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Post by Guest Thu Aug 13, 2009 3:27 pm

Emoria Information Thread


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Information Archive - Do Not Post Empty Ionairus - World-space

Post by Guest Thu Aug 13, 2009 3:28 pm

The Plane of Air

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1. Ion's Fortress:

2. Portal:

3. Forge of Creation:

4. Ruins of the Elemental War:

5. I'naire's Perch:

6. Spirit Bird Temple:

7. Lost Isles:

8. The Sundering:

9. Ruins of H'roc:

10. Ionairus Resistance HQ:

11. The Lone Mists:

12. The Observatory:

13-16. North, West, South and East Wind Points:

17. The Elemental Fields:



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Information Archive - Do Not Post Empty Ionairus - History

Post by Guest Thu Aug 13, 2009 3:28 pm

The Sundering and the War of the Elements

Not long after the creation of the Portals, the elementals of the Elemental Planes grew restless. Now confined to their own planes, they grew greedy, wishing for more land to roam. The Material Plane was no longer a place where the elementals could rage as they chose. Vying for more land, the elementals waged war on each other. Fire, Water and Wind fought battles against each other, often wrecking their homelands. The fights were getting too close to home and they knew it. Desperate to settle the battle, the elementals of Fire, Water and Air decided to settle their battle once and for all: on the abandoned Plane of Earth.

The Awakening and the Lost Decision

The elements fought for days on the Plane of Earth. Neither could gain the upper hand. All three elements were suffering massive loses. If there was no winner soon, all three would fight their way to extinction. But, as if the very land of the Earth Plane knew this, an event forced a change in the battle. The stone creatures of the land suddenly arose and gained life. The former statues now were sentient and they were not pleased with the intrusion. Suddenly, the creatures of Earth were threatening to destroy the other three elements. A decision had to be made. The elementals of Fire, Water and Air could not continue their fight and ward off the attack. They had a choice: bond together to fend off the creatures of Earth or continue the fighting of their war and lose everything. No one knows which side agreed first, but the three bands of elementals joined forces to fend off the newly arisen threat. This is referred to as the Lost Decision for that reason.

The Earthmother’s Gift and the Elemental Alliance

It seemed as if the creatures of Earth would never be stopped as they pushed the other elementals further and further back. Only a few hundred of the forces of Fire, Water and Air still stood and the number was dwindling fast. As the generals prepared to retreat, a voice was heard over the battle field. “Stop ye creature of Earth.” At the command of the voice, the creatures returned to stone. There are many descriptions of the woman who the voice belonged to, but the only thing that is certain is she called herself the Earthmother and she held great power over the Plane of Earth. “You have learned a lesson of value today. The Four Elements must never again wage war on each other or the world will cease to be. You must form a pact. Despite your differences, you must be as one.” The elements swore to this pact and to the protection of the Plane of Earth. This became known as the Elemental Alliance.

Current Issues

Currently, while the pact still stands among the Elemental Planes, there have been a few disagreements that have threatened their promised peace. The Plane of Air is at odds with the Plane of Fire for their enslavement of peoples of the Material Plane. The Plane of Fire is at odds with the Plane of Water for gifting the Material Plane with water that can quench the element of fire. The Plane of Water is at odds with the Plane of Air for allowing the Ionairus to come to the Material Plane and compromise the Elemental Planes’ secrets.

The plane of Air has changed in recent years. The vast realm of Air was once ruled by Ion the Lord of the Four Winds. The four winds of the Material Plane are controlled by Ion. However, though Ion held much power, the elemental was lonely. Ion set out to find a way to create beings of flesh to inhabit his realm. The Wind Lord created I'naire the Watcher, a bird made of wind to watch over the plane of Air while Ion was away. When Ion returned, he had learned how to make flesh creatures. He took the form of a man, earth from the Earth Plane as foundation, fire from the Fire Plane to mold it and water from the Water Plane to cool and harden it. When Ion had completed his creation, the elemental breathed the air of life into his creatures. Ion called these creatures the Ionairus and gave them wings so that they may fly. All seemed perfect for a time, but there was a flaw to Ion’s creations.
He was not a god and his creations were flawed. While the Ionairus soared through the sky by night, by day they returned to clay. The Ionairus soon grew lonely. They wanted to be able to go to the Material Plane, but the Material Plane could not support them. The sun would melt them away. They asked Ion to make them real so that they could go to the Material Plane. They asked him to go to the Spirit Plane and ask for the Essence of Life so that they may be real. Ion, wishing his creations not to leave him, refused.

The Ionairus waited thousands of years on the Plane of Air until one day a traveler appeared. She claimed to be a Planes-walker and she was exploring the Planes beyond her own for signs of life. The Ionairus praised her and made her their Queen. She promised to go to the Spirit Plane and get some of the Essence of Life and free them. Ion, hearing of the plan through I’naire, banned anyone from entering the Plane of Air and had I’naire guard the entrance. However, the new Queen was clever. She transformed into a crow and seduced I’naire, for he too was lonely. The Queen was let in and she gave the Ionairus the Essence of Life. When Ion heard of the treachery, the elemental vowed to wage war on the Queen and the Ionairus, his fallen creations. Legend says that on that day, the Four Winds howled a mournful tune.



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Information Archive - Do Not Post Empty Ionairus - Culture

Post by Guest Thu Aug 13, 2009 3:29 pm

Ionairus have a natural curiosity, especially of the Material Plane. Because of this, they are a very tolerant race, but will oppose oppression wheresoever it is found. They also have their own dialect called Voltalic, which is said to sound like the cooing of birds to a human of the Material Plane. They are very fond of birds and those creatures with the ability of flight. Ionairus never sleep. They can control the winds.



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Information Archive - Do Not Post Empty Ionairus - Lore

Post by Guest Thu Aug 13, 2009 3:29 pm

Portal Lore

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Within the Great Library of Nolwë is a secret manuscript written in the ancient language that has been hidden away from the general public. It tells of how seven of the planes came into existence after the Plane of Spirit.

Two groups of spirits decided that they wanted to exercise their creativity, so they created the Plane of Light and the Plane of Shadow. In order to successfully shape the place, they took the likeness of Shadow and of Light, and they worked hard to form the two Planes.

Once other spirits saw how successful the creation of those two planes was, they wanted to make their own worlds, too. Four groups set out to create the Planes of Air, Earth, Fire, and Water, creating bodily forms in the shapes of those elements to do so.

These five planes were a success, and the now six existing planes allied with one another. The Spirit Plane gifted the other planes with life to show its support of the others. Eventually, some of them realized that they could have a Plane where all could flourish and live together. Those of the Earth Plane had the idea first, so they granted the new plane land masses. The Light Plane gifted the new plane with illumination. Of course, wherever there is light, there must be shadow to dim it, so the Shadow Plane was next to grant its gift to this new land. The Fire Plane granted the new Plane warmth at its core so that by the time it reached the surface, it wouldn’t be searing hot. The Plane of Air gave the skies. Eventually, the Plane of Water granted the oceans to the Material Plane, completing it.

The six new planes worked together to create bodies for this even newer Plane which they had dubbed the Material Plane. Air gave breath, Fire gave warmth, Light and Shadow worked together to give conscious thought and emotions, Earth gave shape, Water gave blood, and the Plane of Spirit granted the gift of life to those bodies in the form of a soul.

All was peaceful within the eight planes, but something unexpected began to occur. The shadows that existed within each person were often more powerful than the light they held inside themselves. Terrible things began to happen. The living began to become corrupt, and wars broke among those of the Material World. The Shadow World soon followed, aiding those of the Material World on their quest to conquer the eight planes.

It didn’t take long for the other six planes to take a stand. The only way to keep the wars from spreading was the make it impossible for the eight planes to reach one another with any ease. Instead of traveling freely between the planes, the only way to do it after they worked together was via a portal. Each Plane contained one, but there were a series of dials that had to be turned via four different levers to the right combination that would lead to a specific plane.

The combinations were only given to the most trusted, and the wars between the Eight Planes of Existence ceased. If there were wars, they were committed upon each Plane’s own home front.



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Information Archive - Do Not Post Empty Ionairus - Powers

Post by Guest Tue Sep 01, 2009 8:27 pm

Ionairus powers - incomplete



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Information Archive - Do Not Post Empty Arbia - World-space

Post by Guest Tue Sep 01, 2009 8:28 pm

Geography:
Arbia is a land of deep forests and harsh winters. Enclosed by mountains and the Talonian Ocean, it has been almost cut off from the rest of the world. To the west and south, narrow passes wind their way through the snowy mountains. While to the north-west, a mighty chasm lies and beyond it a barren landscape as far the eye can see. And, finally, to the north and east lies the endless ocean, from where ships rarely arrive. The climate is harsh, with a long, cold winter gripping the land in its icy fingers for most of the year. The summers are short and cool, which means there is little room for agriculture. There are two main rivers, both of them originate from the mountains and flow into the Talonian Ocean. The first, Drin, springs from the Beli (Whie in Common) Mountains that are located in the west. The river makes its way through the Arbian landscape, then bends southwards as it flows into the ocean. The second, Mat, also originates from the Beli Mountains. It begins its course in the south-western parts of the mountain and follows a fairly straight path towards the Ocean. The land is heavily forested, 80% of the landmass is covered with woods, which provide one of the most valuable Arbian commodities - timber. Roads are unheard of, dirt paths are few and far between, most lead to the only real Arbian city - Water Town. In addition, wealthier tribes maintain paths leading to their settlements, but those are far from the paved roads a proper town might enjoy.

Society
Due to the geographical features, there is no centralized form of government. No capital, no common language, no laws. Each tribe has its own dialect, history and form of government - in most cases, this is the Chieftain or a council of elders. There are two kinds of tribes: nomadic and sedentary; in addition to a third, that is somewhat of an exception.

Nomadic
Many tribes live a nomadic life, usually in the northern areas. The climate there is colder and the snows rarely melt. In those harsh lands, equally harsh men hunt for food, eking out a living amidst the wastes. Other nomads prefer to lead a life of marauding, typically raiding one another or their more settled down neigbhours. And others simply degrade into highwaymen, stalking the empty roads and relying on banditry. In a nomadic tribe, the chieftain is usually the master hunter as well, as that is the only source of food and thus, the most respected position. Elders act as advisors, but they do not occupy a position of power. They are considered old when not being able to hunt anymore and thus, unneeded in the day-to-day activities of the tribe. When it comes to marauders or bandits, the strongest man is considered the leader of the tribe or group. And he keeps that position until being replaced, one way or another.

Sedentary
Others have become sedentary, content to leave near the woods that provide both food and trading goods, in the form of timber. These tribes are usually better developed and, naturally, bigger than their nomadic brethren. It is not unheard of for two or more tribes to band together, in order to better protect their territory, something impossible in the frozen north. And there is a reason for that joining, for the more aggressive nomads find such settlements a lucrative target for attack. Regularly they raid villages, in hopes of stealing food or clothing and often enough they succeed. As such, those tribes who hold lands are often powerful enough to defend them, or at least - able to push back the invaders. Here, the position of chieftain is hereditary, in most cases, unless the future chief is not suitable. The qualities needed vary - the future leader may be a great warrior, which is a respected vocation as warriors defend the tribe; a master hunter, another position of equal respect; or a master craftsman, another honourable and respected calling. A chieftain will usually step down once he is no longer able to hunt or fight, passing on the position to his son. This is an important part of Arbian life and it symbolizes the passing of the old and coming of the young. As these tribes are home to more people, roles are usually specialized. For example, a warrior may solely focus on his training; or a hunter solely on stalking his pray. Goods and commodities are fairly distributed amongst the tribe, as everyone makes or acquires something that is needed by someone else. That is why laziness is not tolerated and those who cannot contribute to the growth of the tribe are cast out or, in more savage ones, outright killed.

Times are changing in Arbia, as over the last three or so centuries the climate has grown increasingly softer. The long winters are still there, but the summers have become warmer and are slowly pushing back the cold. This has led to the appearance of farming-focused settlements around the banks of rivers. A new trend, to be sure, but it seems to be growing more successful and popular with each passing year. At first, many thought that this was a foolish idea, how would these warriors forsake their training to work the land? It seems that a balance has been found - the men work during the summer and hone their skills during the long winter months. The climate allows for hardier crops to grow - wheat, barley, oats, hops. This, in turn, has brought new food and drink to the table: bread, ale, porridge and so forth. This also led to larger interest in trading, as the tribes who had no access to these commodities wanted to acquire them. The "landworkers" (as they are known), in turn, desire furs and timber, which they cannot produce. All of this, has brought the Arbians closer together and blood-feuds and the like are rapidly decreasing. In these settlements, elders are usually more respected than normal and they are usually the ones in charge of the tribe. This is owed to the fact that these older men have seen and experienced things that may be of paramount importance regarding the harvest. What should be done when the snows begin to fall earlier? What is this disease that is plaguing the crops? And other such.

Water Town
And finally, there is one more group. In the east, where the Talonian waters touch the frozen Arbian soil, between the rivers Drin and Mat, raises a city. Perhaps the only settlement in Arbia worthy of that name. Its wooden walls are high and its defenders many, but the men of Water Town are not warlike. They are adventurers, explorers and great seafarers. Their hunters do not prowl the woods, but instead catch their prey amongst the waves. Their ships often travel to distant lands, along the shore and as such, the people living there are far more knowledgeable than the average Arbian. Things here are different than those out in the wilderness. Goods are not distributed amongst the population, they are, instead, traded. If a fisherman was to desire some bread, for example, he would go to the baker's and offer his catch in return for a loaf. This has lead to some disparity between the inhabitants as some are, naturally, more well-to-do than others. Leadership is also a different matter. Instead of one young and strong leader, or a council of meek elders, there is a group of leaders. A Captain of the Guard, who is responsible for the defense of the city, as well as keeping order within it. A Captain of the Ships, who oversees the comings and goings of the sea-borne vessels. A Chief Trader, who is responsible with keeping trading honourable and fair and to punish any violations. And finally, a Master Builder who is tasked with managing the buildings within the town. To give permissions to build new ones and maintaining the old. And while this is regarded with much suspicion by other tribes, it has proven a simple, but effective way to manage the fledgling city.



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Information Archive - Do Not Post Empty Arbian - History

Post by Guest Tue Sep 01, 2009 8:36 pm

Arbian History - Incomplete



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Information Archive - Do Not Post Empty Arbian - Culture

Post by Guest Tue Sep 01, 2009 8:40 pm

Way of life
Arbians respect strength above all, the warrior is at the top of society. He is the embodiment of the land, harsh and unforgiving, he protects the tribe and honours its name. Sharing equal prestige is the hunter, for he leads a battle with the land every day. Every beast slain and every encounter survived is a proof of a man's worth. Another respected position is that of the smith. For while a warrior uses the axe to defend the tribe, he would have no axe if not for the smith. The Arbians recognize this important role and pay respects to it, a master smith is often more valued than a group of warriors. Woodcutters are also well-regarded, for it is said that the first Arbian tribes were nothing more than small groups of woodsmen.

Another common misconception is the status of women. While most would assume that the uncivilized and, often, downright barbaric Arbians would treat women as property, the truth is far from that. Women are respected for it is they who give birth to the new generation of warriors, healthy lads and lasses who must continue the family line. While not unheard of, females rarely become warriors or hunters, they instead busy themselves with household needs - sewing, cleaning, cooking and other such. In a house, all must respect the woman's wishes, for she is the mistress of the home and the one responsible for its well-being. There is even a saying: "As forlorn, as a house without a woman", which quite accurately expresses the importance of females in Arbian society.

An Arbian's way of life is not easy. Regardless of vocation, they all get up early, before the sun shines. The woman is the first to get up, she lights the fireplace, prepares breakfast and wakes the other members of the family. The meal is plain, but nutritious, to prepare for the long day of work ahead. If the man is a warrior, he sets off towards the Warrior's Hall, where skills are honed and axes are sharpened. Hunters depart towards the forest, their farewells are grim, for there is great chance that they may not return. In groups of two or three, they descend into the wooden depths. Craftsmen travel to their workplace, which may be in a separate building (wealthier tribes will have specialized workshops), the Warrior's Hall or, most commonly, the neighbouring room. Woodcutters also journey to the forest, where they spend a day of back-breaking work. The woman remains at home, along with her daughters, she teaches them how to take care of the house. As well as preparing supper, mending clothes and sewing new ones. Depending on their age, boys are either left to freely roam around, playing their games and going off on "adventures" in the settlement's surrounding areas. Or they accompany their father, brother or other close kin while they work. They may also be sent as apprentices to learn a different vocation, it depends on the father's wish.

When the sun sets and night falls, one by one, the men return. Some, sweaty and bruised from the day's training. Others, bearing freshly-killed prey, warm furs or skins and, perhaps, a trophy from a fearsome beast; their son happily running besides them. With an axe laid to rest on the mighty shoulder, the woodsmen return, bearing timber with which to chase away the cold. The craftsmen return as well, pleased with what they have wrought, or perhaps - eager for the new day to come, when they can carry on with their work. The women greet their husbands and sons, they take their clothes, order them to wash and clean themselves, and command the daughters to prepare the table. When all is ready, they sit down and eat - tales are told, gossip is shared, advice is given. Afterward, the family goes to sleep, for they need to get up early tomorrow. Hunters will usually spend some time preparing the catch, chopping and cutting; they will then join their wife in bed. Not all nights are so peaceful, however. There are times when the man will not return, when, in his stead, his comrades arrive. With grim faces they will say: "Mistress of the house, there will be no man in your bed tonight, for The Highest Lord has taken him. May Sokol safely guide his soul to the halls of your ancestors". No commands will be given that night, no gossip will be shared, no stories told. Arbians are harsh and no tears will be shed, the woman will sit by the fire and tell the children what has come to pass. And if they were to cry, she would harshly whisper: "Do not weep!". Such is the dark possibility that all Arbians must expect.

And in the morning, the cycle repeats itself - there is little time for rest, for most every day is a fight against harsh Arbia. On the seventh day of the week, however, no training is held, no hunting is done. Instead, the men spend time with their families or feast in the Chieftain's Hall (for the Chieftain must be ready for guests on that day). Food and drink for the feast is provided by the host. Who in turn receives it as a tribute from those who live under his rule. The young spend time together, dancing and singing and it is during those times that couples are matched. This is the only short respite most can hope for, as on the next day - things start once more, another six, long, harsh days.



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Information Archive - Do Not Post Empty Arbian - Lore

Post by Guest Sun Sep 27, 2009 4:14 pm

While most tribes greatly differ from one another they all, surprisingly, share the same myths and legends. These are the embodiment of Arbian wisdom, traditions and, in some cases, history. They are passed on from one generation to the next, in the form of tales or songs. Arbians value these stories greatly and before a boy has the right to call himself a man, he must first demonstrate his knowledge of them. There are four deities in the Arbian pantheon - The Highest Lord, who rules above all; Sokol, The Wacther of Roads; Strela, The Hunter and Voin, The Warrior. Below is listed a common Arbian tale, that deals with the shaping of the world:

Once, when Time was young, many winters ago, there was blackness and nothingness. But even in the deepest of black, there is light and this light was Bel, the Light Orb, the Sun. And he waged war against the Dark and resisted, for many long days. When one day, another came into being, he that we refer to as The Highest Lord, the Creator. He was mighty, as mighty as any of our warriors and wise, wiser than any elder to have walked this land. And he wandered in the dark places and all shadows looked at him in awe and all bowed low in respect. And one day his journey brought him out of the Dark and into Light and it is then that he first laid eyes on Bel. And Bel spoke:

"Hail, oh child of neither Light or Dark. I am Bel and this is my domain. What bring thou here? Seek you a boon? One of power or knowledge?"

And The Highest Lord replied: "Nay, oh shining Bel. I seek not power, for I am mighty indeed and I seek not knowledge, for I know a great many things. I merely pass through thine realm as a traveller, not a seeker. "

"And pass thoust shall, but a gift I will give. Thou hast no need of knowledge, of power? Then I give the greatest gift of all: to craft; to bring being into nothingness, to bring Light into the Dark."

And with that Bel the Light Orb gave The Highest Lord a spark everlasting, to kindle with it the flame of being. And the Lord departed, spark in hand. And he journeyed to a dark place and declared: "This shall be my realm". And he set about creating the world and he laboured long and hard to bring it into being. But Dark was jealous, for he wanted all to remain veiled by shadow. And he sent his shadows to destroy The Highest Lord's works. But he was brave and strong of will and he did not give up his holdings easily. He waged war against the darkness and what they destroyed he wrought again. And this cycle continued for many long years. But the Creator grew tired and weary, for his strength was being spent and he came to understand that he could not fight and shape alone. And in that moment he drew his sword and from it brought forth an ally. And this is how Voin, the Warrior, came to be. And he bent his knee and swore to serve. And with new found strength the two set about shaping the world. The Highest Lord would toil upon creation and Voin would ward his Lord from the Dark. And for a while, all went well. But Dark was full of wrath and he summoned forth a great host of beings black and with that host he descended upon the Creator's domain. And he brought ruin on it. The Highest Lord was enraged and with Voin by his side he journeyed to Bel's domain, as he had done so long ago. And he spoke:

"Bel, oh Orb of Light who stands idle! Thou gave me power to shape, but forgot to warn me of the price I had to pay! And pay I did, for my strength and youth I spent on creating and rebuilding what was destroyed, only to see it destroyed again. Call you this a gift? I spit on it!"

But Bel was haughty and he replied: "Thou cannot comprehend what it is to wage war against the Dark! For I have fought and resisted, since the Beginning. When the three of us, brothers - me, Time and Dark parted ways. Long before thou came to be! And thoust dare spit on my gift?! I take it back!"

"Bel! A gift given cannot be returned, or have you fallen so low? So petty?!"

And their shouting tore the darkness and it was great and fearsome. And all shadows wavered in fear; Dark watched on from his black domain. And it said that Time himself stopped to witness this clash. In that fateful moment, another voice was heard. Powerful and deep, for this was Voin and only he, The Warrior, had mustered the courage to address those greater than he.

"My Lords! Please! You waste your strength, for the real enemy lurks yonder!"

He pointed towards the darkness and then there was silence. For what he said rang true. And Voin spoke again:

"Bel, you who shine brightest! Give my Lord an army and we shall drive back these beings of shadow!"

And Bel replied: "Thou speak the truth, swordling. And fools we are to argue thus. Creator!" and he turned to the Creator once more - "Thou received a boon from me once, false as it may have been, I now grant another. Behold!"

With that Bel let out a fearsome roar and from him sprang countless warriors, bright and shinning. And at the head of this host stood The Highest Lord. And with his warriors and Voin by his side, he waged war on Dark and his armies. A long, terrible war - so long that is said that Time himself cannot remember when it began and so terrible that even our greatest fights cannot even begin to rival it. But in the end, the Creator was victorious. And Dark was cast down and fled in shame, beyond the lands of Time. And The Highest Lord set aside his arms and armour and journeyed to his former lands. And it is there that he once again brought the world into being and this time it stood complete. Bel was full of joy and he commanded his warriors to stand guard over it. And to this day they stand, the countless bright dots in the sky, which we call stars. But Dark was not defeated, full of malice and hate, he still sought to bring ruin and darkness. The Creator once again journeyed to Bel and spoke:

"Bel, brightest of stars! Thou hast given me two boons and now I seek a third! Much strength have I spent in creating my world and I seek to preserve. Thoust hast given me warriors, but they are not enough. I beseech thee, watch over my creation! Shine upon it with thine light, so that it may forever be warded against the darkness."

And Bel replied: "Two boons have I given, I now grant a third. I shall stand watch over what thee hast wrought. But a duty is best shared and I tell thee: for half a day shall I stand guard and shine upon the world. But I must rest, for I have grown meek and old. And when that time comes, thou shalt take my place and keep vigil. When my power is greater I shall stand guard for longer and when it diminishes, thou shall remain steadfast and resolute. Dost thou agree?"

The Highest Lord agreed. And Bel took a part of his own majestic self and from it wrought a fortress for the Creator. And when Bel departs from his duties, during what we call the day; The Highest Lord takes his place, standing on his throne inside the silver fortress that we call the Moon. And during that time, the night, he protects us from the creatures of darkness. And it is said that, when Bel finally regains his strength and can stand guard for a full day, the Last War will be waged. More terrible than any that has been waged before and one of the brothers will die and either Light or Dark will reign supreme. And it is told that we, The Highest Lord's creations, will play a part in that war and that our actions will determine the outcome.


The Highest Lord is the mightiest of all, father and creator of both god and man. But he is an uncaring lord and his children must fend for themselves in the harsh world below. He himself, lives in the silver fortress that is the Moon, ever watchful against the darkness beyond. No prayers are directed at him and no gifts offered, for he does not desire nor care for them. And it is said, that when he deems that a person's time has come, he blows his horn and calls them forth, so that he may bolster the number of his troops. Voin is the patron of warriors and is said to give courage and daring on the field of battle to those he deems worthy. It is customary for warriors to offer a gift to Voin before they enter battle, hoping to receive a boon. Strela is the patron of hunters and the woods and it is to him that many pray. If the catch has been bountiful, hunters will offer a tribute of meat as thanks; if it has been poor - they will offer a bone instead, hoping for more prey next week. Woodcutters will also offer a tribute of timber to Strela, as an apology for taking from him. And Sokol is the Watcher of Roads, to whom travelers pray. When one must set out on a journey, they will offer a tribute to the god, in hopes that their trip will be swift and safe. He is also the gatherer of souls and when The Highest Lord blows his horn, Sokol must guide the soul to the fortress of silver. It is a dangerous journey, for many believe that shadows will try to prevent the arriving of the new warrior, and the Watcher must guide his wards through these obstacles.



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Information Archive - Do Not Post Empty Aqualyte - World-space

Post by Guest Sat Oct 17, 2009 1:58 pm

Aqualyte Islands
Tteżor is the last island in the region that is solely inhabited by the Aqualyts. The island is limited to a few beaches due to its coast line of high rising jagged ridged rocks. It is said that within one of the island’s many underwater caverns there is a great Aqualyt treasure that’s prized of many things they have found over the years – things lost to the sea. Tteżor means heart in the Aqualyt language.



Last edited by Silvone Elestahr on Thu Sep 30, 2010 5:49 pm; edited 8 times in total

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Post by Guest Sat Oct 17, 2009 2:01 pm

Aqualyte History - Incomplete



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Information Archive - Do Not Post Empty Aqualyte - Culture

Post by Guest Sat Apr 10, 2010 3:42 pm

“My fondest of memories are becoming more like distant dreams, for as I grow more indifferent they become harder to recall. They only come to me as I sleep – when I am at my most peaceful. I write in you now, Journal, for I have just awakened from such a memory, and I fear if I do not take it down now, I may lose it forever. I will start from the beginning.

From what I was told, I washed ashore as a toddler on the island of Tteżor. I couldn’t have been any older than three. The Aqualyts had found me. They saved me, and accepted me as one of their own. They named me Bfal ta 'l-Wlma. I was raised by a family of them, a mother and father of one, and her name was Ffjura.

It’s Ffjura, who comes to me as I sleep – reminds me of my innocence. She was the only love I ever knew. I still wear the Bifs ta 'l-Oċean around my neck she gave me to make the great swim. She and I would swim far out past the rocks and coral where we would play and laugh for hours. It was the best times of my life.”

The next several pages are water damaged and unreadable…

“Even with the Bifs ta 'l-Oċean I couldn’t make the journey. I was eight years old, and but human – not built for such a swim. I lost them. I lost Ffjura, and the sea took me once more.

The sound of hardy laughter and cursing woke me the following day. I was on the ship the Dirty Sea Dog, a pirate ship bound for the city of Jewelspar on the island of Wnjam. Captain James Every, and his men had found me floating along to current. They took me in, and more or less took care of me…”

More water damage…

    - Entries from Boyd Waters’ Journal




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Post by Guest Sat Apr 10, 2010 3:42 pm

Aqualyte Lore - Incomplete



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Post by Guest Sat Apr 10, 2010 3:43 pm

Aqualyte Powers - Incomplete


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Information Archive - Do Not Post Empty Jasidin Sorceresses - World-space

Post by Guest Thu Sep 30, 2010 6:14 pm

The Jasidins live in the plains surrounding a large swamp. Many actually reside within the swamp, but some, particularly the fire elementals, prefers the camps of the open plains. There are no large cities, just small villages placed on small hilltops of the plains, a good distance from the looming mountains beyond. Some of the villages are built within the swamp on long posts, given the image that the village is floating on water. Small rafts are used to get from individual homes to the areas of commerce, which are usually connected with wooden bridges. Beyond the swamps is the ocean and the Bay of Flame. There is a port in the Bay that is for trading with the people of Spire. Jasidin have canoes for some sea transportation as well as gathering marine resources.


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Post by Guest Thu Sep 30, 2010 6:17 pm

Jasidin Sorceresses History - Incomplete


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Post by Guest Thu Sep 30, 2010 6:20 pm

Governing Body: Each member of a sect is led by a Jasidin High Priestess. Each sect has a different emphasis of magic, and there is no leader to govern the sects as a whole. All sects are matriarchal.

The Jasidin have power over fire, water, earth, poison, healing and prophecy. Fire, poison and prophecy are considered “dark” Jasidin, while water, earth and healing are considered “light”. Though all are considered equal, healers are most revered and the High Priestess of Healing has most weight to her words, while prophets are most mistrusted and the High Priestess of Prophecy is feared and seen as mad. Both sects are taken seriously, to be seen in the good eye of Wee Jas. Sorceresses, in their original language, were called "Sorcas", but was eventually replaced by the common word Sorceress (possibly derived from Sorcas). Their male counterparts, the Saves (sah-ves), have access to magic and have complete militaristic control. Their world is limited to the military and work force, and the only position of power they can require is in military rank. They are not, however, allowed to be a part of the Hierarchical Priestess’, because the only thing more mistrusted than a prophet, is a man of political power.

The lowest members of the sects, however, are the infected. Those who are infected with lycanthropy and are not healed, are either killed or banished. Those who are healed rank in their ability to control their disease and to re-learn their previous skills.

Enemies of the Jasidin are many, but most specifically would be anything affiliated with the Mountains of Night. The sorceresses believe that Morgarath and all followers of shadow are not upholding Law. However, they are also enemies of Vatienne, but not by choice. Vatienne priests hate the Jasidin Priestess’, and so the Priestess’ learned long ago to hate them back, without even remembering why.

Allies of Jasidin are few, being an isolated race. However, they have positive dealings with Spire, and rarely trading with Fermata. Traemador is their neighbor but just as reclusive as they.



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Post by Guest Thu Sep 30, 2010 6:20 pm

Jasidin Goddess

Follower of Wee Jas, the goddess of magic, death, vanity, and law. Wee Jas symbol is a skull, usually in the color of the element of the sect.

Fire Sect: Red Skull
Water Sect: Blue Skull
Earth Sect: Brown Skull
Poison Sect: Green Skull
Healer Sect: White Skull
Prophet Sect: Black Skull

Jasidin Creation Story

Wee JAS kreye sèt timoun yo. Timoun sa yo pa t 'frè, epi yo te tankou separe chak lòt jan syèl la te sou latè. Sis nan timoun sa yo yo te fi. Sa yo fi yo te fyète l 'ak kè kontan, epi li bay chak yon kado. Li pran twa ak pentire yo nan wouj, ble ak mawon. "Mwen ba ou Ponpye, mwen ba ou dlo, mwen ba ou sou Latè," Li te di yo. Pwochen de a, li pentire an vèt ak nan blan. "Mwen ba ou pwazon, mwen ba ou sante,"li te di yo. Ak pitit fi ki sot pase a, li te pi piti epi malad. Ak fanm lan, panche tèt li ak soupir. "Mwen ba ou tèt mwen,"li te di, "ak I am sorry". dènye nan pitit li yo te sèlman timoun nan mal li te fè. Apre sa, li ba l 'pa gen koulè, men yo mete men l ' sou tèt li, li di: "Mwen ba ou pouvwa mwen, kreye! Pitit mwen. "Se avèk pouvwa li li te bay chak pitit fi yon timoun, ak moun yo grandi.

Wee Jas created seven children. These children were not siblings, and were as seperate from each other as the sky was from the earth. Six of these children were female. These girls were her pride and joy, and she gave each a gift. She took three and painted them in red, blue and brown. “I give to you Fire, I give to you Water, I give to you Earth,” She said to them. The next two, she painted in green and in white. “I give to you poison, I give to you health,” she said to them. And the last daughter, she was smaller and sick. And the woman tilted her head and sighed. “I give you my mind,” she said, “And I am sorry.” The last of her children was the only male child she had. And she gave him no color, but put her hand upon his head and said “I give you my power, Create! My son.” And with his power he gave each daughter a child, and the people grew.

Lycan Creation Story
See Lycan Lore




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Post by Guest Thu Sep 30, 2010 6:21 pm


  • Fire Sect: Power to wield fire without tools, in the form of bolts, balls, walls, even explosions. Also general warmth.
  • Water Sect: Power to move bodies of water. Can extract water from the air unless in arid climate.
  • Earth Sect: Power to move the earth. Create and destroy geologic formations, cause earthquakes.
  • Poison Sect: Power to infect a resource or being by touch.
  • Healer Sect: Power to heal wounds. Can also partially heal Lycanthropy.
  • Prophet Sect: Power of prophecy. This power brings madness to the wielder.




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Information Archive - Do Not Post Empty Spire - World-space

Post by Guest Fri Oct 08, 2010 1:25 pm

The lands of Spire are composed of a nearly impassable chain of mountains, the Minarets, which run north/south along the western coast of Talonia; a single pass winds east through the Minarets. Spire contains only a single city, of the same name, located at the base of an inactive volcano, Adhan, on the western side of the mountain chain. The volcano is surrounded on all sides by verdant forests and fertile soil. The remains of pillaged towns and villages dot the landscape, and the remains of farmers and warriors alike litter the ground. On the eastern side of the Minarets are the Bastilles, a dry and dead land of jagged rocks and cliffs. The Bastilles are the home of the enormous beasts, a mountain variant of the ogres of Traemador, which have driven the Spireans out of the surrounding lands and into the city of Spire itself. The Minarets and the Bastilles are separated by a wide valley, the bottom of which is littered with the trophies and kills of the ogres. West of Adhan is the Bay of Flame. Two rivers, Saif and Qama, connect Adhan to the Minarets. The rivers combine on the west side of Adhan to form Seax, which pours its waters into the Bay of Flames. The meanings of these names have long since been forgotten by the Spireans.



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Post by Guest Fri Oct 08, 2010 1:28 pm

The forests were at one time filled with towns and villages that cut wood for the city itself.
But those habitats are long gone, destroyed by enormous invaders wielding axes and sporting skin as tough as leather.

Also gone are the mining towns that lay at the feet of the mountains that circled the volcano itself, forming a crescent border that held a fertile land. Unfortunately, that land has also proven hostile.
A single pass goes through the mountains, directly east of the volcano. The pass, according to legend, was filled with shadows and dangerous beasts, and could not be traversed by the bravest warrior. Eventually a hero came along and cleared the evil. But, along with the brutish invaders, the dark evil has returned to the path, isolating this militaristic society to their volcano and only the closest stretches of the forests.
Many of the supplies the city needs come from lands beyond, and Spire's navy is a sight to behold.



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Post by Guest Fri Oct 08, 2010 1:29 pm

A monarchy; iron will of the King enforced by the military.



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Post by Guest Fri Oct 08, 2010 1:33 pm

There is no formal religion, though many citizens practice religions from distant lands, depending on their needs or beliefs.


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Post by Guest Fri Oct 08, 2010 1:35 pm

In progress


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Information Archive - Do Not Post Empty Valinyx - World-space

Post by Guest Sat Oct 09, 2010 12:38 pm

The lands of Valinyx begin at the northern point of the continent and extend towards the center. Those situated near the coast find themselves nestled amongst endless mountain ranges and lush valleys. Game is plenty in these parts and the people have become quite adept at fishing. The humidity is a tad bothersome at times but cool breezes and even snowfall seem to soothe the disgruntled. Grand cathedrals and shrines have begun to appear all over the place, but they pale in comparison to Vallar Cathedral - the home quarters of the Order of Valinyx. It is in this part of Valinyx that the people have most certainly thrived.

The same cannot be said for those in the lower parts of Valinyx. The closer one comes to the border, the more barren and treacherous they will find the land to be. There are no forests, no rivers - nothing but endless empty snowfields. This is said to be because the earth there is scarred. A massive canyon was carved into the rock, one that stretches from the ocean and very near cuts off access to Valinyx altogether. This was the result of a quarrel between Ordis and Vallar, or so the people believe.
Those unfortunate enough to live in this part of Valinyx find themselves facing poverty and succumbing to disease. If ever an invasion occurred they would also be the first to suffer.



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Post by Guest Sat Oct 09, 2010 12:40 pm

In progress


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Post by Guest Sat Oct 09, 2010 12:42 pm

No sole person governs in Valinyx, although most will look to the Order for guidance. They are the unofficial rulers of the place and the majority of people are happy enough to listen to what they have to say and do as they are advised. Those from the Order are often seen as peace-keepers and missionaries.
The Order itself has a high priestess and then a council of advisers. Ultimately, the high priestess has the last say. She is the most respected figure in all of Valinyx - an oracle of sorts. Most other members of the Order have no official title, save for what they are best at. (For example, Songstress, Healer, Defender) The Sect of Ordis defers to the high priestess, and though they typically act under her orders, due to the nature of their ways, and the necessary secrecy, they enjoy a larger degree of freedom than the other sects.



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Post by Guest Sat Oct 09, 2010 12:42 pm

The Valinyxian people do not believe in good and evil and instead conclude that every being serves a purpose no matter how malevolent or wicked that being may be. They have two deities - Vallar and Ordis. When praying for miracles it is Vallar who decides the outcome and Ordis who ultimately delivers or punishes accordingly. Some believe that Ordis has ill intentions, but in truth he is only following Vallar’s orders.



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Post by Guest Sat Oct 09, 2010 12:48 pm

Anyone with the mark of Vallar is granted the ability to create miracles. The outcome of said miracle could be anything from the curing of a minor ailment to the ability to summon a bolt of lightning from the sky. Each miracle comes at a cost. Each person decides how to pay it. But it must be a type of sacrifice.

Even though the Valinyxian race frowns upon harming others there are tales of those who have chosen to sacrifice the lives of others in order to sustain themselves. Alys, as well as the rest of the Sect of Ordis, prefers this method. Each life she takes builds up a store of potential energy, which she can release when ready to perform a miracle. The amount of energy required depends on the relative difficulty of the miracle. When it comes to larger scale miracles praying is also required. It may take a prolonged period of time before the prayer is answered and in some cases it is not answered at all. Some believe that singing hymns also improves the odds, a method Alys scorns.

Creating miracles takes both a physical and mental toll on the individual which usually leads to an early death. For this reason the majority of members of the Order of Valinyx are no older than 30.


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