Arora
Owned by @noakami890
Overview
Somewhere in the large sea sits an island amassed with food and animals. There, a kingdom was
founded of amphibious men and women, those of which not wanting to stand besides the dragonfolk.
This kingdom would be known as Arora, their first leader being an amphibian man who had helped
create an enchanted necklace that would make anyone the strongest of their kind, even being able to
control water. This necklace would go inside of the wearer becoming one with the owner until they
died, only then appearing back onto their neck. Anyone with the necklace was prophesized as a God,
being their first leader reincarnated.
Lore
The kingdom of Arora was created to side step the rules of other kingdoms. Here you aren't just born
into a class and stuck there for the rest of your life. Once born in Arora it's as though you're
rich, given plentiful amounts of food which some other kingdoms would prove scarce. The creator of
Arora wanted a place where his people could be free without being of slave class. Though some may be
laborers they get more food than those who do not work as intensely. Soldiers here are taught
discipline through starving while to extreme exercises and using a sword.
The creator of the kingdom first wanted nothing to do with other kingdoms, however their lack of
metals and so on made it hard. Without metals they'd only have armor made of leather and weapons
made from sticks and stones, which some do to this day. This is relatively a weaker kingdom, however
everyone born here has at least had a month of training with swords and spears, to make up for their
lack of materials for the weaponry.
Many of their homes are made from wood. Replanting a tree everytime they cut one down to prevent
deforestation.
Population
Arora has had a large amount of Elven-folk come to live with them since the creation of the kingdom,
both being seen almost as equals to one another. Of course there were more amphibious folk than on.
To be exact, there are 19,571 people living here.
Hierarchy
PA king is chosen, not through bloodline, but intelligence. Those being related to the kings before
are treated as nobles. A new king is made through testing those who wish to run for it, however to
run for king you must be born in the kingdom. The civilians of which wanted to be king will take
tests on whether they can read, write, do simple mathematics, solve economical issues, and what
they'd do as their king during a potential war. The choice of getting to be king is given to by the
oldest family member of the last king that isn't participating in the tests. If there is no family
member of the old king that abides there will be eight amphibian-men, one elf, and one person of a
random race that's in the minority to vote on which of the potential kings they want that has passed
the tests. Being the reason for an elf and another minority judge being there is to make sure to
speak up for their races. A king needs eight or more approvals from the randomly selected judges.
Materials
Arora is known for its food and thread production. With the large population of sheep, wool is the
easiest material for clothing to get there. They trade thread to Lyladon for more money to improve
their economy.
Religion
Religion in Arora is a sensitive topic. The biggest religion here is called Lagua, known to spread
the good word of Mwura. The people of the church are to donate to the poor at least once a month to
make sure to help people they can and give them at least basic living conditions.
Cempasúchil
Owned by @paromora
Overview
Cempasúchil is a kingdom that focuses on conquering all other kingdoms with the end goal of peace.
Believing if everyone falls under one kingdom many wars will be stopped. They reside in the desert
making its kingdom full of hardened warriors who value strength and respect. The kingdoms Queen,
Lockjaw, is the best example of that with her past of being a gladiator.
The kingdom never lets anything go to waste and will fight until their dying breath making them
formidable foes.
Since they've conquered many territories the kingdoms population is a mixing pot but the original
occupants were dragons and other desert based races.
Governance and Society
Government
The Queen Lockjaw rules, others are welcome to challenge her but it rarely happens and no ones ever
won. She maintains order and delegates tasks to trusted individuals
Society
Since they started as a smaller desert kingdom there wasn't much of a difference since everyone was
more focused on surviving. That kept up due to the queen's insistence, something about following a
dream. So the only difference is what each person gathers themselves since it also reflects their
strength.
The people value strength since they're kingdom and queen were built off of it. Strength to survive
the desert, to stop a war, to win a war and so on. So strength and how one uses it are the people's
values. They also value respect and the dead, believing they're past loved ones deserve respect and
that everything deserves at least basic respect as another being. This came about due to the
grueling desert life, they had to value everything they had and respect how things work, to the
smallest desert mouse to the largest monster. The desert took many lives in harsh ways so the people
valued and honored them.
Celebrations/dancing
In a place with little to celebrate, it's people find every reason to celebrate
They celebrate life, death and even just making it through seasons because in the desert sometimes
the only thing you have is hope and will. They do well in maintaining that and appreciating what
they have.
As a result of the many celebrations all Cempasúchil citizens have some idea about how to dance,
from ballroom to their own traditional and fun dances.
Dislikes
Its hard to earn the ire of its people. Hate isn't natural for them despite the constant wars but
there are exceptions. Wastefulness is an easy way to earn the people of Cempasúchil's hatred
Military
The kingdom thrives on war, trained from childhood(disguised as games for children) for battle. The
kingdom is more than capable of defending itself and even then they desert, it's monsters and
cruelty acts as a defense in itself.
Once a group of people born around the same time reach adulthood they are sent off for a month to
survive in the desert on their own. To prove they can survive, to show strength and to harden them
against it so if they ever need to fight there they can.
The Kingdom has an artifact that was originally in the hands of another kingdom they conquered that
was made by the goddess of peace. The artifact was intended for peace negotiations and diplomacy. It
creates a large forcefield, anyone outside cannot enter and anyone inside is unable to use magic.
Within the forcefield its a beautiful vision of the ocean. Lockjaw saw the artifact as an
opportunity and used it to win many battles. The kingdom still uses it but its a well kept secret.
State of affairs
Sometimes there are issues with assimilating conquered kingdoms to the culture but usually they are
allowed to keep a majority of their original traditions and religions. They just have to follow the
orders from the capital. The queen regularly makes rounds to all the other territories and has
informants to ensure everything runs smoothly.
Foreign Relations
(How does your kingdom interact with others? At least what does it think of them? See the lore
channels for information on the other kingdoms, or even ask their creators how they think your two
kingdoms would interact.)
Foreign Relations aren't the best since Cempasúchil is more focused on conquering other kingdoms.
While still able to trade goods and services tensions are high and everything is done with caution.
They have one official allegiance with Skeleng.
Industry and Trades
The Kingdom just at its base is known for mercenary work and getting rid of monsters for other
kingdoms since they're used to much harder monsters. Now they also have various trades from other
territories they've conquered.
They do have their own livestock but don't really trade them since they were bred specifically for
the desert and to help the kingdom when it was struggling most. They do import food and water during
harsher seasons but it's rare they want to depend on others.
Cempasúchil has perfected the art of using all that's available To them. They've cultivated unique
healing spices, its something unique to them and maximizes utility, reduces waste and avoids having
to dedicate extra resources to extra farms. It also made the plants more hardy within the desert but
hard to grow the specific type outside of the unforgiving desert.
They use these spices/seasonings in their food a lot so they have many delicacies.
Notable Geography
The kingdom sits on an oasis.
When the kingdom was smaller there was a civil war which would later cause the Queen to act and then
become the ruler from then on.
Egnia
Owned by @ghoulishhopkins
Overview
Egnia is a kingdom thriving in high temperatures, all of which living with a culture that can only
be explained as a mixture of what we know as Egypt and Hispania. Bull fighting and wrestling being
the favorite sports here, though river jousting and rowing are definitely up there. Egnia holds some
of the world's finest painters and is by far one of the best at architecture, making a pyramid and
temple for all of the first ten Gods, most of the powerful Gods, and even some of the minor Gods.
Government
Egnia is a kingdom with multiple rulers, those who find themselves high in the ranks of military
tend to have reign, meeting up with one another to discuss laws. This is a way to go without fear of
the assassanation of a single ruler. There can only be twelve rulers at a time, all of which control
different parts of the military and kingdom.
Society
People here are extremely docile despite being run by the military. They worship the Gods all day
when they aren't working, they siphon Gold from their land to trade gold to other kingdoms due to
the large quantity of it they have. These people essentially live in luxury and live on a trading
system instead of an endless pursuit of supply and demand. The people train for the Gods, work for
the Gods, etc. The populace is held together by religion and the military that promises to protect
them. They eat scorpions, cacti, bread, fish, fruit, and vegetables regularly. Despite their lack of
fertile land they make the best of it, still studying agriculture. They also aren't a fan of
outsiders
Military
This kingdom is mostly desert, however their military works well with the limited resources they
have. What they lack in wood and essential materials they gain back in minerals like gold and iron.
By far one of the richest countries when talking about pure gold. Using the materials they have they
can make weapons and they train themselves for protection.
State of affairs
At the moment they are in a state of bliss. The military is working hard to make sure outsiders do
not come in illegally, some being executed on the spot for attempting. The people themselves work
hard and live long happy lives.
Foreign Relations:
They refuse any outside kingdoms to have interaction with their people, military forces have been
shown to be extremely strict on this matter, however they are willing to trade gold for other
resources.
Industry and Trades
They are known for trading minerals, willing to trade with any kingdom so long as they respect them.
They are neutral, not willing to close their trades to other kingdoms because they start a war.
Notable Geography
A lot of the kingdom is desert and what isn't desert is safari. Their area is extremely hot causing
them to usually wear either long clothing to protect them from the sun or almost no clothing in an
attempt to escape the extreme heat. They have few rivers, none of which big enough to see on the
map, where the safari areas thrive.
Kimowara
Owned by @baronofcinder
Lore too big for this site see doc: Here
Krynith Empire
Owned by @rainy_chillax
Overview
Lore
The Empire was created by the Reeves' bloodline during a long forgotten war between Demi-Humans
and
Humanity, while the war was not won, they were able to hold a large patch of land and created an
empire that
thrived off magical use, the land around overflowing with arcane resources.
Reputation
The Empire has a more than positive reputation throughout the land, mainly known for their more than
desired
output of arcane products by fellow rulers and business folk, but also the wonderful sights the land
offers.The Empire itself is known to welcome those who wish to travel through their land, and
usually stands
on the sides in times of war, supplying both sides with products they wish to buy, they themselves
hardly
seek out conquest.
Governance and Society
Government
The Empress
The main ruler of the land itself, whatever is dictated by her is the law of the land, though
usually not
following the rules of those she imposes onto others, none try to challenge her iron fist.
The Advisor
The third in command of the land, she is known to be the head of the towns 'police force', which
is just
consistent of units stationed across the land whenever she is not tending to the Empress's needs
and
desires. The Advisor is the more well received one, being seen as 'The man of the people' and
other
respectable titles.
Society
Population
The land is mainly populated by Beastkin folk, though other kind of Kin-folk, and Demi-humans can be
found
around the land, the people of the land strongly believing in the mindset of unity, giving the
Empire a
positive reputation when it comes to welcoming newcomers.
Military
Militia
The Empire is known for its large Militia, making up for their strength with numbers and arcane
prowess,
when push comes to shove they are highly known for being able to dominate large areas, it is also
known the
the Empress herself can be found on most battlefields, her and her ruthless warriors tend to leave
nothing
but charred remains for the planet to claim if surrender isn't offered.
State of affairs
Society
There aren't any affairs on the surface, however underground businesses such has traffickers and
mafias
seem to have a strong sense of competition towards the other, getting into conflicts constantly,
however due
to these conflicts mainly happening outside the gate walls, it is usually unheard of by the general
population.
Foreign Relations
Relations
The Empress likes to keep her personal thoughts well hidden when it comes to other lands, instead
desires
TRUE alignment with those who share her own mindset, however she is more than willing to partake in
business
opportunities with any ruler.
Outsider Reputation
The Empire itself is well received, being seen as a great business associate with a powerful
militia.
Industry and Trades
Overall Reputation
The Empire is well known for their cooperation and easy to work with business staff, and unbiased
manner
towards kingdoms, they care not for the outside affairs, no, they only truly seek how much one is
willing to
pay for product.
Output The Empire is known for Arcane output, from runes to potions, relics to enchanted weapons and
armors,
whatever is desired in the magical world can be found here.
Input The Empire is known for their desire for materials such as Steel and Iron, those with ore to
make
tools and weapons seeking trade can easily find a good deal with this Empire.
Geography
Terrain
The terrain itself is well known to give the people of this land plenty of advantages to those who
come into
their land, trees that seemingly pierce the sky, and plenty of grassy fields to keep any who step in
well
hidden, the land is a forestry one, overgrown in areas that aren't heavily inhabited.
Rumored Landmarks
Rumors say that deep within the wildlands, there is a pond of Youth, and a Tree of life nearby one
another,
and those whom ever manage to find the grand tree, may take step into the everlasting pond, these
rumors
were made to justify the everlasting wildlife surrounding the lands.
Lyserra
Owned by @somberghoul @apo.the.cary
The Marsh Confederacy
Owned by @admiralmoses
Overview
The Marsh Confederacy is a diverse swamp kingdom full of tribes governing themselves for the most
part. It faces
challenges like internal strife, external threats, and environmental degradation. Despite these, the
Confederacy
strives to rebuild, protect its home, and secure a prosperous future. Key features include
decentralized
governance, diverse cultures, ancient magic, and a safe haven for lawlessness.
History
Among the first beings to inhabit the great swamp since the beginning of the world, the ogres rose
to
prominence. A particularly cunning and powerful ogre named Throngle united the various clans,
establishing a
loose rule of law. Under his reign, the swamp flourished. Trade routes were established, alliances
forged, and a
rich culture developed. The Whispering Woods, a place of ancient magic, and the Druid's Circle, a
sacred site
for nature worship, became symbols of the kingdom's prosperity.
However, a great war erupted, tearing the Confederacy apart. Powerful factions, driven by greed and
ambition,
battled for control of the swamp's resources. The war left the land scarred and the people divided.
The
once-mighty ogre clans fragmented, and many were driven to the brink of extinction. The Blighted
Moors, a toxic
wasteland, became a stark reminder of the war's destructive power. Dark forces, such as necromancers
and demon
summoners, emerged from the shadows, seeking to exploit the weakened Confederacy.
For centuries, the swamp was plunged into a dark age. The once-thriving cities and villages fell
into ruin. The
Great Market, once a bustling hub of trade, became a den of thieves and outlaws. The Ogre Citadel, a
symbol of
power and unity, was reduced to rubble. The Whispering Woods grew silent, and the Druid's Circle was
desecrated.
In recent times, a glimmer of hope emerged from the darkness. A new generation of leaders, inspired
by the
legends of the past, rose to challenge the forces of chaos and despair. They rallied the scattered
clans,
rebuilt the shattered infrastructure, and rekindled the spirit of the Swamp.
The Great Market was reclaimed and turned into The Goblin Market, a place of offerings so vast it's
known around
the world. The Ogre Citadel was rebuilt, but still remains a shadow of its former self. The
Whispering Woods
once again echoed with the whispers of ancient spirits, and the Druid's Circle was consecrated anew.
As for the
Blighted Moor, well, who knows if all the various hexes and chemicals can ever be cleaned of the
place some
still try, but many have died even attempting to do so.
The Marsh Confederacy is now a shadow of its former self, but it is a resilient shadow. Its people
are
determined to rebuild their civilization and restore the swamp to its former glory.
Governance and Society
Government
The Marsh Confederacy doesn't exactly have a central government, rather each area is extremely
autonomous, and
has its own rules and norms, as the land is extremely diverse. However, in times of unrest or
threats to the
nation, the tribal leaders of the Confederacy can call together a grand council made up of 3
representatives of
each tribe to make decisions that affect all of them. These grand councils are held in a tribal hall
in the
center of the land, and presided over by an ogre named Lord Kerhs whose position is more respected
than
enforced.
Society
The Marsh Confederacy is a diverse and interconnected society, each tribe within it possesses unique
cultural
nuances, traditions, and social structures. These differences create a tapestry of cultures within
the swamp,
leading to a vibrant and dynamic social ecosystem.
Some tribes prioritize agriculture, cultivating nutrient-rich swamp plants for sustenance. Others
specialize in
hunting, fishing, or gathering, relying on the swamp's abundant resources. Some tribes have a strong
affinity
for magic, with shamans and sorcerers playing pivotal roles in their communities.
Societal structures vary as well. Some tribes are matriarchal, with women holding positions of power
and
influence. Others are patriarchal, with men leading the way. Some tribes are even egalitarian, with
power shared
among all members. A few tribes are quite discriminatory though, only allowing certain races to live
there, and
some are of the opposite extreme, seedy tribes rife with people wanted by other kingdoms, who
disappeared into
the relatively lawless Swamp Confederacy.
Without a strong central authority though, power struggles happen from time to time. A blind eye is
often turned
to inner-tribe conflicts and sometimes even inter-tribe conflict can be ignored if they don't pose a
big threat
to the surrounding areas.
Despite these differences, most of the tribes come together from time to time to celebrate shared
festivals and
exchange goods. And when it comes time for a grand council, almost all cooperate on matters of
mutual concern.
Military
When the need arises, the grand council forms a militia to respond to threats, composed of
volunteers from the
various tribes. These militias are often varied and change depending on the type of threat or enemy
faced, but
can often be weak and ill equipped compared to the surrounding modern kingdoms.
State of affairs
The Confederacy faces both internal and external challenges. Internal conflicts between tribes can
arise due to
resource scarcity, ancient grudges, or ideological differences. External threats, such as invading
armies or
powerful magic users, can also pose a significant danger to the swamp.
To address these challenges, the Confederacy convenes Grand Councils as needed. These councils bring
together
representatives from various tribes to discuss matters of common concern, such as defense, trade,
and resource
allocation. Lord Kerhs, though not a dictator, plays a crucial role in guiding these discussions and
ensuring
fairness.
Foreign Relations
Arora
Relations with Arora are fairly neutral, some of the denizens of the swamp like the systems they
have in place
over there, but most prefer the complete freedoms of the marshland.
Thalassia
The Confederacy sees Thalassia as a threat for the most part, their ships imposing their will on the
sea cannot
penetrate into the shallow swamp waters though, so it is a risk mostly kept away. The citizens of
the Swamp
mostly view them with distrust regardless, wary of their potential to crack down on the seedier
parts of the
Confederacy and threaten its sovereignty.
Tarus
The citizens of the Confederacy see Tarus as a fellow free-spirited land of misfits. They have great
respect for
its ruler and some citizens regularly conduct trade between the areas.
Industry and Trades
-
Agriculture: Cultivation of swamp-adapted crops, such as water lilies, reeds, and aquatic
vegetables
-
Hunting and Fishing: Hunting of swamp creatures like frogs, fish, and small game; fishing in the
murky
waters
-
Herbalism: Harvesting and processing medicinal plants and herbs for potions and remedies
-
Alchemy: Experimentation with magical substances to create powerful potions and elixirs
-
Blacksmithing: Forging weapons, armor, and tools from metal salvaged from ancient ruins or
fallen meteorites
-
Woodworking: Crafting boats, furniture, and other items from the abundant timber in the swamp
-
Leatherworking: Tanning and crafting leather goods, such as clothing, armor, and bags
-
Illicit Goods: A lot of goods come from other civilizations, some legally, some not including
magical items,
exotic materials, and rare artifacts
-
Mercenary Work: Some tribes may offer their warriors as mercenaries, fighting for other kingdoms
or factions
in exchange for wealth and glory
The Marsh Confederacy is rather primitive, and its economy reflects that disparity greatly. While
primarily
agrarian and hunter-gatherer, they have developed a diverse range of industries and trades:
Notable Geography
-
The Whispering Woods: An enchanted forest where trees can communicate with one another
-
The Blighted Moors: A toxic, barren wasteland, the result of a long-ago magical catastrophe
-
The Druid's Circle: A sacred site where druids commune with nature and perform ancient rituals
-
The Goblin Market: A bustling market built into a canyon where all sorts of goods, both legal
and illegal,
are traded
-
The Ogre Citadel: A village built into a cliff face, the stronghold of a powerful ogre clan
Kingdom of Necria
Owned by @twigsprig
Lore
Necria is one of the oldest kingdoms, and yet- One with the least amount of history. The main castle
which houses its royalty was one rebuilt from the rubble of an unknown, lost civilization.
Historians cannot agree what ended these people, and it is thus a matter of contention. While traces
of who lived there last are up for speculation, there was a notable excess of evidence of mass
burial grounds. Corpses in such states even mages and scholars from overseas could not make heads
nor tails of it. These unexplainable traces left an impact on the environment around them. Their
flora and fauna grow in colors like swirling oil spills, tainted by this ancient magic. Crops grown
from their soil spoiled, and had strange tastes- Forcing them to export much of their food and
livestock. Even the sunsets have a reddish glow, as if reflecting the blood spilt on their grounds.
Their Kingdom had an uphill battle making sure it could survive and help its people at the same
time. The Nexus' were the first and only line of Royals, originally elected and then sworn in by
blood. Their reputation was that of a strong but strict family, and for hundreds of years they
slowly but steadily grew and expanded.
The early settlers suffered through food shortages, aggressive animals and a new disease which
seemed to attack mostly mages. Consumption of tainted meat and crops also led to sickness, of which
there was no cure. All the royals could do was offer whatever they could to manage symptoms, and try
to dissuade people from eating from the land.
As it turned out, their curious environment did not offer all sickness and rot. Their mines ended up
elevating their trade when they discovered new, extremely durable metals- Which not only rivaled the
sturdiest known armors, but were incredibly attuned to magic, making enchanting easy and more
effective. It was a life-changing discovery, one that altered the course of their history.
What had once been a close-knit but sturdy and small territory underwent rapid expansion. Their
borders grew, as did their economy and the effectiveness of their militias. This led to the first of
many border skirmishes to another growing territory to their right- The Xeo Dynasty. Fighting which
only ended on a tense, bloody line drawn down the middle of their land. Necria had only pushed so
far due to want for fertile lands and access to untainted areas, and was only stopped when the
fighting was causing such stress to their economy and trade their people were suffering needlessly.
The King, blinded by legacy, seeing how they couldn't be beaten back into their own territory due
to its unnatural conditions and the rot in the smog- Pushed on still, which proved to trigger his
demise.
It was the death of the King that brought this chapter to a close, as his daughter Althea rose to
the mantle and decided on the diplomatic route. The newly crowned Queen began her reign by ending
the bloody battles in the fissures, and ushering in an era of invention and progress.
Population
With a wide array of species living on Necrian soil, humans and elves are the most common. Magical
creatures and proclivities are also prevalent. They have a surprisingly high birth rate for mages
even among non-magical lineages, causing some to believe it is the location itself that is closer
than normal to these unseen forces. However, with an increase in magical prowess, an incurable
disease of unknown magical origin also plagues the land. While not common, anymore at least- And
ranging in severity and symptoms, the most notable sign of this taint is a visible mark, often
called crystal rot due to its appearance and tendency to spread out like opalescent spiderwebs.
Government
High Council
Made up of several elected officials, though usually reserved for families of esteem- There are at
least two on the Council from lower echelons to prevent overreach and get a different perspective.
(The two extra seats were a recent addition from Queen Althea)
Oracles
Superstition often coming into play in their lives, there are a handful of magically inclined people
dubbed Oracles whose main goal is researching rot and offering assistance to all those affected by
it. They can also offer advice to the council and in turn the Queen.
Trade & Commerce
Relying heavily on trade due to their inability to grow their own food or raise their own livestock,
they have a very successful business exporting metals, weapons and ore to neighboring nations.
Textiles and materials come in second, with some naturally occurring materials only available in
their curious surroundings.
Militia
Necria has been a heavily militia-focused Kingdom since the discovery of their mines, and as such
their weaponry and training reflects this. They have their own unique organizational efforts, and do
not discriminate on race, gender, or even illness. In fact, those infected with crystal rot are
often used in the fissures due to their resilience to the smog.
Society
Necria has a melting pot of different species and religions, but their emphasis on community luckily
prevents any major rifts from forming. If there was one thing about shared struggle, it was that it
would make or break a group of people. There is a disparity- Between laborers and people working
closer to the castle, but under Althea's rule this gap is slowly closing. Benefits to miners also
improved under her, though access to medical treatment has always been a promise the family has
upheld.
Aside from community, they have a surprising emphasis on providing adequate training to anyone
able-bodied- And are not stingy in providing weapons to their own people above others. While lacking
any real agricultural products, mining is the most widespread job for the working class, as well as
jobs involving textiles. They've also found success in producing certain types of fabrics from
silk-worms only present in their rich cave systems.
Geography
Plains & Fissures
Great plateaus of rotted, cobbled stone and earth sprout up from the ground like flat-topped fungi,
ranging in size but reaching ~80 ft. The ravines that flow beneath are often overrun with a sort of
smog, which is still up for debate on origin, even by specialists. Some believe it to rise from the
earth during certain seasons or changes, while others believe its root lies in spores blooming.
Whatever the cause, it can lead to hallucinations and out of body experiences if inhaled enough, and
some people believe it causes crystal rot. Curiously, those already infected with this rot show a
surprising resilience to this smogs effects. Travel in these areas is frowned upon, though some use
the ravines to measure their progress from a distance. Deepstalker's use these areas to raise
their young in certain seasons- The territorial predators another deterrent to the area.
Forests & Glades
Huge, mutated plants make up the majority of Necria's forests. It sports one of the tallest trees
in the world, and much of its fauna has either evolved some sort of defensive or evolutionary tactic
for survival- Or has simply tripled in size. Home to many of Necria's animals, the flora also
poses risk- As some of them have mutated and developed a taste for meat.
Mines & Caverns
The most dangerous but also most lucrative area in Necria, the mines and caverns that run below its
surface run for miles beneath the equally strange topside. Many are uncharted, despite their great
efforts to maximize miners' safety and presence. They have decided the Zylothe's, a primitive
species found in its depths- Are not to be trifled with over territories, and thus certain cave
systems are left alone.
Notoriety
Owned by @ghoulishhopkins
Solaris
Owned by @darthnave
BASIC INFORMATION
Ruler(s): Emperor Lightbane, Bringer of the Dawn. Queen Sophia.
Government Type: Militarized Monarchy with a War Council.
Capital City: Luminar
Exports: Wood, Steel, Magical Crystals, Crops (Tobacco, Wheat, Corn)
Notable Locations: The Iron Peaks (Mountain Fortress), The Caverns of Sunfall (A region vulnerable
to attacks from the Spider Folk of Notoriety), The Dawn Barracks (Military), Constantine Academy Of
Magic and Swordsmanship (CAMS) , Golden Meadows (Farmland), Mines of Sunfall (A heavily fortified
portion of the Sunfall region used to extract ores from underground), Luminar City, Aurelius
Village, Autumnfall Woods (Enchanted Forest)
Region Description: Solaris is a combination of high, snow-capped mountains, fertile meadows and
fields, and a large forest, always stuck in the Season of Autumn. Civilization is rampant in
Solaris, with a massive city and several towns spread evenly across the Country. To the East, you'll
find caverns which are heavily fortified due to the terrifying spider folk of Notoriety - however,
these cave entrances span across the entirety of Solaris, thus putting it in a constant war with the
Darkness. The Government has evolved to deal with their presence, and due to the unification of the
people, there are countless tales of heroes who risked their lives to defeat the Threat, and deliver
the light unto the aptly named “Cavern-Dwellers”. The people are all devoted to a religion centered
around the light, and you can find a Church devoted to Seraphiel, the God of Light, in every town.
HISTORY
Founding Date: 1st Year of the Dawn, Spanning 500 years ago. Created on March 20th. (Spring Equinox,
where the Sun is said to shine the brightest)
Founders/Legends:
Story One - Seraphiel and the Lords: The Kingdom of Solaris was, at one point, a collection of
tribes spread out across the Mainland. They were in constant conflict with one another, and many
died to famine due to sabotage and destruction of one another. One Man, King Seraphiel, was born
with a direct connection to the Divine Light. He healed the land, originally torn apart from each
tribe's endless conflict, and combatted famine by instantly growing crops with his touch. His power
was so great, it was said that any Man who stood against him would be incinerated in an instant.
Tales rose of his Angelic Nature - people believed the Gods had sent one of their own to bring Peace
and Prosperity to the Chaos that was early Solaris. Some even believed that with a single touch,
Seraphiel could heal any ailment, even bringing sight to the blind, or restoring lost limbs.
Seraphiel was said to have come from the Heavens themselves, and a divine glow followed him wherever
he stood. That's why, in the span of only a month, the Country had been united behind one Front -
Solaris; which simply meant “The Light”, symbolizing both Harmony and Hope. The Greatest Men and
Women banded together to create the City of Luminara, a place in the heart of the Mainland. It was
protected by the Mountains to the North, and it was fueled by the Farmlands to the South and East,
while it also had a strong connection to trade routes by the Sea.
Temples dedicated to Seraphiel and the Light were created everywhere, in both Cities and Villages.
They worshipped the light; the purity, harmony, and hope that it brought with it. Because of their
intense beliefs, a type of magic began to pervade the very hearts of the People of Solaris, and
those with the strongest moral compasses began to grow angelic wings and be able to heal just like
Seraphiel.
However, not all was perfect. The Lords of Each tribe became jealous and terrified of the Angel's
power, so they banded together to bring his ruin. Numerous attempts were made against Seraphiel's
life, but none of them succeeded; poison didn't seem to work, and the strongest warriors didn't hold
a candle to the power of Seraphiel. With all of their attempts, the Lords found one of his
weaknesses - in the dead of night, Seraphiel weakened just enough for their strongest ritual to
stand a chance.
They lured Seraphiel deep into the Autumnfall Woods, and locked him inside of a temple with a
powerful ritual. The Angel fought back, his power coursing through the very land itself, and locking
the woods in an eternal Twilight. However, he could not escape. Not in time for the ritual to
succeed, putting Seraphiel in an eternal coma, locked away in his chamber. The Lords claimed his
power, but remained dedicated to the Light, understanding the unification that came with it. The
people simply believed Seraphiel had ascended to the Heavens, the truth lost to history forever.
Now, it's said that the Autumnfall Woods hold a secret. That the veil between life and death is
weakened in the woods, and that no one should enter if they wish to keep their lives. The forest
lies on the Eastern Border between Solaris and Other Countries, and travelling by boat to Solaris's
Eastern Coast is not recommended, nor trying to pass through the forest.
Story 2 - The Fall of Emberline Keep (Year of the Dawn 151 -> Present Day 300 YD):
One hundred and forty years passed since the action of the Leaders, and the Kingdom fell into deeply
split factions (tribes, but civilized) once again. Some believed that Seraphiel had been betrayed,
others believed that he abandoned them, and they should abandon the light itself. One thing was for
certain - Solaris had changed from light to twilight.
In those two millenia, magic had been developed. Militia had been formed, and technology was created
- after all, Solaris prided itself on Military Strength to protect from other Countries, if the need
ever came. Which, unfortunately it did.
Dawn Bringers, a legacy spanning from the last of Seraphiel's blessed militia, tried their damndest
to unite the factions again. They created an Order of The Light, and put into place a Constitution,
describing the problems of each faction and the solutions to each one. This Constitution was
immediately respected and put into place, as it offered a reprieve from the horrific faction crimes
that took place nearly every week. The People knew they needed a change, and The Order provided
that.
The Lords compromised with The Order, and everyone elected an Emperor - someone with everyone's best
choice in mind. The elected official was both extremely strong; reminiscing the old Lord Seraphiel,
and wise, which allowed him to lead responsibly. With both Religion and Military agreeing on this
form of Government, no issues came with the decision. Emperor Constantine enacted repairs, drafted
laws, and followed the words of the Council (the unification of the old Lords and the Order). One of
Constantine's most impressive feats was the establishment of “Emberline Keep” - a bastion against
the other Countries across the Ocean, standing just on the edge of Autumnfall Woods. Mass mining
expeditions to the west began.
A couple of years into the Rule by Constantine came a plight. Women, Children, and Warriors from a
village on the West coast, tens of miles outside of Luminara were going missing; a village near the
mines - the Lords thought it due to disease, but with their rapidly advanced technologies and
magical plants, Constantine thought it unlikely. Dozens of Scouts (named “Dawnstriders”) were sent
to the village, and only one made it back; yet barely, as the man was missing an arm and was very
quickly on the verge of death. They had awakened something.
His dying words were “The Mines” - before the poor man collapsed onto the ground from his horse,
losing his life from the blood loss.
The reaction was intense. An entire militia was sent to the Caverns of Sunfall, with the Emperor
joining them, guiding them through the Autumnfall Woods. There, after several day's travel, they
witnessed firsthand the horrors of the Underdark; Notoriety, it was called, and it was an entire
population of Spider People. Notoriety's soldiers had enhanced strength, could weave powerful silk,
and had powerful enchanted weapons.
The Soldiers and the spider folk fought a close battle, but it was clear Notoriety was pushing them
back. In the night, where the power of the mages and the soldiers were at its lowest, Spiders
attacked, burning the camp and pushing the remaining soldiers to retreat back to Emberline Keep.
Emberline Keep held the forces of Notoriety off for weeks, new technology quickly being developed in
Lunaris and sent by cart to the bastion. However, the spiders discovered a weakness in their
defenses - the caves spanned all over the Mainland, and they didn't need to attack from one side.
They emerged from behind Emberline Keep, keeping it in a siege and slaughtering the merchants.
Eventually, they made their way into the keep, murdering every human soldier except for Emperor
Constantine, who made a final stand in his chambers. Channeling every force of magic into a
self-destructing attack, a mighty explosion shook the land for miles around, collapsing the caverns
and serving as a warning to Luminara, but sacrificing himself to do so. Every Spider Soldier was
obliterated, pushing back their impending invasion by several weeks, and giving the Capital time to
prepare.
The entirety of the Kingdom - the Order, the Old Lords, and the thousands of civilians all held a
funeral for him on that day, mourning him collectively. His sacrifice continued their unity, and the
first of the Lightbane Legacy was elected on that day; Emperor Michael Lightbane, who was the
distant relative of Constantine.
Constantine is still talked about today - aptly named “The Last Bastion”, due to his noble
sacrifice, resulting in a better understanding of Notoriety Forces and specifically designed
technology to incinerate their webs. Other methods, such as poisoning them through a neurotoxin that
activates posthumously, leaving no way for the poison to be detected, have been developed.
As a result of the sacrifice, the Constantine Academy of Magic and Swordsmanship (CAMS) was
established in Luminara, Y.D 155, which provided each person with impressively powerful magic, and
knowledge of the weaknesses of the spiders. These CAMS students and warriors act as a bastion of
defense, protecting the innocent and vulnerable from the terrible influence of the Spider Folk. The
Academy has grown even stronger in 150 years, and is more than sufficient at keeping back the Spider
Folk from their cities and Villages - but the Spiders are researching new technologies as well,
resulting in an eternal war between the forces of Light and Dark.
Treaties / Alliances: TBD.
GEOGRAPHY
Terrain: Solaris is mostly a plains-based region with some notable variances, being the Enchanted
Forest in the West, the Mountains in the North and West ( some Mines as well), and the farmlands in
the South. The Kingdom is quite new compared to other civilizations, though they give off a
historical vibe with large statues, ruined fortifications, and stone roads which were laid 300 years
ago.
Resources: Wood, fertile land, magical crystals, ores, plenty of food, fish, stone, crops (cotton,
tobacco), paper. Biggest Export is food and technology, with magical crystals being heavily
controlled and defended.
Borders: Spider Folk (main) territory to the West, Neighboring Kingdom to the North, and a Kingdom
across a large River to the South.
Climate: Temperate.
GOVERNMENT AND LEADERSHIP:
Monarch's Role: Decision Making, Military Protection.
-
The Monarch protects the Nation from outside threats or inside rebellions and often fights on
the front lines. In times where decisive action is necessary, the Monarch is expected to make
strategically sound decisions, informed by the Council.
-
The Council presents ideas to the Monarch, and he will either accept or deny them. If at least
75% of the Council disagree with his decision, it is overruled.
-
For Routine or Minor issues, Trusted Council Members / The Chancellor will make the decision
instead.
-
During Emergencies, the Monarch can make quick decisions, allowing for quick and efficient
decision-making. However, this has a time limit of one week (with voted extensions), and the
council must have a post-crisis review of the decisions made.
-
The Monarch's Legacy (Merit-Based) is reviewed by The Council, who will determine if the
up-and-coming Monarch is good enough to take the Throne. The People also have a say; if they are
widely liked, the Council is to be more lenient on their decisions. If the Candidate is not good
enough, they won't be selected. Structured Public Debates and Competency Evaluations are held,
ensuring the Monarch is the best possible fit.
Council of Leadership: The Next Step down for power.
-
The Council is composed of elected members from the people (term limit of three years, or
shorter if they are beginning to favor populist measures rather than long-term decisions), with
five different sections. War, Academics, Technology and Construction, Religion, and
International Relations. Each has a part to play, and each must do their job well.
Sub-committees have also been created, such as “Warfare technologies”, which allow for
compromise between different divisions.
-
If they have differing viewpoints on a specific issue, sub-committees are empowered to propose
solutions. If still no decision is made, the issue will be brought to the Chancellor.
-
The Council holds meetings in which they vote on different subjects, ultimately deciding what
laws are put into place, or what actions are taken on a more collective level. Such as
implementing taxes, food stamps, homeless shelters, etc.
War Council - The war council has even more sections, as there are seven total heads of command,
each chosen personally by the Emperor from The Academy or another source. The following are heads of
command; Magic, Cavalry, Archery, Demolition, Melee, Naval, and Espionage. To promote cohesion:
-
The Leader of each branch reports directly to the Monarch, and regular briefings / joint mission
plannings are held.
-
Joint Training Programs are held, where the branches train together in magical simulation.
Similarly, a magical war map is placed in the war room, allowing real-time tracking of each
Branch.
-
Liaison Officers are placed in each branch, their duties being resolution of potential
misunderstandings, the sharing of intel, and facilitation of inter-branch comms.
-
Specialized Task Forces composed of representatives from each branch work together to plan
specific missions or respond to emerging threats. The leadership of these task forces is
rotated, allowing each branch to have their chance to shine.
-
A standardized communication system has been developed, allowing for real-time updates for each
branch with potential shifts in strategy or battlefield conditions.
-
If a commander has shown that they can work effectively with others, or if they have shown good
branch performance, they are rewarded with promotion / medals / recognition ceremonies.
-
To ensure everyone wants to work together, stories of heroism (where branches worked together
effectively) are told, the Light is used as a unifying symbol, slogans, creeds, and ceremonies
are promoted, while smaller units of soldiers will be rotated between each branch to promote an
understanding of limitations and strengths.
-
Guidelines are in place; Members must treat each other with respect and honesty.
-
Team building events are held each year, ceremonies, festivals, and competitions allowing for
branches to understand each other better. The public also takes part in these ceremonies,
allowing for competition between the people / foreigners. They also perform, re-imagining key
stories like Constantine's sacrifice or even bringing their own stories. This keeps the
ceremonies from getting too repetitive.
-
Inter-Branch Disputes are handled by the Chancellor, who will hold meetings and view the issue
from a neutral stance.
CAMS; Constantine Academy of Magic and Swordsmanship
-
The Academy trains future Monarchs, Council Members, and Military Leaders in diplomacy (both in
and out of Kingdom), strategy, and crisis-management.
-
To ensure as much recruitment as possible, programs, flyers, and stories of the Academy's good
deeds are spread throughout the society, positioning the Academy as the best way to shape your
future.
-
Countless learning programs, from agriculture to naval engineering.
-
Cross-Country Diplomacy is encouraged, so that Solaris is in good standing with other Kingdoms.
-
They also train engineers, mechanics, and architects, allowing for development of Branch-Neutral
Technology, meaning no one branch will have superior technology. A council of Student
Representatives will review and vote on said product, ensuring there is no favoritism in Branch
Performance.
-
Facilities are used for kingdom-wide crisis simulations, ensuring everyone is ready for an
invasion from Notoriety.
-
Kingdom-wide Ceremonies are held, where everyone can participate.
The Voice of The People (“Even the smallest voices can make way for the Greatest Light.”)
-
In Solaris, THE PEOPLE hold more sway than in other Kingdoms. Any person may request an audience
with The Council over their issues.
-
Voting Ballots are held once every 3 years for members of The Council, which represent the
people in “Assembly Halls”. These representatives may vote for bigger issues, voice the concerns
of the people, and handle local district issues, such as Resource Allocation, Proposal of Laws,
and mediation of Disputes. The Representatives may also request emergency aid in times of crisis
(food, military, etc)
-
Representatives are encouraged to promote unity through local festivals, celebrating both
culture and The Light.
District Identities
Twilight District (District of Personal Freedom) - A sort of “Red Light District”, where people have
more freedom, though unnecessary violence is heavily discouraged and will result in banishment. Was
actually created by the People, not by the Government, but remains one of the largest districts for
mercenaries, assassins, and other sketchy jobs to find work. It is not uncommon to find Government
Agents here, as the district is constantly under watch. Due to its morally Grey nature, it is called
The Twilight District - a time between Night and Day. You can purchase more rare items from a
heavily regulated Black Market
To promote unity, the district holds small festivals available to everyone once a week, where they
spread culture and tell stories. if criminals wish to move to other professions, there is a program
that allows it.
Noble District - The cleanest and most beautiful district, but mostly open to everyone. This is the
Home District of the Constantine Academy, and holds many Noble houses. It places emphasis on
knowledge, allowing people from all backgrounds to learn about the World around them. There are
several libraries, and even a large colosseum for battle-themed events. Important knowledge is taken
from these libraries and placed in a massively fortified library.
There are public gardens and forums so that the District is open to everyone, not just the Nobles.
The information is shared with the public in closely watched events every week (Wednesdays) so that
if someone wants one of the more important pieces of knowledge, they can view it.
The Noble District has a scholarship system for those from other districts who might not have as
much money, making education more affordable to everyone.
Another note is the magical wards and alarms present in both the Academy, Noble Houses and the
Library, adding another layer of defense. The defenses are discreet and hidden, making stealthy
destruction of the systems difficult.
Trading District - This Is the trading center of Luminara, the center of food distribution, naval
trade, and international diplomacy buildings, among a large market and hundreds of merchants. If you
want to buy something, go to the Trading District, where you can find anything (legal).
The District has a localized logistics center - a large building in charge of distribution,
allocation, and protection of materials. Ultimately optimizes the transportation of resources,
ensuring routes are clear.
There are specialized Merchant Guilds in charge of every category of good. From magical items to
food to construction goods, there is a company in charge of it that reports to the Head of
Technology and Construction.
Festivals are held here as well, which recognizes and honors international partnerships or Treaties
- essentially, they celebrate their alliances with other Kingdoms.
The second largest barracks sits here, allowing for naval and land protection of resource
transportation. There are specialized teams or companies that follow each Trade Ship or Merchant
Caravan.
Military District - The district holding the largest military HQ, with smaller outposts located
across the entire city. It also has a research hub which processes and reproduces Military
Technology created across the Kingdom.
The Emperor's Palace sits in this District, allowing the Emperor and his advisors the most possible
protection from the Military.
Museums are open to the public, and the Military often has parades through the streets of the
District, available for all to see.
General Technologies, such as the teleportation system spanning the entire city, sits in the heart
of the District. This allows for instantaneous evacuation of civilians and instant appearance of
Military Command.
The Simulation Command Center (SCC) allows for the Kingdom and Military Branches to be constantly
prepared for internal strife or external threats.
Universal Points (Found everywhere)
-
Forges, magical research labs, temples and knowledge vaults are located in every district
-
Annual Unity Festival; A massive festival held in rotating districts, celebrating the Day of The
Light (Sunday), Culture, and innovation.
-
Districts often team up (such as Twilight District Mercenaries teaming up with the Military for
additional fighting strength)
-
There is a system of magical communication that allows for District Leaders to speak with one
another.
-
Resources; Healthcare, education, and other basic needs are provided to everyone, regardless of
background. This means all districts have an equal chance at survival.
-
There are Assembly Halls in every district, serving as a place for anyone to voice their
concerns and bring the issue to The Order.
Tarus
Owned by @now_u_c_me1003
Summary
The land of Tarus is mostly empty, most of the people live in the capital of Tarus. Tarus city is
the home of
the actual kingdom, the home of the feared dragon king, Sylus. It's a trading city, filled with
gold, silver,
jewels, weapons, and the best resource of all information.
They happily live under the rule of Sylus, he lets them live free and protects them from those who
want to harm
them.
History
Tarus used to be a land of nothing but Dragons, they all lived in harmony. But where soon hunted to
extinction
except for Sylus, Sylus is the sole survivor of the Tarus dragons. He made the kingdom in honor of
his fallen
friends and family. He made it a safe space for the non-dragon people of his kingdom, he'll make
it paradise
for all those who live there.
Initial Conditions
Climate
Tarus, for the most part, is a dry and hot land. The kingdom itself is surrounded by a lake of red
lava known as
The Void. The only way to enter the kingdom is through a natural land bridge formed from obsidian.
Sylus'
castle is also formed and carved from obsidian and black stone. The capital is surrounded by jagged
rocks that
form volcanoes and small lava streams.
Just outside the jagged peaks are where the farmers live, taking advantage of the small amount of
greenery that
is found.
Farther outside of the capital are rolling hills of red flowers and green as far as the eyes can
see. Most of
the people from Tarus do not visit these places due to the sacred nature as the land is covered with
the remains
of dragons long past. You'll sometimes see Sylus sitting in the fields of flowers, staring at the
oasis below
where all the creatures come for water.
The beaches that surround the island are covered in black sand, stained from the ashes of the
volcanoes that
have scorched the land in the past.
Natural Resources
Obsidian, gold, silver, jewels, and cured meats.
Inhabitants
(I will update this as cross adds to them.)
Power
Class/Caste
Sylus is at the top as the king, but all the other people in the kingdom are seen as equals under
Sylus.
Foreigners
Sylus lets very few into his kingdom, you must ask for his permission… Ever since his people were
killed, he
is very strict on who enters. But you are free to leave if you'd like.
Economy
The economy is very small, usually between everyone who lives in Tarus City. But, Sylus has a couple
of trade
deals with other kingdoms due to his high valued riches that are found naturally in his kingdom's
mines.
Law
Sylus is law, but he's very forgiving… for the most part…
Religion
History
The people worshiped the dragons for the longest time, now with Sylus being the one left, they
worship him. They
see him as their protector and their king.
Culture
Appearance
The people of Tarus come in all shapes, sizes, and species. They match the appearance of their city
and their
king: Black and red clothing.
Languages
Just like the people who live there, there are a lot of languages that are spoken in Tarus. Although
Dragonic is
only spoken by the elders and Sylus himself.
Thalassia
Owned by @admiralmoses
Overview
The Thalassans are a powerful maritime civilization, divided into two subraces; the technologically
adept
Mechanikoi and the magically inclined Thaumaturgoi. United by their island home, powered by the
mystical Dynamis
Lake, they dominate the seas with their advanced fleets. Their society is meritocratic, valuing
skill over
birthright. However, beneath their united front, internal tensions and external conflicts threaten
their
dominance.
It's important to note that while the High Council holds ultimate authority, the actual power
dynamics are often
more fluid. The most skilled and influential individuals, regardless of their subrace, can rise to
positions of
great power and influence. This ensures that the Thalassans remain adaptable and responsive to the
ever-changing
challenges they face.
Governance
The Thalassan leadership structure is a complex interplay of meritocracy and tradition. Power is
distributed
among three lower councils, and one ultimate council.
The High Council
Composed of representatives from both the Mechanikoi and Thaumaturgoi and oversees the governance of
the
Thalassan nation. The high council is composed of elected officials from each of the regions within
Thalassia,
and makes the final decisions if there is a large amount of public disagreement with the decisions
of any of the
other three councils.
The Mechanikos
A council of the most skilled Mechanikoi oversees technological advancements, infrastructure
development, and
military engineering within the majority Mechanikoi areas of the nation.
The Thaumaturgic Conclave
A gathering of the most powerful Thaumaturgoi, the Conclave is responsible for maintaining the
mystical balance
of the island and protecting it from magical threats they are often involved in diplomacy with other
magical
powers.
The Naval High Command
A joint military command led by both Mechanikoi and Thaumaturgoi admirals oversees the Thalassan
navy and its
operations. They are responsible for protecting trade routes and defending the island.
Society
Thalassan culture is deeply rooted in the principles of individual achievement, fairness, and
progress. It
fosters a society where personal growth is paramount, encouraging each individual to strive for
excellence and
push their limits. Skill development is highly valued, with ample opportunities for education and
training
available to all. The Thalassans believe in recognizing and rewarding talent, establishing a system
that
celebrates hard work, creativity, and innovation. Fairness and equality of opportunity are
cornerstones of their
society, ensuring a level playing field where everyone, regardless of background or social status,
has the
chance to succeed. Impartial judgment is upheld, with decisions based on merit rather than personal
connections
or biases. Open competition is encouraged, creating an environment where the best and brightest
naturally rise
to the top.
Innovation and progress are vital to the Thalassan way of life. They cultivate a culture that values
creativity
and original thinking, encouraging the exploration of new ideas. Risk-taking is embraced, with a
willingness to
experiment and try new things. Adaptability is essential, as the Thalassans believe in learning from
mistakes
and adjusting to changing circumstances. Collaboration and teamwork are also highly prized,
emphasizing shared
goals and the importance of collective achievement. They respect diversity, recognizing the value of
different
perspectives and experiences. A strong work ethic permeates their society, characterized by
dedication,
perseverance, and a commitment to seeing tasks through to completion. Efficient time management and
self-discipline are also essential qualities, enabling individuals to prioritize tasks and stay
focused.
Drawbacks
While the meritocratic Thalassan society offers numerous benefits, it also presents certain
drawbacks. An
overemphasis on competition can foster a cutthroat culture, potentially leading to selfishness and a
lack of
empathy. The constant pressure to succeed may result in burnout and mental health issues, such as
stress,
anxiety, and depression. Furthermore, an excessive focus on achievement and success can lead to a
neglect of
other important values, such as compassion, creativity, and community. Many individuals within the
society
struggle to maintain a healthy work-life balance, as the pursuit of success often consumes their
lives. Finally,
the cultural differences between groups such as the Thaumaturgoi and the Mechanikoi can lead to
conflicts and
misunderstandings, as their unique values and traditions may clash.
Military
Thalassan Naval High Command consists of three main parts
High Admiral
The supreme commander of the Thalassan navy is the one voted most capable by the Admirality, after
several
rounds of testing in a variety of subjects designed by each member of the Admirality.
The Admirality
A group of experienced admirals and strategists who hold the High Admiral accountable and oversee
the navy's
operations.
Fleet Commands
There are 5 main divisions of the navy responsible for specific missions, they all report ultimately
to The
Admirality with the exception of the Sea Witches who report to the Thaumaturgic Conclave
-
Thalassan Grand Fleet: One of the most robust navies in the world it contains some of the
largest and
magically advanced strike groups to defend Thalassan interests around the world.
-
Thalassan Marine Corps: Oversees the training, deployment, and operations of the marine corps.
They are
highly trained units capable of amphibious assaults and basic land warfare.
-
Coastal Defense Forces: They are responsible for defending Thalassan coastal cities and harbors.
They
contain heavy artillery units for coastal fortifications.
-
Naval Intelligence Service: Oversees intelligence gathering and analysis as well as gathers
information on
enemy naval forces, trade routes, and strategic plans.
-
Thalassan Sea Witches: A mysterious order of sorcerers who can control the weather and summon
sea creatures.
They provide reconnaissance, sabotage, and rarely direct combat, but only when the mainland is
under threat.
They also contain elite warriors who ride giant, magical sea creatures into battle.
Military Training and Culture
The Thalassan military is renowned for its rigorous training and unwavering dedication. Thalassan
soldiers
endure intense physical and mental conditioning, designed to forge individuals of exceptional
discipline,
unwavering loyalty, and unparalleled seafaring proficiency. Their training emphasizes not only
combat prowess
but also a profound understanding of naval strategy and maritime navigation. A deep respect for
naval history
and tradition is instilled in every soldier, fostering a strong sense of pride and camaraderie that
binds them
together.
The Thalassans view the sea as a powerful and unpredictable force, demanding both reverence and
respect. This
understanding shapes their military doctrine and influences every aspect of their naval operations,
ensuring
that their soldiers are not only skilled warriors but also astute mariners, capable of navigating
the
treacherous currents and unpredictable storms that define their world.
History
The Emergence and Division of the Thalassans
Millennia ago, the Thalassans emerged from the ocean's depths, a people uniquely adapted to the
marine
environment. Their bodies, shaped by the sea, granted them an innate understanding of its secrets.
As their
civilization began to flourish, a natural divergence occurred. Some Thalassans, drawn to the
tangible and the
practical, began to master the use of natural resources and engineering, becoming the Mechanikoi.
Others, more
attuned to the ethereal and the mystical, delved into the arcane arts, becoming the Thaumaturgoi.
This division,
though significant, did not fracture their shared heritage. Instead, it created two complementary
paths, both
dedicated to the protection and expansion of their island home.
The Foundation of a Meritocratic Kingdom and the Shaping of Thalassia
Despite their differing disciplines, the Mechanikoi and Thaumaturgoi remained united by a common
purpose: to
forge a powerful kingdom and extend their influence across the seas. They established a meritocratic
society, a
system where power and prestige were earned through skill, knowledge, and unwavering loyalty,
irrespective of
subrace. This foundation of meritocracy became the bedrock of their kingdom, ensuring that the most
capable
individuals led, regardless of their origin. The island of Thalassia itself became a testament to
their combined
ingenuity. The Mechanikoi constructed intricate networks of canals and waterways, connecting the
island's cities
and facilitating trade, while the Thaumaturgoi imbued the land with magic, creating lush, fertile
fields and
protecting it from harm.
Lake Dynamis: A Nexus of Power and Cooperation
At the heart of Thalassia lay Lake Dynamis, a unique meeting point of magic and technology. For the
Thaumaturgoi, the lake served as a sacred sanctuary, its serene waters and mystical energy providing
the perfect
environment for meditation, spiritual practices, and arcane rituals. They drew power directly from
the lake,
using it to fuel their spells and enchantments, and believed that certain areas of its depths served
as portals
to otherworldly realms. For the Mechanikoi, the lake held more practical significance. Its elevated
position and
the rivers flowing to the coast provided a source of hydropower, driving waterwheels and watermills
that powered
their shipyards and other industries. Its strategic location made it an ideal hub for shipbuilding
and maritime
trade, and its unique ecosystem provided ample opportunities for scientific research. By combining
the mystical
and the practical, Lake Dynamis became a vital resource for both subraces, fostering cooperation and
understanding, and ensuring the continued prosperity of the Thalassan civilization.
The Rise of Naval Dominance
The Thalassans' rise to naval dominance was a gradual process, built upon centuries of maritime
tradition and
strategic innovation. Their deep-rooted seafaring heritage provided them with unparalleled skills in
navigation,
shipbuilding, and naval tactics. The Thaumaturgoi further enhanced their naval capabilities by
imbuing ships
with powerful arcane magic, increasing their speed, maneuverability, and defensive strength.
Simultaneously, the
Mechanikoi, through their ingenious engineering, designed and constructed formidable vessels
equipped with
advanced sailing techniques and innovative weaponry. A unified naval command ensured efficient
coordination and
strategic thinking, allowing for rapid deployment and decisive action. Their profound respect for
the sea, a
reverence born from their very origins, allowed them to predict weather patterns, navigate
treacherous waters,
and anticipate the sea's challenges, solidifying their position as masters of the waves.
Internal Conflicts and External Expansion
The Mechanikoi and Thaumaturgoi, though united in their goal of prosperity and protection, often
clashed in
their methods and philosophies. The Mechanikoi, driven by logic and practicality, sometimes viewed
the
Thaumaturgoi's reliance on intuition and emotion as a weakness. The Thaumaturgoi, in turn, accused
the
Mechanikoi of being cold and unfeeling, too focused on material gain and technological advancement.
These
internal tensions occasionally erupted into open conflict, leading to civil wars and the scarring of
their
island home. Ancient ruins and forgotten cities stood as silent testaments to these dark times.
The Shattered Coast: The Culmination of the Great Schism
For generations, the Mechanikoi and Thaumaturgoi had coexisted, their unique talents contributing to
the
prosperity of Thalassia. However, underlying tensions, fueled by differing philosophies and
ambitions, gradually
escalated. The Mechanikoi, driven by logic and efficiency, sought to harness the power of technology
to control
their environment and expand their influence. The Thaumaturgoi, attuned to the mystical energies of
the world,
believed in maintaining balance and harmony with nature, viewing the Mechanikoi's relentless pursuit
of progress
as reckless and destructive.
These ideological differences eventually erupted into open conflict, known as the Great Schism.
Battles raged
across Thalassia, pitting Mechanikoi war machines against Thaumaturgoi arcane spells. The conflict
reached its
climax at the coastal region that would later become known as the Shattered Coast.
The Final Stand
Both factions recognized the strategic importance of this location. The Mechanikoi, with their
superior naval
power, sought to secure a foothold on the coast, establishing a staging point for their land-based
offensives.
The Thaumaturgoi, drawing upon the power of the sea, aimed to repel the Mechanikoi invasion and turn
the tide of
the war.
The battle was a cataclysmic clash of technology and magic. The Mechanikoi unleashed their most
advanced
weaponry: colossal siege engines that hurled explosive shells, automated war constructs that marched
relentlessly forward, and modified naval vessels that bombarded the coast with arcane-powered
cannons. The
Thaumaturgoi responded with devastating spells: summoning tidal waves that crashed against the
Mechanikoi fleet,
conjuring storms that ripped apart their airships, and unleashing arcane blasts that shattered their
war
machines.
The land itself became a battleground, scarred by the combined might of both factions. The earth
trembled as
Mechanikoi explosives tore apart the cliffs, and the sea boiled as Thaumaturgoi spells reshaped the
coastline.
The conflict reached a crescendo when a rogue Thaumaturgoi, in a desperate attempt to end the
battle, unleashed
a forbidden spell that shattered the very fabric of reality. The spell's backlash resulted in a
devastating
explosion that obliterated both armies and reshaped the coastline, leaving behind the jagged cliffs,
sunken
ruins, and lingering arcane energies that characterize the Shattered Coast today.
The Aftermath and Legacy
The battle at the Shattered Coast marked the end of the Great Schism, but at a terrible cost. Both
the
Mechanikoi and Thaumaturgoi were left weakened and decimated, their once-proud armies reduced to
mere remnants.
The island of Thalassia bore the scars of the conflict, a grim reminder of the destructive power of
unchecked
ambition.
Despite the devastation, the Thalassans eventually rebuilt their society, learning from the mistakes
of the
past. The Shattered Coast, though a symbol of their darkest hour, also became a testament to their
resilience.
The lingering arcane energies and the remnants of Mechanikoi technology served as a constant
reminder of the
delicate balance between progress and destruction, shaping the Thalassans' future and their approach
to both
magic and technology.
Despite these internal struggles, the Thalassans continued to expand their influence. Their merchant
ships
sailed to distant lands, carrying goods and knowledge, while their naval fleets protected their
trade routes and
enforced their will upon those who dared to challenge their authority. However, this expansion was
not always
benevolent. The Thalassans, in their pursuit of power, sometimes exploited weaker nations, enslaved
their
people, and plundered their resources.
The Dangers of Ambition
The Thalassans' relentless pursuit of power and knowledge sometimes led them down dangerous paths.
They dabbled
in forbidden magic, experimented with dangerous technologies, and summoned entities from beyond.
These actions
had dire consequences, unleashing horrors that threatened to consume their world. While they
achieved great
things, they learned that the price of power was eternal vigilance, and the cost of complacency, the
downfall of
empires.
Domestic Relations
The Thalassan society thrives on the synergy between these two subraces. The Mechanikoi provide the
technological foundation, while the Thaumaturgoi offer the mystical and spiritual depth. This
balance has
allowed the Thalassans to achieve great heights, both in terms of material progress and spiritual
enlightenment.
However, their harmonious coexistence is not without its challenges. Differences in worldview,
cultural norms,
and societal values can sometimes lead to friction and conflict. It is through understanding,
compromise, and
mutual respect that the Thalassans can overcome these obstacles and forge a brighter future.
Industry and Trades
Given the unique abilities of the Mechanikoi and Thaumaturgoi, there are a few industries that are
be popular
with
the rest of the world
Magical Engineering and Technology
Mechanikoi-led, Leveraging their understanding of machinery and magic, they create innovative
devices and tools
that
defy conventional physics.
Examples
-
Enchanted weapons
-
Self-repairing armor
-
Magical energy sources
-
Teleportation devices
Arcane Research and Development
Thaumaturgoi-led, Their deep knowledge of magic lead to groundbreaking discoveries in fields like
alchemy,
divination, and healing.
Examples
-
Potions that cure diseases
-
Spells that can control the weather
-
Rituals to commune with spirits
Magical Education and Training
Both subraces have established academies and guilds to teach others about magic and technology.
Examples
-
Training warriors in magical combat
-
Teaching artisans to infuse their creations with magic
-
Educating scholars in the history and theory of magic
Magical Security and Defense
Both subraces offer services as protectors and defenders, using their unique abilities to safeguard
cities,
kingdoms, or trade routes.
Examples
-
Magical guardians
-
Spellcasters for reconnaissance
-
Enchanters to fortify defenses
Magical Art and Jewelry
Both subraces use their abilities to create beautiful and functional objects.
Examples
-
Enchanted jewelry
-
Magical tapestries
-
Enchanted maps
-
Spell-infused sculptures/architecture
Notable Geography
The Coralium Spire
This awe-inspiring structure, located on the highest peak of Thalassia, serves as the seat of the
High Council.
The
Coralium Spire is not merely a building, but a testament to the ingenuity of both the Mechanikoi and
the
Thaumaturgoi. The Mechanikoi, with their mastery of engineering, constructed the spire's intricate
framework,
incorporating complex systems of gears, levers, and pulleys to ensure its stability against the
strongest winds
and
earthquakes. The Thaumaturgoi, in turn, imbued the spire with their magic, enhancing its strength
and
durability,
while also creating a subtle energy field that amplifies the thoughts and intentions of those
within. The Spire
pulses with an otherworldly light, a beacon of unity and power for the entire nation.
The Hydro Nexus
Situated amidst a network of cascading waterfalls and powerful rivers, the Hydro-Engineering Nexus
is the heart
of
Mechanikoi innovation. This sprawling complex houses workshops, laboratories, and training grounds,
all powered
by
the relentless force of water. The Mechanikoi have harnessed the power of the flowing rivers,
utilizing
intricate
systems of canals and waterwheels to drive their machinery, eliminating the need for polluting
fuels. The Nexus
stands as a testament to their ingenuity and their ability to harness the power of nature for the
betterment of
their society.
The Crystal Grotto
Nestled deep within a mountain, the Crystal Grotto serves as the sacred meeting place of the
Thaumaturgic
Conclave.
Sunlight filters through a canopy of bioluminescent crystals, illuminating the cavern with an
ethereal glow. The
air
is thick with the hum of arcane energy, and the walls are adorned with ancient glyphs and symbols of
power.
Here,
the most powerful Thaumaturgoi gather to commune with the spirits of the land, perform intricate
rituals, and
safeguard the mystical balance of Thalassia.
The Grand Shipyard
Located on a sprawling peninsula, the Grand Shipyards are a testament to the Thalassans' naval
dominance. These
vast
complexes hum with activity, as Mechanikoi engineers oversee the construction of powerful warships,
while
Thaumaturgoi imbue the vessels with arcane enchantments. The shipyards are a testament to the
Thalassans'
ability to
seamlessly integrate technology and magic, creating a formidable naval force that ensures their
continued
dominance
of the seas.
Lake Dynamis
Lake Dynamis, situated at the heart of Thalassia, serves as a vital nexus for both the Thaumaturgoi
and the
Mechanikoi. For the Thaumaturgoi, the lake is a sacred sanctuary, its serene waters and inherent
mystical energy
providing an ideal environment for meditation, spiritual practices, and arcane rituals. They draw
upon its power
directly, using it to fuel their spells and enchantments, and believe that certain depths of the
lake serve as
portals to otherworldly realms. For the Mechanikoi, the lake's practical applications are paramount.
Its
elevated
position and the rivers flowing to the coast provide a source of hydropower, powering various
machines and
devices
crucial to their shipbuilding and industrial endeavors. Its strategic location also makes it an
ideal hub for
navigation and maritime trade, and its unique ecosystem offers ample opportunities for scientific
research. By
harmonizing their mystical and practical approaches, the Thalassans have transformed Lake Dynamis
into a vital
resource, fostering cooperation and ensuring the continued prosperity of their civilization.
The Shattered Coast
The Shattered Coast, a jagged stretch of coastline, stands as a stark reminder of the devastating
Great Schism.
This
region, scarred by the clash of Mechanikoi technology and Thaumaturgoi magic, bears the marks of a
cataclysmic
battle. Jagged cliffs, sunken ruins, and twisted remnants of war machines litter the landscape,
while lingering
arcane energies permeate the air. This site marks the location of the final, decisive battle of the
conflict,
where
a forbidden spell unleashed by a desperate Thaumaturgoi reshaped the land and sea, leaving behind a
testament to
the
destructive power of unchecked ambition. The Shattered Coast serves as a somber reminder of the
Thalassans'
past, a
place of both tragedy and resilience, where the echoes of ancient conflict continue to resonate.
Xeo Dynasty
Owned by @trvpstarr.401
History:The Beginning.
Xeo Dynasty is a heavily weaponized kingdom, almost every resident has a weapon. Usually all being
both ranged and close up weapons this alone solidifies them as a powerful force. The fauna there
also plays a huge part in their strength. By becoming a huge kingdom on taming they utilize animals
and creatures for power and connections. They all know how to use weapons so their forces are elite,
this was always the case even since the beginning of their existence. It started when a crew of
sailors that lived at sea found land, they previously lived on an island however a tsunami hit and
forced them to evacuate. When they reached the large area of land they camped out there, overtime
villages were built and eventually it became a city. Though it seems they weren't alone. Just across
from them were another city they would later name themselves Necria. Hundreds of years later Xeo
Dynasty was the name they brought upon.
Chapter 2:First blood.
As their territory grew interest in it did too, their neighbors Necria. Bloodshed, agonizing war and
violence, lasted for years as they fought for land. Countless deaths occurred, a massacre on both
sides even. The queen of Xeo Dynasty was a cruel dictator; she didn't care that her men died. After
much criticism she continued the clash, the results didn't change. Her soldiers blood stained on her
hands, her own people retaliate but her immense power put a quick stop.
The war went on for even more years, nothing changed, nothing was new. The people of Xeo Dynasty
were mad, they were in sorrow, they mourned over a lost family. Though one fortunate day the queen
was found dead, murdered on her own throne. She was beaten to death, but who could overthrow such a
foe? It was a sudden surprise, the one responsible was known as Oscar de Leon, in a world where most
have magical abilities it would come to a surprise that the one who brought the queen down had no
magical capabilities whatsoever. Through sheer will and determination Oscar made sure to bring her
down, thus the people named him king or emperor. Unlike many emperors, Oscar was kind to his people.
He was humble and generous, often taking requests and being a man of the people. He didn't see
himself higher than his people, in fact he walked among them in bare feet; he knew what it felt like
to grow up with nothing so royalty or status and fame meant nothing to him.
Chapter 3:Alliance and Peace.
After overthrowing the queen the next thing Oscar did was form an alliance with Necria, it had
seemed something similar went on with their ruler, both parties agreed an alliance would be best for
both kingdoms. In fact their truce would eventually turn into friendship and trades were happening,
a sudden turn had begun, one that was finally a positive result. Xeo Dynasty provided weapons and
tames, due to their location having redwood the strongest type of wood their wood was heavily
requested and became extremely valued this wasn't their only resource Necria wanted from them, in
fact they had many natural herbs and spices that they made delicious foods and antidotes.
Necrias supply of metal and magical armor was the main demand that Xeo Dynasty requested from them,
they benefited from each other and will continue to get stronger and more stable. To this day these
kingdoms have that unbreakable alliance, travels between citizens to each kingdom is very common due
to them being open with one another, overall peace was now justified and what was once a cruel and
dangerous situation between one another was now a calm and stable relationship as their alliance was
irreplaceable.
Chapter 4:Current expeditions.
Xeo Dynasty now thrives with a substantial amount of resources including redwood, herbs, spices,
antibiotics, antidotes, and weapons. They were only missing metal and armor which they received from
Necria, though recently a gold mine was found in their kingdom, there was tons of it, an economic
miracle had been achieved. With this much gold the kingdom could afford thousands of homes for their
inhabitants, businesses were rising and their lifestyle had improved, they deserved this after
everything they had gone through it was time they had been treated well.
Thanks to all this gold that is still being mined to this day, Xeo Dynasty is able to purchase
resources and materials that they lack. They've even been able to implement a large educational
system so the people can learn more about everything. Knowledge was power and it was being
distributed to their people. Renovations were done and debts were paid, Xeo Dynasty was now
fulfilling their name, their defenses had drastically improved and their saddle production
increased. The emperor was proud of everyone's hard work. Other rare materials were also discovered
such as jade and rubies.
Governance and Society:
Government:Hierarchy
Oscar De Leon is the Emperor of Xeo Dynasty, though he often listens to the people despite being an
emperor, he then has a group of elites he has chosen to look into different aspects that help keep
the kingdom stable such as economy, pharmaceutical, combative, etc. This group or council only obey
Oscar and are equal in power with one another.
Society:
The people of Xeo Dynasty are huge on agriculture, they had tons of farmers and many medicines due
to their wide abundance of crops and herbs that they use for medicinal purposes, they have many
cooks as the crops and food are vast in quantity and quality. The only job they really lack are
miners as there aren't many caves though they mainly go to Necria and help with the caves there, the
demand for blacksmiths is high as well, due to every citizen having possession of weapons, the
production of weapons is very high and the demand for blacksmiths has grown over the years many
wanting their weapons fixed or augmented. The kingdom is very safe, the people love the place and
very few crimes due to how elite the law enforcement units are.
There are many races that live in Xeo Dynasty the majority are humans and kitsunes, the first
agricultural revolution involved the bamboo shoots and redwood due it being the most common and most
abundant resource to harvest, it had seemed redwood trees would appear from nowhere it was a mystery
however Xeo Dynasty's ownership of the acres spreading throughout the redwood forest allowed for
them to benefit from the vast amount of redwood and thatch. This encouraged many people to carry
these resources and sell them under kingdom name.
Xeo Perks:
Xeo perks are a form of perks one receives when they are born in Xeo Dynasty, there are 5 perks one
can obtain. Sometimes a rare case can occur and have one be born with two perks. These perks help
with certain statistics in one's physical or mental capabilities. Each perk has stages that
determine how much of an effect a perk has on said person; each rank up can be determined at the
scarlet tree of paradise by placing one's hand on the wood with permission from the kingdom; it will
show 4 letters each have a separate meaning. Ranking up perks takes a long time and threat levels
play a part in it too. The stronger one is the easier it is to rank up but even if one is strong it
can still take months or even years to rank up.
-
D: This is the first letter everyone obtains at birth if they are born in Xeo Dynasty, it is the
first rank every perk starts off with the beginner perk it boosts said stat when a rank up
occurs, this perk doesn't really play much of a part as the rest though it is the beginning of
perks and introduces knowledge and understanding of said stat.
-
O:This is the second letter one receives if they manage to rank up. It gives one a much more
clear understanding of said stat and the effect can actually be felt a little as it boosts said
stat by 10%, this plays a small part in threat level and can prove useful in certain situations.
-
E:The third rank up, this is typically where most stop ranking up as ranking up from this letter
is almost extremely difficult due to how much it boosts said stat when one reaches this letter
their threat level is affected by a good margin boosting it by 20% this where the true use of
said perk comes into play.
-
X:It is almost impossible to reach this letter without intense training and experience as this
perk boosts said stat by 40% this letter is almost never seen in a person the ones who do are
usually imperial guards or the strongest of code x. They can use this perk to their advantage
when needed.
-
Xeo:The true perk, it has all three letters and only one person holds this perk rank for the
perk emperor's blessing that being the Emperor, it boosts his stats by 100% playing an immense
amount of importance in his skills, he possesses two of the 4 perks and both are rank Xeo,
that's right if one was lucky enough to have 2 perks then they both would rank up separately one
could be a D while the other is an E. Though the emperor's two perks are both Xeo.
Notice:If someone is fighting someone or competing against them and there is a difference in rank
ups the one with the higher rank will have an increased chance of winning depending on the gap, if
it is the same rank then it scales down on threat level or skill level aside from perks. Ex:Someone
with a rank O emperor's blessing will have a harder time reading their movements and facing them if
it is the same then the outcome would remain the same as if they had no perks to begin with. Also
perks are considered a passive as there is no process of activating it. Only the xeo rank for
emperor's blessing alone is the only one that only the emperor can have; the rest of the xeo rank
for the other perks can all be obtained by anyone if they work for it.
These are the perks one can choose from:
Emperor's Blessing:
This perk improves one's ability to fight hand to hand combat, it gives them better knowledge and
understanding on hand to hand combat. This perk is usually unlocked when one has a natural interest
in hand to hand combat and uses it a lot. In order to progress towards a rank up one must use hand
to hand combat a lot such as on other people or on training dummies the most common people with this
perk usually are in the military branches.
The following stages are described on their specified letters:
-
D:As stated before this doesn't do much besides opening a new understanding and vision on hand
to hand combat in this case, D rank emperor's blessing allows one to see movements slightly
better and have better control on their own as well.
-
O:When one has the emperor's blessing and reaches rank O, they will have better movement in
their hand to hand combat and even better understanding of their own and others movements. Their
damage output is also greater as it gets boosted by 10% dealing a bit more damage than their
limit.
-
E:Upon ranking up the emperor's blessing to rank E their movements will be executed with
perfection, their understanding of movements of both their opponents and their own will also be
increased and even a small boost on stamina will be put into play.
-
X:The final rank one could dream of achieving, when one reaches this stage of ranks they are now
a martial arts master, a force to be reckoned with, and have gone through brutal training and
vicious battles to get here. Their understanding and analysis of hand to hand combat is off the
charts. Their damage output is increased from 10% to 20% this 20% extra damage will be available
so after the full limit of damage is done an extra 20% bonus will occur and stamina is also
increased by 10%. Even the best martial fighters wish they could achieve such a skill level.
-
Xeo:This is only a rank that one person in the entire kingdom has only , that being the emperor,
he has reached a level of martial arts that is incomprehensible, it is immeasurable and it is
unbelievable. This rank gives an extra 40% damage output after limitation, 20% stamina boost,
the highest level of understanding and reading abilities of hand to hand combat as possible, and
even a 10% speed boost.
Natures kin:
This perk allows one to harvest crops and herbs at a more effective rate than the usual person. It
is more situational rather than powerful however it does help immensely with profit as many farms
and businesses have large interests for people with this perk.
-
D:As stated previously this doesn't really affect much of a person though the vision and
understanding of agriculture is introduced and it is the beginning for this perk.
-
O:Now that a rank up has happened it means this person has harvested crops and collected herbs
for a while, used them to create food, narcotics, or medicine. This now allows a boost to come
into play once ranking up which allows for a 10% speed boost in harvesting and a 5% harvest rate
allowing to collect crops or herbs with a larger intake.
-
E:The transition from O to E is a large one and usually what the average rank up usually
includes, for the nature's kin perk it boosts harvest speed to 20% and harvest rate to 10%, it
also introduces a luck factor on finding rarer herbs by 4%. The knowledge of herbs and crops has
to be above average in order to achieve this rank.
-
X:It is quite rare when one has reached this far into agriculture only the best of the best
farmers and doctors have achieved this rank, it boosts harvest speed to 40% and harvest rate by
20%, the luck factor also increases to 8%. Finally the recreation of medicines and cooking speed
both increase by 5% this also includes the taste and effectiveness.
-
Xeo:The rank that is almost impossible to obtain, so far nobody has been successful in achieving
this rank, however there are rumors a farmer in the bamboo jungle is close to reaching this rank
or projected to. This rank boosts harvest speed by 60%, harvest rate by 40%, and luck factor to
16%. The recreation of medicines and cooking speed have also increased to 10% along with
effectiveness and taste. Lastly this perk even has a boost on agriculture quality this means
this perk boosts many aspects of farming including the speed, quality, and quantity of crops by
15%, finally upon reaching this rank the one who has this rank will be able to fertilize any
soil with a touch of their hand.
The Sanctum of chemistry
This perk boosts and improves one's capabilities of alchemy, things like drugs, potions, antidotes,
and chemistry work. This is another situational perk though it too plays an important role for the
kingdom. It also helps with marketing as alchemy is a large job that makes lots of money due to the
amount of potions and narcotics the kingdom uses.
-
D:Like the previous ranks D is always the beginner perk not having much effect but more of an
introduction as to what the perk will affect. In this case when one is interested in alchemy and
potions a better understanding and vision will activate.
-
O:The first rank up always brings all the good stuff as it comes with actual effectiveness, in
this case brewing potions and other things related to that and alchemy gets an effectiveness and
speed boost by 10% and an antidote recreation quality and speed boost by 5%.
-
E:This large rank comes with an upgraded version of the previous boosts such as; potion brewery
and narcotics effectiveness and speed boost by 20%, an antidote recreation boost towards quality
and speed by 10%.
-
X:Very few get the chance to get near this rank let alone achieve it, this rank boosts potion
brewery effectiveness and speed by 40%, an antidote recreation quality and speed boost by 20%,
and lastly a luck factor boost that increases one's luck to find rarer resources used to create
these potions and antidotes by 15%.
-
Xeo:The ultimate alchemy rank, the one that solidifies the title of a true alchemist. This rank
also has no recorded users however that does not mean there isn't someone out there or make it
impossible to reach this rank as it provides a boost for potion brewery for effectiveness and
speed by 80%, an antidote recreation quality and speed boost by 40%, a luck factor boost by 30%,
and finally an immunity to negative potions.
Workers Integrity
Workers integrity is a perk that is usually found in those who work with heavy materials and
resources such as miners,lumberjacks, and construction workers. This park aids in one's ability to
harvest and use heavy equipment and supplies along with the resources. It too plays a huge part in
profit as these heavy duty workers get lots of money.
-
D:Like all the others this rank doesn't really affect the status of one's ability to do
something based on their perk, more of an introduction as to what's to come, and understanding
and better vision to working with heavy materials.
-
O:The beginning of which one begins to actually use the perk as it affects certain aspects such
as boosting one's ability to harvest materials by 10% and the speed of it by 5%.
-
E:Now an upgraded version of the previous rank though this rank up is much better than
anticipated as it boosts harvest rate and speed by 15%, though it also boosts endurance by 5%.
-
X:This rank up is incredibly difficult to reach as a tiny percentage of workers have this rank,
it boosts harvest rate and speed by 30%, it boosts endurance by 10%, and even adds a luck factor
to finding rarer materials by 10%.
-
Xeo:The ultimate rank that a worker strives to achieve one day, they dream of obtaining such a
skill. If one were to obtain it they would receive a boost for harvest rate and speed by 60%, an
endurance boost by 20%, a luck boost by 20%, and even a strength boost by 5%. The Xeo special
ability for this rank is to navigate wherever area they are in such as caves, forests, and mazes
even without a map. They even have a special ability to locate caves on their own as an instinct
sort of.
Soulbound
This is the last perk one can obtain. There can be future ones added but for now this is the fifth
and final perk, this perk is usually found in beast tamers, it helps with tamed creatures and even
taming creatures if one was to reach said rank.
-
D:Like all the others the first rank doesn't play much part it just opens the eyes of one's
understanding and vision of the topic that correlates to said perk in this case it is creatures
and animals.
-
O:The first rank up and usually the average beast tamer usually only reaches this far as this
and the emperor's blessing are the hardest to rank up. Upon reaching this rank tamed creatures
will have an attack boost by 5% and a speed boost by 7%.
-
E:It is really rare to find a beast tamer with this rank as they are usually loaded with
creatures and have lots of strong and useful tames. This rank boosts tamed creatures for their
attack which is boosted by 10% and their speed is also boosted by 14%.
-
X:It is almost impossible to reach this without proper training that lasts years, many
challenges and risks are required to even come close to reaching this rank. It boosts tamed
creatures' attack by 20%, their speed by 28%, and their health by 4%. Finally this also
increases one's taming effectiveness and taming speed when taking a creature by 15%.
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Xeo:The only recorded person with this rank is the emperor as he takes care of his pets, he's
always had a strong connection with his tamed though it was worth it as this rank boosts tamed
creatures attack by 40%, their speed by 56%, their health by 8%, and the taming effectiveness
and speed when taming a creature by 30%. However it also has its special ability that even
carnivorous creatures will not aggro on said person unless they are provoked they will not
attack unless they are already aggroed. It also boosted tamed creatures' harvest rate by 15% and
improved their armor when having a saddle equipped by 5% more than what it usually is.
Military:
The Xeo Dynasty has a large military, they all have advanced training and know how to wield several
weapons. There are 5 major branches in the military;
The Army:
The first branch is the main military or the Xeo Dynasty army, they are the frontlines of war, the
soldiers on foot. They wear heavy yet versatile armor made of a mixture between obsidian and metal.
They usually wield swords, spears,shields, bows, crossbows, maces, hammers, and they all are
equipped with daggers in case they lose their weapon. Some even ride horses with poison barbed
lances.
Aerial Command:
The aerial units are a unique force as they take the skies, usually surveying above Xeo Dynasty to
alert and then intercept a force if it were to approach the kingdom without notice through aerial
territory. They do this by riding domesticated creatures that can fly, the most common being
Argentavis and Rhynioganatha.
Naval Forces:
The seas are also important to the Xeo, they use it to fish and domesticate marine life. However
they also want to be prepared and the most common way of outsiders is through the sea, this means
they must intercept them to identify if they are a threat or not. They do this by creating large
ships and even domesticate large sea creatures that can carry their naval units.
Code X:
Code X are a group that make up the intelligence agency, they also take care of the dirty work done
in the shadows. They do the research on enemies and often play many roles such as spies, security,
the regular intelligence service, and covert operatives. They are one of Xeo Dynasty's most loyal
members as they do whatever it takes to make sure their kingdom and emperor are safe. They are the
intelligent of the five branches and all have different skills. They receive special weapons imbued
with magic upon signing the contract that states their loyalty to the emperor upon so they become
much stronger with these weapons however requirements are supposed to be met before one can sign the
contract such as serve 3 or more years in of the other four branches and have a clean background
once they pledge loyalty and sign the contract they can officially receive both their weapon and
training to become part of code X.
Imperial Guards:
Imperial Guards are exactly what the name suggests, they guard the emperor and his palace, they also
assist army commanders in leading the army during battle if instructed by the emperor, they can
easily be identified by their red cape and long shuangyue. The armor they wear is also noticeable as
they wear both metal and obsidian along with gold, a gold much more dense than regular gold.they are
the hardest to defeat in battle and have the most intense training, they have the most skill and
most discipline. They dedicate themselves to protecting the emperor and his palace, however they
often get befriended by the emperor due to his kind nature.
State of affairs:
The society used to be filled with depression and anxiety due to how cruel and selfish the past
queen was, she was practically a dictator. The government was a dictatorship and she was in charge,
this sorrow filled the air and many were distraught, they felt discord and fear of what was to come.
The people had no other choices besides fight or hide during the war against Necria however a
drastic change had occurred as the queen fell to a man who used his bare fists, the tides shifted
and war was over the newly appointed emperor has brought peace to Xeo which later became Xeo
Dynasty, he had agreed to come up with a peace treaty, officially declaring to have allied forces
with who they once considered enemies to allies.
Due to this change many were skeptical about it all at first but time has proven that the decision
had been a success, as everything started to get better for them, their economic system had boomed
after a gold mine discovery, more jobs had become available when Necria offered mining jobs, no more
war meant opportunity for life both civilian life and plant life which caused a huge increase in
agriculture. The fauna had begun to grow as well from what was once a charred desolate kingdom full
of civilians quivering through the vast prison of fear was now a flourishing kingdom springing with
life and fortitude, employment rates had increased and all five military branches had been
replenished. There are many jobs besides military ones now too which include agriculture, lumber,
mining, construction, alchemy, culinary, beast tamers, and many more. All the challenges the kingdom
faced were gone and now only thrive on success, all the challenges were gone and only goals
remained.
Foreign Relations:
Necria:Their biggest ally, completing daily trades and frequent visits between the rulers to each
kingdom, the two have an unbreakable alliance and have much respect for one another.
Lyserra:They are on good terms often making trades with each other such as medicines since both
produce a lot of it, Xeo Dynasty trades them lots of redwood and epicurean steak. The Xeo Dynasty
benefits a lot from their Amethyst, moonstone, garnet, and echinacea.
Kimowara:They are on neutral terms with no hostility towards each other as they don't have much
interactions however they do acknowledge them and hope to one day form an alliance with them.
They are on neutral terms with every other kingdom.
Industry and Trades:
Xeo Dynasty is known for their herbs and crops, their agricultural is top tier, their most popular
herbs and crops are; tomatoes, lettuce, corn, potatoes, cherries, apples, peaches, bananas, peppers,
onions, strawberries, watermelon, grapes, honey, sap,and carrots though they also have tons of
potions and antidotes along with medicines due to having lots of herbs like cilantro, sage,
lavender, parsley, basil, mint, thyme, dill, rosemary, cinnamon, yarrow, aconite, juniper, and
cottonwood as their most used herbs however there are more just undiscovered due to areas being
introduced later on. They have any potion you can think of and even have Xeo dynasty cuisine that
can only be made there such as zen soup, crimson broth, enduro nectar, battle brew, epicurean steak,
xeo mix, and bamboo gourmet their arsenal of weapons is also huge considering majority of the
citizens have one making that too a large portion of what they sell and trade they make tons of
money from all of these native grown and cooked foods with their own brewed potions however their
main source of income is from them selling materials such as gold, redwood (tons of it), thatch,
coal, fiber, hide, rubies, jade stones, emeralds, black pearls, white pearls, sapphire, bamboo
shoots, and aloe. They're also known to make great profit from their medicines. Having a ton of
herbs and plants medicine is very easy to make with all their supply.
Notable Geography:
Redwood Forest
Xeo Dynasty is known for many geographical features such as its gigantic redwood forests surrounding
the kingdom, it's the first forest one encounters when approaching the beach, the trees there are
thick and tall and the toughest type of wood they can reach heights of 300 feet and more 300 being
the average height most of them reach 116-130 meters however there is one tree that the kingdom
cherishes and protects. This tree is known as the scarlet tree of paradise, this is the largest
redwood tree reaching a whopping 1,000 meters in height being the tallest tree in the kingdom and
most likely the tallest tree in the world the craziest part is it is still growing, it is believed
to give life to other redwood trees and it continues to grow new ones explaining the huge numbers of
redwood trees. This forest is home to the majority of the Xeo Dynasty fauna and it's also home to
various groups of people who've built tree platforms having bridges connected to one another so they
don't have to be on land worrying about various predators.
Bamboo Jungle
Their next geographical location is after finishing passing through the redwood forest is a bamboo
jungle this area has tons of bamboo and very easy to get lost in due to the green sight in the air,
this is where the majority of lakes and larger bodies of water are located while the rivers and
small ponds are in the redwood forest, here there are few homes each with paths to one another so
they cannot get lost, here is also where the majority of herbs are found usually ones for culinary
purposes and medicinal use there isn't as much predation here as the redwood forest but there is a
large variety of herbivores that call it home.
Caverns
Here is where the drought of life appears, in the caves there is few animals found due to the odd
formation of rocks and crystals this not mean it is empty there are still creatures that inhabit the
caverns usually pose a threat to miners the crystals here also glow various colors and the large
mushrooms also glow it's also the only place mushrooms, crystal, obsidian, and gold can be found
however there is one cave in particular which is full of gold and gold alone besides the obvious
stone around it. These caves are usually only found in the redwood forest or the bamboo jungle.
Cherry Blossom Woods
These woods are now scattered in between the kingdom many plant them near their homes as an
aesthetic appeal and there are very few oak trees in the kingdom so the majority is cherry blossom
trees. It's not really a wood but more part of the kingdom is very common, however there are larger
cherry blossom trees that are used as tree houses for apartments.
Cities/Areas:
Xeo City:The capital of the kingdom this is where the emperor's palace is located, it's the biggest
city in the kingdom and has the largest population. It is also located in the northern part of the
kingdom which is near the scarlet tree paradise securing its stability in case one was to try and
approach it. The reason it is so sacred and guarded is because it gives life to the redwood forests.
This city has tons of diversity and activity.
Crosswood:This is more of a village and it is located in the redwood forest, there are multiple of
these villages throughout different areas of the redwood forest, they are not on land but rather on
tree platforms connecting bridges to each tree to avoid the predation on the ground however even up
in the trees there can still be danger. This contains lots of tames and lumber work.
Siam:This is a small city located in the bamboo jungle, it is small and known for its large farms
and bamboo products, its main population believe it or not are kitsunes though they also share the
jungle with other races. There is also lots of fishing due to the abundance in the many bodies of
water.
Those are the major areas however there will be more added in the future and it does not include the
small or singular homes in different regions, just the ones with multiple.
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