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  1. #1
    Supreme Overlord

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    Corone At A Glance

    Corone at a Glance

    Introduction


    Welcome to Corone, a bustling island country to the southeast of the mainland. With its temperate climate and prosperous harbors, it is the most tamed region in Althanas. It boasts a diverse population and a strong maritime tradition befitting a strategically placed island. Below you will find a brief overview of the region, providing some quick information for eager adventurers and a list of the unique themes that identify this large island and its many unique inhabitants. For more detailed information, please visit the Wiki entry here.

    Aside from its strong navy and maritime culture, Corone's most defining feature is perhaps its lack of singular defining features. As a large island receiving traders and travelers from nearly everywhere in the known world, this island republic is Althanas' melting pot. Humans, elves, dwarves, mixed-blooded, and countless other strange and unique races call Corone home. This diversity makes the country and interesting place to visit, though sometimes squabbles and conflicts arise between the many different cultures coexisting there.

    Corone offers plenty of excitement. Explore the vast and beautiful Concordia forest at its heart or sail the high seas, braving pirates and storms. Navigate the complex politics within the Republic's Assembly or the Barons' courts. Whether seeking fame, friendship, or fortune, Corone has what you seek.


    Core Themes

    These are the most notable and distinct storytelling elements present in Corone. Note that this is far from an exhaustive list, and the themes below are not exclusive to this region. Rather, they are merely the themes most strongly present, the ones that truly define Corone

    Multiculturalism -- Corone is a melting pot teeming with diverse inhabitants. It would not be unusual to find a human living next door to an Elf and across the street from a Dwarf. Even Orcs, known for their wild savagery find places in the Rangers and the Coronian Navy. A visitor to this country never knows what sorts of people he'll find. Corone has now opened regular trade with the newly discovered magical kingdom of Melnach to the South.

    Costly Freedom -- Corone's republic had endured for millennia, a beacon of freedom and opportunity. Yet, there are many, both within and without, who would see the island nation under the boot of tyranny. In recent years, civil war gripped Corone as an authoritarian regime known as the "Coalition" seized power and attempted to turn the republic into an empire. Only through blood and fire was the republic saved, and the countless fresh graves mark the toll paid for Corone's freedom.

    Opportunity -- Though Corone lacks the natural resources of Salvar, the technology of Alerar, and the arcane wonders of Raiaera, its bustling economy and strategic maritime location make it very prosperous. Because of this and its renown social mobility, people of all sorts travel to Corone in search of fame and fortune. Men and women of all professions can find opportunity here.

    Naval Power -- Corone is a vast island that holds a strategic position between the Raiaeran Gulf and the Dawn Sea. As such, its military strength and prosperity tie to its long-standing maritime culture. Its powerful navy sails far and wind, safeguarding trade and protecting outposts and colonies. Many foreigners seek coin and adventure in the Coronian Navy, and indeed many of its most renowned captains hailed from distant lands.


    Places


    Radasanth: The capital city, connecting to the nation's largest harbor, is known for its vast warehouses, busy inns, and prestigious colleges. It is also the home of the legendary Citadel, a massive and ancient fighting arena. Currently, it is the last city held by the Imperial forces and martial law and curfews remain in effect, with traffic in and out along the roads heavily restricted.

    Concordia: The home of the Rangers, this forest is vast and green. Many mysteries hide beneath its trees. Local villagers whisper of spirits and Fae creatures lurking within.

    Bradbury: A wide expanse of orchards, river lands, and lakes to the east, this is the second largest barony in Corone. The old Bradbury family has ruled the area for countless generations.

    Yarborough: This barony contains the bulk of Corone's fertile farmland. Its capital of Gisela marks the site of many battles, old and new.

    Tylmerande: This small but wealthy barony encompasses the rocky south-eastern peninsula. A disproportionate number of elves live here, making their fortunes diving for pearls in the warm, clear waters.

    Akashima: A small, semi-independent nation within Corone's borders, it is known for its disciplined warriors and isolationism.


    Major Factions

    The Coronian Rangers -- Once merely a branch of Corone's military renowned for its guerilla tactics, the Rangers gained fame as freedom fighters during the civil war.

    The Assembly -- the ruling body of Corone. They were recently reformed in the aftermath of the civil war. Its members now seek to restore order and help the republic regain its power and prosperity.

    The Coalition -- a shadowy association of Corone's rich and powerful. They caused the civil war when they seized control of the Assembly and attempted to turn the republic into an empire. Despite their defeat, they have continued to infiltrate every major organization in the country, hoping to rebuild their power and plan their next moves.

    The Coronian Navy -- Not so much a branch of the military, but a military power unto itself, the navy patrols the high seas and maintains Corone's mercantile prosperity and security.


    History/Major Events

    Please see the Corone Timeline Wiki Entry

  2. #2
    Supreme Overlord

    EXP: 96,913, Level: 13
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    Alerar At A Glance

    Alerar at a Glance

    Introduction

    Welcome to Alerar, the militarily powerful and technologically advanced home of the Dark Elves and Dwarves. This industrious nation covers the mainland’s western reaches, south of Salvar and west of Raiaera, and consists mostly of ash-swept plains, rocky crags, barren mountains, and glassy deserts. What follows is, as the title suggests, a brief overview of the region, an traveler’s guide for anyone wishing to visit this fascinating place. It contains information on key locations as well as the region’s core defining themes, and more. For additional information, please visit the wiki entry here.

    Despite its harsh environment, Alerar’s civilization thrives, with much of its considerable population crammed into massive cities. There, factories and foundries produce machines and weapons found nowhere else on Althanas. The Three Guilds create grand wonders of engineering, artifice, and alchemy, while the largely unspoken-of ‘Fourth Guild’ lurks in the shadows, the known world’s largest and most active criminal organization. The ruling class attend lavish parties and parade exotic slaves high in their spires while poverty, crime, and worse lurks in Alerar’s many dark underbellies. The smog of industry stains the sky.

    Whether seeking fame and fortune, political influence, knowledge, or powerful weapons, Alerar has what you need. From dark alleys to black, glimmering spires; from hot, dirty foundries to cold, dusty archives; from assassinations and espionage to lavish parties – Alerar is a land of progress and excitement.

    Things to remember when role-playing in Alerar:

    • Technology is more prominent -- Both the Dark Elves and Dwarves rely far less on traditional magic than other civilizations. Instead, they have developed great machines and engines of steam and clockwork, and powerful gunpowder weapons. Wonders of artifice, alchemy, and engineering are commonplace here.
    • Racial demographics - Dark Elves, and to a lesser extent Dwarves, make up the vast majority of Alerar’s population, leaving humans and other races as a small minority. While typically welcoming to visitors of other races and from other nations (except their hated Raiaeran rivals), most Dark Elves see their race as more highly evolved.


    Core themes

    These are the most notable and distinct storytelling elements present in Alerar. Note that this is far from an exhaustive list, and the themes below are not exclusive to this region. Rather, they are merely the themes most strongly present, the ones that truly define Alerar.

    Spires of Intrigue -- Alerar possesses the most centralized nobility in the known world. Where counts and barons of other nations rule over their estates, much of the Dark Elf nobility resides in the Spires, the towering central district of Ettermire. There, largely disconnected from the rest of the country, they plot everything from assassinations to what petty insults to deliver at the next party. In between schemes, they even find time to help decide Alerar’s policies and petition the Sovereign.

    Urban Sprawl -- With most of Alerar a barren wasteland, the vast majority of its population lives in huge, sprawling cities. Its capital of Ettermire is the single largest city in the known world. In Alerar, many adventures take place in dark alleys or sewers or on rooftops high above the streets.

    Land of Progress -- Ever since the Dark Elves emigrated from Raiaera thousands of years ago, they distanced themselves from the magic their High Elf cousins depend on. They built Alerar on the foundation of technological advancement, and in recent decades, their efforts have truly begun paying off. Alerar’s vast cities are marvels in and of themselves. The advent of steam power and gunpowder revolutionized how the nation approaches both industry and war.

    Rule of Might – Alerar maintains a powerful and well-equipped military, with a growing navy and the large full-time professional army. Military service is highly respected, even (or perhaps especially) amongst the nobility. The nation’s industries can, in times of war, unite toward a single martial purpose and turn Alerar into a mighty war machine, equipping the army and navy with gunpowder, artillery, and even airships.


    Places

    Ettermire: The capital city, stretching across the Glaith River in central Alerar, is known for its towering spires, dark alleys, and factories and foundries covering entire city blocks. The king’s palace is the single tallest structure in the known world, and the library Ankhas contains more tomes and scrolls than any other single repository.

    Kachuck: The largest Dwarf city in Alerar, Kachuck lies under the vast mountains of the same name – some of the most barren and jagged in the world. The dwarf artisans produce high quality metals and arms and armor for those they trust, or those with enough coin.

    Nauplez: This major trading hub sits along a pass through the Kachuck mountains and facilitates a great deal of trade of Salvar. It also houses many secluded laboratories and workshops for prominent guildmembers.

    Etherea: Here sits the southern port city and Alerar’s primary foothold in the Raiaeran Sea. Most trade with Corone and Scara Brae begins or ends here.

    Courva: The western port city, Courva services almost all maritime trade with Salvar, Alerar's closest ally.


    Major Factions

    Nobles of the Spires – The noble Dark Elf families reside in the Spires, a towering district in Ettermire. There, they scheme and plot, attend parties and arrange assassinations, and sometimes even perform their duties in the government and help advise the king.

    The Three Guilds -- The Artificers, Engineers, and Alchemists of Alerar, the Three dominate much of the nation’s commerce and technology. Though squabbles between the guilds occur with some regularly, they generally focus on their own domains and work together effectively on larger projects when there is enough profit and fame to go around.

    The Underground -- Jokingly referred to as the “Fourth Guild” by some, this organization oversees the vast majority of crime in Alerar, and even branches out into other regions. They use bribery, extortion, and traded favors to keep corrupt merchants and nobles in their pockets.

    The Alerian Military – Very much its own political power within Alerar, the military plays a huge role in the nation’s economy and culture. Its large, well-equipped, well-trained army is a source of great national pride of Alerar’s citizens. They always seek new recruits, and even those born outside of Alerar can rise in the ranks.


    History/Major Events

    Please see the Alerar Timeline wiki entry.

  3. #3
    Supreme Overlord

    EXP: 96,913, Level: 13
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    Max Dirks
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    Raiaera At A Glance

    Raiaera at a Glance

    Introduction

    Welcome to Raiaera, the ancestral home of the High Elves with a history of magic and wonder. Once a shining crown atop the world, the elven nation has fallen far since its golden age. The shattering of the Ethereal Tap over two thousand years ago sparked its decline, diminishing its legendary magic. In recent years, an undead horde commanded by an ancient evil, the Forgotten One named Xem'Zund, swept through the nation, leaving devastation in its wake.

    Yet Raiaera's ruin did not last forever. Led by a group of dedicated Althanians, Raiaera begun a massive restoration effort. Cities and castles have been restored, the plagues left by Xem'Zund has been contained and Xem'Zund's agent, Pode, has been destroyed, causing the red forest to grow once more. Now more than ever before, the elven homeland contains wonders of magic unlike anywhere else in Althanas, most notably the spell-song of the Bards.

    Whether you're hero seeking to restore a wounded realm to glory or a looter picking at its corpse, Raiaera offers adventure now more than ever. From zombie-infested ruins to magical forests; from catacombs filled with treasures to legendary schools of magic, Raiara is a place of both danger and wonder.

    Things to remember when role-playing in Raiaera:

    • The land is experiencing a Renaissance -- After the destruction of Pode and the rebirth of the Red Forest, more and more people have come from out from the shadows to continue Raiaera's restoration. A small government has taken power, and a military has formed, with ambitious leaders setting their eyes south towards Lornius and west to their ancestral enemies in Alerar.
    • Magic is commonplace -- Magic is a more common part of life in Raiaera than other regions. The high elves' longer lifespans prompt many to study spell-song and other arcane arts. Indeed, about half the elvish population knows some magic, far higher than humans, orcs or dwarves.


    Core Themes

    These are the most notable and distinct storytelling elements present in Alerar. Note that this is far from an exhaustive list, and the themes below are not exclusive to this region. Rather, they are merely the themes most strongly present, the ones that truly define Raiaera.

    Lost Glory/Rebirth -- Raiaera was once the seat of the known world's greatest civilization. The current day finds it experiencing a Renaissance, though it is still a mere shadow of its former glory. Some seek to return the elvish realm to greatness, while others work to see it snuffed out forever.

    Spell and Song -- Magic and Raiaera have forever been intertwined, since the gods first gifted mortals with the Eternal Tap. The High Elves, with their long lives and natural finesse, excelled at both music and magic. It did not take long for the two arts to merge into one, the legendary spell-song of Raiaera.

    High Adventure -- Many mystical ruins dot Raiaera, remnants of their golden age. Dungeons, catacombs, and temples await exploration by eager adventurers with the courage to face deadly monsters and cunning traps.


    Places

    Eluriand: The capital, this city was once a magnificent beacon of Raiaeran enginuity and prosperity. Sadly, when Xem'Zund attacked, shimmering spires were toppled, statues shattered, and temples desecrated. With the great necromancer and his underling vanquished, the High Bard council seeks to restore the city to its former glory, though much work remains.

    Eluceliniel: A fortified city within the Great Forest, it lacks the grandeur of traditional elvish cities. Instead, it is a stark fortress with gray walls weaving through ancient trees. Here, the last bastion of Raiaeran power withstood the undead onslaught, and from here it seeks to rebuild the country.

    Beinost/Anebrilith: Once both the headquarters of the Bladesingers and home to Raiaera's oldest libraries, this ancient mountain city held out for over a year against Xem'Zund's forces. In the end, on the eve of its fall, the wizard known as Caden Law had the entire city torn down to its very foundation in an unprecedented feat of magic, all to prevent it from falling into evil hands. Now only a smoldering, ghost-haunted ruin remains.

    Valintal: This ancient citadel guards the western mountains against Alerian invasion. A hybrid of martial utilitarian design and elvish artistry, it is truly a wonder to behold.

    The Red Forest: Once, in pages long past, a beautiful and tranquil place, the Red Forest became tainted by dark magic during the War of the Tap. With Pode destroyed, the forest has come to life, but dark creatures still linger within its sprawling canopy.


    Major Factions

    High Bard Council -- The High Bards serve two extremely important roles in Raiaeran society. First, their elders form the aforementioned council, which rules and guides the nation. Secondly and perhaps more importantly, they preserve, practice, and teach the ancient elvish art of spell-song.

    Bladesingers' Guild -- Both an elite military unit and a police force, the Bladesingers are a brotherhood of champions skilled in both spell-song and combat. They combine their magic and martial skills to become some of the most formidable warriors in the known world, and have defended the realm for thousands of years.

    The Consult – After Xem'Zund's death, his followers turned on each other and his horde fell into disarray. Over two years later, a number of surviving necromancers, vampires, and liches have banded together to rule the blighted portions of Raiaera.


    History/Major Events

    Please see the Raiaera Timeline wiki entry.

  4. #4
    Supreme Overlord

    EXP: 96,913, Level: 13
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    Max Dirks's Avatar

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    Max Dirks
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    Salvar At A Glance

    Salvar at a Glance

    Introduction

    Welcome to Salvar, the largest country in Althanas. Covering the whole northern half of the continent, across jagged mountains and frigid tundra, it is also perhaps the harshest region. The following is exactly what the title says: a brief glance over the region, providing some quick information for eager adventurers and a list of the unique themes that identify this rugged land and its hardy people. For more detailed information, please visit the Wiki entry here.

    The Kingdom of Salvar is a product of three distinct elements intertwined: its religious faith, its monarchy and provincial lords, and the untamed wilderness that dominates much of its territory. Salvar's feudal government evolved to survive in the region, instilling in each citizen a sense of their place in life. For them, only if everyone pulls together and does their part will the kingdom survive and even thrive in the unforgiving land. The Church of the Ethereal Sway is the faith of Salvar, of the land itself as well as the country that inhabits it. Its doctrines are as earnest and simple, but also as harsh and unyielding, as land it dominates.

    Salvar offers many opportunities for adventure, intrigue, and mystery. From treacherous highlands to maze-like streets of old cities; from ancient ruins in the wilderness to milling villages with dark secrets; from the courts of lords and kings to the strongholds of Orc clans -- this is a land rich with wonder and peril.

    Things to remember when writing in Salvar:

    • Most magic is outlawed -- the reasons given vary depending on who you ask, but the Church of the Ethereal Sway has maintained a ban on "witchcraft" and "rogue sorcery" in the kingdom since its founding, enforcing the law with their own hunters. Only special members of their ranks can legally practice magic. Keep this in mind and be careful when exploring this region with a magic-oriented character.
    • Salvar is massive -- at roughly four million square miles, traversing the length and breadth of the region takes considerable time and planning. Much of the land is sparsely populated and harsh in climate, making proper provisions and attire very important.


    Core Themes

    These are the most notable and distinct storytelling elements present in Salvar. Note that this is far from an exhaustive list, and the themes below are not exclusive to this region. Rather, they are merely the themes most strongly present, the ones that truly define Salvar.

    Grim Faith -- Even in the wake of civil war, the Church of the Ethereal Sway holds tight the faith of Salvar's people. On one hand, the power of faith maintains order and stability and gives each citizen a sense of their place. Their clerics perform many good works to defend the kingdom's people and help those in need. On the other hand, their doctrine is intolerant and unyielding, persecuting sorcerers and heretics without mercy. Some might condemn this religion outright, but others see it as the only faith strong enough to hold Salvar together.

    Savage Beauty -- Much of Salvar remains untamed, a wilderness of breathtaking beauty but also great peril. Explore mighty rivers and ancient pine forests, brave the jagged cliffs and rugged steppes, and endure raging storms and biting, icy wind. If you can overcome the dangers, Salvar's wilds hold great, unimaginable wonder.

    Bad Blood -- Salvar is an old, old kingdom steeped in violent history. Its stubborn people rarely forget a grudge; feuds can last for generations. Orc clans have fought amongst themselves and with the kingdom itself for hundreds of years; the distrust between men and Orc is stained red. Many noble families have been at each other's throats for centuries, barely able to meet each other's eyes without coming to blows. And ever since the civil war, the priests of the Sway and the nobility have been on strained terms.

    Broken Crown -- Years of civil war ravaged the land. Though the drums of war have quieted, the kingdom suffers still. With the old king dead and the church and nobility struggling to rebuild their power, anarchy grips the region. Bandits, Orcs and worse roam freely across the countryside. The new king works to consolidate power and restore order, but how long will lawlessness grip the bloodied kingdom?

    Buried Secrets -- Salvar is old, but beneath it lie the ruins of even older civilizations. The War of the Tap ravaged the land thousands of years ago, and remnants of the war and the empires it destroyed still hide in the dark corners of the region, buried in ice and snow. Explore lost caves, ruined fortresses, and dead cities forgotten by time. In addition, some secrets lurk closer to home. What ancient conspiracies exist within the Church and the courts of powerful nobles? Uncover the many mysteries of Salvar.


    Places

    Knife's Edge: The capital city, found in the Testhan River Valley, is known for its impressive walls and fortifications, ancient sewers and canals, and Saint Denebriel's Cathedral, the recently rebuilt heart of the Church.

    Archen: The 'Gateway to the North', this city serves as a fortified trading post at the southern edge of the Sulgoran Steppes. The Red Hand maintains a major presence here.

    Tirel: Serving as the main eastern harbor, it sits within the Gulf of Scales. It is one of the youngest cities in the kingdom and is home to an unusually large number of foreign immigrants and refugees.

    Pestovo: The oldest known city in the kingdom, it is the main western port. Only its ancient stone central quarter remains, as the rest of the wooden city gets rebuilt section by section every few decades.

    Skavia: Here lies the infamous mountains, tundra, and foreboding pine forests of Salvar.

    The Kalev Highlands: The highest elevation in the known world, this is a place of wonder, rugged natural beauty, and danger. It is home to Orcs, wild beasts, and a small society of exiled knights.

    Berevar: Beyond the frozen seas lies this arctic wasteland. Orcs and the hardiest of humans make their home here.


    Major Factions

    The League of Salvic States -- the hierarchy of lords that rule the many provinces and fiefdoms. They meet periodically in Knife's Edge to decide new policies with the king. The recent civil war weakened the Church and Crown, allowing the League's lords to gain a stronger voice in government.

    The Church of the Ethereal Sway -- an old religion laying claim to Salvar. They are known for both intolerance and dark deeds and their charity and humanitarian works. It is both a beacon of fear and hope for the people. The civil war weakened them considerably, but they still keep a strong voice in the government, with its high priests attending council meetings with the lords of Salvar.

    The Red Hand -- an immensely successful business that controls much of Salvar's trade, both the legal and illegal kinds. While it holds no official power in government, coin, as they say, is the one true law.


    History/Major Events

    Please see the Salvar Timeline wiki entry

  5. #5
    Legend

    EXP: 127,650, Level: 15
    Level completed: 55%, EXP required for next Level: 7,350
    Level completed: 55%,
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    Philomel's Avatar

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    14,025

    Name
    Philomel van der Aart (+ Veridian)
    Age
    30 (+10)
    Race
    Faun (+ Fox/Earth Spirit)
    Gender
    Female (+ Male)
    Location
    Corone

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    Lornius At A Glance

    Lornius At A Glance

    Introduction

    Welcome to Lornius, sometimes referred to as the slum of Althanas. Lornius is the name given to the main island of a shallow water archipelago located to the west of Corone and the south of Raiaera. Built on top of ancient dwarven runes, this primarily human civilization is facing its decline. The island has hosted multiple conflicts between Raiaera and Corone for control of its port due to its strategic location between the two countries.

    Ten years ago, a rag tag army of Lorninians led by the criminal Max Dirks managed to chase the last remnants of Raiaera and Corone from the island. Independence was subsequently declared and Dirks was made the leader. Under his rule, tyranny reigned supreme as Dirks killed those he deemed unworthy and constantly diverted government funds for his own schemes. This lasted for five years, until Dirks was ousted in a violent coup and the democratically elected Lornius High Council was installed in his stead. At that time, except for the Lornius Corporate Challenge, Lornius closed its borders to all outsiders.

    Marred by war and never able to truly rebuild between attacks, the human traders now face unending poverty. In a desperate effort to save their country (or in an attempt to get richer, depending on who you ask), the Lornius High Council decided to encourage traders, adventurers and others to seek out the island. The borders are now open, but the natives still view the others with caution, if not outright distain.

    From ancient dwarven ruins to the underground of Lyridia to the marvels and political intrigue of the Floating City, Lornius has something for everyone. However, Lornius is not for the faint of heart. Only characters level 5 or higher or those who have significantly contributed to Althanas can play here. There are additional advantages: threads completed here receive 1.5x experience. Ask yourself: Will you help this decaying civilization to rebuild, or will you help burn it to the ground?

    Things to remember when role-playing in Lornius:

    • You are on an island where no one likes you – Lornius is the central island of a shallow archipelago populated by poor, xenophobic humans. A small group of familiar traders do bring goods from across Althanas, but they are limited in supply and generally reserved for the wealthiest residents. While visiting Lornius, keep one eye on the natives and the other on your wallet.
    • There is scantly rule of law – Democracy is a new concept on Lornius, and remnants of government’s past can be found all over the island. While factions aren’t as pronounced as they were under dictator Max Dirks, they still exist in the shadows. Sometimes they have their own internal governance and economic system. Outside the Floating City, these mini-factions tend to run the geographic area in which they reside. Be sure not to cross the wrong street, or you might find yourself in a world of pain.


    Core Themes

    These are the most notable and distinct storytelling elements present in Lornius. Note that this is far from an exhaustive list, and the themes below are not exclusive to this region. Rather, they are merely the themes most strongly present, the ones that truly define Lornius.

    Xenophobia – Due to hundreds of years of conflict between Corone and Raiaera for control over the island, the native Lorninians have become inherently uncomfortable with other races, particularly elves. Outside of Lyridia, non-humans would not only be met with caution, they would be met with open distrust and distain.

    Poverty – Lornius is on an island with limited natural resources. Combined with xenophobia, this has allowed poverty to grow rampant, particularly in Lyridia. Wealth belongs to only a handful of people, most of whom are hidden safely away in the Floating City, so Lyridia has become a hive for the unsavory. Since most of Lornius’ population is housed in its two major cities, its countryside virtually untouched.

    Mysterious Magic & Ancient Relics – As far as scholars can tell, Lornius was once home to dwarves. Remnants of their ancient civilization can be found everywhere, from the Floating City to Damien’s Shrine in the east. No one is sure what happened to the dwarves, but most suspect they were wiped out by Raiaerians in the distant past. The human population generally stays on the surface, so there’s no telling what secrets are hidden in the ground.

    Places
    (For more detail on each location, visit the Wiki page.)

    The Floating City: The capital of Lornius, known simply as “The Floating City,” is a masterpiece of dwarven engineering. It is suspended 10,000 feet in the air by a combination of steam generators and helium balloons. Though carpenters and stone masons keep buildings looking pristine, the steam technology keeping the city afloat is antiquated and there are fears it could fail at any time. Access to the city is limited, but a vibrant slum has grown in its shadow on the ground.

    Lyridia:
    The largest city on the island, Lyridia is the former capital of Lornius. The city is home to Lornius’ only port, which remains relatively active despite the xenophobia of the island. Residents here have grown accustomed to others through trade. As a result, it houses a steady mix of dregs. After the coup, most wealthy Lorninians absconded to the Floating City, so Lyridia is draped in poverty. Lyridia is also home to the Lornian Battle Tour and Piston’s Pleasure Palace, the largest casino on Althanas.

    Terrinore: The most feared and nigh inescapable prison on Althanas, Terrinore is where prisoners are sent when they need to disappear. The prison sits at the top of 1000 feet of volcanic cliffs on a small island to the west of Lornius. It is a little known fact, but the majority of the income the High Council receives to run the country comes from those who want to make their enemies or rivals vanish in the prison.


    Major Factions

    Lornius High Council – Formed following the coup of the dictator Max Dirks, the Lornius High Council is Lornius’ first attempt at democracy. Corruption runs rampant amongst the homogenous group of rich humans, but there are a few members dedicated to Lornius’ future. The Council meets monthly in the Green Shrine located in the Floating City. It's called the Green Shine because its brass walls have been oxidized, giving it a light green hue.

    Lornian Battle Tour – A group of gamblers, traders and accountants that is responsible for managing Althanas’ premier combat tournaments including the Serenti Invitational, the Gisela Open and, of course, the Lornius Corporate Challenge.

    The Wardens – This mysterious group has maintained Terrinore Prison for thousands of years. The nature of the group and the precise nature of their relationship with the Lornius High Council is unknown, though some suspect there might be darker forces at work.
    *admin at your service*

    Matriarch of the Gilded Lily and of its brothels, associated establishments and the army.

    Characters:
    The family triplet: Philomel, Vaeron and Celandine.
    The god and kenku triplet: Stare, Avin and Vixen.
    The Primordials: Professor Charles and Moros.

  6. #6
    Legend

    EXP: 127,650, Level: 15
    Level completed: 55%, EXP required for next Level: 7,350
    Level completed: 55%,
    EXP required for next Level: 7,350


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    14,025

    Name
    Philomel van der Aart (+ Veridian)
    Age
    30 (+10)
    Race
    Faun (+ Fox/Earth Spirit)
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    Female (+ Male)
    Location
    Corone

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    Dheathain at a Glance

    (Written by Christoph.)

    Dheathain at a Glance


    Introduction

    Far to the east, on a continent of misty peaks and lush, tropical valleys lies Dheathain. It is a vast, mostly unexplored region filled with jungles webbed with rivers and crawling with danger. Often called the "Birthplace of Dragons", only the powerful Drakari civilization remains of them. Other mysterious races exist here as well, including the reclusive Fae. In recent years, many have made the long voyage to this remote and exotic land, both to trade and win the respect of the land's strange and powerful inhabitants.

    Things to remember when role-playing in Dheathain:
    • Dragon Blood -- To the Drakari, dragon blood is what counts. Humans are looked down on and only in Talmhaidh are they actually allowed to own property.



    Core themes

    These are the most notable and distinct storytelling elements present in Dheathain. Note that this is far from an exhaustive list, and the themes below are not exclusive to this region. Rather, they are merely the themes most strongly present, the ones that truly define Dheathain.

    Power of the blood -- The Drakari descend from dragons and divide their society based on the draconic features one exhibits, such as claws and wings. The Fae are born with elemental affinity and, according to them, more advanced essence. Blood, it seems, holds much sway in Dheathain.

    Build On Ancient Bones -- Dheathain is an old land that has witnessed the rise and fall of the Ancients and the dragons. Thousands of years of history lay buried here, with new civilizations built atop the bones of old ones. Or the literal bones of the dragons.

    The New World -- Though an ancient civilization in its own right, many see Dheathain as a new frontier to explore. And exploit. Several foreign powers seek to carve out spheres of influence in this strange, distant land. The natives may have other ideas.


    Places
    (For more detail on each location, visit the Wiki page.)

    Fiorair Rainforest: Webbed with countless rivers and streams, this vast rainforest consumes huge swaths of the region. Known for its impossibly high trees towering over murky swamps, Fiorair holds both wonder and danger.

    Suthainn: At the heart of Fiorair sits the Drakari capital, built into the treetops. This crisscrossing maze of bridges, ladders, and stairs sees the richest and most powerful nearest the sky with the poorest wallowing in shanties built between the flooded roots.

    Talmhaidh: Built in a natural harbor, this is Dheathain's only true port city. The Drakari caste system holds slightly less power here, allowing humans to own land. Most foreign merchants do business in Talmhaidh.

    Luthmor: A large jungle island nestled into Dheathain's gulf, Luthmor seems deceptively inviting at first glance. The thorny vines and swarming bugs quickly dispel this illusion. Travelers must step carefully here lest they run afoul the many deadly creatures, let alone the fickle Fae who patrol this jungle.

    Donnalaich: The beautiful city of the Fae sits deep within Luthmor, hidden to bandits, thieves, and others with ill intentions, but open to peaceful visitors. Once merely the ruins left by the Ancients, it is now a shining city with crystal spires. Must still remains overgrown, empty, and crumbling, and who knows what still hides in the ancient catacombs.


    Major Factions

    War Leader's Council -- Under the heavy-handed rule of the Ceann Cath, this assembly of Wing Caste elders and Claw Caste advisers command command both the armies and bureaucracies of Drakari society.

    The Conclave -- The ruling body of the Flame Caste is led by the ancient and powerful Athear. The Conclave oversees the preservation of knowledge and the spiritual well-being of the Drakari people.

    Fae of Donnalaich -- This reclusive race of elementally aligned beings works to rebuild Donnalaich, a ruined but wondrous city left behind by the Ancients. As magical beings, the Fae see themselves as closer to divinity than other races, and the inheritors of the Ancients' legacy.
    *admin at your service*

    Matriarch of the Gilded Lily and of its brothels, associated establishments and the army.

    Characters:
    The family triplet: Philomel, Vaeron and Celandine.
    The god and kenku triplet: Stare, Avin and Vixen.
    The Primordials: Professor Charles and Moros.

  7. #7
    Legend

    EXP: 127,650, Level: 15
    Level completed: 55%, EXP required for next Level: 7,350
    Level completed: 55%,
    EXP required for next Level: 7,350


    Philomel's Avatar

    GP
    14,025

    Name
    Philomel van der Aart (+ Veridian)
    Age
    30 (+10)
    Race
    Faun (+ Fox/Earth Spirit)
    Gender
    Female (+ Male)
    Location
    Corone

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    Fallien at a Glance

    Fallien at a Glance

    Introduction


    In a remote stretch of ocean southwest of the Tular Wastes sits Fallien, a vast island nation known for its harsh deserts and xenophobic citizens. Its culture is dominated by religion and a proud matriarchal dynasty and its history is dotted with strife and disaster. Despite the long voyage and many perils, the brave and curious travel from across Althanas to trade in rare goods, explore ancient ruins, or to even glimpse a mythical phoenix.

    Currently, Fallien has recovered from a state of upheaval due to the recent uprising of the Cult of Mitra and the Harpies

    Things to remember when role-playing in Fallien:
    • Fallien is mostly desert – With blisteringly hot days, frigid nights, and preciously scarce rain, traveling beyond the cities without proper gear, provisions, and training can prove fatal.
    • Outsiders are unwelcome – Fallien law restricts foreign visitors to the aptly-named city of Outlander’s Post and the Outlander Quarter of Irrakam. Venturing beyond these zones requires sneaking out illegally or, even more difficultly, somehow gaining the trust and respect of Matriarchy or Keep.


    Core themes

    These are the most notable and distinct storytelling elements present in Fallien. Note that this is far from an exhaustive list, and the themes below are not exclusive to this region. Rather, they are merely the themes most strongly present, the ones that truly define Fallien.

    Lost in the Sands -- The vast Fallien deserts hold many wonders and mysteries, but also great danger. Countless adventurers have lost their lives seeking the ancient tombs and cities buried beneath the dunes.

    Isolationism -- Fallien is geographically and culturally isolated, and the natives like it that way. Foreigners are not allowed to travel freely, let alone own property in most cases. The hardy natives look down on those not born to the harsh deserts, seeing them as soft, weak, and cowardly.

    Children of Suravani – Fallien is a land defined by its traditions and religion. They view their queen, the Jya, as both a political leader and religious figure, the mother of Fallien. Children are taught from a young age to honor their goddess and ancestors.


    Places

    Irrakam: This capital and holy city sits on an island in the Attireyi River. It is home to the great Temple of Suravani, the Palace of the Mother, and Jya’s Keep. Foreigners are restricted to the Outlander’s Quarter.

    The Spice Fields of R'uuya: Stretching across the more temperate northern edge of Fallien, the Spice Fields produce the herbs and spices, as well as poisons, for which the country is known.

    Nirrakal: Often called the Blight and the Fields of Glass, Nirrakal is a desert within a desert. Stretching across the southwestern edge of Fallien, it sands burn insanely hot in the sun and glitter with shards of glass.

    Suravani's Oasis: East of the Zaileya Mountains, this strip of coastal territory provides the country’s only sanctuary from its scorching deserts. Many tribes make their homes here, often fighting over fertile land and sources of fresh water.

    Astaka: Tucked against the Zaileya mountain in the Oasis, this sprawling, permanent camp surrounds an ancient shrine honoring the ancestor spirits of Fallien. Once a year, it holds the Festival of the Dead to pay respects to the departed and herald the monsoon season.

    Outlander's Post: Build into a cliff face on the coast of a natural harbor, this is the only city founded by foreigners. Small but bustling, many merchants do business here.

    The Ruins: Remains of the once-great Fallien civilization lay all across the country, left buried beneath the sands as and buried beneath sands as a reminder of Suravani’s anger.


    Major Factions

    The Matriarchy – Part government, part religion, the Fallien Matriarchy is led by the Jya, a woman believed to house the soul of the beloved moon goddess, Suravani. It rules most of the tribes and maintain peace and the people’s spiritual well-being.

    Jya’s Keep – Part military, part police force, the Keep enforces the laws and maintains order in Fallien. Foreigners who offer their services to the Keep can earn a place in Fallien society and more rights and freedoms than other outsiders.

    The Cult of the Sun -- Worshipers of the sun god Mitra, this cult ironically works in the shadows to return to their former glory. They oppose the Jya and her Matriarchy at every turn, risking execution or worse.

    il'Jhain Abdos
    – A driving force in Fallien’s economy, the il’Jhain Abdos manages most of the country’s foreign trade. It provides a variety of goods and services to natives and foreigners alike, and offers opportunities for wealth, if not respect, to outsiders who work for them


    History/Major Events

    Please see the Fallien Timeline wiki entry.
    *admin at your service*

    Matriarch of the Gilded Lily and of its brothels, associated establishments and the army.

    Characters:
    The family triplet: Philomel, Vaeron and Celandine.
    The god and kenku triplet: Stare, Avin and Vixen.
    The Primordials: Professor Charles and Moros.

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