On a world called Alrathi, an era of warfare has descended upon the continent of Alsykra. The power-hungry Dremorian Empire seeks to expand its territory and establish the Dremorian Race as the top of the food chain. Already smaller kingdoms on the Empire's borders have been absorbed through military intimidation with some of their populace being forced into slavery to supplement the growing war economy. The leader of the Dremorian Empire, King Lucius, has established a cult of personality regarding himself. With his loyal citizens and powerful military, he has his eyes set on the neighboring kingdom of Anserith. However the aggression displayed by the Empire has not gone unnoticed and the king of Anserith has been preparing his people for war as well as seeking an alliance with the powerful, human kingdom to the north: Armintium.
Further to the east, the progressive country of Caraxis is preparing to enact a plan long in the making. A fervent opponent of anything to do with magic, they seek the eradication of all magic not just within in their land but the whole of the Alskyran continent. Their first target of this mighty crusade is the the kingdom of Voy to the north. Thanks to the work of its inquisitors, Caraxis had learned that Voy has been responsible for the surge of magical contraband being smuggled into the country which has resulted in multiple attacks against the established government.
South of Caraxis lies the kingdom of Altamea, a place renowned for its magic academy and as the supposed origin of the infamous Lich-King of legend. A recent discovery of a broken, ancient tesseract in the wilderness has prompted researchers to begin looking in the area for the signs that may prove or disprove this legend. The Delfari Sovereignty, a religious state to the south, has greatly opposed these actions as heretical and have threatened to invade the kingdom if they do not cease their actions. With no response being delivered, both of the kingdoms are on high alert.
Among these conflicts, the population of monsters have begun to increase greatly. Stories of caravans being completely destroyed and even raids on villages have passed through the land. Rumors even abound of monsters that are several times more powerful than their counterparts and possess unusual abilities. If this wasn't enough, there is talk of a cult of necromancers who worship the Lich-King that seek his revival. These rumors are not without substance as the number of undead sightings have increased dramatically.
The world as its people know is tearing itself apart. Renegades and bandits prowl the road attempting to take advantage of the chaos. Wild beasts and monster attacks grow in frequency as fewer and fewer soldiers are left to take care of them, leaving the task almost entirely of mercenaries or adventurers. The world itself appears to have gone mad.However, even with the world engulfed in war there remains a place that stands as a true place of peace.
A black castle, larger than any built, sits against a stormy sky only briefly illuminated by flashes of lighting. On top of a cliff it resides, far removed from a world that knows nothing but constant conflict and suffering. Here it stands as a place of refuge, only able to be found by those truly seeking asylum within its walls. A safe haven protected by powerful and ancient magic built by a powerful group that has long ceased to exist. It is guarded by a single individual of remarkable power along with a host of sentient automatons. Anything and everything one could desire is located within its walls so to provide the utmost comfort to those that stay there.
Everyone has their own reason for arriving at the Sanctuary. There are those who are permanent residents of the castle, choosing to spend the rest of their life within its magnificent and every-changing walls. Others come seeking a chance to turn their life around using the knowledge located there. It exists outside of the prejudice and problems of the outside world. Peasant or noble, ex-thief or paladin, it does not matter within the walls of the Sanctuary. As long as its rules are followed, no one needing its protection will be turned away.
Beyond its primary function as a safe haven, it serves as a place of learning for those wishing to better themselves. Each one of the numerous automatons contains a wealth of knowledge that they will impart on any who are deemed worthy of receiving it. This has resulted in the castle having its own kind of academic system managed by the master himself. Several stories about legendary warriors and scholars involve the same story about encountering a rough time in their life before encountering a massive black castle. Every account never states the exact location of the castle, as anyone who leave the castle for good are forced to forget its position.
With a legend such as this, it should come as no surprise that there have been individuals who try to claim the knowledge and riches inside for themselves. Those that have attempted to sack the Sanctuary are never heard from again. However much is uncertain in these dangerous times as nations throw their power against each other.
Before forming into the military super-power that it is today, the now Dremorian Empire was nothing but a large group of city-states inhabited by the Dremorian people. Repeated invasions, and eventual conquest, by the more unified Kingdom of Anseria created a single, common enemy among the different factions. It wasnβt until 200 years later under the banner of Prince Valian, from the large city-state of Armos, that the Dremorian people unified and evicted their Anserian oppressors. After a series of vicious battles and defeats for the Anserian army, they were left with no choice but to recognise the new sovereign state. Valian was crowned king and the Dremorian Empire was born, and with it a military power the world has never seen before.
πππ’ππππ’
πΊπππ π»πππππ The current emperor of the Dremorian Empire, Lucius rules his country with an iron-fist and a ferocious tenacity. After the loss of the beloved Queen Reina, he has begun a slow descent into a spiral of ruthlessness and aggression. While many now call him the βMad Kingβ, Lucius remains incredibly clever and coherent. He is the primary individual responsible for the creation of Dremoriaβs βsuper-soldierβ program.
πΏπππππ π³ππππππ Desmond is the eldest son of Lucius and the current heir to the throne. He is also their best general with a tactical mind rivaling his fatherβs. His mind is not his only strength. Desmond is the first successful case to come out of the super-soldier program, earning him the moniker βSubject Zeroβ. The process, however, negatively affected his ability to feel empathy for others and has grown increasingly distant from his emotions and people.
πΏπππππ π³ππππ The second Dremorian Prince, Dante is a reckless individual and near polar opposite of his elder brother. He loves to envelop himself in all the pleasures of life, which often mean women and alcohol. He does not however partake in either when he is on duty as commander of his unit. As a second-generation super soldier, he was spared the horrors many of the first generation went through. His personality is far more aggressive than his brotherβs. Dante is perhaps the best warrior in Dremoria, but his temper can often lead to his downfall.
π²πππππ
π°ππππ Dremoriaβs capital city and the most well-defended fortress in the entire empire. The buildings are mostly made of a highly resilient, flameproof, black stone mined from a nearby mountain. Armos possesses a huge cultural significance to the Dremorian people that non-Dremorians, even slaves, can not enter inside its walls.
π³πππππ The suspected birthplace of Dremoriaβs super soldiers, most of the military research and production occurs within this city. Weapon dealers also sell their wares here in a large market known as the βWar Bazaarβ. This city contains the second largest concentration of military forces and is under the vigilance of lord-governor Silas Verdine. Rival kingdoms have sent agents to steal secrets but none have ever returned.
π°ππππππππππ This city is an enigma among the Dremorian major cities for many reasons. The city is the only one with a large port and was the last city to be annexed into the empire. Non-Dremorians experience the greatest amount of freedom in this location and thus has the greatest population of non-Dremorians living there with the percentage being 40% other. Lord-governor Encel Armenis is the figure-head in charge of this city, but there are rumors that an underground organization calls the real shots. A number of different houses vie for political power and favor here with the lord-governor being at the top of this game.
π°ππππ The heart of Dremoriaβs industrial power, Arkonβs primary purpose is to produce commercial goods for the entire empire and basic military equipment. Arkonβs lord-governor Aziel Drakspire ensures a constant flow of materials in and out of the city.
ππππππ Zerith is the primary location for Dremorians wishing to pay pilgrimage to the gods. A gigantic temple at the center of the city is dedicated solely to the goddess of war. The lord-governor of Zerith, Dygus Pyranus, is often called a βwarrior priestβ for his dedication to the goddess and his affinity for combat.
π ππππππ The population of Vangles is the highest among the major cities of the Dremorian Empire and is also the largest producer of food. A significant number of orphan children from this city go missing every year without even a word being mentioned. It is unclear whether or not the lord-governor of the city, Towa Cesadine, has any connection to the disappearances.
Once a large nomadic tribe, the winged Anserian people would make temporary camps in an area then proceed to abandon them completely. That was until they stumbled across a magical anomaly that caused large portions of landmass to float in the sky. This was also around the time that a deadly plague afflicted a large portion of their population. The present day capital of Aion was settled on the largest island, called Salvore, while those infected were forced into settlements below in the shadow of these majestic islands. Portals were constructed very recently in its history to allow non-flying visitors to the once inaccessible islands.
πππ’ππππ’
πΊπππ π³πππππ Dacire became a king when he was only in his teenage years. He has made many mistakes on his journey but has grown extremely wise and understanding in his later years. Unlike the majority of Anserian nobility, he does hold the same superior attitude towards those of others races. The Kingdom has undergone through many advancements in both science and magic under his guidance. His diligence is the reason why the Dremorian Empireβs aggression has not gone unchecked.
πππππ π°ππππππ The queen is generally loved by the many citizens of Anseria. While her husband is in charge of the nation, she handles the majority of internal affairs including politics between noble houses. It often comes as a surprise to foreign ambassadors but Astrana is the superior warrior of the two rulers. Before becoming queen, she was considered a prodigy in magic and the ways of the sword.
πΏπππππ πΈππππππππ The heir to the Anserian throne, he inherited his motherβs guile and his fatherβs humility. As heir, he is the head of all military forces and is often sent on missions of diplomacy to other nations. Illuminos is far more open-minded than his noble peers and enjoys spending time among the citizens of his kingdom. He is a master of aerial combat and using his wings to outmaneuver his opponents.
πΏπππππ π΅πππππ Fenris is regarded as the best user of healing magic in the entire kingdom, and likely the whole world. The pride and joy of his life is the Astaris Library, an ancient structure recently uncovered containing thousands of texts dating back several centuries ago. His work has shed some light on to the mythological figures known as the Architects.
πΏπππππππ ππππππ The only daughter of Queen Astrana and King Dacire, she is far more ambitious that either of her two brothers. Soleil wants nothing more than to travel the world and have crazy adventures. This nature of hers has gotten her in trouble multiple times with both her parents and the city guard. She has trained herself with the spear and has taken many lessons from a martial arts master at her request. There are many who say that Soleil takes a lot after her mother.
π²πππππ
π°πππ The first city ever settled on the largest landmass of the floating isles, its history is as old as the kingdom of Anserith itself. It is often called βThe Golden Cityβ by outsiders due to the prevalence of gold and white stone in the construction of its buildings. All of Anserithβs nobility reside within this city and as well as the majority of the weathier portion of its citizens. Anserians pride themselves in the fact that Aion has, to this day, never been ransacked by foreign armies.
π½ππππππ Neverra was initially founded in direct opposition to the founders of Aion, who were responsible for the exile of many Anserians during the time. Military tactics were greatly improved upon by the Neverran Anserians, as proved in the first and only civil war ever to occur in Anserianβs history. The reigning monarchy in Aion was deposed and replaced with an Neverran ruler, a line which to this day remains unbroken. Neverra today holds the largest military base in Anseria and is where all of their officers are now trained.
π΄ππππππ The third largest island in the kingdom of Anserith, it is here that the famed Astaris Library is located. Evernal was the last of the Anserian major cities to be founded due to it being previously host to a large number of flying monster hives. It has quickly become the center of research and education in the kingdom, with the largest university located near the Astaris Library.
π ππππππ Verouge serves more as a resort city than anything else. The portals located in the city of Cherim below link to portals here. It nearly rivals the splendour of Aion and provides many services to entertain both citizens and tourists alike. The most famous location in Verouge is the βGrand Skyview Auditoriumβ, a mostly glass structure veering off the edge of the island. The resort theme of the city has led it to becoming a large, growing center of culture in Anseria and nearby kingdoms.
π²πππππ The largest Anserian city on the surface, it is heavily fortified and operates as the main trading hub for Anseria. It is also the only city where non-Anserians can own property. Due to it not being limited in expansion, the city has grown exponentially and is the second most populated city in Anseria. Located in the central plaza are portals to Verouge, a resort city located on one of the floating isles above.
πππππ It is perhaps the most unique city in terms of the geography of the island it resides on. In the center of the island lies a very tall mountain, something not present on the other islands. Seris was built up all along the bottom of the mountain, where the only flowing river on the isles comes from. The majesty of the mountain led Anserianβs religous elements to establish their headquarters here, with a large sanctuary located near the mountainβs peak. Many Anserians make a pilgrimage up the mountain to visit this sanctuary, doing so without the use of their wings.
π½ππππππ πππ ππ
πππππππ
π²ππ’πππππ ππππ
π³ππ ππππππ
πππππππππ
ππππππππ
Roughann lies on the edge of what is considered the βCivilized landsβ, nothing but beasts, monsters, and lost civilizations lie beyond their territory. Life is not easy in this fringe kingdom, but those that tough through will find a place in it. The people are governed by a council of chiefs, who in turn elect a head chief to rule over all in times of need. That means that each settlement is pretty much independent of each other and often clash in contests of strength.
A Draeni with incredible strength and charisma, Salamone maintains the core beliefs of his kingdom with fervent enthusiasm. He is well loved by all the tribes, and holds a kind of celebrity status within the territory.
π²πππππ
π²πππππ Frequently referred to as βThe Hubβ by locals, Charal is the first city most will go through upon entering Roughann. It was the first city settled on the edge of the βCivilized Landβ and consequently is the largest settlement in the region. The most prominent feature of the city is a large open market used by the other tribes for exchanging resources. Due to its size and favourable location, it is seen as the non-official capital of Rougann. Charal maintains a strict policy of neutrality in inter-tribal conflict and is often called upon to mediate negotiations. This had led to a lot of Head Chiefs being elected from Charal.
ππππππ Seland is the last sizable settlement on the fringe, the city resembling more of a fortress than an actual town. Monsters attacks are a normal occurrence which has led the populace to be hardened and adaptable. Every man and woman of age must be able to fight without exception. The abundance of monsters in the vicinity has led Seland to host their own lodge of monster hunters. The greatest, if not best, warriors of Roughann will likely claim Seland as their home.
πΊπππππππ Kalthorn is famous all across the kingdoms for the large, complex dungeon at the heart of the city. The entrance to the dungeon lies within a large palace, the building which the first settlers discovered lost in an unexplored forest. The intetior of the palace was completely devoid of any and all valuables, furnitures, and decoations leaving only a large pair of metal doors in its lower level. The palace has since become a hub for those wishing to find treasures in the dungeon, of which there are plenty along with equal amounts of danger.
π½ππππππ πππ ππ
πΆπππππππππ
π΄πππππππ
π΄ππππππππ
πππππππππ
πΌπππππ π
π°ππππππππ
Armintium is the homeland of all humans throughout the world, meaning that all can trace their heritage back to this old kingdom. It is a country very set on maintaining their traditions and culture, it is perhaps one of the oldest standing civilizations in the world. Their continued prosperity is thanks their creation of the paladin-class warrior. Originally their purpose was to simply uphold justice and the laws of the land but as relgion began to take hold, they took on the roles of defenders of the faith. A split occured later in their history that split the once single order into multiple, one for each god and goddess.
πππ’ππππ’
πΊπππ πΌπππππ A true patron and believer in the order of paladins ability to keep order. He is a prideful man who is focused on expanding the kingdom into a true empire. Massik is a far better politician than he is a fighter, but by no means can he be underestimated.
πππππ π΄πππππ A true tyrant in hiding, she manipulates her husband into advancing her secret agenda. The people know her as their valiant queen but those who truly know Emilia will understand she is a sadistic witch that enjoys the pain of others.
πΏπππππ π°πππππππ The crown prince of Armintium, Arthanan is dedicated to the martial arts. He acts more like the paladins of his kingdom than a ruler, seeking justice for the common person.
πΏπππππππ πΈππππππ Few who meet the princess of Armintium recall one of two things: her beauty or her cruelty. A true rose of thorns, she is not willing to bear witness to any threats to the kingdom. She is ready to annihilate any threat.
π²πππππ
π²πππππ The current capital of Armintium, the previous being destroyed many centuries ago. A great fortress rests just outside the cityβs walls called the βCitadel Cathedralβ and is the first home of the paladins. Every year a great festival and tournament is held to honor the paladins that have fallen and those who are about to take up the sword in their place. The city has never stopped expanding and is currently the largest human settlement in the world. It is one of the only kingdoms that does not revere one particular god 0r goddess above the others due to its factions of paladins. Because of Crusarβs importance to the paladin order, nearly all the various sects are in constant competition for the King and peopleβs favor.
π ππππππππ Vermoines is located on the largest river on the continent, a large bridge joins the two sections of the city. Due to its key economical position, a very large amount of trading is done here. This has made the city very culturally diverse with a wide range of non-human residents. Exposure to these different cultures and races has made the people very accepting of change.
π»ππππππ The farm fields around Lustere have been described as a βsea of golden waves that glisten in the sunβ. A series of small river around the city deposits nutrient-rich into the ground, making the land extremely fertile for growing wheat and other crops. It was first settled due to the discovery of a mineral-rich cave system nearby, thus giving its name, but the citizens moved more to farming after discovering how fertile the soil was. The end of the harvest seasons is marked with a festival called the βBread Bowlβ in which many forms of famous Lustere bread is freely available for eating. Of course the ideal conditions for wheat has lead to a fine variety of beers as well.
π½ππππππ πππ ππ
πππππππ
πΆπππππ
πππππ
π΅ππππππππ
ππππππ
The ancestral homeland of the Ravseni, Scarne has a geography that is hostile to most kinds of civilized life. Dangerous wildlife and a large swamp cover most of Scarneβs geography. They are surprisingly civilized despite their tribal culture.
πππ’ππππ’
πΊπππ ππππ'π³ππ Ravtβdahβs great grandfather was the first Ravseni to unify the tribes into one collective entity. Ravtβdah continues this legacy by building relations with outside kingdoms and encouraging community needs over individual greeds. He seeks to establish his reign as a great one like his predecessors.
πππππ πππ'πππ Selβtee was not an easily won over by the current king. Several months of courting took place before she began to even consider. Now she works by his side to ensure the prosperity of the Ravseni, supporting his plans and criticizing them when needed.
πΏπππππππ πΈπππ'πππ Ishi'tal finds more comfort in the literature outsider her kingdom, dreaming of far off lands from her restricted life. She has a feeble body and as such can not withstand arduous tasks.
π²πππππ
ππππππ - Capital Salern is also referred to as βThe heart of the Swampβ by its inhabitants and is perhaps the greatest display of Ravseni ingenuity. The entire city floats above the water around a enormous tree that extends several hundred feet into the air. The citizen of Scarne believe that the treeβs roots extend all the way into the underworld, where the goddess Malaya reigns. It is for this reason that deceased Ravseni have their funerals here, hoping to travel along the roots safely to the underworld. While the Ravseni once allowed outsiders to visit the city, a recent act of vandalism has forced them to ban any foreigners.
π½ππππ A trading hub for Scarne, Negev trades rare natural resources found in the great swampland for more advanced items. The mud-brick style of houses remains prominent in Negev, however a single embassy building constructed using more modern methods can be found here.
π·πππππ Another one of the Ravseniβs impressive constructions, Hellos is a large mining town deep in the swamp-forests. Here Ravseni extract rare metals like platinum as well as a flammable substance called βHell-fireβ. Hell-fire was first named when one of the first Ravseni miners struck a wall and a black liquid poured out. The Ravseni miner panicked and knocked over a torch, setting the entire mine ablaze in which Ravseni scribes described the scene as βa sight right out of the underworldβ.
π½ππππππ πππ ππ
There are no notable towns in Scarne however there is a large number of villages.
π°ππππππ
A small kingdom vaguely referenced in the only fully intact text about the Architects. The air itself is heavy with magic energy. It is believe that the source of the ancient evil that once threatened the world came from here. The concentrated magic has attracted many mages of the world, which now make up the aristocracy of the kingdom.
πππ’ππππ’
While the nobility of Altamea is made of several families, only four are descendants of the original founders and thus hold the majority of the power. The four families: Pyrrane, Terus, Aquana, and Wilsiver are in a constant power struggle. When the βKingβ, called the Grand Magister, dies a council is held to elect a new ruler from among the four families. The current ruling family is House Aquana.
π²πππππ
πΌππππ π·ππππ - Capital A citadel city built on top of a small mountain, it serves as the seat of power for Altamea. It is designed to be extremely resistant to all known types of magic. Travelers who reach this city are often astounded by the amount of arcane machinery runs the cityβs advanced systems such as light bridges and small floating structures.
π»πππ πΏππππ It is here at Luso Poine that the most acclaimed academy for magic is located. The entire city exists solely for the purpose of the academy. One does not need to be a citizen of Altamea to attend, they only need to be proficient in magic. Those who are not citizens will be offered immediate citizenship at graduation, if they choose to accept it.
πππ’π π½πππ The home of most of Altameaβs research, Reya Noir is home to a few renowned Scientists and Archaeologists as well as mages. It is located to the believed location of the Lich-Kingβs tower, which they are hoping to discover and prove the existence of the Architects.
A kingdom that has rejected all forms of magic in the pursuit of pure science. They consider magic detrimental to the progression of the world and a danger to life itself. Magic thus is a crime in their territory and even the simplest of violations will earn imprisonment. Their advances in architecture has led their cities to be some of the most stunning sights in Alrathi. There are clear indications in some of the ideas shared among Caraxis that their beliefs may have been influenced by outside forces.
πππ’ππππ’
π΄π‘ππππππ π°πππππ The 15th ruler of Caraxis to be elected by the intellectual elite of the kingdom, Aelson aggressively pursued technology that can nullify magic entirely. He is not beyond using commonly used magical materials in the creation of this technology. There are many who believe that he is preparing for a war against the nearby kingdom of Voy in a crusade against the practice of magic.
πππ π³ππππππππππ A council of elected officials, The Directorate represent the greatest minds of the kingdom. A candidate needs at least a decade of advanced education to even be considered for a position on The Directorate. The number of positions on The Diretorate is constant and unchanging with members serving for life unless they violate the law. It has become common practice for aspiring applicants to seek sponsorships from active members. When the current Executor dies or is found incapable of their duty, a new Executor shall be elected from The Directorate.
π²πππππ
π°ππ π½ππππππ - Capital Ars Novelle has many towers that extend far into the sky thanks to a advanced construction technique developed in Caraxis. Beyond this, the city features a fully functional sewage systems along with gas-lit lamps on the streets. A grand library called the Maxima Lexica resides with the cityβs wall next to the kingdomβs only university.
ππππππ A port city with a coastal defense that rivals the greatest land forts, Tumuli is the only city where magic-users may visit. Magic use is still forbidden within the city, but minor infractions will face a mere fine rather than harsh imprisonment like in other cities.
ππππππππ The center for Anti-Magic research in the kingdom, the only magical devices in the entire kingdom are stored here in a highly secured vault. Rumour has it that they even have ahold of several particularly powerful artifacts.
π½ππππππ πππ ππ
πππππππ
π±πππππππππ
π±ππππππππ
π ππ’
A kingdom of moving towns, the three cities are the only permanent structures for many miles. A rare gas is collected at several surface points that acts as a potent stimulant. The gas is heavily regulated in regards to its sale. Those wishing to leave Voy must leave with a written script stamped with a seal stating the exact quantity of gas purchased. This combined with several spice mines has made the kingdom very wealthy.
πππ’ππππ’
πππππ π²ππππππ The sole ruler of Voy, Celeste came to power when her husband fell ill to rare disease and died. She is a clever woman who know how to play the political game very well. Celeste is also a heavy supporter of the field of medicine. She was the first to discover that the gas they have collected for decades could be used in medical applications.
π²πππππ
π ππππππ- Capital Vesalvo is position on top of a large plateau, offering a natural defense to monsters and invading armies. The large and elaborate palace shines across the desert, serving like a beacon in the sea of sand. Music and dancers are normally present in its lovely city square, where a large open market sells the many variations of spices created in Voy.
ππππππ Zurich is nearly the size of Vesalvo and holds the largest temple in Voy. This great temple rivals the majesty of the royal palace, and is dedicated to Silena.
ππππππππ A city located on the border of Caraxis, it serves as the first stop for travelers and traders looking to sell their goods further in-land and purchase spices and gas to sell back home.
π½ππππππ πππ ππ
πππππππ
πππππππππ
π³πππππππ
ππππππ
An island kingdom located off the mainland and homeland of the dwarves. Mechanical wonders such as elevators and steam engines can be found here, along with incredible masonry works. An enormous underground complex of tunnels connects the kingdom to the mainland though research has shown signs that there once existed a land bridge between the two landmasses. While not great sailors themselves, the dwarves of Selsta build the greatest ships in the world.
πππ’ππππ’
π·πππ πΊπππ π°ππππππ π³πππππππ High King Adgarek Dimheart is a fading memory of a once fierce warrior and progressive ruler. He came to his position after fighting a lengthy civil war with his uncle over the throne following the death of his father, ending a period of long isolation from the rest of the world. Selsta has since become an economic powerhouse under his rule, however his years are quickly running out. His three children vie to become the heir to the throne but Adgarek has yet to see any of them as worthy of continuing his legacy.
πππππ π±πππππππ Befrigar hails from one of the oldest noble families in the kingdom and thus takes great pride in her heritage. It was for this reason that she and her husband began as enemies during the civil war that ravaged their kingdom. A ruthless warrior and a cunning leader, it wasn't until Adgarek showed her the darkness in his uncle's heart that she began to change. With Adgarek health in decline, Befrigar has taken over many of the duties of her husband opening up a large number of conservatives to the idea of a High Queen.
πΏπππππ ππππππππ As the eldest child and only son, Tholdror believes he is entitled to the throne. He is arrogant but is never one to shy away from fighting for what he believes it right. A large number of the military and older nobles favor Tholdror for his overwhelming charisma and strong sense of honor. However unlike his father, Tholdror prefers to act rather than think and often finds himself charging problems head on without a real plan.
πΏπππππππ ππππππππ The second child of Adgarek, Ubretain is highly protective of Natilda but resents her older brother. She possesses a greater comprehension of both internal and external politics than her brother. Cunning, decisive, and patient Ubretain knows when to hold her cards and when to play them. She is unafraid to break centuries old traditions to do what is best for her people and Natilda.
πΏπππππππ π½ππππππ The youngest, most sheltered of her siblings due to a heart condition that makes strenuous activities dangerous. Her few appearances in public and kind-heart make her a popular topic among the people of Selsta. While also a contender for the throne, she had not expresses interest in pursuing her claim. Instead, she has been doing her best to keep the kingdom unified amidst the infighting.
π²πππππ
πΆππππππ- Capital
ππππππ
π°ππππ
π½ππππππ πππ ππ
π³ππ’ππππ
πΎπ‘π πππ
π΅πππππππππ
πΉπππππ
The land of Jarunn is mostly mountains where the temperature often drops below zero. Here the solitary Giants live in peace mining the past abundant source of lunastone on the continent. The usual reason for a Giant to leave Jarunn is to trade the lunastone with surrounding kingdoms.
A once-large city state that conquered several surrounding city states and absorbed them into their kingdom. The royalty are nearly revered as the pantheon by the citizens. Every word of the King is taken as law, and the citizens willing follow it.
It is in the Delfari Sovereignty that the Oracle, the voice of the gods, is located. A theocracy is the ruling system of government, with the head being called the Grand Auroch. Several relics reported to be a divine quality reside in a large vault in the kingdom, protected by powerful zealots of the faith.
Crimmole thrives on its tourist industry with its greatest and most luxurious destination being the resort town of Paradisa. The demand for high quality entertainment has brought many artists to live in Crimmole, namely its beautiful capital of Avβ Leone. The best perfumes, jewelry and sundries can be purchased in its many markets. There is a large elven population that resides on the other side of the island, isolated from the resorts and tourism.
The wasteland is a large stretch in the North-Eastern area of the continent where monsters thrive and the land is near-inhospitable to most forms of life. However, there area is reported to be home to several valuable resources and even possible archaeological dig sites.
The most numerous species across the world, Humans are quite varied among the many kingdoms in which they reside. They do not possess any physical qualities of note but they do possess incredible magic potential and creativity. They are the only species that can cast call aspects of magic, making their mages incredibly versatile.
Draeni
These humanoids possess an incredible resilience to pain, able to shake off the most punishing of blows. Their typical features include some shade of gray skin, black eyes except for a colored iris, black horns, and a pair of black fangs on their bottom and top lines of teeth. Draeni express very little through physical expressions in public, requiring a trained eye to pick up on the nuanced movements they do make. That being said, this makes Draeni very good at reading the expressions of others but struggle to recognize sarcasm and suggestive tones. They face a harsh prejudice however due to their similarity to demons. It does not help their case that they are naturally proficient in dark and body magic while being unable to cast light magic. Extremely bright flashes of light can leave Dranei blinded for longer periods than others
Amali
A very broad term for a wide assortment of races, it was first coined by a Elven scholar to described the seemingly human species with animal-like traits. The homeland of the Amali was once the vast forest known as the Evergrove, since taken over by the Dremorian Empire.. Amali typically live in large travelling tribes, normally made out of similar Amali. Most Amali also possess the ability to turn into a large version of the animal they share qualities with. The types of magic available to them depends on the kind of Amali they are.
Anserian
Anserians are a prideful race with large, typically white, feathered wings with a superior stance towards other races. Their culture revolves around a strict hierarchy of social classes. It is only thanks to the current king of Anseria that this commonly held attitude has started to shift. Blonde hair and blue eyes are very common and desired traits with the kingdom of Anserith. They are masters of the sky and excellent at healing and wind magic while being unable to cast dark and illusion magic.
Dremorians
A race of hardened warriors, everything in Dremoria revolves around oneβs strength and prowess in combat. They possess a pair of large, almost always black, featherly wings with a long, leathery tail with a spade-like end. They also have a pair of horns that grow from above their temples . Their ability to fly makes them one of the largest threats to the Kingdom of Anserith. Dremorians revere flying almost as much as they revere the gods, having many traditions centered around the act. Unlike Anserians, They have the natural ability to hide their wings magically. Dremorians have a very high, internal body temperature and are able to withstand intense heat and cold alike. The heat that radiates from their body can be felt by those close enough and one can eventually even read their emotions by the rise and drop in the surrounding temperature. They have a naturally affinity for fire and dark magic but are unable to cast any kind of healing magic. As a compensation, they have developed a much faster regenerative system.
High Elf
A race of long-living intellectuals, High-Elf society is isolated from the rest of the known world. They are very protective of their traditions and technology from outsiders. They have less raw strength and endurance than other races but make up for it with increased dexterity, agility, and magical prowess. A low birth-rate means that while they live quite long, they are few in number. Vampires, Dark Elves, and Light Elves can trace their origin to this race.
Dark Elf
Once High Elves, Dark Elves have abandoned the strict traditions of their ancestors in favor of pursuing their passions They were once hunted by their ancestors and began to operate in the night as a result. Overtime their natural skin color changed to a grey to adapt to the low light. Now they are no longer persecuted but still retain their preference for nighttime living.
Light Elf
Light elves were once a sect of High Elves that retreated into a massive system of caves in a search for enlightenment. The combination of constant devotion and darkness led them to develop bio-luminescent pale skin, giving them an otherworldly appearance. They are even more reclusive the their High Elf ancestors so seeing a Light Elf outside of their home is extremely rare.
Giant
A race of very tall humanoids, records suggest they were once much taller than the 9 meter height they are now. They normally possess light bluish skin and live at higher elevations such as far in the mountains. Their βcitiesβ consist of one, continuous mass structure that all of the inhabitants live together. Their children are typically raised by both the parents and the elders of the settlement.
Dragon
The most ancient race that is alive today, Dragons are perhaps the strongest sentient beings in the world. They are often confused with their lesser cousins, wyverns, who are simply wild beasts. A true dragon boasts incredible toughness, speed, and magical ability. Dragons are typically divided into categories by the kind of magic they can perform. Most dragons can only perform one type of magic, unless they are hybrids, but it is always beyond what other races can do. Their physiology allows them to live for millenia which makes the oldest of their kind extremely wise. They do not produce a lot of offspring and often remain isolated from civilized areas, making it difficult to ever find one.
Draconian
They share many physical features with dragons, all except for their wings, but on a smaller scale. Early Draconians first lived in deep cave systems, feeding off of mushrooms and creatures that roamed the underground. While Draconians have the ability to live for nearly two centuries, they do not possess the vitality of a Dragon.
Vampire
Contrary to popular belief, It is impossible to become a vampire through infection. Vampires are actually a cousin to elves who do not consume anything but blood to sustain their bodies allowing them to effectively live forever. Most Vampires are incredibly wealthy from an accumulation of years of experience. They use this wealth to purchase blood from willing donors, alleviating much of the stigma against them. In fact, a whole market has been created for those willing to sell their blood as Vampires are willing to pay very well. They are masters of psychic and dark magic. Unlike the myth, The Sun will not damage a vampire but it does irritate them. That is why most vampires will cover up a majority of their bodies if going outside during the day. The most powerful of their kind convene at a semi-annual summit to discuss matters of the world and gain influence with other vampires. The are originally from the elven homeland in the Isle of the Lost but have since been exiled.
Aetheri
Also known as faeries, they are small, winged humanoids that can make themselves larger for short periods of time. They are energetic and fast thinkers, often speaking faster than most people can understand. Their lack of physical strength is compensated by their highly potent magic. Each Aetheri is born attuned to a certain element but there are rare instances of Aetheri being born attuned to multiple elements. Typically living from 500 to roughly 700 years, they can have a wealth of wisdom despite their youthful appearances.
Dwarves
A race of stocky, strong, and often stubborn individuals with an appearance similar to humans. They are natural engineers and deep earth miners. They are the only race who completely lack magic, but they make up for it with an incredible resistance to all magical attacks. They have built some of the greatest and most advanced contraptions known throughout the world.
Orcs
Orcish legends state they were born of fire and mud. Their society is split amongst many different clans who owe loyalty to a single king. Honor is highly valued amongst the clans despite their brutish nature. Elegance is another matter entirely, as Orcs only care if the object will last and is functional. Contrary to other races, Orcs actually grow much stronger in the later parts of their life. It is very rare for Orcish mages to be able to perform more complex and intricate spells. The have the ability to enter a bloodlust in battle, which allows them to take massive amount of damage and keep fighting. They lose much of their reasoning skills and will often die when the bloodlust is over. What little magic expertise they posses lies in fire and earth magics, with more disciplined magics beyond their reach.
Ravseni
A reptilian race with the natural ability to camouflage, they possess the shortest lifespan of all the races at an average of 55 years. They are quick to mature however and can adapt very quickly to any environment. Ravseni society divides its individuals into four categories: warriors, shamans, craftsmen, and chiefs. Warriors are much larger than other Ravseni and in charge of hunting, keeping the peace, and defending the others. Shamans are magic casters in the Ravseni and also serve as spiritual guides. Craftsmen are the largest category including everything from merchants to farmers to weaponsmiths. Chiefs are those who possess qualities from each of the other three other kinds of Ravseni. Ravseni are masters of water and illusion magic, often using it to ambush much larger armies and prey.
Anubis
A nomadic people living in the desert area referred to as the βWasteland", they are humanoids with a dog-like features. They mostly keep to themselves but will often help lost explorers or travelers that end up in their land.
Veidish
Veidish are perhaps the most abnormal of the races. They are not humanoid in appearance and resemble a collection of vines and branches arranged in random orientations. Meetings with Veidish have revealed that they possess a very childish intellect. Little is known about their origins and where they come from. The beliefs and traditions displayed by the Veidish are often bizarre to the other races.
Etherals
A loose term to refer to the wide host of sentient spirits that inhabit the land. Their appearance is as diverse as their personalities, meaning they are as likely to help as to harm. If a individual gains the trust and favor of an ethereal, the spirit may bond to them as a familiar.
Magic is present in nearly every corner of the world and is mainly utilized as weapon in the many battles waging across the continent. Mages are individuals who have dedicated most of their life to studying magic and have learned to use it to its greatest potential. Casting a spell involves a incantation followed by the spell's assigned name. Doing so require the mage to imbue the words with magic power and project their will within them. This process is what creates the most impressive and dangerous of magic casting. Cantrips are lesser spells that require only the given name and can be used by non-mages. Experienced mages can manipulate the raw elements of magic to perform minor tricks such as lighting a fire place or making small objects float. While magic is highly potent and dependent on the user, there do exist a few established schools of magic. These include:
Elemental Magic:
Control of the elements and its properties. This is the earliest and most researched school of magic. The magical elements are fire, water, earth, wind, light, and dark. Mastery of all elements is nearly impossible for all but the human race and even then most die for achieving it.
Manipulation:
Illusions and alterations. This magic was first introduced by the Amali people who used it to spy upon other kingdoms. It has the ability to physically change a person or object for a period of time as well as warp a person's perceptions. It is typically of assassins to train in this kind of magic.
Runic Writing/Magic Engineering:
This is the magical art of inscribing magical power into inanimate objects. It is often also called Magic Engineering due to the fact that any and all construction of magical items, structures, and devices are based on the fundamental principles of this school.
Arcano Nevo:
Almost as old as the Elemental school of magic, this school is only about negating the effects of the other schools. Here is where mages learn to protect themselves with magical barriers and spells that can stop or reverse certain spells.
Conjuration:
Often listed as the 'black school', Conjuration involves the summoning and enhancement of magic spirits or creatures to do the bidding of its user. Necromancy is sub-category of this school for which it earned its current nickname. Any students of this school must undergo intense training by the paladin order before they can become a full-fledged mage.
The One (Gaia Golem)
A being said to have come to life upon the creation of the world. It roamed the planet for millennia forming the oceans and land, seeding life everywhere it stepped. Legends then state it sat down against a cliffside to watch the world it created. A popular tale among children is the story of a young girl who gets lost in the woods and finds the lone golem. The immobilized golem teaches the girl how to survive on her own, and eventually she decides to take care of the Gaia Golem.
The Lich King
A once mighty mage-king that feared his own death and the destruction of his legacy. He employed the top magical minds in the kingdom to develop a ritual to keep him alive forever. The ritual succeeded but it did not stop his body from deteriorating. A madness fell upon the king as he turned to necromancy and demonic powers to keep his appearance youthful. Eventually, these dark forces twisted his mind and he unleashed an army of undead across the world. It was only thanks to a valiant group of heroes that he was defeated.
Holy Dragon Dromon
It was once widely believed that Dromon flew across the land protecting the world from otherworldly threats. Time has turned this into a mere fairy tale despite the occasional reporting of a sighting, usually by a town drunk. A small number of Draconians still believe Dromon roams Alskyra protecting them and have even started worshiping him as another god.
The Three Messegners
Vaguely mention in a prophecy about the Lich King's return, It states that three beings of incredible power will awaken to prepare the world and help fight against the coming darkness. No other information exists.
Endohi
A leviathan creature stated to mark the end of the world. Untold destruction of the world will occur should it awaken from its slumber somewhere deep beneath the ocean. After it consumes all life, it is said that the Gaia Golem will once again rise again to reform the world.
Fiends
The official name for the Dremorian Empireβs super-soldiers, they are without a doubt stronger than normal soldiers in about every way except numbers. They heal faster, strike harder, and move quicker. They are the biggest threat to Anserithβs air superiority and could destroy Aion in as little as an hour should they reach it. Opposing forces have recently discovered that psychic magic is very effective against them, for reasons yet unknown.
Seraphs
Anserithβs most elite soldiers, they are one of the most disciplined forces in the world and serve as the royal guard. It is often said that a Seraph is worth ten normal Anserian soldiers.
Shadow-ban
A criminal syndicate that has operations across the entire continent. Any competition is violently shut-down. Their influence has control of several government officials across the kingdoms.
The Paladin Order
A once purely human force, the Paladin Order has accepted many other races into the fold. It is made up of several different minor factions dedicated to a specific god/goddess. There is still a faction that gives equal devotion to the pantheon but they are the smallest and least powerful group.
The League
The only criminal organization that can match the Shadow-ban, The League fills its ranks with some of the most deadly assassins in the world. It is not uncommon for The League to abduct children that show promise and manipulate them into killing machines. A majority of high-profile murders can be traced back to this group.
The Black Wind
A ruthless and secretive cult of necromancers, these individuals carry out the illegal research and practice of necromancy. They seek power through this forbidden magic and are not afraid to do whatever it takes to ensure they have proper specimens to experiment on. Their new leader has also instilled worship of the ancient Lich-King into his followers and they seek a way to resurrect the infamous king of the undead.
Name: Appearance: (Picture and/or Description, but both are preferred) Age: Race: Personality: History: (Life story or recent events) Magic: (What kind of magic they can use, how they use it, and how strong is it.) Skills: (What your character excels at and what they can do.)
Extra: (This where you would put a theme song, special items, etc.)
1. The Guild's Laws are the RP's Laws 2. Please post your character in the OOC tab so I may review them. 3. No god-modding. 4. Romance is permitted, but nothing 18+. 5. Be kind and friendly to other players. 6. Notify me if there is going to over a two week gap between your posts. 7. Enjoy yourself!
Here is the official OOC for the Sanctuary RP! Those who have had their character looked over by me and were accepted, feel free to put the in the CS tab right away.
Asri stands only an average height for humans, yet holds a strong, imposing stature. It becomes obvious that there is Draeni blood coursing through her veins as her skin is an ashy-white, raven black hair, and nearly blackened eyes, however without the signs of horns and a less "demonic" look to her also speaks of the human heritage she shares. She is muscular and yet lithe, boasting lean muscle of a genuine warrior and yet moves with grace much like a lioness.
Age: 35 Race: Half-Draeni Personality: Akin to a wise shaman or a learned chieftain, Asri is observant and careful in her movements and actions yet she is quick to make decisions as needed. To most, even without knowing her, she puts on an air of a seasoned warrior that has a spark of fire in her eyes. She draws a warmth and calmness in her aura and yet she has a sharp wit. Despite this, she is not arrogant or boastful and is quick to be friendly to those around her. Though she may wear more of a warrior's cloth, it is easy to see a humble paladin or wise druid in her, even if no one is quite she what she is.
History
Asri is a mystery to most and many do not approach her long enough to underearth the truth. However it is said she is a warrior of some renown, especially to the druids of northern Roughann - a legend in of itself almost, where there is a grove in the harshness of the north. She has supposed even earned the respect of Head Chieftain Salamone for her adventure in aiding his people against an unknown threat that lay in the deep wastelands.
In fact, the story goes that Asri was the bastard child of a human mother and a Draeni man who left the babe to the streets of Seland. Before she came of age, she had found herself with a knife inside the chest of a smaller monster that crawled into the city unnoticed. Her story seems to shoot off in wild legend at this point, but some of the more learned and patient scholars have put together that she was welcomed into a monster hunter guild, having seen her potential as a warrior. Before long, it was obvious she had a quick wit and was a prodigy of the blade as well as a natural scout. Sometime during her training, she found the grove hidden among the fridge and abandoned the guild for unknown reasons - some scholars are adamant it was because of a female lover. Regardless, years later, she emerged to encounter her old guild a ranger, able to communicate with nature as the druids while her skills had only grown more impressive.
The most accepted theory is that the guild leader challenged her to battle, a sense of jealousy or perhaps anger at her abandoning them, and she yet won - earning her the title of guild master. From here, it is accurate to say she influenced the guild to take on the ways of the wild, luring animal companions to the hunt as they protected Seland. To this day, they are some of the most renown rangers and monster hunters and have moved their guild to the wilds, always moving as tribesmen and women. Some time later, she was summoned by Salamone. Reports indicate it was to embark on a quest of sorts, one deep within the wastelands, more than likely to fight some threat the Head Chief had perceived. Taking but a few companions, she headed into the wastelands to supposedly never return... strangely enough however, there have been recent rumors of her return, but as to why or what happened or if she is even truly alive, no one knows yet.
Magic
β’ Elemental - Wood (Journeyman): Trained in the ways of the druids, Asri is able to weave magic that requests the aid of nature in all it's wonders, from plants to animals. Speaking incantations that coax the natural world, she can make vines wrap around, branches move, wolves calm and welcome her into the pack as well as insect swarms and camouflage into the surroundings. She is no master, but she is more experienced than most, seeing as it is not the most well-known magic. β’ Elemental - Shadow (Apprentice): A specific subcategory of dark magic, Asri knows simple spells to help her blend into the shadows to some extent and while in urban or mortal-made settings, this is far less powerful but still useful. In natural settings however, combining with her wooden magic, she can hide very well and track prey easily.
Skills
β’ Swordsmanship (Grand Master): Considered among one of the best swordsmen to exist within the current world, Asri weaves with any bladed weapon as if it were a part of her very being, moving through the battlefield as a dancer would a stage. In fact, some of the more recent battle stories that bards tell come from seeing her in battle against some of the more powerful and quicker monsters of the wasteland. Most wouldn't describe her ability to be anything less than poetic. β’ Hand-to-Hand (Expert): To see her draw a blade is rare though, as she prefers to fight with her bare hands, evoking some of the most known techniques mixed with a sort of style of the wilds. To which she is unusually strong, even were she full blooded Draeni, able to dent steel much like many trained monks. It is also worth mentioning that she moves with grace and speed that seems unusual, even without wielding a blade in hand. β’ Stealth (Journeyman): Having stalked her prey for most of her life has given her the advanced knowledge of knowing how to step and when to step, though she does not practice it as much as rogues or assassins, however she is definitely trained enough to make herself unknown to many if she wishes it. β’ Survival (Expert): Living in the wilds for so long and among the druids have provided her with ample knowledge on how to survive, hunt, camp, forage, and track - so second nature is it to her that she does not think twice about continuing a journey or task into unknown wilds without provisions.
Extra
β’ Twin Fangs: Lower magic engineered blades with nothing extraordinary about them outside of the enchantments woven to help them be very resistant to being broken, melted, rusted, or otherwise shattered. β’ ???: There are rumors since her return that she bears some sort of powerful artifact within her possession. However it is simply a rumor, but one that seems to be persisting.
"Where there is life there's hope, and life is everywhere."
Name: Nidhogan, The Root that Marched Against the Flame
Appearance: As it can change form, it does adopt a few consistent depending on what it faces. It also can make a smaller more approachable avatar, see the Manipulation Magic below.
Age: 339
Race: Veidish
Height: 12 feet at the shoulder, slumped on four legs usually.
Weight: About 4000 lbs (Weight of a Tree)
Composition: Its most common form is a creature that cannot be confused as anything else than a being composed of bark plates mixed with all manner of plant matter writhing underneath the bark like internal organs. Everything only looks vaguely organic in shape but the wood can grow, be reabsorbed or shape itself at will, forming limbs and appendages. Only the head seems to retain a shape for any stretch of time and it looks like a artistically modeled mask of twisted warpped wood that only slightly looks like a face but with near two dozen slots for eyes and no mouth. Its mouth is actually a series of mandibles composed of grinding roots and snapping flytrap leaves. Thankfully this is hidden underneath its' 'face'. Generally the moss and leaves on its back supply it with nutrients and it will sit in water for drinking. While it can grow edible fruit and seeds, it flatly refuses to eat them.
When it uses another form, the bulk of its matter is left behind as a husk, appearing to be a heavy piece of wood sculpture.
Personality: A gentle giant. Wise as it is childish. Strong as it is fragile. Destructive as it is innocent. Approaching with hands open, the Nidhogan will claim you as a creature worthy of life and protection, tending to your needs for life. Attack with the fires of rage and fear, and it will be as if the very earth itself will rise to snuff out the embers. The Nidhogan is a creature of extremes, and it knows not of restraint, save for its infinite mercy and forgiveness for the ones who let their fury subside. Indeed, the Nidhoggan has no memory of such grudges, instead indulging in the love and joys of life itself. How it does so is potentially dangerous to those nearby.
The Nidhogan is completely alien to most other civilized species as it does not seem to have the same mannerisms, motivations, and cultural identity, more or less deciding things on a whim. It has habits of trying to understand and mimic other cultures but utterly fails to understand the subtleties. As a being of life, the concept of death and heavens and even the gods are difficult for him. Even when something stops moving, it just fades and becomes flowers and grass and trees
Additionally, the Nidhogan is unpredictable. It seems to react like a dog would. Against rage, anger, fear, it responds in kind. Against gentleness and compassion, it responds with affection. At times it seems distracted. Other times it seems to talk to itself before wandering off on some errand. It claims that it hears voices and knows the names of very prominent gods and demons but fails to grasp what they are exactly.
Gender: Fluid, it will take on the gender of its form and normally isn't concerned with what it's called. Like most plants, it has male and female parts.
Sexuality: Poly-amorous. It is attracted to others by biochemical signals they unleash during emotional states. Like sunshine, it is attracted to positive emotions.
History: The creature was not born. It was made. Maybe it was a tree given life and sentience. Maybe it is alike an elemental. Maybe it is but a golem of wood. Who can say really other than Nidhogan itself.
What it believes happened was that something created it. Its faded, but it was something with hair and two legs. That's what it thinks. And when its creator finished with it, the creator seemed to not really know whether Nidhogan was what it wanted and so, it abandoned the Nidhogan, leaving it more or less to its own. At that time, it was more a beast. It grazed, it hunted, it chewed on trees, and it swam in lakes. It was an aimless monster, at many points running into the other civilized races and attacking them. It became a creature of myth. It chewed at the Roots of the Tree in Salern before being driven off. It tried to smash the machines of Arkon before they burned a forest to kill it, only to see it douse the flames with dirt and root. It fueled stories and became just another reason not to go in the woods at night.
One such event in its life, the Nidhogan approached a plume of smoke and stumbled upon a camp of soldiers. The siege camp of some crusade that had reaped the land of life in their petty war and fire. The nation and the peoples, unknown to the Nidhogan. These squishy races were to be feared, feared as they attacked the creature. Now, it watched, it watched as hundreds of souls smelled the red of hate and anger. The Nidhogan lost control, it roared, bellowed across the forest, its truest power unleashing as the forest itself followed it in a tide of wood and thorn. The army was slaughtered. The survivors spoke of the forest attacking, and the only rational explanation was that some sorcerer of their enemy made this happen. The war and crusade escalated elsewhere, but when the forest reclaimed the land on that bloody battlefield, the Nidhoganβs rage subsided.
During the battle, the Nidhogan braved walls of fire and fields of metal thorns. Its wood burned, its bark lashed with blade, yet it fought like the elements have come alive in fury. It fought with the forest behind it right into the heart of the army, right towards the sorcerer priest that had led this bloody campaign. Their battle was a clash of titans, and at some point, the Nidhogan had received a terrible wound by the priest's enchanted staff jabbed into its neck but ultimately the giant felled him, crushing the priest's unholy body under its bulk.
The Nidhogan changed that day. The staff lay still embedded in its form, its shaft woven impossibly among the creatureβs girth. Through it, it heard whispers. Through it, the Nidhogan felt other colors. It had other thoughts. The Nidhogan as a dumb animal heard those whisper and learned things over the decades. It attempted to copy what it heard. It went to places, using might and magic to destroy or create at its whims, incidentally answering the prayers of one person or another.
Eventually the Nidhogan began to understand civilization and itself as a person, of sorts. But finding no home among others. It experienced loneliness but its power allowed it to grow and manipulate life. It experimented with this power. It made things of plants, with voices and minds all their own. With no concept of family, sometimes these early Veidish went on their own, other times they stayed together. There was no purpose to them nor was their great wisdom to guide them. The Nidhogan only made these beings cause he could and being not much more intelligent than the beings it created, despite its longer life and divine voices. It was the blind leading the blind. They were like a gaggle of children, creating, watching, playing, learning, together with no supervision. At last, the Nidhogan was no longer truly lonely.
Yet the voices continued, and so did the Nidhogan grow as it has always done. It desired what other creatures had. It desired a place among them, it desired great homes, be surrounded by βfamilyβ. It wanted to be hear the colors of green and yellow. It wanted to know what gods were, and magic, and love. But still, despite going to places in need of a miracle, the creature of brambles was met with only red and purple. Thankfully other Veidish, being smaller did not have the same trouble.
It suddenly had a great idea. The Veidish should make a city! A great place where they can grow and grow and grow. Then the other creatures will accept them. And then they'll make friends. And those friends will make friends. And everything will be good and happy and fun. The Nidhogan finally made an order and all the Veidish it could find all loved this idea. They needed somewhere safe though. Nidhogan still remembered the terrible red he saw when he crushed that army, and it didnβt like it. So they all agreed to search for a home.
They split up, traveling all corners of the world. Most Veidish in their innocence forgot what they were looking for, but Nidhogan, it just grew, getting smarter and eggβd on by the voices in its head. It didnβt forget its goal. Find a safe place to build a home.
Magic: Elemental Wood: Master To the Nidhogan, the Element of Wood, the Element of Life is its purview and domain. Reacting more as instinct than actual spell casting, Nidhogan can make nearly anything happen as it portains to plants. Trees will swing their branches, thorn bushes grow in a moments notice, before bursting in a shower of thorns. Fungus will grow to incredible sizes and shower the land in noxious and coughing spores. Roots entangle. Moss devours. Grass slices. Herbs tangle themselves as living bandages. The list goes on, and its more than welcome to teach the Element of Life to prospective students.
Elemental Earth: Novice As the Earth is so tied to the life of plants, The Nidhogan has slowly learned some of the spells that effect the earth. This is very limited, cracking the ground, pushing it up, smoothing it out. It uses this more for landscaping than anything considered attacks or defenses, but it does have its utilitarian uses. Shaping stoneworks for one.
Manipulation: Limited Not really magic, but more of a way of interaction. The Nidhogan can take on multiple forms. All of these forms are limited to something inherently plantlike, either looking to be made of leaves, vines, wood, flowers, or some combination of the plant matter. Invariably these forms are mimicry of something else the Nidhogan wishes to embody. Out of its body of wood, a blossom will emerge and step out. While the husk remains inert, the blossom will unfurl into the form the Nidhogan wishes to interact as. This form is further enhanced by a type of pollen or spores which have a slight hallucinogenic effect as well as pheramonal. It allows those afflicted to perceive the plant as something more approachable. For example, the forms below,
-will be more easily accepted as what it is trying to mimic, giving its form a more accepted quality, maybe even a semblance of beauty. Nidhogan uses this to interact with other creatures. It can only change when stepping back into its bulky husk.
Conjuration: Unique While the Nidhogan has absolute control over plants, causing them to grow, bend, and act at its will, something rather extraordinary happens when the Nidhogan is grounded in a place long enough. Materials that it works on, a process described as both garden, cultivating, and pruning gain a semblance of sentience. The Nidhogan has been known to surround itself with creatures that are not quite Veidish and act more like elementals of wood and earth with their own goals, will, power, demeanor, and even intelligence. It is currently ever curious about what it can create, and has claimed that it has 'grown' or 'birthed' other Veidish in its life. With a below however it can summon these creatures, beasts, and other spirits of the forest to its service. It has only done so in times of war and great jubilation.
Skills: Gardening, Cultivating, Wood Carving, Stonework, Medicine, Basket Weaving, Topiary, Farming, Cooking, Sewing The Nidhogan seems a creature that hungers for the skills and talents that create. It has been asked to grow homes and build furniture with admirable gusto. It will sit itself down in sewing circles. It has constructed statues and seeded farmland. The creature is fascinated with what happens with life, love, and some other bits and bobs come together
Ok, I think I want in on this. Probably won't get anything up today, but hopefully tomorrow. Probably won't really hold up to all these other character sheets though, because they all look way better than mine usually are...