All and all, compared to other palaces, it is fairly underwhelming.

Beyond the outer walls of the palace, one finds green space and is confronted by the palace proper. Only then does it become clear as to why it is named how it is. The palace proper’s exterior is covered with a magic black stone that is as dark as the night. The palace itself is comprised of a circular structure with a large central spire, and four smaller spirals around the circumference of palace.

This shape and structure, along with the use of magic materials in its construction hints to its non-human origins. In fact, it is said that the Alqasr Al’aswad was constructed by the elves. It is also said that the reason it still stands in such a condition was that it was abandoned by the elves before the human rebellion and the founding of the Empire of Akias. It was during the Empire of Akias that humans took up residence in the palace, and since then was always the centre of government for the Hifah province. So, when the Emirate was established by the Sultanate, it was no question that the Alqasr Al’aswad would become the residence of the new royal family of the Emirate.

The Qasr 'Alf Shafarat

Located in the capital of the Sultanate of Etrijan, the city of Akamarban, the massive Qasr ‘Alf Shafarat (Palace of A Thousand Blades) can be found. The palace is rather unique, in the fact that there is no real outer walls to the palace, as the outer walls are connected to the palace itself. This leads to numerous gardens within the courtyards of the palace. The Qasr ‘Alf Shafarat looks similar to the real world’s Alhambra.

Within the walls of the Qasr ‘Alf Shafarat lies extravagant halls, and pieces of art. Not to mention containing the sort of rooms that are to be expected. There is however one hallway that is rather unique. The hall from the main entry room to the throne room. This hall is decorated with images of 1000 different legendary swordsman and swordswomen. It is also decorated with blades that are said to belong to each of the individuals depicted. Whether this is true or not is unknown. But it is from these 1000 blades that the palace gets its name.

The Qasr ‘Alf Shafarat has its origins with the early days of the Sultanate of Etrijan. It was constructed by the first Sultan, to serve as his home and the centre of government. The first Sultan was known to be obsessed with legendary warriors of days gone, and as such, demanded for the palace to have a hall dedicated to these legends. Ever since then, the palace has always remained the home of the Sultans of Etrijan.

The Twr y Meddwl Tragwyddol

The island of Ioshor is filled with ruins and magical locations, but among these places, there is one location that could be argued to stand above all the rest. The Twr y Meddwl Tragwyddol (Tower of the Eternal Mind) is the centre of government for the Republic of Ioshor, and as such is where the ruling oligarchs of Ioshor meet to discuss and make decisions. The ivory and ebon tower stands in the capital of the Republic of Ioshor, the city of Atroshinver. The tower is the first part that is seen, but it is more than that.

Upon approaching, the first obstacle that one runs into is the outer walls of the tower. These walls are built in a circle and are constructed from the same material as the tower. There are three gatehouses through the outer walls. Once passed through the gatehouses, one will find themselves in green spaces that lead to yet another wall. These secondary outer walls, and the primary outer walls are connected by three smaller walls running from the secondary to the primary like the spokes of a wheel. Where these smaller walls meet the primary outer walls, a small tower can be found, with newly installed magic cannons on the top of them. Beyond the secondary outer walls, lies a circular courtyard and the tower itself. Within the tower, one can find what is to be expected. The oligarchs meet on the first floor, with the quarters of the elected leader of the Republic being found at the top of the tower. Numerous other types of rooms can be found on the other floors of the tower.

The origins of the Twr y Meddwl Tragwyddol are from the age of the elves. Unlike other structures from the time of the elves, the history of the Twr y Meddwl Tragwyddol is known. It was built by the Elven Kingdom of Irnthalas as a fortress to watch over the harbour that served as the major port for the Kingdom. During the human rebellion, the Twr y Meddwl Tragwyddol was lent out by the Elven Kingdom of Irnthalas to Akias and his rebels in order to operate as a headquarters. After the rise of the Empire of Akias, the tower was handed back to the Kingdom of Irnthalas. During Urio II’s invasion of the Kingdom of Irnthalas, the tower was easily avoided, and left standing due to its importance to the Empire. After the destruction of the Kingdom of Irnthalas, the tower was inhabited by a human lord, which lead to the colonization of the island of Ioshor, and the establishment of the city that would come to be known as the Twr y Meddwl Tragwyddol. Since then, the tower and surrounding area has been constantly inhabited even during the fall of the Empire of Akias. Whatever group ruled the island of Ioshor, would have its head found in this tower even to this day.

Ruins of Irnthalas

Upon the island of Ioshor, many ruins can be found in a variety of conditions, most are Elven in nature, specifically ruins of the Kingdom of Irnthalas, while some are remains of the Empire of Akias. The most wondrous of these, is the Ruins of Irnthalas itself. Located near the centre of the island of Ioshor. It is the largest Elven ruins in Anoris, and also the most well preserved. The preservation of the Ruins of Irnthalas is due to the strategies employed by the forces of Emperor Urio II of the Empire of Akias during the invasion of the Kingdom of Irnthalas.

While Urio II wished to see the complete destruction of the last Elves of Anoris, the Elves of Irnthalas, and all evidence of their existence. This could have led to the complete destruction of the city of Irnthalas, if not for the actions of one of the generals in service to Urio II. General Qa Niaon was arguably the most influential general during the invasion of the Kingdom of Irnthalas. He was not only an extremely skilled warrior, but also an extremely skilled Warlock, who was among the last humans to learn magic directly from the Elves. Specifically Qa Niaon learned magic from the Elves of Irnthalas. So, you could probably tell that he was not keen on destroying the city. So, he met with the Emperor with the goal to try and convince him from slaughtering all the Elves and eliminating all traces of them. He managed to partially succeed. Qa Niaon managed to convince the Emperor to try and spare the city and structures of the Elves of Irnthalas due to their historical significance. But he was unable to convince the Emperor to spare some of the Elves. Historians now believe that Qa Niaon might have been involved, or the mastermind of the assassination of Urio II, if not the actual assassin.

Due to the actions of Qa Niaon, the city of Irnthalas was left with minimal amounts of damage. As such, many of the buildings remain standing with minor damage on average due to age, and the entire city is fairly overgrown. The city is constructed with white stone, decorated with precious metals and crystals. Unfortunately, most of the precious metals and crystals have disappeared due to numerous reasons, and the white stone, which was formerly polished nearly everyday, is now more grey in some parts. The city is structured in numerous districts, from residences to the royal district which was comprised solely of a massive palace, with numerous spires. The city is now infested with animals, monsters, and undead. There are rumours of something else hidden in the Ruins of Irnthalas, something dangerous and something powerful.

Ruins of Akyrapetra

Located on the mainland of Anoris, specifically on a certain peninsula in the Lake Barna, one can find the Ruins of Akyrapetra. This peninsula, named quite suitably the Akyrapetra Peninsula, is located in the south east of the Bosbury province of the Kingdom of Atral, but the closest city to it is the capital of the Grand Principality of Asnana, the city of Pensey. Many of the great structures that once stood now stand in ruins, and the ruins radiate with magic power. This magic radiation has made the ruins uninhabitable, resulting in the city being abandoned since the fall of the Empire of Akias.

What happened to the city of Akyrapetra has been lost to time, that said there are numerous different theories. But what is known is that it crawls with undead, demons and monsters, and on occasion a mysterious dark mist descends on the ruins. Many adventurers have tried to delve into the ancient city, looking for treasures, or answers to the mystery of the Dark Ages, but rarely have any returned. Those who have, are changed for the worse.

The Eternal Grove of Nathnor

Anoris is a land of life, and covered with many forests. But only one of these many forests can be considered truly wondrous. And that forest is the ancient, Elven made forest known as the Eternal Grove of Nathnor. The place radiates with magic energy from the many tees that comprise the grove. The trees of the grove were created by the Elves of Nathnor, and fall into three types, all are fairly large in size.

The first and most common type of tree within the Eternal Grove is known as the Chryspura tree. These Chryspura trees are characterized by their golden coloured trunks and branches with broad dark purple coloured leaves, They are also known to produce an apple like fruit, with a golden skin and purple flesh, and has a hallucinogenic effect. The second type of tree within the Eternal Grove is known as the Argentirulus tree. These Argentirulus trees are characterized by their silver coloured trunks and branches with narrow azure coloured leaves, and are the largest trees in the grove. They also produce azure coloured nuts that are extremely poisonous to humans. The final, and rarest type of tree within the Eternal Grove is known as the Crystactis tree. These Crystactis trees are characterized by their crystalline iridescent trunks and branches with large, broad ebony coloured leaves, and are the smallest trees in the grove. They produce a small, crystalline berry that can be used to heal most all ailments.

There are normal trees and plants also are present in the grove, and as such there are numerous types of animals that can be found. The Eternal Grove also has crystal clear streams throughout. Not only does it look beautiful and peaceful, but it has a special air about it that is known to induce such feelings. This is due to the magic radiating throughout the Grove. That said, there are dangers in the Eternal Grove. But despite these dangers, the Eternal Grove has always on the outer reaches of a settlement. The first was the ancient Elven city of Nathnor, but no trace of it, except for the Eternal Grove remains. The second is the city of Rales of the Grand Principality of Asnana. Rales was built near the southern edge of the Eternal Grove, and as since almost completely surrounded the grove.

The Qsen Crater

Qsen would be a fairly normal, and unremarkable city in the Kingdom of Atral, if not for the wondrous landmark that lies at its centre. Qsen was built around what is known as the Qsen Crater. What makes it notable, is not only the fact that it is the only crater in Anoris, but because of its origins. While no one knows exactly how it came into being, there is a general idea of when it came into existence. It came into existence sometime during the Dark Ages, before the city of Qsen was founded. In fact, the city was founded around the crater as a mining town due to the strange magical material that can be found around, within and below the crater.

There are four main theories to how it came to be. The first theory is that it was the result of some unknown magic user experimenting during the Dark Ages. The second theory is that is was the results of the use of some magic weapon from the Empire of Akias. The third theory is that the crater is the result of a celestial body falling on to Anoris during the Dark Ages. Finally, the fourth theory is that it was created by some deity in a fit of rage. Among the scholars of 2000 AFA Anoris, all four of these theories are equally supported.

The Euthoria

Just outside of the city of Gotnau currently in the Utria Imperium is a fortress that was once nothing of note. But during the 30 Years War, a battle and siege would raise the place from obscurity to being well known. Not due to something changing to the actual structure of the location, but due to the actions of those fighting to defend it. This fortress is known as the Euthoria.

The Euthoria protects the city of Gotnau, and during the 30 Year War, it was a vital location to keep the Utria Imperium from advancing too far into the Kingdom of Kascain. About 25 years into the 30 Year War, the two sides had entered a deadlock, a deadlock that the Imperium sought to break the deadlock. As such, the Imperium launched a devastating push after moving a large number of troops into the Queendom of Metrauburg, causing the Kingdom of Kascain to send most of their forces to aid their allies. With the Utria-Kascain front weakened, the Imperium also launched an assault on that front. The Imperium’s push against the Kascain front was fairly unchallenged, crushing the majority of the Kascain troops left to defend the front.

But when the Imperium’s push arrived at Euthoria, they would clash with Julius Wentz and his volunteers. By all rights, the Imperium outnumbered and possessed far better equipment than the Julius Wentz’s volunteers, and as such, they should have easily overwhelmed and crushed Julius Wentz and his volunteers. This however was not the case. Julius Wentz had reportedly known that the Euthoria would fall, but was ready to lay down his life to slow the advance of the Imperium. And so he and his volunteers did. Holding out for the 13 day siege until they were finally overwhelmed. Julius Wentz died during the final assault of the Imperium on the Euthoria, along with most of his volunteers.

The sacrifice of Julius Wentz was enough to allow the Kingdom of Kascain gather forces to stop the Imperium’s push, resulting in the current borders. If not for Wentz’s Last Stand at the Euthoria, the Kingdom of Kascain and the Queendom of Metrauburg would have likely fallen to the Imperium. As such, Julius Wentz was named a hero by both the Kingdom of Kascain and the Queendom of Metrauburg. The Imperium also shows great respect to his memory, and the Emperor of the Imperium has called him and his volunteers “valiant and honourable warriors, unafraid to lay down their lives for their home, true warriors like those of the Empire of Akias”.

The Plithedge

Located not far to the east of the city of Pekleigh in the Grand Principality of Estua, a series of stone circles within stone circles, that make a more massive stone circle complex, can be found. This is known as the Plithedge, and is the oldest structure in Anoris that was created by humans. The exact year of its construction is unknown, but it is known that it was created when humans still practiced Plism, and has to be from before the enslavement of man by the Elves. As such, it is believed it was constructed not long after the arrival of humans.

There are other smaller stone circles throughout Anoris, which are known to have been used for worship, but none even come close to matching the size of Plithedge. Due to this, and the magic power that radiates from the area, it is believed that this was the result of humans using magic to create massive structures for the first time. However, there is some debate over if early humans had aid from the Elves in constructing it. Those who argue that they did point to the scope of the Plithedge, and the fact that it is in remarkable condition for a structure that has stood possibly thousands of years before the Empire of Akias. It has been kept in such a condition through magic similar to the magic the Elves used to preserve many of their great structures.

The Kyogapolis

To the northwest of the town of Guel in the Emirate of Owhijan, one can find an Elven ruin unique among Elven ruins. While most Elven ruins are cities or fortresses, this place is technically neither. No, these are the ruins of the Kyogapolis, a legendary temple built by the Elves, and the largest temple/church structure to ever be built in all of Anoris. Mistaking it for a small city or massive fortress would be fairly easy considering its scale and defenses. It supposedly was built many, many years before the arrival of humans on Anoris.

It would stand in all its glory until the human rebellion against the Elves. During this event, the Kyogapolis was besieged, and after 100 days fell. The humans of the rebellion then sacked the temple, taking whatever they could to both fund their rebellion and to strike at the pride of the Elves. After it fell, and before the humans could raid the entire place, an Elven magic user supposedly activated the temples many magic traps, and cursed the place in order to prevent the humans from getting everything. And it worked. Even after the magic user was killed, monsters started to appear throughout the temple, forcing the humans to retreat.

To this day, the ruins of the Kyogapolis are yet to be fully explored, and numerous riches are supposedly found within. But so are numerous monsters, undead, and even some unholy beings.

The Aiklihara

Not far from the Ruins of Akyrapetra, the large and formerly glorious Aiklihara stands now in ruins. Built during the age of the Empire of Akias, in its glory it was said to have not been matched by any structure in Anoris. While this claim is debated to this day, those of the present will never know the true glory of the Aiklihara as it stands in ruins, but can still imagine it from the fortress-esque ruins of the Aiklihara. Like with the Ruins of Akryapetra, no one truly knows what happened to it. It is assumed that what happened to Akryapetra was what happened to the Aiklihara, and to this day, the same effects and creatures that haunt Akryapetra can be found at the Aiklihara.

The Grande Cathedrale de Synas a Abrid

In the city of Abrid in the Kingdom of Acrus, a certain structure stands dominant in the skyline. This is the Grande Cathedrale de Synas a Abrid (Grand Cathedral of Synas at Abrid). The massive cathedral is dedicated to the Kahikic God of Time and Fate, Synas, and serves as the de facto religious centre for the Kahikic religion, with the heads of the faith being found in the cathedral. The cathedral is not just grand in size but in decoration, with many statues, paintings, and just beautiful features throughout. But the most prominent feature within the cathedral is the massive statue of the God Synas sitting upon his throne.

The Grande Cathedrale de Moxra a Barbeilles

In the city of Barbeilles in the Grand Duchy of Cliyca, a certain structure stands dominant in the skyline. This is the Grande Cathedrale de Moxra a Barbeilles (Grand Cathderal of Moxra at Barbeilles). The massive cathedral is dedicated to the Kahikic Goddess of Creation, Moxra, and serves as a major religious site for the Kahikic religion. The cathedral is not just grand in size but in decoration, with many statues, paintings, and just beautiful features throughout. But the most prominent feature within the cathedral is the massive fresco of the Goddess Moxra.

The Grande Cathedrale de Vonja a Gatillevoy

In the city of Gatillevoy in the Kingdom of Acrus, a certain structure stands dominant in the skyline. This is the Grande Cathedrale de Vonja a Gatillevoy (Grand Cathedral of Vonja at Gatillevoy). The massive cathedral is dedicated to the Kahikic Goddess of Love and Beauty, Vonja, and serves as a major religious site for the Kahikic religion. The cathedral is not just grand in size but in decoration, with many statues, paintings, and just beautiful features throughout. But the most prominent feature within the cathedral is the statue of Vonja, and the fact that the cathedral also serves as the home of the Ordre du Cygne Rouge.

The Qubat Alhaya

A top a hill in the city of Sala Tu in the Sultanate of Etrijan, a certain domed structure can be found. This is the Quabat Alhaya (Dome of Life). The massive temple is dedicated to the Arihasha Goddess of Creation and Life, Ola, and serves as the de facto religious centre for the Arihasha religion, with the heads of the faith being found in the temple. The temple grounds cover a large area, and the temple itself is massive in scale. It is fairly simple beyond its large size, and its most notable features. These being the massive dome, which is the largest dome in all of Anoris, and the fresco of the Goddess Ola and her stories that covers the inside of the dome.

The Almaebad Alkabir Lilshafrat Almudiya

Within the city of Qurdaker in the Sultanate of Etrijan a certain structure can be found. This is the Almaebad Alkabir Lilshafrat Almudiya (Grand Temple of the Shining Blade). The massive temple is dedicated to the Arihasha Goddess of War, Ralheia, and serves as a major religious site for the Arihasha religion. The temple grounds are large in size, with the temple itself being rather large. It is fairly simple in construct beyond its massive size and its most notable features. These features being the statue of Ralheia, the training grounds within the temple for the warrior priests of Ralheia. The temple is also the home for the Shuruq Alshams Lansir.

The Cattedrale d'Oro di Kosha a Cella

In the city of Cella, in the Utria Imperium, a massive and impressive structure stands tall, a symbol of the faith of Cella and the strength of the Imperium. This is the Cattedrale d’Oro di Kosha a Cella (Golden Cathedral of Kosha at Cella). Unlike most holy sites, the cathedral is not dedicated to a single deity due to the Cult of Kosha being what it is, that said it operates as the centre of the Cult of Kosha religion. The cathedral is grand not only in size, but in its design and decor. The frescoes that decorate the ceilings of the cathedral, detailing the story of the Cult of Kosha are perhaps its greatest features.

The Cattedrale Rossa Degli Antenati Valorosi

In the city of Collifigna, in the Utria Imperium, among the multiple great structures stands a certain symbol of imperial strength and the faith of the people of the Imperium. This is the Cattedrale Rossa Degli Antenati Valorosi (Red Cathedral of the Valiant Ancestors). Unlike most holy sites, the cathedral is not dedicated to a single deity due to the Cult of Kosha being what it is, that said it is a notable holy site for the Cult of Kosha. The cathedral is grand not only in size, but in its design and decor. Perhaps the greatest feature of the cathedral is the massive graveyard and catacombs underneath it. It is also the base of operation for the Templari del Valore.

The Cathedral of Twin Spires

In the city of Haling, in the Kingdom of Atral, a certain notable cathedral can be found dominating the skyline. This is the Cathedral of Twin Spires. The massive cathedral is dedicated to the Tarity Goddess of Creation and Chaos, Sukriti, and the Tarity God of Destruction and Order, Ziddim. The Cathedral of Twin Spires is the religious centre for the Tarity, with the leaders of the faith being found here. The cathedral is not quite as grand as the notable cathedrals of the Imperium and the Kahikic faith, be that in its size or decor. That said, it is still large in size and does have two special notable features. These features are its Twin Spires and the Twin statue of the Goddess Sukriti and the God Ziddim.

The Cathedral of Four Spires

Among the wondrous landmarks of the city of Towces in the Kingdom of Atral, a certain cathedral stands refusing to be overshadowed by the other structures of the city. This is the Cathedral of Four Spires. The massive cathedral is dedicated to the Tarity Goddess of the Earth and Wealth, Jovtune; the Tarity Goddess of the Sky and Storms, Ula; the Tarity Goddess of the Sea and the Moon, Aqaris; and the Tarity Goddess of the Flame and the Sun, Xephine. The Cathedral of the Four Spires is an important holy site for the Tarity religion. The cathedral is not quite as grand as the notable cathedrals of the Imperium and the Kahikic faith, be that in its size or decor. That said, it is still large in size and does have two special notable features. These features are its Four Spires and the statue of the Four Goddesses; Jovtune, Ula, Aqaris and Xephine.

The Cathedral of Blind Truth

Among the wondrous landmarks of the city of Pensey in the Grand Principality of Asnana, a certain cathedral stands refusing to be overshadowed by the other structures of the city. This is the Cathedral of Blind Truth. The massive cathedral is dedicated to the Tarity Goddess of Justice and Punishment, Jicdione, and is an important holy site for the Tarity religion. The cathedral is not quite as grand as the notable cathedrals of the Imperium and the Kahikic faith, be that in its size or decor. That said, it is still large in size and does have a notable feature. This feature is the large statue of the Goddess of Jicdione. The cathedral is also the base of operations for the Blind Templars.

The Grand Cathedral of Areus

Among the wondrous landmarks of the city of Khourup in the Grand Principality of Estua, a certain cathedral stands refusing to be overshadowed by the other structures of the city. This is the Grand Cathedral of Areus. The massive cathedral is dedicated to the Tarity God of Law and Governance, Areus, and is an important holy site for the Tarity religion. The cathedral is just as grand as the notable cathedrals of the Imperium and the Kahikic faith, in both its size and decor. The most prominent features of the cathedral is the statue and frescoes of the God Areus and the stories surrounding him. The cathedral is also the base of operations for the Shields of Judgement.

The Vuglukata

In the city of Hiches, in the Kingdom of Atral, one of the only wondrous landmarks that can be linked with the Cult of Aryna can be found. This is the Vuglukata, a large temple complex near the centre of the city of Hiches. The Vulglukata is nearly impossible to compare in appearance to any cathedral or temple either currently standing or in ruins across Anoris. Perhaps this is due to the influence of the Mad Goddess Aryna. Whatever the case, it serves as the religious centre for the Cult of Aryna, and is known to be full of random cats. While it is home to the leaders of the Cult of Aryna, it is also the base of operations for the Custodians of the Divine Truth.

The Grober Dom des Kreises in Siburg

Within the city of Siburg in the Queendom of Metrauburg a certain structure dominates the skyline. This is the Grober Dom des Kreises in Siburg (Grand Cathedral of the Circle at Siburg). The massive cathedral is dedicated to the entirety of the AMZ religion, and serves as the religious centre for the AMZ religion, with its leaders being found within. It is known for its size and grand decor. There are numerous paintings and frescoes within telling stories to do with the AMZ religion from its founding to great heroes of the faith.

The Silberne Kathedrale in Bagold

Within the city of Bagold in the Kingdom of Kascain, a certain cathedral can be found attracting attention as much as other wondrous landmarks within the city. This is the Silberne Kathedrale in Bagold (Silver Cathedral at Bagold). The massive cathedral is dedicated to the entirety of the AMZ religion, and serves as an important holy site for the AMZ religion. Among the grand decor, one can find members of a certain Chivalric Order. This is due to the fact that the cathedral also serves as the base of operation for the Ritter des Gottlichen Kreises.

The Caipheneya

Those who explore islands within the Gulf of Irnthalas, beware of the large island to the south of the city of Seville in the Utria Imperium. While the island is considered Imprium territory, they are not what one needs to be wary of. The thing that one needs to be wary off is the Creed of the Pits. This island is home to a certain sinkhole, which houses an ancient temple structure known as the Caipheneya, that is devoted to the Creed of the Pits. Neither Elven nor Human, no one knows who built the temple, but it has always been a place rich in darkness, and perfect as the de facto centre for the Creed of the Pits.

The Ivrihaya

Within the mountains of the southern Felton province of the Kingdom of Atral, an ancient Elven temple can be found. Deep within a certain cave, the Ivrihaya can be found. This temple was built by the Elves, but taken over by humans. To this day it exists as the only multi-faith holy site in Anoris. It is here that oracles of the different deities related to time and fate can be found. Travelers seek the Ivrihaya out for the oracles that reside within it, in order to learn of their own fate.

The Misty River

The longest river in all of Anoris is known as the Misty River. At 721 kilometres long, it is absolutely massive, and cuts straight through the heart of the Utria Imperium before emptying out into the Sea of Barlisbo. It is known as the Misty River due to the mist that has been known to descend on the river from time to time.

The Avonmack Pinnacle

On the border of the Pensey province of the Grand Principality of Asnana and the Caustowbig province of the Kingdom of Acrus, the tallest mountain in all of Anoris can be found. Anoris is a rather flat contient, so the fact that the tallest peak is only 4489 metres tall does not come as a surprise. This mountain is known as the Avonmack Pinnacle.

Shimmering Cliffs of Apel

To the south of the city of Apel in the Queendom of Metrauburg is a rather breathtaking sight. This sight is the Shimmering Cliffs of Apel. These 196 metre tall alabaster cliffs are known to shimmer when the sun hits them just right due to the crystals within the sediment of the cliff. The place also radiates with magic for some unknown reason.

Lake Barna

Large lakes are a rarity in Anoris, but the largest is a sight to see. This lake is Lake Barna, and has an area of approximately 15,000 kilometres squared. The lake is crystal clear in some areas, while other places have a greenish tinge to the water.

The Friedhofshohlen der Legenden Vergangenheit

In the mountains of the Kingdom of Kascain, specifically to the east of the town of Birzelheim, a certain cave can be found. The cave is large, dark and deep, with nothing special until one gets deep enough. Deep into the cave, where the bio-luminescent fungi start growing, one will find a series of massive underground caverns. Caverns filled with ancient skeletons ranging in sizes, and even decomposing bodies of many monsters and beasts. These caverns are the Friedhofshohlen der Legenden Vergangenheit (Graveyard Caverns of Legends Past). The place is said to be a treasure trove for rare materials, but is also extremely dangerous as not much is known about it. What is known is that the monsters and beasts present in the caverns are far more dangerous than their surface or other underground counterparts, and that the place is full of poisonous fungi. There are even strange flesh and bone eating slime molds throughout the caverns, that if stepped in are nearly impossible to escape from.

The Alquti Aljunun Kahf

Of the western coast of Anoris, specifically of the coast of the Fadh province of the Sultanate of Etrijan, an island can be found. An island full of random cats. On this cat island, a certain cave can be found. This cave is known for its small entrance, and tight passages, which opens up into a massive chamber. This is the Alquti Aljunun Kahf (Cat Madness Cave). The single massive chamber within the cave is home to a massive, 94 metre statue of the Mad Goddess Aryna, that appears to have been carved out of the rock of the cave.
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Faal Lot Himdah
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Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Tue Nov 19, 2019 6:09 pm

On Powerful Relics of Anoris


Anoris is a land filled with history, and as such is filled with relics of times gone by. However, among these many relics, only a small fraction of them can be considered powerful. When a relic is considered powerful, it means that it has some sort of magical or supernatural abilities or powers associated with it. A relic sword that is just a sword is not a powerful relic, but if that sword has enough magic within it, then it can be considered powerful. These powerful relics can then be further divided into three categories, historical, divine or demonic. Historical relics are made by Elven or Human hands, Divine relics are made by the gods or other divine beings, and Demonic relics are made by the Demon Gods or other demonic beings. Divine and Demonic relics tend to be given out by divine or demonic beings, or are hidden far from the eyes of mortals. Note that the following are merely examples of powerful relics.

Historical Relics of Anoris

The Blade of Irnthalas - When it comes to examples of Elven made powerful relics, the Blade of Irnthalas is among the most well known. Forged and enchanted long before the arrival of humans in Anoris, this one handed sword has a long and storied history. It was forged in the early years of the Elven Kingdom of Irnthalas, to be used by the sovereign of Irnthalas to fight in an ancient war lost to time. Since then it has always been the personal weapon of the ruler of the Kingdom of Irnthalas, until Urio II’s invasion of the kingdom. After the invasion, the weapon was taken by Urio II as a prize, but the weapon would disappear after the Emperor’s assassination. That said, it has appeared in history since its disappearance on occasion, with the latest confirmed appearance of the Blade of Irnthalas being in 1835 AFA. The Blade of Irnthalas is said to be unnaturally light, and is said to be able to cleave through magic defenses and weapons with ease. It is rumoured that the Blade of Irnthalas has found its way back to the Ruins of Irnthalas.

The Axe of Nathnor - When it comes to examples of Elven made powerful relics, the Axe of Nathnor is among the most well known. The weapon is as old as the Eternal Groove of Nathnor, but does not have as much of a history as one would think. How and why it was created is unknown. All that is known is that the Axe of Nathnor was found abandoned in the Eternal Groove of Nathnor by the founder of the city of Rales. The Axe of Nathnor is capable of absorbing magic power from its wielder, causing the weapon to begin glowing and become stronger. The Axe of Nathnor is also capable of releasing stored magic energy as a projectile slash. It has always been in the possession of the ruling family of the city of Rales, despite the attempts of others to steal it.

The Coronam Hominis - One of the two lost relics of Akias, the Coronam Hominis (Crown of Man) was the crown that Akias and the rest of the Emperors of the Empire of Akias wore. The Coronam Hominis was created by a group of magic users for Akias’ crowning after the rebellion against the Elves. The Coronam Hominis was not only a symbol of man, but was said to grant the wearer the ability to project an aura of power around them. This aura had multiple effects, including striking fear into hearts, increasing the power of the wearer and those around them, and even healing fatal wounds. The Coronam Hominis was made for Akias, but it would not be buried with him, instead it would be lost many, many years later during the fall of the Empire of Akias.

The Malleorum Quorundam Magni Akias - One of the two lost relics of Akias, the Malleorum Quorundam Magni Akias (Great Hammer of Akias) was the personal weapon of the legendary hero, and first Emperor of the Empire of Akias, Akias himself. This hammer is unlike most warhammers, due to its size. In fact, the hammer’s head is easily as long as a grown man’s leg, and the hammer itself was said to be ridiculously heavy. So much so that it could not be used, if not for the magic in it. The hammer was created by Akias himself, and was given a certain enchantment that would prevent anyone but Akias from wielding it. This enchantment was said to make the hammer light enough for Akias to wield with a single hand. But this wasn’t the only magic the Malleorum Quorundam Magni Akias was said to have been gifted with. The hammer supposedly had the ability to sunder the ground and make the earth itself tremble. In fact, there are stories of Akias and his forces taking Elven fortresses after using his hammer to cause the walls to collapse. In his later years, Akias was said to have hidden his hammer and changed the enchantment on it to allow those he would consider his “true heirs” to wield it. It is known that Akias died without passing on the knowledge of where he hid his hammer, letting the hammer being lost to time.

The Nth Order - The Nth Order is perhaps the most mysterious powerful relic. Most magic users, political leaders, and so on do not even know about it, and those who do know about it only know where it is kept and who created it. The Nth Order is located underneath the Barna Palace in Pensey, and was created by the legendary Enchanter Barna Asnana. It is theorized to be a weapon, or some powerful magic object. The only people who know the truth are select members of the Royal family of the Grand Principality of Asnana.

The Spear of Qa Niaon - Qa Niaon, general of the Empire of Akias and arguably the greatest human Warlock in history, such a man should easily have a powerful relic associated with them. For Qa Niaon that was his spear. His spear was created by the Elves of Irnthalas as a gift to him after finishing his training with them. Unfortunately he would use the weapon to fight the Elves of Irnthalas. That said, the spear always remained with him till his death. He was buried with his spear, but was eventually stolen. SInce it was stolen, it makes frequent appearances throughout history, being used and then lost only to be found again for the cycle to continue.

The Wentz Blade - While the Wentz Blade isn’t incredibly powerful and lacks a storied history, the weapon holds great significance for the people of the Kingdom of Kascain and the Queendom of Metrauburg as it is associated with a hero to their people. The Wentz Blade was forged to serve as the weapon of an ancestor of Julius Wentz, Valentin Wentz. Valentin was a general in the service of the Holy Nuchus Empire, and the Wentz Blade was a gift he received upon reaching the rank of general. Valentin would go on to use the Wentz Blade in the Holy Nuchus Empires attempt to invade the Republic of Ioshor. When Valentin eventually retired, he passed the Wentz Blade on to his son. Then his son eventually passed it on to their son, and so on, until it reached Julius Wentz. Julius Wentz would use the sword in the defense of the Euthoria, but would lose it when he died. After his death, the Wentz Blade was taken by the Utria Imperium general Varo Lavigna as a prize. To this day, Varo Lavigna is still in possession of the Wentz Blade. The Wentz Blade’s power results from the simple fact it is capable of vibrating. The vibrations of the Wentz Blade is activated through thought of its wielder, and can be used in multiple ways. First the vibrations can be used to enhance the durability and strength of the Wentz Blade, which requires little focus from the user. Or if the user focuses enough, the vibrations of the Wentz Blade can be emitted by the blade as a projectile.

Staff of Bones - The Staff of Bones is a mysterious relic, only spoken of in certain circles, and only rumoured throughout history. Those who know about it and seek it out generally have one of two motivations. Either they wish to obtain it for its power, or for its historical significance. The Staff of Bones is said to be the creation of the first Human Necromancer and the first Human Lich. The Staff is rumoured to be a near perfect tool for magic channeling, and does have the ability to enhance magic power. The Staff of Bones also has the innate ability to raise the dead temporarily. The Staff of Bones has appeared only occasionally throughout history, and is currently rumoured to be deep in the Friedhofshohlen der Legenden Vergangenheit.

Divine Relics

The Amulet of Plix - The Amulet of Plix is perhaps the most prominent example of a Divine Relic with its origins in the religion of Plism. The amulet belonged to the Prophet Vum-Vid Plix, and was gifted to him by the chief of the gods of Plism, Zanos. The Amulet of Plix provides the wearer the ability of precognition and postcognition. The range of the precognition is only a few minutes into the future, while the range of the postcognition can be years into the past.

The Sword of Sedum - The Sword of Sedum is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Kyosni. The Sword of Sedum was gifted to a forgotten Elven swordsman by the Kyosni god, Sedum, in able to defeat some monsters to save a village or something. Whatever the reason, it doesn’t matter. What matters is that it was lost by the Elves during the human rebellion. The sword is indestructible and is capable of granting the wielder increased physical abilities when they have the sword on their person.

The Stone of Aseyar - The Stone of Aseyar is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Kyosni. The Stone of Aseyar was gifted to a forgotten Elven magic user by the Kyosni god, Aseyar, for some reason that most humans really don’t care about. What they do care about is what it does. The Stone of Aseyar has two fairly simple effects. First, the Stone of Aseyar artificially enhances a person's magical ability by a massive degree as long as the stone is on them. And second, the Stone of Aseyar is capable of producing a completely accurate star map at any time, in any place.

The Bow of Hudar - The Bow of Hudar is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of the Akian Church. The Bow of Hudar was gifted by the Akian Church god, Hudar, to the legendary archer Amalie Lea. Amalie Lea would use this bow as she aided the military of the Empire of Akias, ultimately becoming a general, to fight against the second attempted Elven invasion. After her death, the Bow of Hudar was taken to the Aiklihara to be kept safely. It would only leave the Aikihara in the hands of heroes selected by the gods. That was until the fall of the Empire of Akias, when it disappeared from the Aiklihara. Since then it has made appearances throughout history, with its last appearance being in the possession of an unknown archer who ventured into some ancient Elven ruins. The Bow of Hudar is capable of firing magic arrows that pierce through space itself.

The Axe of Ragrasil - The Axe of Ragrasil is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of the Akian Church. The Axe of Ragrasil was gifted by the Akian Church god, Ragrasil, to the legendary warrior Zeth Duskswift. Zeth Duskswift would use the Axe of Ragrasil in order to aid the Empire of Akias against the fifth attempted Elven invasion. After his death, the Axe of Ragrasil was taken to the Aiklihara to be kept safely. It would only leave the Aikihara in the hands of heroes selected by the gods. That was until the fall of the Empire of Akias, when it disappeared from the Aiklihara. Since then it has made appearances throughout history, with its last appearance being in the possession of an unknown warrior who ventured into some cave and never returned. The Axe of Ragrasil is capable of being manipulated by the owner when thrown, be that curving it with their thoughts, or just returning it to their hands.

The Staff of Monsters - The Staff of Monsters is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Kahikic. The Staff of Monsters was a gift from the Kahikic goddess, Yna, to a certain monster. Ideally the monster would serve as a test to Yna’s faithful. Unfortunately this was not the case, as it was stolen by the father of the Vampire Progenitor by the name of Sylviane Dureveil. She would eventually destroy the Staff of Monsters, enraging Yna. After dealing with punishing Sylviane, Yna rebuilt the Staff of Monsters, and hide it away once again to serve as a test. Eventually someone would pass her test, and obtain the Staff of Monsters. Yna designed the staff so that eventually it would break. Once it breaks, then Yna would remake it, and rehide it. The Staff of Monsters grants the owner the ability to manipulate the minds of monsters into aiding the Staff’s owner.

The Harp of Vonja - The Harp of Vonja is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Kahikic. The Harp of Vonja was a gift from the Kahikic goddess, Vonja, to a young noble maiden known as Flora Thibault. Flora had fallen in love with a certain person, but she was uncertain how he felt about her. She tried to confront him, but she couldn’t. So, she prayed to Vonja for a sign. Vonja answered her with the Harp of Vonja, giving it to Flora in order to help her get to answers about how the man she loved felt. The Harp of Vonja allows the player to peer into the hearts and minds of others, displaying them as music. For those who have no talent, the Harp of Vonja imbues all its users with incredible talent. The Harp is known to disappear after being owned by a single individual for long enough, and then reappears elsewhere in Anoris.

The Elixir of Ola - The Elixir of Ola is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Arihasha. The Elixir of Ola was a gift from the Arihasha goddess, Ola, to a desperate worshiper. The worshiper had been looking for a way to save his child from a cursed disease. Ola heard his pleas, and provided him with a solution. That solution was in fact a solution, the Elixir of Ola. One drop would cure any disease and heal any wound. Ola gave the Elixir to the worshiper under the condition that after he used one drop to save his child, he would return it. After he used it, he did attempt to return it, but the Elixir was stolen. After it was stolen, it was lost to Ola, making a few appearances throughout history.

The Sword of Ralheia - The Sword of Ralheia is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Arihasha. The Sword of Ralheia was a gift from the Arihasha goddess, Ralheia, to the first Grandmaster of the Shuruq Alshams Lansir. The first Grandmaster of the Shuruq Alshams Lansir was a demigod, whose mother was Ralheia herself. The sword was a gift to her son, so that he could save the village he was born. After the first Grandmaster retired, he handed the sword to the next Grandmaster, and from then on it became a tradition, and to this day, the Sword of Ralheia is the badge of office for the Grandmaster of the Shuruq Alshams Lansir. The Sword of Ralheia is an indestructible weapon, and is capable of enhancing physical abilities.

The Secret Tome - The Secret Tome is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Arihasha. The Secret Tome was stolen from the Arihasha god, Azotl, by the Arihasha god, Abris. When Abris stole the Secret Tome from Azotl, he did so to further his goals, which ultimately lead him to hiding the Secret Tome in mortal society. The Secret Tome is equivalent to an extremely powerful Grimoire, that provides its user to very powerful abilities not normally available through magic. Whenever the owner of the Secret Tome becomes consumed by the tome, the Secret Tome disappears, only to reappear near an individual that the Secret Tome considers its next user.

The Cloak of Kosha - The Cloak of Kosha is perhaps one of the most prominent examples of a Divine Relic with its origins in the Cult of Kosha. The Cloak of Kosha was a gift to mortals by Kosha. The Cloak of Kosha is white in colour with strange silver runes decorating the edge of the cloak. The cloak is capable of providing the wearer with protection from magic and ranged projectiles. The Cloak has always been in the possession of the Utria Imperium’s Royal Family since it was given to a prince of the Imperium in 1590 AFA.

The Wrath of Kosha - The Wrath of Kosha is perhaps one of the most prominent examples of a Divine Relic with its origins in the Cult of Kosha. The Wrath of Kosha is a sword gifted by Kosha to a prince of the Utria Imperium during the 6 Year war. The Wrath of Kosha is a two handed sword, that was used to lead the forces of the Utria Imperium and the followers of Kosha in their fight during the 6 Year war. The Wrath of Kosha is an indestructible weapon, capable of slicing through almost anything that isn’t magically enhanced or has innate magical properties. The Wrath of Kosha is also capable of calling forth a divine light to smite a target. The Wrath of Kosha has always been in the possession of members of the Utria Imperium’s Royal family.

The Ring of Creation - The Ring of Creation is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Tarity. The Ring of Creation was a gift from the Tarity goddess, Sukriti, for the first Queen of the Obristan Confederacy. This Queen was the daughter of Sukriti, and the ring was Sukriti’s wedding gift to her daughter. The ring grants the wearer a fragment of Sukriti’s power, the power of creation on a small scale. The one who wears the ring is capable of making small objects out of nothing, but nothing as complicated as life. After the death of the first Queen of the Obristan Confederacy, the ring has been passed down from generation to generation, from Queen to Queen. Currently the Ring of Creation is in the possession of the current Queen of the Kingdom of Atral.

The Fist of Ziddim - The Fist of Ziddim is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Tarity. The Fist of Ziddim was only owned by a single individual, Valentyne Gerville, a self made warrior during the stabilization of the Kingdom of Atral. Valentyne only obtained it as a way to protect his family, and as such before his death he had it hidden away, in a place only he knew about. The Fist of Ziddim has the power of destruction within it, capable of crumbling city walls with a single touch.

The Elemental Blade - The Elemental Blade is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Tarity. The Elemental Blade was made with a fraction of the powers of the Tarity goddesses Jovtune, Ula, Aqaris, and Xephine. It was then gifted to Esther Berney, a skilled swordswoman fighting in the 40 Year War against the followers of Arihasha. After the war, and after Esther died, the Elemental Blade was taken to the Cathedral of Four Spires, where it has remained since. The Elemental Blade is an indestructible blade capable of harnessing and switching between the powers of the elements of Earth, Air, Water and Fire.

The Eyes of Jicdione - The Eyes of Jicdione are perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Tarity. The Eyes of Jicdione are twin magic crystals, that are supposedly the literal eyes of the Tarity goddess Jicdione that fell to the mortal realm after she gouged them out. Those who claim them are given the ability to see what is normally unseen, increasing their magical ability and allow them to see the “truth”. Since they are twin magic crystals, two obviously exist. The first has always been located in the Cathedral of Blind Truth, and the other has only appeared frequently throughout history, making its true location very much unknown. Currently though, the second eye is secretly in the possession of the leader of the Nameless Prestige.

The Tome of Ymir - The Tome of Ymir is perhaps one of the most prominent examples of a Divine Relic with its origins in the religion of Tarity. Unlike other relics, the Tome of Ymir is not a gift, nor was it stolen or lost. Instead, the Tome of Ymir exists in the mortal world because Ymir himself wanders the mortal world. That said, the Tome of Ymir is extremely sought after. This is due to the fact that it is a book of fate. Its pages are said to show a readers past, present and future. Some readers see one future, while others may find many possible futures. Even fewer, have not even seen a future upon reading the book, suggesting that there is no fate or series of fates set out for them.

The Zyklischer Steine - The Zyklischer Steine (Cyclic Stones) is perhaps the most prominent examples of a Divine Relic with its origins in the religion of AMZ. No one knows how or why the three Zyklischer Steine exist in the mortal world, but what is known is their power. Each one is extremely powerful, radiating massive amounts of magic energy capable of bending space-time and altering reality itself. However, such power has a massive drawback, that being that each of the Zyklischer Steine can easily destroy their users if the user is not powerful enough. The location of two of the three Zyklischer Steine are known to scholars. The first Zyklischer Steine is kept in a secret vault somewhere within or under the Twr y Meddwl Tragwyddol. The second Zyklischer Steine is kept by the Academy of Irnthalas in a secret location. The location of the third Zyklischer Steine is unknown as after it was found once, it was hidden away.

The Cat's Eye Die - The Cat’s Eye Die is perhaps one of the most prominent examples of a Divine Relic with its origins with the Cult of Aryna. The Cat’s Eye Die is, simply put, a magic die. The Catseye Die is a black six sided die, with each side not having a different number of dots, indicating different numbers. Instead, each side has a different symbol. When the die is rolled, whatever symbol it lands on determines what will happen to whoever the roller is targeting, or the roller. The first symbol turns a target into a random object or a living thing for one full minute.
The second symbol summons a mist that enhances primal urges in all creatures. The third symbol summons massive storm clouds that turn the sky red and start raining flaming sheep that explode upon impact with the ground. The fourth symbol summons a random natural disaster, such as an earthquake, tornado, or whatever. The fifth symbol causes the roller is teleported somewhere random, without any clothes. Finally, the sixth symbol summons monster or demonic beast to a designated location that attacks anything and everything it sees. The Cat’s Eye Die is kept within the Vuglukata when not being used by one of Aryna’s chosen.

The Shadowless Sword - The Shadowless Sword is perhaps one of the most prominent examples of a Divine Relic with its origins with the Cult of Aryna. The Shadowless Sword is a magic weapon given to a member of Aryna’s chosen by Aryna herself. Many assume that the Shadowless Sword is just a magic sword that does not cast a shadow. This is not completely true, as the Shadowless Sword is a formless weapon that takes the form of whatever weapon its user favours. However, this does not mean they can change the form of the weapon whenever they wish. In fact, Aryna is the only being capable of changing the form of the formless weapon, shaping it to whatever weapon the user requested upon first retrieving it. Beyond this, the Shadowless Sword does match the Shadowless part of the name, as the weapon does not cast a shadow. The Shadowless Sword is also only perceivable by the user, whoever the user wishes to see the weapon and whoever Aryna allows to see the weapon. Once the user of the Shadowless Sword dies, the weapon is taken back by Aryna and kept within the Alquti Aljunun Kahf until another person Aryna deems worthy of wielding it arrives at the Alquti Aljunun Kahf.

Demonic Relics

The Masque of Aohraa - The Masque of Aohraa is the most prominent relic of the Demon Goddess of Envy, Aohraa. The Masque is a much more powerful version of the Mask of the Masked. Like its lessers, it can turn the wearer invisible, detect life, heal all wounds and allows the wearer to hurt the non-physical, but unlike its lessers, it can enhance the wearer's sight, enhance their magic power and transform the wearer into any form they wish. The Masque was stolen by Aryna, who then allowed for a mortal thief to steal it from her, thus allowing it to be lost into the mortal world. It is currently owned by the current Grandmaster of Visage.

Pruunnia’s Compass - Pruunia’s Compass is the most prominent relic of the Demon Goddess of Greed, Pruunia. The Compass was given to a forgotten pirate captain who was lost at sea by Pruunia herself, on the condition he’d offer up half his riches to her. After the captain's death, the compass was lost to Pruunia as it was handed from one person to another, being lost and then found. To this day, Pruunia’s Compass is very much sought after due to its ability to point to whatever the owner desires most. Currently, Pruunia’s Compass is lost in the shipwreck of the last person to own it, off the southern coast of the Sultanate of Etrijan.

The Ring of Aogi - The Ring of Aogi is the most prominent relic of the Demon Goddess of Lust, Aogi. The ring was first given to the first “champion” of Aogi, before being taken back on their death and then given to the next. It is the most powerful magic charm in existence. All the wear has to do is whisper into the ring instructions, and then the ring will generate a magic mist. The magic mist will grant the wearer the ability to force people to do whatever the wearer instructed. Be that fall in love, steal something or kill someone. Currently, it is still in the possession of Aogi, as she is waiting for her next “champion” to show up.

The Sword of Xaoldaul - The Sword of Xaoldaul is the most prominent relic of the Demon Goddess of Pride, Xaoldaul. The sword was forged with the very blood of Xaoldaul herself. The sword is capable of cutting through all mortal non enchanted armor, and most enchanted armor. The swords power though comes from souls which are collected through the killing of other mortals, or by the consumption of one's own soul. As such, most of those who wield it end up dead. The sword was originally a reward for a tournament put on by Xaoldaul herself to find the greatest warrior. Since then, the sword has been sought out by many people. Currently the Sword of Xaoldaul is in the possession of the General of Steelshade.

The Dream Stone - The Dream Stone is the most prominent relic of the Demon God of Sloth, Tha. It came into existence by accident when Tha unconsciously created it and allowed it to appear in the mortal world. It is an amulet that allows the wearer to travel into the dreams of others to learn their deepest secrets, to mess with them, to kill them and etc. Currently, the Dream Stone is resting underneath Barna Lake.

The Sword of Wrath - The Sword of Wrath is the most prominent relic of the Demon God of Wrath, Hanes. It was forged by Hanes to settle a dispute with the Demon Goddess Xaoldaul. The two of them got into a fight about who was the strongest. After losing a fight to Xaoldaul, Hanes was pissed off, so he forged a sword from his own flesh that would allow him to defeat Xaoldaul. With the Sword of Wrath ready, he challenged her to a rematch and claimed victory. After claiming victory, he no longer needed the sword, and as such he threw it away, to the mortal world. The sword has two forms, the first of a simple wood sword. While in this form, it is harmless, but if it finds itself in the hands of one filled with wrath, the sword transforms. The stronger the wrath in the heart of the wielder, the stronger the sword gets. It is currently in the possession of the leader of the Nameless Prestige, though they rarely use it.

The Blade of Despair - The Blade of Despair is the most prominent relic of the Demon God of Despair, Sutrix. Sutrix made the sword for the express purpose of spreading despair in the mortal world, and so he let it loose in the mortal world. The Blade of Despair is an extremely powerful and sharp sword, but also, the eye in the sword is capable of inducing hallucinations in anyone who looks at it. These hallucinations show those suffering from them what they fear most in order to bring upon despair. Currently the Blade of Despair is in the possession of one of the heads of the Dire Order.

The Brush of the Maniac - The Brush of the Maniac is the most prominent relic of the Demon Goddess of Mania, Nasoi. The brush gives the owner the ability to create anything they wish as long as they have something to paint on, the ability to trap people and things in paintings as well as the ability to enter paintings. But this all comes with a price. The longer one owns the brush, the further into mania they fall. Nasoi introduced the Brush in order to cause more people to fall into mania. Currently the Brush is in the possession of a member of the ruling council of Arcane Fortune.
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A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.

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Faal Lot Himdah
Postmaster of the Fleet
 
Posts: 20198
Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Tue Nov 19, 2019 6:09 pm

Beasts of Anoris


Anoris is a continent full of life, and as such there are many different animals that can be found. Most of which are what you’d expect. Bears, wolves, foxes, eagles, and etcetera. But the richness of Anoris and the magic of the continent also allows for stranger creatures to exist. Creatures known as monsters or beasts. Much like the normal animal life, the beasts one can run into depends on what biome one happens to be in.

Krakens

The depths of the seas that surround Anoris are home to many beasts capable of destroying entire ships with ease. One such beast is the Kraken. Found only in the deep and open ocean around Anoris. These massive, 60 metre cephalopods spend most of their time in the deep ocean, feeding on whales and the occasional Cetus. However, during storms, they tend to approach the surface and mistake ships for whales or Cetuses. Due to this, Krakens are known to sink ships by accident.

Cetus

The depths of the seas that surround Anoris are home to many beasts capable of destroying entire ships with ease. One such beast is the Cetus. Found only in the deep and open ocean around Anoris. These massive, krill, coral and algae feeders range anywhere from 91 metres to 304 metres. They spend their days in the open ocean, and descend to the depths during the nights. Contrary to popular belief, Cetus are air breathers, and as such they do need to surface every once and a while for air. It is during this time that they are the most dangerous, simply due to the fact that they are remarkably unaware. If they happen to hit a ship by accident, they will just keep going, not even realizing they hit something.

Leviathans

The depths of the seas that surround Anoris are home to many beasts capable of destroying entire ships with ease. One such beast is the Leviathan. Found in the deep and open ocean around Anoris. These massive beasts that grow up to 610 metres are the devourers of the ocean. Does not matter what it is, if the Leviathan can fit it in its mouth, it will eat it. This makes it sound extremely dangerous, which it is, but it is also one of the few beasts that's actions can be predicted with incredible accuracy. They follow predictable paths, and rarely interact with others of their species. This makes them fairly easy to avoid, if you have the knowledge. There is also a frightening rumour surrounding Leviathans, that they are immortal. Why this rumour? No one has ever killed one or seen a corpse of one.

Unicorns

Legends, even among other beasts, Unicorns and their cousins, the Kirin, are among the rarest creatures on Anoris. Found primarily in the temperate deciduous forest and the temperate rain forests of Anoris. But that said, you must remember, they are extremely rare. A person can spend their life searching for a Unicorn and never find one. And even if one does, they are extremely flighty. Their horns and feather-like fur are extremely valuable, especially to magic users who make use of materials with magical properties. You see, Unicorns are known to have the ability to exert influence over life, both animal and plant, and as such, their horns and feather-like fur are full of the elements of Bywyd (life), Planhigyn (plant), Bwystfilod (beast), Amddiffyn (protection) and Creu (creation).

Kirin

Legends, even among other beasts, Kirins and their cousins, the Unicorn, are among the rarest creatures on Anoris. Found primarily in the taiga, tundra and glaciers of Anoris. But that said, you must remember, they are extremely rare, rarer than their cousins, the Unicorn. But unlike Unicorns, the Kirin do not run, and if they are agitated, they will fight back. Kirins demonstrate sexual dimorphism, with the White Kirins being males and the Black Kirins being female. Their horns and fine fur are extremely valuable, especially to magic users who make use of materials with magical properties. You see, Kirins have the ability to exert influence over different elements, depending on if they are male or female. The male Kirins, with their snow white coat, exert influence over lightning while the female Kirins, with the night black fur, exert influence over ice. White Kirin horns and fur are full of the elements of Trydan (electricity), Ynni (energy), Gwrthdaro (conflict), Amddiffyn (protection), Teithio (travel) and Tywydd (weather). Black Kirin horns and fur are full of the elements of Rhew (ice and snow), Oer (cold), Gwrthdaro (conflict), Amddiffyn (protection), Teithio (travel) and Tywydd (weather).

Nian

The Nian are interesting beasts that can be found in the mountains and hills of Anoris to the depths of the lakes and rivers of Anoris. These carnivorous beasts are slightly taller than horses, and extremely bulky. They spend their winters up in the mountains and hills, but descend in the spring to lakes and rivers of Anoris. Like other animals, the spring is their mating season, and it is during this time when the males are known to be highly aggressive, picking fights with anything that looks at them the wrong way. Normally they are very docile, only attacking their prey, which does not include humans. That said, they will fight back if threatened.

Raiju

The Raiju are omnivorous beasts found in the mountains and hills of Anoris. About the size of a wolf, the Raiju feed mostly on small animals and berries. They are known to be extremely swift and agile. Despite this, they are preyed upon by Nians, due to the fact that Nians are diurnal and Raiju are nocturnal, and as such Nians find Raiju dens and take them by surprise. Raiju also have the ability to harness the power of lightning, and as such their fur is a valuable source of the element of Trydan (electricity).

Gryphons

In the mountains of Anoris, one can find nests belonging to a certain well respected beasts. The Gryphons. Predatory beasts that are about the same size as a horse. Gryphons are territorial, and while they will fight other gryphons, they rarely attack travelling humans. And when they do, its because they disturbed the gryphon’s nest. They are very brave and capable as well, as seen when they engage in battles against larger foes to protect not only themselves, but everything that is in their territory. There have been instances of gryphons working together to drive back stronger creatures such as dragons and even wyverns.

Caladrius

Native to the forests of the Republic of Ioshor, the hawk sized white and golden birds known as the Caladrius. They are extremely rare in the wild due to the fact that many magic users seek them out as pets. The Caladrius are known to be filled with innate magic power, that is seen through its passive healing abilities, ability to enhance magic and the ability to enhance physical attributes. The feathers of the Caladrius are full of the elements of Iachad (healing), Hud (pure magic), Amddiffyn (protection), and Hedfan (flight).

Dire Wolves

From the tundra to the taiga to the temperate deciduous forests of Anoris, the howls of the Dire Wolves can be heard. These bear sized wolves are feared for good reason. Despite being physically superior to over wolves, the Dire Wolves still hunt in packs. Under their fur coat is a rather thick layer of skin, which is part of the reason that they are considered stubborn. The other reason is simply because they are stubborn hunters. Fire is a notable way to scare them off. There have been instances of people taming Dire Wolves, but it is extremely difficult.

Dire Bears

From the taiga to the temperate deciduous forest to the temperate rain forests of Anoris, travelers know to be careful of the Dire Bear. These massive bears are 3 metres tall when standing on their hindlegs. The sound of a Dire Bear walking through the trees is enough to make even the most hardened adventurer nervous. They can easily decapitate a fully armoured man, or just crush them. Like other bears, they eat whatever they can, and have a certain taste for fish. As such, they are more likely to be found near rivers.

Kelenkens

As the Berberan people often say, “When wandering the grasslands, keep light footed and watch over the grass, for this is the kingdom of the Kelenken”. The 3 metre flightless birds of the western grasslands of Anoris, the Kelenken are dangerous beasts. They are fast, powerful and social beasts. They hunt in groups, and with a tricksters intelligence. Their beaks can break armour and they are just as tenacious as any Dire Wolf. For this reason, the Berberan people fear and respect them, and some adventures swear that they’d rather deal with a pack of Dire Wolves than a group of Kelenken.

Speider

Arachnophobes beware, for within the forests and caves of Anoris, one may stumble upon the Speider. These massive arachnids are anywhere from 1.2 metres to 1.5 metres tall, and poses a venom capable of paralyzing most any creature, and poses digestive juices so concentrated that they can melt flesh. The webs they spin are also incredibly sticky, harder to cut than most metals, and some say it can drain one's energy. The silk produced by the Speiders also are full of the elements of Gwenwyn (poison/venom/toxin), Llysnafedd (slime/stickiness), Thrap (traps/imprisonment) and Metel (metal).

Kryst

In the darkness of the underground of Anoris, a strange beast can be found, the Kryst. These crystalline parasites are extremely dangerous and are advised to be avoided at all times. While the Kryst provide increased magic power and resistance to its host, it also drains the life of its victim. As this happens, the Kryst grow over its victim, until eventually the host is completely covered. At this point, the Kryst gain attributes and behaviours similar to the host, and will enter the final stage of its life and congregate with other Kryst. Kryst outbreaks are hard to control when they occur, and are known to last a fairly long time, but can be mitigated by isolating those infected by the Kryst.

Basilisk

When wandering the temperate rain forests of Anoris, watch for the Basilisk. These serpents can grow anywhere from 12 metres to 30 metres. They generally have a nasty attitude and will attempt to eat anything that they can fit in their mouth. Possessing both a nasty venomous bite and the ability to constrict prey. Their most notable aspect however is their gaze. Their gaze is capable of paralyzing a victim if a victim locks eyes with a Basilisk. Basilisk eyes are full of the elements of Thrap (traps/imprisonment), Cnawd (flesh) and Synhwyrau (senses).

Peryton

All across Anoris, a certain type of beast is commonly found. The winged deer of Anoris, the Peryton. They are slightly larger than normal deer, but just as abundant. Like normal deer, Peryton are herbivorous and are prone to flight at the sign of any danger. Their wings are capable of keeping them airborne for long periods at a time.

Enfield

Another fairly common beast of Anoris is the major predator of the Peryton, the Enfield. This fox-like wolf beasts with wings are generally the same size as normal wolves, and like wolves, they hunt in packs. Their wings allow them to keep up with Perytons even if they take flight. In fact, they are better and faster fliers than the Peryton, but lack the endurance of the Peryton. They have been known to attack people during times of food scarcity.

Karkadann

If one hears rolling thunder with clear skies in the grasslands of Anoris, then they should pray, as that is the sound of a charging Karkadann. These horned beasts stand at 6 metres at the shoulder. While herbivorous and relatively docile, if frightened, they tend to charge whatever spooked them. This along with having poor eyesight, and a poor sense of hearing. While they are easily found in the grasslands of Anoris, they can also be found in the temperate deciduous forests and temperate rainforests.

Hydra

The coasts of Anoris, while peaceful looking, have their own dangers, like all the other biomes of Anoris. The coasts of Anoris are the homes of the semi-aquatic Hydra. These many headed, two legged beasts can grow over 15 metres long. They spend most of their time underwater, surfacing only to breathe or lay eggs. Hydra are rarely seen during the day, due to them being nocturnal. They possess incredible regenerative abilities, with the ability to regenerate severed heads rather quickly. Their blood is highly toxic and their saliva is highly corrosive. Lots of parts of the Hydra are rich in magical elements.

Karkinos

The coasts of Anoris, while peaceful looking, have their own dangers, like all the other biomes of Anoris. The coasts of Anoris are the homes of the semi-aquatic Karkinos. These man sized crabs are fairly dangerous. If disturbed, they will attack, with a crushing force capable of crushing armour. They are the favoured food of the Hydra. Their shells are incredibly tough, making them a pain for anyone to fight.

Morysbryd

The Morysbryd are an interesting beast of Anoris, as they are the only beast on Anoris that can be found both underwater and in the skies. They are flying manta rays large enough for a human to ride on. They are not a threat, due to lacking any way of harming a person, and the fact they are herbivorous. They can sustain flight through influencing the magic element of Hedfan (flight), and as such are sought after for their meat as a source of the element of Hedfan.

Argentavis

Anoris is not just home to giant flightless birds, but also one species of giant flying bird. Found soaring over all off Anoris, feeding off of anything they can pick up and corpses, the Argentavis can be sighted. With a wingspan of up to 10 metres, the Argentavis are a sight to beyond. There have been some instances of individuals taming numerous Argentavis, using them for transport and for war.

Megatherium

One of the most dangerous herbivores that call the taigas, grasslands, temperate deciduous forests and temperate rain forests of Anoris home is the Megatherium. These ground sloths stand approximately 4 metres tall when fully grown. They are highly territorial, and will fight anything that matches their size or smaller. Their claws are their most dangerous aspect, when paired with the incredible physical strength of the beasts. They can tear through armour with ease, and even remove limbs.

Dunkleosteus

Sharks may be nasty, but there is one fish in Anoris that puts them to shame. The Dunkleosteus, the armoured fish that can grow up to 10 metres long. They are highly aggressive, attacking most anything that even resembles its prey or could be prey. They can be found in the shallows, but also in the open ocean. They are remarkable fast, despite being armoured with scales strong enough to resist most human weapons. They also possess a bite strong enough to snap straight through limbs, and armour.

Smilodon

Stalking the night, in all the biomes of Anoris except for the tundra and glaciers, the Smildon can be found. These bear sized cats are well known for their enlarged canine teeth, giving them their more common name of sabre-cats. Smilodons are territorial, and will only accept the presence of other Smilodons when mating. Smilodons are known to attack unwary travelers, ambushing them like they do with the rest of their prey.

Imamthus

On the glaciers and in the tundra, one can find one of the largest beasts of Anoris, the Imamthus. These massive mammoths stand 10 metres at the shoulder when full grown and are nearly unmatched in their natural habitat. They are generally peaceful giant herbivores, but when agitated, they become a force of nature. The Imamthus use their trunks to cover themselves in snow which they then turn to ice through an ability to influence snow and ice. They also tend to use snow and ice at threats along with using their brute strength.

Eurypterids

On the coasts, and up the rivers of Anoris, a strange creature can be found scuttling across the sea floor and river bed. These are the Eurypterids, the massive sea scorpions that can grow up to 4 metres long. While they do spend most of their time under water, they do occasionally crawl up onto the shore. While they look strange, the Eurypterids are not really too much of a threat. In fact, the only way they can harm a person is by using their stinger, which injects a venom that can kill a man in 24 hours. They only sting if threatened and there is no possible escape.

Aegirocassis

In the seas around Anoris, one can find the strange looking Aegirocassis. These 2 metre long filter feeders can be found in the coastal waters all around Anoris. They are completely harmless and are often sought out for as a luxury food. They tend to swim together in small groups for protection at rather slow speeds. These slow speeds are not anywhere near how fast they can actually move when threatened. Due to their size, the only instance of an Aegirocassis harming a human was when one was frightened out of the water, and straight into a human on a small boat, knocking the human out and into the water where they drowned.



Dragons of Anoris and their Relatives


While many beasts wander Anoris, and provide difficulty for humanity, there are some beasts that stand above the rest. Dragons and their relatives are known to be extremely rare, but incredibly powerful. Fortunately, unlike other beasts, which are more likely to be driven by their animalistic side, Dragons and their relatives show a great degree of intelligence and advanced thought.

Amphipteres

Only two limbs, both are wings. They are generally found in the commonly in mountain ranges. They can be as small as 0.3 metres, to being nearly 15 metres long. They are capable of breathing fire, harnessing the power of lightning, and breathe poisonous gas. Amphipteres live in pairs, the males and females mate for life. They can enter a state of decreased metabolic activity for years at a time.

White Amphipteres

In the glaciers and tundras of Anoris, the White Amphiptere can be found. Growing anywhere from 6 metres to 15 metres and feeding off of a variety of animals smaller than them. Even though humans are smaller than them, and as such should be expected to be a food source for them, but this is fortunately not the case. White Amphipteres only attack humans if they are threatened with no escape. They can breathe fire, which helps them melt out ice caves to serve as their nests in the glaciers of Anoris high in the mountains. They are very sedentary, sticking to their established territory most of their lives with one mate, as they mate for life.

Green Amphipteres

In the temperate deciduous forests and temperate rain forests, one can find the Green Amphiptere. Growing to a maximum length of 0.6 metres, the Green Amphiptere is the second smallest species of Amphipteres. Living up in the trees, they feed on insects, amphibians, small reptiles, small mammals and fruit. When threatened, the Green Amphiptere will exhale a greenish poisonous gas, which can cause blurred vision, nausea, and shortness of breath, headaches and sweating. It will lead to paralysis if not treated and then ultimately death. The gas is also highly flammable. The Green Amphiptere mates for life, and tends to stick to their established territory.

Red Amphipteres

Red Amphipteres can be found in the temperate deciduous forests and grasslands of Anoris. Growing to a maximum length of 2 metres and feed on a variety of smaller animals. They tend to leave humans alone, only fighting if they feel threatened and are confident in their own abilities enough. The Red Amphiptere is known to be able to breath fire, but rarely uses that weapon, presumably out of an understanding of its surroundings. Like other Amphipteres, the Red Amphiptere mates for life, and tends to stick to its own territory.

Blue Amphipteres

Perhaps the most common of the Amphipteres, the Blue Amphiptere can be found on the shores of any river, any lake and any coastline in Anoris. They grow to a maximum of 10 metres long, and are the only semi-aquatic Amphiptere. They produce a special oil that covers their feathers, protecting them and allowing the Blue Amphiptere to easily glide through water looking for its prey, fish and other aquatic life. The Blue Amphiptere is capable of producing electrical shocks in order to defend itself and stun prey. They do not mate for life, and generally share territory with a number of other Blue Amphipteres.

Yellow Amphipteres

The temperate deciduous forests and temperate rain forests of Anoris are home to the smallest Amphipteres, the Yellow Amphipteres. They grow to a maximum length of 0.3 metres long, and like the Green Amphiptere only feed on insects, amphibians, small reptiles, small mammals and fruit. They have a venomous bite, that is among one of the most horrible venomous bites in Anoris. Their venom first paralyzes their victim, along with giving the victim the feeling as if they are burning alive. Then comes the slow flesh rot, and the attraction of scavengers and insects. If the victim doesn’t die due to being eaten alive, then they will die of the infection. The Yellow Amphipteres live in large groups, with a single alpha leading the flock, and they mate with as many possible mates as they can.

Black Amphipteres

Deep under the surface of Anoris and only venturing to the surface on the night of the full moon, the Black Amphiptere is unique among Amphiptere. They can grow anywhere from 10 metres to 13 metres long, the Black Amphiptere feeds on whatever it can find. They are highly aggressive and show no fear of humans. They breathe fire and have a nasty venom filled bite. Not much is known about their mating habits, but what is known is that they swarm in large groups, making them a danger when they emerge.

Regal Amphipteres

Once again, temperate deciduous forests and temperate rain forests of Anoris are home to yet another Amphiptere. This time the 7 metre to 10 metre, Regal Amphiptere. It is a generalist, feeding on most anything it can get in its mouth. They have been known to attack humans who get too close to their nests. They are capable of breathing fire, and even excrete a poisonous oil over their feathers to protect themselves. They do mate for life, and the males are extremely protective of their nests.

Volt Amphipteres

The Volt Amphipteres is the most wide spread of the Amphipteres of Anoris. These 3 metre to 5 metre Amphipteres can be found in every biome of Anoris. They feed on small animals, and fruits. They are also not above scavenging. The Volt Amphiptere is the only Amphiptere that not only produces electric currents, but can effectively weaponize them beyond using them to protect their body. They can also influence the lightning from storms. As such, they are often seen during massive storms. They have no territory, and only come together in large groups to mate.

Quetz Amphipteres

Found only in the temperate rain forests of the islands of the Gulf of Irnthalas, the Quetz Amphipteres is among the rarest of the Amphipteres. They can range anywhere from 4 metres to 8 metres in length. They feed exclusively on fruits, and as such rarely come down from the treetops. When threatened they can breath fire, but will more often than not flee. They are solitary and territorial, only allowing for the company of another when mating.

Dragons

Six total limbs. Four legs, two wings. They range in sizes from the smallest being about 3 metres to 10 metres to the head. Dragons have only been known to breathe fire, frost, harness the power of lightning along with other elements, produce poisonous gas and even use magic in some cases. Dragons are generally territorial beasts; male dragons will have large territories that encompass the territory of three females. If they find another male in their territory, they will fight to the death. Sometimes the fights will cause damage to the land, and more than a few villages have been destroyed by fighting males. They also can enter a state of decreased metabolic activity for years at a time.

Green Dragon

Deep in the temperate deciduous forests and temperate rain forests of Anoris, the Green Dragon can be found. These dragons, known for their green scales, can grow to be 3 metres tall to the head and feed on the animals of the forests of Anoris. They are the most basic dragon, with their fire breath and appearance. The Green Dragon likes to go unnoticed, and if stumbled upon by a traveler, will chase the traveler from its territory. It only kills humans that seek it out in order to slay it or those who threaten its nest.

Purple Dragon

In the taiga and tundras of Anoris, the Purple Dragon can be found. Like the Green Dragons, the Purple Dragons can breath fire. The fire of the Purple Dragon is unique, as it is not red in colour, but blue. The Purple Dragon is a predator, feeding on whatever animals it can find and can grow up to 4 metres to the head. They are territorial, but rarely get into conflict with humans. In fact, only when their nests are threatened do they show any hostility to humans.

White Dragon

In all the hidden corners of the continent of Anoris, the rare and powerful White Dragon can be found. They can grow up to 5 metres tall to the head, and are able to breath fire, harness the power of lightning and even perform magic. They are also known to have a deadly rivalry with the Crowned Dragons. The few times in history that humans have seen White Dragons, they have noted that the White Dragon seem to look at humans like children, even if threatened, they will not fight back. There is even a story of a White Dragon protecting a child lost in the wilderness, and showing the child the way back home.

Metal Dragon

In the tundra and mountains of Anoris, the Metal Dragon can be found. They are interesting even among dragons. Standing 8 metres to the head, the Metal Dragon is covered by metal-like scales. It is capable of breathing fire, which it uses to clean its metal-like scales. They are territorial, and will chase humans and threats out of its territory. They will even fight other Metal Dragons who wander to close, as they are not just territorial, but solitary beings. They only meet other Metal Dragons during mating season.

Crowned Dragon

In all the hidden corners of Anoris, the rare and powerful Crowned Dragon can be found. They can grow up to 10 metres tall to the head, and are able to breath fire, frost, harness lightning and even magic. They are also known to have a deadly rivalry with the White Dragons. The few times in history that humans have seen Crowned Dragons, they have noted that the Crowned Dragon seem to look at humans as pests, attacking them on sight.

Ice Dragon

Up in the glaciers of Anoris, the Ice Dragon could be found. These dragons are carnivores and can grow to 8 metres to the head. They are rarely seen, as they spend most of their time in massive ice cave networks in the glaciers. The Ice Dragon breathes frost and can manipulate the element of ice. They are known to be the only dragon to preserve their food by freezing it. They only get defensive against humans during the nesting season, and if the human approaches aggressively.

Black Dragon

A strange dragon that calls Anoris home, the Black Dragon can be found in all corners of Anoris. They can grow up to 7 metres at the shoulders, and eat whatever they can find. With no established territory, Black Dragons are fully nomadic. They are blind, relying on their other senses, and their horn-like feelers to move through its environment. They are capable of producing and exhaling a horrifying toxin in the form of a gas. The toxin of the Black Dragon causes those who inhale it to hallucinate and enter a berserk state that ends with the victim dying after a varying length of time. They are also capable of harnessing the power of magic. They generally do not seek out humans, but if they run into a human, they will attack them.

Grave Dragon

Found primarily in ancient ruins, and caves all around Anoris, the Grave Dragon is well known to those who search ruins for lost treasures. Unlike other dragons, the Grave Dragon is one that you’ll smell long before seeing. Its body is covered in two rotten layers. The first layer is just the rotten flesh of its victims and prey. The second layer is its very own rotten flesh, keep from completely rotting away by its magic. The Grave Dragon is capable of magic, and shows talent in necromancy and magics that alter the flesh. It can also breath fire, and a poison gas that knocks the target out, paralyzes them and then slowly kills them by rotting their flesh. Grave Dragons rarely leave their nests in ruins or caves, and when they do, its to feed or breed. Normally, they just remain near their nest, which is often filled with rotting corpses and lots of treasures, and they will attack anything that gets near their nest.

Brute Dragon

All over Anoris, one can find the nomadic dragon species known as the Brute Dragon. These dragons can grow to a maximum height of 8 metres to the shoulders, and are extremely bulky compared to other dragons. This is because while other dragons have fancy tricks, the Brute Dragon just uses its superior brute strength, and the fact it heals faster than any other dragon. They are known to have a rather bad attitude towards other dragons and dragon-like creatures, and will tend to engage them in combat. But when it comes to humans, it only attacks if a human looks at it the wrong way, as it rather tends not to waste energy on humans. Brute Dragons also almost always engage in battle with one another, but these battles only become life or death affairs during the mating season.

Magi Dragon

In natural places rich with magic and far from settlements of man, the Magi Dragon can be found. These dragons grow to a maximum of 4 metres tall to the head. They feed on prey that is naturally rich in magic energy and elements. They only use magic, and the amount of magic they have is dependent on how long it has been since they last fed. The Magi Dragons tend to stick to their small territories until mating season. If a human stumbles upon a Magi Dragon, they have nothing to fear as long as they aren’t there to threaten the Magi Dragon.

Drakes

Four total limbs, all are legs. Drakes are intelligent but aggressive creatures. They range from about 0.2 metres to 2 metres tall. Drakes are unable to breathe things like the other members of their group. But they have a deadly bite force; even the smallest Drake can bite through steel armor. Some even have venom glands. They generally live in packs like wolves. Packs are highly territorial, and will attack almost anything that can threaten their territory. Unlike other Dragon-eque creatures, Drakes lack the ability to enter a state of decreased metabolic activity for years at a time. They can however enter such states for a few months at a time.

Red Drake

On the open grasslands of Anoris one could find themselves running into the Red Drake. These drakes are about the size of a wolf, and rely completely on their strength, agility, speed, endurance and bite force. It goes without saying that they are well known for living and hunting in tightly knit packs. While they can rarely outrun their prey, they have the endurance and strategy to not only outlast but surround their prey. Red Drake packs have massive territories, and are almost constantly moving throughout said territories, until the nesting season, when they settle down near the centre of the territory. They will fight other packs of Red Drake, but rarely attack humans. In fact, there are stories of Red Drake packs protecting travelers as they passed through their territory.

Forest Drake

In the temperate deciduous forests and temperate rain forests, the Forest Drake can be found. Growing to a maximum of 0.2 metres in height, the Forest Drake is the smallest drake of Anoris. They live in large communal nests, and occasionally hunt together. That said, individuals often hunt alone, making use of their size, agility and swiftness to make their way through the forest silently. The Forest Drake does possess a venomous bite, but it's not enough to kill a human, just enough to cause great pain. They only get aggressive if a human decides to raid their communal nests, and will vocalize warnings to humans that get to close.

Black Drake

In the grasslands and taiga of Anoris, one may run into the Black Drake. These are the largest drakes, growing to a height of 2 metres, and are also the slowest of the drakes. They live a solitary life, and are the only drakes that do so. Only tolerating each others presence during mating. Normally they tend to their relatively large territory, hunting by ambushing their prey during the night, when they are most active. Their bite force is legendary, known to remove limbs of its prey with ease, which helps since they do also eat the bones of their prey. They are also known to scavenge. Humans who approach to closely are given warning vocalizations, and if the human doesn’t back off, then they will charge the human.

River Drake

Along the banks of the rivers of Anoris and the shores of the lakes of Anoris, the River Drake can be found. Growing to a height of 1 metre tall, the River Drake is the only semi-aquatic drake. They generally feed on the fish and aquatic life of rivers and lakes, but have been known to prey on animals approaching such bodies of water to drink. They live in groups, and nest communally, but they do not hunt in groups. They rely on their strength and sudden bursts of speed both on land and in water to catch prey. They only have been known to attack humans if their communal nests are threatened. Fortunately that is very rare due to most communal nests of the River Drake being found in rather difficult to reach shore side dens or even underwater caverns.

White Drake

Found in the glaciers and tundras of Anoris, the confident White Drakes can be found. Growing to a height of about 1.5 metres, the White Drakes live and hunt together. The White Drakes use their teamwork, physical strength, intelligence, endurance and venomous bite to hunt things larger than themselves. A well coordinated pack of White Drakes can take down a Imamthus with enough time and enough of a reason to.

Cave Drake

Found in the underground of Anoris, the aggressive Cave Drake can be found. Growing to a maximum height of around 0.6 metres, and armed with the greatest physical strength compared to body size of any drake, the Cave Drake is a creature to be respected. This strength along with the hardest claws of any drake, are capable of borrowing through solid rock with relative ease and speed. They are feared due to their strength along with aggressiveness, and have been confirmed to kill humans more often than other drakes. They live and hunt in groups, which just makes them more dangerous.

Umbra Drake

No matter where you go in Anoris, you run the risk of running into the Umbra Drake. Growing to a maximum height of around 1.2 metres to 1.6 metres, the Umbra Drake is the only drake that has been spotted in an interspecies relationship with Black Dragons. Wherever a Black Dragon goes, there is a chance that a pack of Umbra Drake will follow it, and aid it in its hunts. The Umbra Drake naturally have an immunity to the Black Dragons toxin. Like the Black Dragons, they do not seek out humans, but if they run into a human, they will attack them.

Lindwyrms

Only two legs. They range from 1.5 metres long to 3 metres long. Lindwyrms are ambush predators and wait for their prey to come to them, and their prey is anything that will fit in their mouths. Lindwyrms are known to breath fire, spit acid, and shoot scalding water. They have a venomous bite like Wyrms and some Drakes. Lindwyrms live in family groups, much like a pride of lions, one male surrounded by its children and mates.

Blue Lindwyrm

On the shores of the many lakes and banks of the many rivers of Anoris, one has the chance of running into a group of Blue Lindwyrms. These 2 metre long Lindwyrms are known for their semi-aquatic life, feeding on aquatic life. Other than tooth and claw, the Blue Lindwyrm is capable of shooting scalding hot water at threats, and delivering a venomous bite. Its venom is non-life threatening, but it does hurt more than almost any other thing in Anoris. They only attack humans if threatened, and even then, they generally only fight to cause humans to run. The moment an attacking human starts to run, the Blue Lindwyrm will not chase.

Glowing Lindwyrm

Found in the coastal caves that dot the shore of the Bay of Lin, the Glowing Lindwyrm is the strangest Lindwyrm in Anoris. These 1.5 metre long Lindwyrm rarely leaves their caves, instead using their bio-luminescence to attract prey towards them. They are capable of breathing fire to defend themselves, with their fire notably being blue in colour. The bio-luminescent chemicals in the Glowing Lindwyrm do have healing properties. They prefer to hide when humans come around.

Green Lindwyrm

In the temperate deciduous forests and temperate rain forests of Anoris, one can find the Green Lindwyrm. These 3 metre long Lindwyrms dwell on the forest floor, feeding on whatever they can catch. They have a fairly potent venomous bite, which can kill a man in a few hours if not treated. They only attack humans if they are threatened, and will only fight to chase the threat off.

Glacial Lindwyrm (https://i.pinimg.com/originals/eb/53/0f ... fc2ed3.png)

Found in the many ice caves of the glaciers of Anoris, the Glacial Lindwyrm can be found. Growing to approximately 2 metres in length, emerging from the ice caves at night to find prey. They are armed with tooth and claw, along with the ability to breath fire, which helps them carve out dens in the ice caves. Humans have little reason to fear the Glacial Lindwyrm, as they tend to nest in places humans can not easily get to, nor do they often feel threatened.

White Lindwyrm (https://i.pinimg.com/originals/ec/97/7a ... 4efdaf.png)

Underground, out of the sight of the humans of Anoris, the White Lindwyrm can be found. Growing about 2.5 metres long, and armed with fire breath, the White Lindwyrm preys on whatever it can find. Therefore, it is the most likely to attack humans who wander to deep underground. It doesn’t do this out of hatred, but just out of necessity, as food is scarce in the depths.

Wyrms

No limbs. Wyrms can be found generally in bodies of water or on coasts as well as in lava. They range in sizes from about 1 metre long, to in some cases over 30 metre long. Wyrms are known to harness lightning, breath fire, spit acid and even shoot scalding water. Wyrms are also known to have venomous bites. Wyrms do not have established territory, but are still rarely seen together. When they are seen in groups it is during mating season, or during feeding frenzies. It is possible for Wyrms to enter a state of decreased metabolic activity for years at a time.

Abyss Wyrm (http://pre05.deviantart.net/85de/th/pre ... 84naj6.jpg)

In the deepest depths of the oceans of Anoris, the Abyss Wyrm can be found. These 30 metre long wyrms are only seen when they surface for air. Armed with the ability to shoot scalding water and with a venomous bite, the Abyss Wyrm is a predator of the sea. As such, they generally keep to themselves, and are really not reachable by humans. Therefore any time there is conflict between humans and an Abyss Wyrm it is due to the Abyss Wyrm. This really only happens when an Abyss Wyrm mistakes a human ship for prey.

Deep Wyrm

In the underground cave systems and caverns of Anoris, one might stumble upon the Deep Wyrm. These 6 metre long wyrms are capable of swimming through molten rock, and has two special weapons. The first being an acidic compound, that it uses to weaken rock and metal, and can burn flesh with. The second being its intense fire breath. Using both its acid and flames, the Deep Wyrm is capable of burrowing through solid rock at a relatively quick speed. They rarely attack humans, as they have no reason to, as humans often need to get through molten rock to reach them.

Feathered Wyrm

Along the floors and in the trees of the temperate rain forests of Anoris, one can find the unique Feathered Wyrm. These 1 metre long wyrms are well known for their feathers, which are actually closer to scales than real feathers. Armed with a venomous bite, and acidic saliva, the Feathered Wyrm feeds on smaller animals. It is nocturnal, so humans only really run into them during the nights. And even then, the Feathered Wyrm has incredible senses and can see in the dark, so it often knows the human is there before the human sees it, and thus flees before humans get a glimpse of it. The only times a Feathered Wyrm has attacked a human, was when a human stumbled upon the nest of a Feathered Wyrm with eggs in it.

Lake Wyrm

In the lakes of Anoris, one may be able to find the Lake Wyrm. Growing to a length of 10 to 12 metres in length, the Lake Wyrm feeds on other aquatic creatures. It only surfaces when it needs to breathe, and during the mating season, when they slither up to the shores. They are capable of shooting scalding water, along with harnessing the power of lightning. They only attack humans by accident, as they just normally flee below the water before a human can threaten them.

River Wyrm

The rivers of Anoris are ruled by the simple but deadly River Wyrm. Growing up to 21 metres long, the River Wyrms feed on both aquatic and terrestrial creatures. They are armed with the ability to shoot scalding water and the ability to breathe fire. These tools along with their size makes them the rulers of the rivers. And they know this. Even humans on the rivers do not frighten them. The River Wyrm is the most commonly seen Wyrm, and as such is the most common wyrm to fight with humans. Though, it doesn’t seek a fight, but if a human threatens it, the River Wyrm will retaliate.

Wyverns

Four total limbs. Two wings, two legs. Wyverns are among the largest creatures in the Dragon-like group. Wyverns are capable of breathing fire, frost, delivering lethal venom and there are even some that can harness the power of lightning. Wyvern scales are one of the strongest and lightest materials that can be found. It is possible for Wyverns to enter a state of decreased metabolic activity for years at a time.

Frostbite Wyvern

In the glaciers, tundras and taigas of Anoris, the Frostbite Wyvern can be found. Growing to a height of 6 metres to the shoulders, and despite appearances, are herbivorous. They defend themselves with tooth, claw, tail and through the ability to breathe frost so cold it can cause frostbite in mere moments of hitting a target. They generally are not frightened by humans, and if threatened, will fight back until the human either flees or is dead.

Reaver Wyvern

Found all around Anoris, but prefer to call the grasslands, temperate deciduous forests and temperate rain forests, the Reaver Wyvern can be found. Growing to a height of about 4 metres at the shoulders, the Reaver Wyvern is one of the most aggressive wyverns around. They are known to steal the kills of other beasts, scavenge off of corpses, and raid the nests/dens of other creatures looking for eggs and the young. They do hunt on occasion as well. Due to this, they have one of the best sense of smell in Anoris, and incredible eyesight. They survive employing these strategies due to their incredible aggression, disregard for safety in most cases, and their power over lightning. They have been known to attack humans when they are hunting, as they see them as possible prey, like they do with everything else smaller than them.

Sloth Wyvern

In the grasslands, taigas and tundras of Anoris, one can stumble upon the Sloth Wyvern. Growing to a height of 9 metres at the shoulders, the Sloth Wyvern is not only the largest wyvern, but the slowest and least active. Using their rock-like plates, the Sloth Wyvern spends most of its time semi-submerged in the ground, and appear like large boulders. They are only active for a few hours each day, in which they forage and graze on plant material. There is not much that is able to break through their stone-like plates, and as such they rarely need to employ their fire breath, as their best defense is to just lay down to protect their soft underbelly. The Sloth Wyvern rarely gets into conflicts with humans, and when it does its because the human attacked it first.

Razor Wyvern

The grasslands of Anoris are home to a quick, agile and deadly wyvern known as the Razor Wyvern. Growing to a height of 2 metres tall at the shoulder, the Razor Wyvern is the smallest wyvern. But do not let its size fool you, as it makes up for that size with its natural weaponry, speed, agility and general personality. Its natural weaponry consists of its claws, teeth, horns and every scale on its body. The scales of the Razor Wyvern are known for their sharpness, and the larger scales have an erect state and a non-erect state. The erect state is when the large scales stand up, as both an intimidation and a defense. Their general personality is along the lines of fight all the things. These manics match the aggression of the Reaver Wyvern, and will fight to protect its territory from any other large predator. As such, they do attack humans on the regular.

Red Wyvern

Native to the temperate rain forests of Anoris, the Red Wyvern can be found. They can grow to be 3 metres tall, and live a generalist omnivore life where they feed on whatever they can find. Armed with a venomous bite and the ability to breath fire, the Red Wyvern is the most basic of the wyverns. They rarely attack humans, only doing so if they or their nests are threatened.
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Faal Lot Himdah
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Founded: Jun 12, 2014
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Postby Faal Lot Himdah » Tue Nov 19, 2019 6:10 pm

Intelligent Beasts of Anoris


Dragons and their relatives are not the only so called intelligent beasts of Anoris. There are other species of beasts that show similar intelligence, but lack the power of Dragons and their relatives. That said, these “intelligent” beasts are still more prone to falling into their animalistic side than Dragons and their relatives.

Minotaurs

Found roaming the grasslands, taigas and temperate deciduous forests, the Minotaurs can be found. Growing to a height of approximately 2.5 metres, and armed with primitive weapons, the Minotaurs are a fairly constant danger. They live, travel and hunt in small groups, which when paired with their physical strength and aggressiveness, makes them deadly. They are carnivores, and have been reported to attack and eat humans. They do have some intelligence and can be reasoned with on occasion. It is also worth noting that while the Minotaurs are generally nomadic, they have been spotted living more sedentary lives in ancient ruins.

Trolls

Beware when traveling Anoris at night as you may run into a troll. While these 7 metre giants are normally found underground, they have been reported wandering the surface at night in search for food. They can live for months without food, and water. If they are caught out in the sunlight, they turn to stone. They live alone and try to avoid other trolls, even when running into one, they just keep walking. Trolls have been reported to use basic tools and can be communicated with. They are generally no danger to humans, unless a human attacks them first or attempts to steal from them.

Cyclops

On the many islands off the coast of Anoris, the Cyclops can be found. The Cyclops can grow to a height of 5 metres, and display the same level of intelligence as the trolls. They are carnivores, and feed on whatever they can find both on the land and in the shallows. They live in small groups and have been known to devour human flesh. As such, they are known to be avoided by humans.



Cursed Beings, Demons and Spirits of Anoris


While most beasts of Anoris are natural, there are some that have origins elsewhere. While rare, they are still worth knowing about as they often target humans, and knowing about them is the best way to protect oneself from them. The cursed beings, demons and spirits of Anoris are less restricted by biomes, as many have origins as humans or elves.

Wendigo

The Wendigo is a powerful and deadly maleficent cursed beings that haunts the continent of Anoris. Unlike most other spirits, the Wendigo has both a spiritual and physical form. Its spiritual form is imperceivable without the assistance of magic and is shapeless. In this form, the Wendigo can not harm humans or interact with the physical world. It is only when they enter their iconic physical form that they become a danger. However, in order to reach this form, a Wendigo must possess a human being. This can be almost instant to a process that takes many years. They tend to target humans with weakened physical and mental states, but have a specific preferability towards humans who engage in the act of cannibalism, no matter how minor.

Wendigo get more powerful the longer they have had a physical form. The weakest Wendigo have remarkable speed, agility, and physical strength, along with its natural weaponry. The more powerful Wendigo are more agile, faster, stronger than weaker Wendigo along with possess the ability to manipulate the elements of the winter (cold, snow, ice, etc.), manipulate the weather, the ability to teleport, and the ability to take a human form. All Wendigo are able to heal from all injuries caused by normal weaponry, be that by regenerating or by reattaching limbs, even if their head is removed. They also have very sharp senses of sight, hearing, smell, and touch (feeling vibrations). Wendigo are generally more active during the night, and once they have located prey, they will pursue them endlessly, driven forward by their endless hunger.

As powerful as they are, the Wendigo does have a few notable weaknesses. Fire is the easiest weakness of the Wendigo to exploit, as the Wendigo can not regenerate as quickly from damage to do with fire. Their other major weakness is with holy weapons, which negate their healing ability, and as such, holy weapons can kill them as easily as a normal weapon can kill a normal person.

Hellhounds

Where evil taints the land, the black dogs of the Underworld can be found, the Hellhounds. They can only appear in places untouched by the sun, so if the place tainted by evil is above ground then they will only appear at night. If the place tainted by evil is underground or sealed off from the sun, then they will be ever present. The light of the sun causes them to evaporate into a cloud of smoke, which will return to the Underworld. Hellhounds are about the same size of a normal wolf. Despite having no need for food or water, as they are a class of lesser demon, they will attack and devour all who get to close. But they do not attack instantly, as they will stalk those who wandered to close and strike when the time is right. Death by Hellhound results in the soul of the victim being unable to reach any form of an afterlife, as the Hellhound devours the soul. They do not only have their claws and teeth as weapons, but also have the ability to summon and control hellfire along with the ability to generate and control what is best described as a poisonous shadow. They are weak to holy objects, holy weapons, and iron weapons, but can still be killed with normal weapons.

Gargoyles

Demons, generally seen as being of evil, and a danger to humanity’s survival are not always that. Not all Demons are evil, and the Gargoyle is proof of that. Stone by day, demon by night, the Gargoyle is ever watchful. At about 2 metres tall, the Gargoyles stand guard of human cities, but are rarely seen missing from their posts. When they are missing, it is due to another demon making an appearance in the territory of the Gargoyle, a demon that the Gargoyle will fight. Gargoyles fight other demons till the other demon leaves/dies or the Gargoyle dies. Since this is a rare event, most people forget that the Gargoyles they see around the city are not just statues. They are capable of using magic, along with their physical strength and natural weaponry. If for some reason a person was to get in a fight with a Gargoyle, they can take advantage of the Gargoyles weakness to holy weapons, light magic and demonic weapons, and can not actually be harmed with normal weapons. Or they can just destroy the Gargoyle when it is a statue during the day.

Daemons

Daemons are your run of the mill, generic demons, and can appear basically anywhere. They are numerous and come in all sorts of appearances. They range in size and level of strength, but do not possess any unique abilities that differentiate them from other types of Daemon. All Daemons are physically equal to humans, and are capable of wielding magic. They are all also weak to holy weapons, holy objects, salt and iron weapons, but can still be killed with normal weapons.

Succubi and Incubi

Succubi and Incubi are among the most common demons found in the world of mortals. They live in cities of humanity. They are capable of changing their appearances to fit into any society. They wait till night to move on their victims, then use magic to put their victims in a dream like trances, and then, well you know. After they visit their victims, they leave them to die in the next 24 hours starting from sunrise the next morning, unless the Succubus or Incubus that visited said victim is killed. Upon their death, the Incubus or Succubus that killed them claims and devours their soul. They do have a weakness to holy weapons, holy objects and iron weapons, but can still be killed with normal weapons.

Sirens

Be wary all you men who live on the sea, for you never know when you may hear the song of the Siren. Aquatic demons, no bigger than a human woman, known for the hypnotic voice, which lures men to their death by drowning. Once drowned, their physical bodies and souls are devoured by the Sirens. The song of the Sirens does not work on all men, nor is it restricted to work on males. In fact, the song of the Sirens works on anyone attracted to women and those who can hear. They are found at sea and only within a strange mist, that if seen can be avoided by skilled sailors. Sirens are weak to holy objects, holy weapons, iron weapons and electricity, but can still be killed with normal weapons.

Jorogumo

The demoness spiders, the Jorogumo are well known dangers to those who wander the forests away from civilization. The Jorogumo are a type of demoness that can take the form of an attractive woman, giant spider that is not to be confused with a Speider or even a half woman, half spider creature. Jorogumo will use their mortal appearance to draw human males into their lairs, which often appear as shack in a forest. Once drawn in, the Jorogumo will kill them, and drain them of their life force before devouring their soul. These lairs also have secret entrances into underground caverns, often filled with the bodies of the Jorogumo’s victims and numerous treasures. The Jorogumo is weak to holy objects, holy weapons and fire, but can still be killed with normal weapons.

Poludnitsa

Poludnista are demoness’ that take the appearance of a young, beautiful woman, carrying a sickle. They only appear around midday and only in farmers’ fields. They will approach those working on the farms, and ask them a series of complicated questions or just converse with them. If the one they speak to doesn’t answer their questions at all or incorrectly, or tries to change the subject, the Poludnista will swiftly remove the person's head. They also kidnap any children that they come across, only to kill them at a later date to devour their souls. They can be harmed with normal weapons, but are also weak to holy objects, holy weapons and magic. Poludnista can be repelled with special charms that many a farmer in Anoris wear for their safety.

Nymph

Nymphs are nature spirits found everywhere and anywhere. They take the appearance of normal women, but possess power over nature. They usually tend to avoid interaction with humans as much as possible. When they do interact with humans, the reason can be both positive or negative for the human. Nymphs can be killed with normal weapons, and are weak to magic objects and weapons.

Lamassu

The Lamassu are powerful spirits that can be found in human settlements and even in ruins. They are protectors, guardian spirits with many different forms, that attach themselves to specific structures and families. Specifically, they attach themselves to important buildings and important families. Some even attach themselves to entire towns. It is worth noting that they do not just protect out of the goodness of their heart. No, they are attached to a place, family, or person through magic and dealings. A magic user can forcibly attach them, which is often the case with Lamassu protecting ancient ruins. A magic users can also just make a deal with them, providing the Lamassu with magic power, which it feeds on, for the price of protecting some place, someone or some family. A Lamassu can also find themselves protecting a person, family or place due to the influence of a god or goddess, or even to repay a debt. They can be harmed by normal weapons, but have a weakness to magic and demonic weapons.

Fae

The Fae are type of holy spirit found throughout the world. They have powerful magic ability, unmatched by most spirits and demons. They are tiny, being only 3 inches tall, but can still avoid being eaten by all creatures. That said many demons seek them as a source of power that can only be harnessed through digestion. Fae are known to either help or hinder mortals, depending on what the mortal wants, and what the god’s desire. They can not be harmed by normal weapons, but can be harmed with magic.

Therianthrope

Werewolves, Werebears, Werelions, and so on and so forth are all a type of cursed being. Therianthrope are not possessed by evil spirits, but instead are the result of a curse from the gods. The curse is spread by a bite, or by a scratch. If one who is bitten or scratched doesn’t acquire the correct treatment within three moons, then the victim will be forever cursed to become a Therianthrope every night for the rest of their lives. The Beast inside is rarely ever controllable, but there are still some cases where mortals have learned to control their inner beast. Silver weapons, holy weapons or magic are the best way to fight against them. It is worth noting that Therianthropes of the same type often congregate in packs, for their own protection and for a sense of community.

Draugr

Tombs and graveyards all around Anoris run the chance of being home to the undead Draugr. The Draugr are more than just corpses reanimated through magic. These are corpses of mortals cursed to rise from the dead. This can be due to multiple reasons, such as, but not limited to; greed in life, murder, demonic dealings, or the curse of a Lich. When a Draugr rises, they get strength beyond what they were capable of in life; get the ability to reanimate other corpses and resilience to physical weapons. Note that they also gain a weakness to fire, holy weapons and silver weaponry. They maintain some of the intelligence they had in life, which helps differentiate them from simple reanimated corpses which have no intelligence. Some adventurers have been able to deal with Draugr diplomatically. They have no need to eat, or such, and therefore remain in whatever tomb or ruin they rose in or rose near to.

Ghosts

Another class of undead, Ghosts haunt multiple locations across Anoris, from ruins far from cities to structures within the cities. Unlike Draugr, who are often risen due to their own actions, Ghost rise from the dead due to the actions of others. Ghosts are the souls of those who had been wronged in life and sought to be avenged, or are the souls of those who had some powerful connection to the mortal world. Some Ghosts become violent after rising. Normal weapons have no effect on them, and they are extremely hard to get rid off. To get rid of them, one must make use of magic, holy weapons or silver weapons. Or a mortal can avenge or help the Ghost let go of whatever kept them in the mortal world.

Vampires

Blending in the societies of mortals, or hiding in ruins and caves, the Vampire is a power class of undead cursed being. Vampires in this world do not sparkle, thank god, unless they are set ablaze by the sun. They can actually be out during the day, but they have to be heavily covered up, as the more skin that is exposed to sunlight, the greater chance of them going up in smoke. The Vampire's curse spreads by fluid contact, meaning a vampire just has to have its blood or saliva have contact with the victim's blood and enter the bloodstream. The curse is not permanent until the newly turned vampire has its first taste of blood, and there are multiple different vampire cures throughout Anoris.

Fully turned vampires enjoy some advantages over mortals. For one, they will not die of old age. They would also gain greater physical attributes than humans, and greater senses. They also gain an affinity with magic and a healing factor. The hungrier a vampire, the weaker and more feral they get. There are also multiple notable bloodlines of Vampire, with each bloodline offering different abilities and resistances. Vampires of the same bloodline are known to organize into Vampire Clans. All vampires however share the same weaknesses to the sun, fire, holy objects, holy weapons, and silver weaponry. Removing a vampire’s head is also a good way of slaying them even with normal weapons.

Ghouls

Ghouls are minor demons that can be found stalking graveyards at night. Ghouls only feed on flesh, and as such, any mortal that is unlucky enough to stumble upon one, may find itself fall prey to the Ghoul. But normally Ghouls just feed on the bodies of the dead, burrowing into the graves at night. Ghouls aren’t just seen individually though, they are rather weak demons, and can be dispatched with normal weapons with ease, as such, they attack their victims in a large group. They are weak to holy objects, holy weapons, iron weapons, fire and sunlight.

Reapers

Reapers are spirits of death, not necessarily good or evil. Reapers were originally mortals who pledged themselves to the god of death. However, only a select few are allowed to become reapers. Those who are chosen will take the position of a former reaper, who then passes on to a luxurious afterlife. Reapers are charged with bringing death to all those marked for death. Reapers are known to get creative in the ways that they bring death. Reapers take upon their mortal appearance almost all the time. As such, it is impossible to tell whether a reaper is following you. They are immune to all normal weapons, and even holy weapons. In fact, killing a Reaper is near impossible, fortunately they don’t just go around killing mortals on a whim. Reapers are incapable of killing the undead.

Liches

In the forgetting ruins, deep caves and even the dark catacombs beneath cities, one may find a Lich. The result of only the most powerful magic users delving to deep into the art of necromancy in the search for immortality. As such, any magic user with the talent, resources and time, can turn themselves into a Lich. The process of becoming a Lich is a long and bloody process. The first step of the process of becoming a Lich involves setting up the ritual site which needs to be in place rich in magic. Ideally the ritual site needs to be tainted with evil, though any place rich in magic and untainted by good will do. Next comes the collection of souls through ritualistic sacrifices at or near the ritual site. The amount of souls required depends on multiple factors, from the magic users own magic power, to the magic power of the ritual site and the magic power of the souls themselves. Once enough souls have been collected by the ritual site, then the final stage can begin. This is when the magic user uses the magic power of the ritual site, to transfer their soul into a Phylactery. A Phylactery can be any object, and serves as the key to a magic user becoming a Lich.

Once their soul is transferred into the Phylactery, then the process is completed and they will find their body taking on a more undead appearance within the next 24 hours. Liches are capable of maintaining a mortal appearance through the collection and consumption of life energy from other mortals. Fortunately for the victim of a Lich, the Lich doesn’t need all of the life energy of a mortal to maintain their appearance. As such, cults of necromancers have been known to form around a Lich, with the necromancers often offering their own life energy to aid their master.

The Phylactery is perhaps the greatest advantage and weakness of a Lich. As long as the Phylactery is intact, a Lich can rise from the dead as many times as it wishes. Over time, a Phylactery may be damaged, but Liches are capable of repairing them using the souls of mortals. But if the Phylactery is destroyed, a Lich loses their ability to rise from the dead. This is when a Lich is at their most vulnerable. However, they can transfer the soul from a destroyed Phylactery into a new Phylactery through a process similar to how they became a Lich. Liches can not be harmed with normal weapons as long as their Phylactery is entact. They can always be harmed however through magic, and holy weapons.

Wisps

Appearing anywhere there is substantial amounts of magic present, Wisps are incredibly rare. Wisps are small, baseball sized balls of glowing blue light. They appear to a rare few, but it is unknown if they are good or bad, as sometimes they lead them to what those they appear to seek, and sometimes, they are never seen again.

Masked

Masked are mask wearing demons that appear on roads between cities. They often stop travelers and ask them three questions, if the travelers gets the first two wrong, they are killed. The third question is always “What lies under this mask?” If they answer a face or man, then the Masked removes the traveler face, if they answer a demon, the Masked removes its mask to show the face of the traveler under it before the traveler drops dead. But if the traveler answers truth, the Masked removes its mask, revealing a hideous face before handing the mask to the traveler and letting them go. A Masked mask is a powerful magic artifact that can grant the wearer the ability to turn invisible, hurt the nonphysical, detect life and heal all wounds. The mask however only has a limited amount of power before it shatters, turns to dust and removes the memory of the correct answer to the final question of the Masked. The Masked can be killed instead of indulging their questions. Normal weapons do have an effect, but they also have weaknesses to holy objects, holy weapons and salt.

Imps

Imps can be found almost anywhere in Anoris. Imps are devious little demons, known for stealing things and tricking mortals. Imps are tiny, only ever a foot tall, however they are able to shrink objects, making them easier to steal. They can be killed with relative ease with normal weapons. They do have weaknesses to anything holy, iron weapons and salt.

Kelpie

When near the rivers and lakes of Anoris, be wary of the Kelpie. These shape-shifting spirits are known to offer travelers passage across the water body, and if the traveler accepts, they will pull them into the waters and drown them, before feeding on their souls. Taking the form of a human woman, or a horse-like aquatic creature, those who are aware of them know how to avoid them with ease. They can be harmed with normal weapons, but have a weakness to magic and iron weapons.

Doom Criers

No matter where you go in Anoris, you run the risk of running into the powerful Doom Criers. Possessing both great physical, mental, and magical strength, the Doom Criers are one of the most powerful demons that frequent the mortal world. Often measuring 3 metres tall, and are often seen leading groups of lesser demons. hey will not outright attack mortals, instead, they will challenge mortals to a duel. If the mortal denies them, then the mortal will be killed right there. However, if the mortal accepts and defeats the Doom Crier in a duel, then the Doom Crier will offer its servitude to the mortal.

Tricksters

A threat no matter where one finds themselves, they run the risk of running into a Trickster. Not much is known about Tricksters, other than they are the spawn of Aryna, and can take any form they wish. It is also known that they have the ability to alter reality, create living things and etc. They are completely unpredictable and the tricks they play can lead to death.

Angels

If Demons hail from the Underworld and serve the Gods of the Underworld, then the Angels hail from the Heavens and serve the Gods of the Heavens. Angels are not always good, nor are they always evil. Their alignment is determined by the individual’s Angel’s beliefs, and whatever god or goddess they serve. There are four different classes, each with a different role to play. Seraphim are the strongest, and serve as the personal guard of the god or goddess they serve. They appear with six wings, and are much larger than most all beings, and like other angels, can change their appearance to remain unnoticed in the mortal world, which they rarely visit. Next are the Cherubim, second in strength only to the Seraphim, and serve as the generals and commanders of each gods’ or goddess’ army. Cherubim appear with four wings and are larger than humans, and rarely visit the mortal world. The Paladinus are the next class of angel. They are the knights of the armies of the gods’ and goddess’. Like regular angels, they only have two wings and are similar in height to humans. Finally, there are the Iusto, or the regular angels. They are the least powerful, but that said, they can still defeat most demonic and mortal beings with ease. The Iusto are the most numerous, and likely to visit the mortal world. They can be harmed with normal weapons, but this is extremely difficult in some cases. Magic and demonic weapons are generally the easiest way to harm them.

Nephilim

The Nephilim are the results of a union angel (of any class) with mortals. They are capable of growing stronger than their angel parent, but rarely live long enough due to the fact that their powers often burn them up and kill them before they get to strong. They are born with the appearance of a mortal, but are capable of wielding the power of angels, and even summon wings. When they die, they ascend to join their angelic parent and serve the god or goddess whom their parent served. While they are capable of getting more powerful than their angelic parent, they also have the same weaknesses of both their angelic parent and the weaknesses that come with being a mortal.

Cambion

The Cambion are the results of a union of either a daemon, succubi, incubi, Masked or Doom Criers and mortals. They are weaker than the Nephilim generally, but have a higher survival rate. They are born with powers like their demonic parent, the appearance of a mortal and the ability to command weaker demons (often Hellhounds). When they die, they descend into the Underworld and slowly become what their demonic parent was. While they are capable of getting more powerful than their demonic parent, they also have the same weaknesses of both their demonic parent and the weaknesses that come with being a mortal.

Demi-gods

The children of a god or goddess and a mortal being. They are incredibly powerful, easily being able to take on Nephilim and even in some cases Paladinus angels. They have powers associated with their parent deity. In death, they ascend and join their parent deity in the deities private realms be it in the Heavens or in the Underworld. They possess the same weaknesses of other mortals, but are generally less affected by them due to their divine blood.
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.

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Faal Lot Himdah
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Founded: Jun 12, 2014
Scandinavian Liberal Paradise

Postby Faal Lot Himdah » Tue Nov 19, 2019 6:10 pm

The Akian Calendar


While most things from the Empire of Akias were lost during the Dark Ages, the Akian Calendar survived, and is still in use to this day. It was created under the order of Akias himself in order to “bring order to the chaos of time itself” and to aid in the unification of humans across Anoris. The Akian Calendar was constructed around the cycles of the sun, and as such is classified as a solar calendar. The Akian Calendar is comprised of 364 days, with each of these days being around 25 hours long. The days in the Akian Calendar are then grouped into 7 day weeks, with 4 weeks making a month. According to the Akian Calendar, one full year is comprised of 13 months. As all the months, weeks and days are the same length, the Akian Calendar can be considered a fixed calendar. It is also worth noting that when it comes to referring to what year it is, the Akian Calendar uses the founding of the Empire of Akias and the fall of Akias when it comes to determine the year number. For example, 1 year before the founding of the Empire of Akias is referred to as 1 BF (Before Founding), while 1 year after the founding is referred to as 1 AF (After Founding), and finally, 1 year after the fall of the Empire of Akias is referred to as 1 AFA (After the Fall of Akias). Every year starts with the beginning of spring and ends with the end of the winter.

Month Names

Verum Renee (True Thaw) - First Month of Spring
Primo Seminis (First Seeding) - Mid Month of Spring
Flos Aurora (Flower Dawn), Last Month of Spring
Plenus Florescant (Full Bloom) - First Month of Summer
Sol Apex (Sun’s Crown) - Mid Month of Summer
Secundi Seminis Second Seeding - Last Month of Summer
Primo Messis (First Harvest) - First Month of Autumn
Folia Cadere (Leaf Fall ) - Mid Month of Autumn
Secundi Messis (Second Harvest) - Last Month of Autumn
Aurora Hiems (Winter’s Dawn) - First Month of Winter
Cicero Umbra (Frost Shadow) - Mid Month of Winter
Cordis Glacies (Ice Heart) - Mid Month of Winter
Hibernis Vernum (Winter’s Dusk) - Last Month of Winter

Day Names

Sver - First day of the Week
Dwim - Second day of the Week
Klar - Third day of the Week
Kihm - Fourth day of the Week
Tiph - Fifth day of the Week
Vrax - Sixth day of the Week
Xtim - Seventh day of the Week



The Night Sky of Anoris


The night sky of Anoris is nothing really special, as it is just full of stars and the single moon that circles the world of Caria. This moon is known as Vulin, is about the same size as our moon in real life, but does orbit Caria closer than our moon orbits the earth. Beyond Vulin, the sky of Caria is filled with stars, with a number of constellations known throughout Anoris. Of these constellations, 13 are known to be special as they bless those born in the months they coincide with. This has yet to be proven, but they are known to have connections with magic. These 13 constellations are known as the Sofran y Ffrwd Seren (Sovereigns of the Star Stream). Not all the stars in the sky are stars however, as some of them are other planets unknown to most of the population of Anoris. In fact, Caria is one of the 11 planets that orbit the sun of Caria.

Planets Listed
(Closest to Sun to Farthest from Sun)

Agrion
Novern
Sece
Caria
Corus
Elyi
Rabog
Thraki
Douteria
Jaji
Fremis


The Sofran y Ffrwd Seren

Myrgyg - The Great Wyvern, represents the month of Verum Renee
Pygoscelis - The Great Caladrius, represents the month of Primo Seminis
Helia - The Great Bow, represents the month of Flos Aurora
Rymys - The Great Dragon, represents the month of Plenus Florescant
Myotis - The Great Sorcerer King, represents the month of Sol Apex
Gynos - The Great Amphipteres, represents the month of Secundi Seminis
Lacerta - The Great Twin Drakes (Rythu and Zighi), represents the month of Primo Messis
Achatinoidea - The Great Knight, represents the month of Folia Cadere
Arvicola - The Great Enfield, represents the month of Secundi Messis
Neofelis - The Great Wyrm, represents the month of Aurora Hiems
Hyla - The Great Lady, represents the month of Cicero Umbra
Zirran - The Great Lindwyrm, represents the month of Cordis Glacies
Chlamyphorus - The Great Angel, represents the month of Hibernis Vernum

Other Constellations

Aitheria - The Prince
Tefia - The Princess
Caridea - The Southern Ship
Neofelis - The Elf
Gavia - The Raiju
Nectophryne - The Skull
Cichlidae - The Greater Dire Bear
Erithacus - The Lesser Dire Bear
Cerura - The Greater Cat
Felis - The Lesser Cat
Ramphastos - The Rat
Ailuropodie - The Eastern Temple
Sepiida - The Western Temple
Aepyceros - The Northern Shield
Fratercula - The Chisel
Paguroidea - The Gryphon
Tarsius - The Eagle
Damia - The Great Wheel
Tyto - The Great Dire Wolf
Procyon - The Lesser Dire Wolf
Igutir - The Northern Ship
Sphenodon - The Crown
Diptera - The Eye
Hieraatus - The Harp
Larvuo - The Sword
Celine - The Spear
Allita - The Anvil
Anthozoa - The Hydra
Lepisosteidae - The Swan
Aegypius - The Southern Shield
#BlameVoid
A VeryProudCanadian
Charlia wrote:Faal Lot Himdah - A wizard. Possibly evil. Seen associating with Charlia, who baas at him a lot when he doesn't feed her enough. #BlameVoid

Kuhlfros wrote:Fall Lot Himdah=Alakazam (May or May not have to do with Merlin)

Spindle wrote:I swear, you two are pretty much the font of all evil in this world...

Spindle wrote:Aaaaaand, the font of all sass.


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