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The Lore Hub



Welcome to the Lore Hub! Here, you will find all official lore within the Universe.

Below is a directory to all places within the Lore Hub.





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Formerly Kirkiln





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Mon Jul 01, 2019 6:02 am
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War


Magic
The Magical Current: Description of the main source of magic within the Universe.
Spoiler! :
Magic within the Universe is often called the Ether, the Primal, or the River. All of these names are regarding the same concept. Any references to these three names are talking about the same thing. Within the Universe, there is some unknown, intangible magical current running through the entire land within the Universe that most sentient creatures only have the barest of connections with. However, magical creatures, such as dragons, phoenixes, unicorns, and others have an inherent connection and symbiotic relationship with that current. No one knows whether or not magical beings came before the current or after; they both have existed long before recorded history.

With enough concentration, sentient beings can tap into this magical current. Some beings, such as elves and orcs, have a stronger connection, and can more easily tap into this current, and thus more of their species can tap into the magical current.

Magical users need a power source, either using the energy from within themselves or other living beings, or by tapping into the magical current. The latter is incredibly dangerous, because as a living being taps into the magical current, it attracts them deeper into the current. However, it drains them of their life essence. The magical current provides a deep source of power, but is a trap waiting within.


Magic Systems: Description of all Magic Systems in The Universe
Spoiler! :
  • Ritual Magic
      Ritual Magic is otherwise known as Lesser Magic in the Universe.This is magic that do not require direct connection with the River, the inherent magic that runs throughout the land within the Universe. However, even though Ritual Magic does not require and inherent connection to the River, it still takes practice, skill, and some kind of magical source.
    • Scrying
        Scrying is the ability to gaze upon other distances, either within space or time, although the latter is far more difficult. Scrying can be used on any smooth or reflective surface that has been magically altered. The most common scrying tools are mirrors, pools, and other glasses or crystals. Crystal orbs or globes are commonly used as a mobile version of scrying and a common source of fake scriers.
    • Potion Brewing
        Potion brewing is often considered the most minor form of ritual magic, that is, the easiest entry level magic using. Potion creation has a wide variety of skill requirements, and is the most restricted form of ritual magic due to its ease of access. However, most dangerous potions require a high level of skill and a moderate level of magic.

    • Illusions
        Illusions are the hardest form of ritual magic, and requires a magical artifact to imbue your body into. You can then set that artifact on any area you want to, and repeat an incantation in order to unlock that artifact into an illusion. There are multiple tiers of illusions, each with higher difficulty.
        • Tier One
          • This is the easiest form of illusion and only requires a weak artifact. This illusion does not move and can break under any kind of wards or any large movement through the illusion.
        • Tier Two
          • This form of illusion requires a stronger form of artifact. This illusion does can mimic the behaviors of its creator, but breaks if it not does stay in the same place. Wards can break this illusion, and it breaks upon hard contact.
        • Tier Three
            This form of illusion requires a mythical artifact and cannot be used unless the user has a connection with the River, as this requires the creator to forfeit a part of their soul into the artifact temporarily. The artifact, once activated, creates a fully functional illusion that can move, mimic its creators, and can pass through most wards. It can only be destroyed by magical spells that can kill normal beings, or by the creator themselves. However, this power comes at a price. The artifact illusion will suck more of the creator’s soul until it is destroyed, so it cannot be used for a long time for fear of the creator’s soul.
    • Wards
        Wards are a defensive form of magic that inscribes sigils (from Sigilweaving) onto magical artifacts for protection against magical beings, magical spells, or superstitions. Wards can theoretically be created by anyone, but it is not known whether or not wards created by non magically attuned beings work effectively or at all. However, magic users can ward effectively, and often do to keep stray spells from affecting others and keep magical intruders from entering their place of magic.
  • Arcane Magic
      Arcane Magic is the second form of magic within the Universe, and covers all forms of magic that require connection to the River in order to use. There are three types of Arcane Magic: Spellcasting, which is the most common, Sigilweaving, which is less common, and Primal Sense, which is the most rare.
    • Spellcasting
        Spellcasting is the most common form of Arcane Magic, and is taught is most schools of magic education. Spellcasting, in essence, is the form of using a magical artifact to manipulate magic to complete a desired effect. Over the many centuries of spellcasting, it has been refined into a carefully constructed magic form that far surpasses any form of ritual magic. The magical artifacts of choice for spellcasters are either wands or staffs.
      • Spell List
        • Charms
          • Acriboa
              Nullifies illusion effects on animate objects
          • Aiteo Hyperites
              Summons a magical helper
          • Aiteo Stratioten
              Conjures a protective guardian
          • Anakaino
              Repairs broken objects
          • Ancapulta
              Reveals hidden/invisible objects
          • Anoicodomeia
              Repairs larger objects/ buildings (requires continued casting)
          • Anoksis
              Opens door, etc.(does not unlock)
          • Apecdumai
              Disarms target
          • Apecduseo
              Counter spell to Deleatzo
          • Aporipto
              Moves away object from caster
          • Aprositos
              Casts a deflective barrier around or on an object
          • Athetesis +spell
              Nullifies the effect of a curse or incantation
          • Bebarsai
              Makes inanimate object immovably heavy
          • Brechsei
              Creates a small rain cloud over targeted area
          • Charax
              Creates a magical barrier
              Can be used with Choikos+ to create an earthen barrier
          • Diagregorsetai
              Counter spell to Aphupnoseis
          • Diaphulassa
              Creates a magical shield
              Can be used with +Megale to create larger shield
          • Dioco [insert name/word]
              Places a magical trace on target, allowing caster to keep track of the target
          • Egyro
              Used as part of animation spells, literally means “I rouse/bring into being”
          • Engkote
              Temporarily hinders target from casting magic
          • Epilesmone
              Causes target to forget the last hour
              Can be used with Pas+ to forget a specific matter entirely
          • Exastraptei
              Creates a bright flash of light around caster
          • Hegeo
              Loudens caster’s voice
              Stopped by the spell Phimou
          • Hydatos
              Creates a pool/puddle of water/ Fills container with water
          • Iaomai
              Heals minor wounds
          • Kaleo [insert word]
              Calls the named object to the caster
          • Karadei
              Binds/ Bandages wounds
          • Kataphugei
              Cools area around caster, or around targeted object/ individual
          • Kathoro
              Grants vision in darkness
          • Kineo [insert word]
              Magically moves (levitates) targeted object
          • Kleo
              Magically locks object
          • Kouphizei
              Lightens the weight of an object
          • Laketai
              Blasts open an object (like a door, etc)
          • Lathra
              Muffles sound made by caster
          • Lithinios
              Petrifies object/ Stuns individual
          • Megalano
              Temporarily enlarges target object
          • Oukleo
              Unlocks object
          • Phainei
              Creates a magical light (Wizards- tips of their wand, Sorcerers- Staff heads, Chronomartoi- as a small ball drifting beside them)
          • Pharmakon Panoplia
              Strengthens clothing against certain spells
          • Phlox
              Creates a magical flame
          • Psychros
              Freezes liquid
          • Sbennumi
              Extinguishes fire
          • Skotia
              Darkens the area around caster, snubbing non-magical lights
          • Tachos
              Temporarily accelerates target.
          • Therapeo Aphen
              Heals broken limb
          • Therme
              Magically supplies heat around caster, or around targeted object/individual
          • Thuella
              Creates tempest around caster
          • Xerana
              Dries up liquids
          • Zophos
              Stops the effects of Phainei
        • Glamors
          • Aorata
              Makes object invisible
          • Kryphaia Kathos [insert word]
              Conceals target item as another
          • Ktizo Homichle
              Creates a layer of fog around caster
          • Jinxes
          • Ainiagmea
              Blurs targets vision temporarily
          • Alaloun
              Temporarily makes target unable to speak.
          • Aphanisma
              Destroys target object
          • Aphupnoseis
              Causes extreme exhaustion and drowsiness in target
          • Bascaina
              Confuses target
          • Buthizeneis
              Sinks target into surface it is currently standing on
          • Deleatzo
              Traps target in magical bonds.
              Can be paired with +Sira to trap in chains or ropes.
          • Egei Helkous
              Causes boils and blisters to appear on target
          • Empepremai
              Sets object alight
          • Emseis
              Causes nausea in target
          • Genethese Bradeia
              Slows down target temporarily
          • Katephistesin
              Causes animated/summoned/created object(s) to attack target
          • Kolaphizo
              Beats target with a magical force
          • Mastizeo–
              Summons magical whip
          • Paralusetai Panta
              Paralyses target
    • Sigilweaving
        Sigilweaving is a way of casting magic that involves ritual and non-ritual magic, hand gestures and verbal magic and finally the applications of tattoos for permanent magic. It's a rarer form of magic, almost obsolete and not one that's taught much anymore.

        • Pros/Cons:
          • Pros:
            • No tool needed for casting (Caster is never separated from their magic)
            • Slightly stronger magic due to the closer association with raw magic
            • Can much better support teammates through their spells
          • Cons:
            • Caster must be clear of mind and soul to attempt Sigilweaving
            • Sigil-weavers are inherently slower in combat than traditional Spellcasters
            • Sigilweaving has a much higher skill floor --and ceiling, than traditional Spellcasting
        Sigilweaving is set on the foundation of three principles: Sigils, Combinations, and Hand Gestures. There are five fundamental sigils that create all combinations within Sigilweaving.
        • Basic
          • Water
          • Fire
          • Air
          • Earth
          • Light
        These Sigils can be combined within Sigilweaving to create more complicated spells and effects.
        • Experienced
          • Ice
            • Water + Air
          • Lightning
            • Fire + Air
          • Lava
            • Fire + Earth
          • Aura
            • Water + Earth
          • Growth
            • Light + Earth
          • Dark
            • Fire + Water/Earth + Air
          • Inferno
            • Fire + Fire
          • Flood
            • Water + Water
          • Stone
            • Earth + Earth
          • Gale
            • Wind + Wind
          • Illusion
            • Light + Light
        • Advanced
          • Storm
            • Air + Lightning
          • Ether
            • Light + Aura
          • Levitate
            • Aura + Air
          • Void
            • Light + Dark
          • Shadow
            • Dark + Dark
        • Specialty
          • Dragon Fire
            • Inferno + Fire
          • Sea
            • Flood + Water
          • Metal
            • Stone + Earth
          • Whirlwind
            • Gale + Wind
          • Projection
            • Void + Light
        • Unstable: While not specifically banned, those not clear of mind nor specifically trained to handle dangerous Sigil combinations should steer clear of these Sigils. Any destruction caused by mishandling these while result in persecution of the highest degree.
          • God's Fire
            • Dragon Fire + Light
          • Maelstrom
            • Sea + Water
          • Diamond
            • Metal + Earth
          • Typhoon
            • Whirlwind + Wind
      • Hand gestures: There are three spots for beginner sigilweavers for sigils (more slots come with experience, as you have to concentrate to create each sigil) Once a sigil is created, you can slot them either in front of you or to each side, just by concentrating on them. This allows you to build up a small cache of sigils before a fight, or in the middle of one if you have a chance to. Once a sigil is created, there are certain hand gestures used for either offensive or defensive spells:
        • Tap/push:
          • Personal barrier
        • Fling:
          • Throws the spell in whatever direction you aim
        • Up gesture:
          • Creates a wall
        • Hold:
          • Continuously uses a spell
        • Rotation:
          • Repairs damaged barriers
        • Hands from sides to center in a clapping motion:
          • Summons a wave that surges forward
        • Down:
          • Creates an area of affect spell
    • Primal Sense
        Primal Sense is a form of magic that involves manipulating the molecular energy of the universe in order to complete a task. Users are able to sense the atomic energy of their surroundings and alter the periodic motion, causing objects to move -- or cease moving -- in a specific way, at their command. It is a weak form of telekinesis and can only be used to accomplish minor physical feats, such as moving objects, restraining opponents, or adding additional strength to an attack, although experienced users may also use it to heal injuries. It can be learned with little formal training, however the more practiced someone is with Primal Sense, the more powerful the effects become.
          Pros/Cons:
          • Pros:
            • Relatively easy to learn
            • Doesn't require spells or casters
            • Useful for day to day activities as well as combat
            • Can be used for healing
          • Cons:
            • Fairly weak magic in comparison to other systems
            • Potential death if used inappropriately
            • Takes many years to master
            • Is difficult to teach
        • Basic
            Inexperienced users of Primal Sense can perform basic tasks such as telekinesis of small inanimate objects (typically starting with something the size of a baseball and moving up in size as the user gains greater control of Primal Sense and increases in strength) and enhancing a physical ability (such as lifting something that would ordinarily be too heavy to lift by natural means or jumping higher than otherwise possible). Inexperienced users frequently have to use hand gestures to control Primal Sense, although this is frequently the first barrier to skill users eliminate as they increase in expertise.
            Typically at this tier the user doesn't have the strength to attempt anything that would prove fatal. Often, attempting a project too strenuous will leave the user feeling fatigued, and will occasionally cause unconsciousness, but death is rare unless the user attempts a task that is substantially too advanced for their ability such as healing or flagrantly disobeying the laws of gravity.
        • Experienced
            Experienced users have typically mastered telekinesis of inanimate objects and are skilled in manipulating the physical world around them, generally without needing to use hand gestures -- although they may choose to use them to strengthen a specific action at times. Experienced users are skilled at manipulating living creatures around them, with varying degrees of success at immobilizing opponents, compelling children and small animals to behave in a certain manner, or strengthening attacks (such as stronger blows with hand-to-hand or weapons combat as well as further ranges on distance weapons). Experienced users also have limited healing abilities using Primal Sense, but are limited to minor skin lesions and bruising.
            Typically if someone in this tier attempts a task that is too powerful for them, it is in relation to healing. Healing is an inherently intimate task that drains both the healer and the healee of energy as the molecules of the wound are stitched back together. If users are not cautious too much of their own energy can be expended healing a wound, leaving them with a deficit that results in their demise.
        • Advanced
            Advanced users have mastered telekinesis of inanimate objects, manipulating the particles within living creatures around them, and using Primal Sense in combat -- both with offensive and defensive manuevers. Advanced users may be able to have limited gravity manipulation, such as slowing their descent enough that they don't get hurt if they jump out of a tree or lifting and carrying an immobilized or injured person.
            Advanced users are typically able to repair lacerations and, with enough time and concentration, can mend bones, muscle, and tissue back together, although only a few notable Primals have ever been able to heal conditions completely. Even so, Primal Sense is known most for its notorious healing abilities.
        • Specialty
            As Primal Sense users become more and more adept at their craft, they become more in tune with the most basic structures within the universe, and can manipulate certain elements without affecting others, down to the level lower than the unseen eye. They become masters at manipulating certain elements. Some of the more popular elements are listed below:
            • Neon (and other noble gases)
            • Rock
            • Smoke
            • Water
            • Ice
            • Pheromones
            • Lightning
            • Lava
            • Radiation
            • Vines

Magic Sources: Description of all magical sources in The Universe.
Spoiler! :
Magical animals are a source of magic as long as they are alive. Read more about magical animals in the Life Group. Draining magical creatures of their magic will kill them.

Magical artifacts are the most common magical sources within the Universe. Any magical user can imbue any item to a certain effect. However, items that are created specifically for magical purposes are far stronger. The most effective magical artifacts are Wand and Staffs.

  • Wands
    Wands are the main magical vessel of Wizards and Grifts. They consist out of three components: The wand wood, the core rune, and the pulse rune. Length and flexibility are of no concern when choosing a wand.
  • Staffs
    Staffs are the main magical vessel of Sorcerers. They consist out of three components: the shaft wood, the lode rune, and the core rune. Sorcerers can use any other staff, if the staff allow them to use them.
  • Core Runes
    These runes are the runes that form on the wands/staffs during their creation. When wandmakers or staffcrafters take up a suitable stick (already carved or fashioned into a wand/staff), a core rune will form on the “stick” to signify its magical potential being awakened by its rune. If a “stick” is unsuitable (not enough natural magic, etc), no core rune will. Core runes are the “main” magical essence of the wand/staff
  • Pulse Runes & Lode Runes
    These runes are carved into the wand below the core rune by Wandmakers. Due to nearly all their magic focused in their hands, these individuals are able to determine the pulse rune by feeling the magic in the wand. The pulse runes are also seen as the “personality” of the wand, which is why it is what connects the wielder to the wand/staff when the wielder goes to receive their first wand. Lode Runes are staff equivalents of Pulse Runes. Staffcrafters use the same methods as wandmakers of identifying which lode rune to use for each staff. They are usually at the head of the staff, but some have been fashioned slightly lower down from the heads occasionally

  • The Woods
    • Alder
        This oily wood often leads to reliable and steadfast wands or staffs. Mages with Alder wands or staffs tend to be more loyal and steadfast in their beliefs, and their wand or staff mirrors these attributes, being extremely loyal to its owner, and perpetually refusing to do magical harm towards their owner in another’s control. Alder wands or staffs are more inclined to protection and oracular magic.
    • Apple
        A light and bendable wood, Apple wands or staffs tend to be malleable and interchangeable. Mages with Apple wands or staffs are constantly changing or moving, and are generally more emotionally directed mages. Apple wands and staffs feed off the emotions of their user, adapting the amount of power they provide per the needs of their user. Apple wands and staffs indicate choice and change, and is useful for love and healing magic.
    • Ash
        Ash is one of the more common woods used for wands and staffs, due to the natural magical nature of the wood, as well as the generally straight grains and “springy” nature of the wood making them easier to form into wands or staffs. Wielders of Ash wands and staffs are naturally adept at wielding magic, and usually excel in most magical forms. Ash wands and staffs tend to link their own magical potency to that of their wielder, thus becoming stronger as the magic of their user grows. The strength of Ash wood also grow with the intent or focus of whatever spell they are set to be used for, and are thus more potent the more intensity or focus the spell requires, making it useful for nearly all advanced magical spells
    • Beech
        This wood tends to be a more conservative and rare wood for wands or staffs, seeing as the wand or staff tend to take a lot of time before revealing its full potential. Users of Beech wands or staffs tend to be inquisitive yet patient individuals, as well as secretive and restrained like their wands and staffs. Beech wood is natural inclined towards revealing what was once not known, and is thus an excellent wand or staff wood for aspiring glamour or illusion mages.
    • Birch
        The sweet and springy characteristics of Birch wood makes it excellent for use as wand or staff wood. Wielders of Birch wands or staffs tend to be extremely creative, pioneering and adventurous. Birch wands and staffs feed off the natural energy of their wielders, and are thus perpetually useless in the hands of inactive or unmotivated individuals. Birch wands or staff are good for many different schools of magic, including healing, conjuration, transformation and purification magic. However, Birch wands and staffs tend to lose potency when used with ill intent, and are usually avoided by criminals or law enforcers.
    • Blackthorn
        This winter wood is extremely stubborn and often difficult to control. Blackthorn wand or staffwielders tend to be extremely authoritative and strong willed individuals, but often they struggle to unlock the full potential of the wands or staffs when they pressure the wand or staff to perform powerful or complex spells. However, if the wielder and the wand or staff form a bond, Blackthorn vessels tend to be some of the most powerful wands and staffs used in the magical realms. Blackthorn wands and staffs are naturally inclined to mind-alteration magic, usually leaning more towards countering negative spells like fear or despair.
    • Bone
        This is the only non-wood used for wands. The preferred Bone wands are usually from Giant, Griffin or Dragon bone, with each having unique attributes. Wielders of Bone wands are usually calculated individuals, and often very perceptive of the faintest of emotions. However, Bone wand wielders, like their wands, can be extremely fickle, and more often than not may have short, random outbursts before immediately becoming calm again. Bone wands are naturally focused on enhancement and destructive magic.
    • Elder
        Elder wood is often a very controversial wood for use as wand or staff wood. The Elder tree is just as capable in restoring health as it is in sowing destruction. Users of Elder wands or staffs are usually highly respected individuals, both for their magical aptitude and their ability to control both sides of their wand or staff’s magic. Elder wand users are often also very driven individuals, and their wand or staff assists in this driving force. Elder wands and staffs are great for restorative and protection magic, as well as destructive or debilitating magic.
    • Elm
        This hardy and stable wood makes for excellent wands or staffs. The users of Elm wands or staffs tend to be emotionally stable and level-headed, and often find themselves in diplomatic or leadership positions. Elm wands and staffs are loyal to their users, and will never mask or hide their full potential. Elm wands or staffs are naturally efficient with alteration and illusory magic.
    • Fir
        This mountainous wood tends to make slender wands and staffs, but despite this seeming weakness and fragility, they possess of potent magic potential. Users of Fir wands or staffs tend to be expert at masking their true strength or potential, and more of than not seem weak compared to other mages. However, just like their wand or staffwood, they possess very strong magical potential, and are able to become great mages. Fir wands or staffs are inclined towards protection and oracular magic.
    • Hawthorn
        It is said that the magic of the Hawthorn burns as hot as the fires it produces, and this is absolutely true. Hawthorn wands and staffs are some of the most sought-after wands or staffs, but are often quite difficult to control. Users of Hawthorn wands or staffs are often as unpredictable as their vessel, being able to switch between pure rage and cold emotion almost instantly. However, when the wielder and the Hawthorn wand or staff have grown accustomed to each other’s ever-changing nature, this wand or staff are some of the most reliable wands and staffs in the magic realms. Hawthorn has no specific expertise, but rather changes and adapts according to their wielder.
    • Hazel
        Hazel is another commonly used wood for wands and staffs. Reliable and always consistent in its potential, Hazel wood is superb for novice mages or for mages who do not wish to meddle to deeply in complex magics. Users of Hazel wands and staffs are not, however, dim-witted or lazy. In fact, most Hazel vessel users tend to be extremely intelligent, and have a constant thirst for knowledge. Magically, hazel wood is often associated with illusion magic, as well as protection magic.
    • Holly
        This straight and well-balanced wood makes for remarkably efficient wands and staffs. Holly wood is seen as a holy tree, and is often associated with sleep and death. Users of Holly wands and staffs tend to be extremely just individuals, as well as individuals filled with vigor yet have a good balance of emotions. Holly wands and staffs usually only allow the use of their full potential who prove their pursuits just to the wand or staff. Holly has a tendency to lean towards magic revolving around sleep or the easing of pain.
    • Iron
        This is the only non-wood used for staffs, and is divided into two separate types. Iron is extremely stubborn and unmalleable, which an attribute its users show fully. Iron wielders also tend to be seemingly cold or devoid of emotions, but once angered, they are a force no one wishes to reckon with.
    • Cold Iron
        Cold iron, or natural iron, tends to be hard and only changeable when tempered. Wielders of Cold Iron staffs are strong-willed individuals, and can be either a most loyal friend or a most bitter foe. Cold Iron naturally leans itself to protection and creation magic.
    • Sky Iron
        Sky iron, or meteoric iron, is much rarer and much more magically potent. Wielders of Sky Iron staffs are seen as extremely wise and intelligent individuals, both feared and respected for their pure magical talents. Sky Iron rarely reveals its full potential, however, in the very few cases that it has, Sky Iron staffs were the most powerful staffs to be wielded by ordinary mages. Sky Iron is naturally inclined towards all magic types, but excels in oracular or destructive magic.
    • Oak
        Having so many varieties, the Oak is a very diverse wand or staffwood. Wielders of Oak wands and staffs are usually eccentric or aspire to be unique, and their wands or staffs’ are constantly adapting to bring this uniqueness to its magic, with no one oak wand or staffwielder having similar magical focuses.
    • Pear
        Pear, like Apple, is a constantly changing and malleable wood, shifting with the tides of their wielders’ emotions. However, unlike Apple wand or staff wielders, Pear wielders tend to be temperamental individuals, and are often directed by their raw emotions. Pear wands or staffs are closely associated with emotion-affecting magic, as well as destructive magic.
    • Pine
        One of the more common wand or staff woods, Pine affiliates itself with all “worthy” wizards and sorcerers (the true meaning of “worthy” is only known to Wandmakers and Staffcrafters) Pine wielders are often clear-headed and level-minded individuals, who always aspire to complete the task at hand. Pine wands and staffs lean towards cleansing and purification magic.
    • Poplar
        This watery tree offers some of the more secretive and mystical wands or staffs used by wizards and sorcerers. Seen by many societies as the whispering tree, Poplar is highly associated with speech, language, and the secrets. Wielders of Poplar wands or staffs are usually reclusive individuals, yet they can be extremely charismatic and persuasive, often due to their passion for unearthing secrets and truth. Poplar rarely reveals its magical potential to any individual, unless that individual persists, which may lead to extremely unique and powerful magical potential in the wand or staff. Poplar wands and staffs excel at illusory, protective and revealing magic.
    • Rowan
        Rowan is commonly known as Witchwood, due to its natural magical potency. Rowan wands and staffs are often seething with magic, and will willingly supply it to any who seek to use them. Wielders of Rowan wands and Staffs are often extremely open and communal individuals, who focus on helping and assisting all who would accept their offers. However, they are, like Rowan wood, always looking for new and innovative ways to utilize their seemingly never-ending magical energy. Rowan wands and staffs are usually proficient in locating, revealing and illusory magic.
    • Yew
        Yew is known as the Spirit tree, due to its connection to death, life and the cycles of time. Yew wands and staffs are often strong yet flexible, to act as security for its wielder against the ever-changing currents of time. Wielders of Yew wands or staffs tend to be extremely strong emotionally, and will assist others during times of emotional duress. Yew vessels and their wielders form extremely powerful bonds, especially after both passed through situations of loss and sadness.
  • The Runes
    • Fehu
      • Core
          Wands/staffs with Fehu Core runes tend to have magical potency with most direct or increasing magic. These wands/staffs tend to increase in magical potency with their wielder's experience.
      • Pulse & Lode
          Vessels with Fehu Pulse runes tend to strive to acquire, learn and improve their situation, as well as that of their wielder. Wielders of Fehu wands need to have this same urge to improve their standing (socially, magically, etc), otherwise the wand or staff may refrain from revealing its full potential.
    • Uruz
      • Core
          Wands/staffs with Uruz core runes tend to have magical potency with enhancing and protection magic. These wands/staffs tend adapt their magical potency according to the potency of their wielder's magic.
      • Pulse & Lode
          Vessels with Uruz Pulse runes tend to seek strength and garner it for themselves and their wielders. Wielders of Uruz wands need to be strong-willed or at least authoritative to ensure discipline from their wands/staffs
    • Thurisaz
      • Core
          Wands/Staffs with Thurisaz core runes tend to have magical potency with detection and healing magic. These wands/staffs tend to grow in magical potency when they or their wielders are under threat.
      • Pulse & Lode
          Vessels with Thurisaz pulse runes tend to be unpredictable and sometimes dangerous, but always seem to bond with wielders who have suffered great trauma in their lives.
    • Ansuz
      • Core
          Wands/staffs with Ansuz core runes usually having magical potency in healing and rejuvenation magic. These wands/staffs adapt themselves to the vitality of their wielder, becoming strong to protect a weakened wielder.
      • Pulse & Lode
          Vessels with Ansuz pulse runes are energetic and lively, and thrive of vitality. Wielders of Ansuz wands need to mirror this passion for life, otherwise the wand/staff might be uncooperative.
    • Raido
      • Core
          Wands/staffs with Raido core runes have constantly changing magical potential, thus adapting to any wielder or situation as it arises.
        Pulse & Lode
          Vessels with Raido pulse runes are ever changing and growing, seeking those who wish to serve. Wielders of Raido wands who serve others and adapt themselves are usually able to quickly form bonds with their wands/staffs
    • Kenaz
      • Core
          Wands/staffs with Kenaz core runes tend to have great magical potential involving debilitating or destructive spells. These wands/staffs tend not to adapt their magical potency to anyone who is cowardly or afraid to do what is necessary to survive.
      • Pulse & Lode
          Vessels with Kenaz pulse runes are stubborn and often seemingly aloof to their wielders. Wielders of Kenaz wands may seem aloof to emotions, but can endure much physical and psychological pain and suffering.
    • Gebo
      • Core
          Wands/staffs with Gebo core runes tend to have magical potential involving conjuration and transformation magic. These wands/staffs freely give magical potency to any wielder they have bonded with.
      • Pulse & Lode
          Vessels with Gebo pulse runes are generous and kind. Wielders of Gedo wands also need to kind and humble individuals, with less kind or more vain individuals struggling to function with these wands/staffs.
    • Wunjo
      • Core
          Wands/staffs with Wunjo core runes tend to magical potency involving emotion-controlling magic. These wands/staffs’ magical potency grows with the joy their wielder feels (albeit good joy, sadistic joy, etc)
      • Pulse & Lode
          Vessels with Wunjo pulse runes tend to seek thrill and excitement, and would quickly change its wielder to one who offers that to the wand the most.
    • Hagalaz
      • Core
          Wands/staffs with Hagalaz core runes tend to be almost solely potent at destructive magic. These wands/staffs increase their magical potency with the more powerful the spell and wielder are.
      • Pulse & Lode
          Vessels with Hagalaz pulse runes seem to be only focused on destruction and chaos. However, all these wands/staffs require is an authoritative and gifted wielder to control this destructive power.
    • Nauthiz
      • Core
          Wands/staffs with Nauthiz core runes have no specific magical potency identifiable. Nauthiz rather adapts itself to what its wielder needs, and is constantly changing.
      • Pulse & Lode
          Vessels with Nauthiz pulse rune are seemingly quiet and reluctant to unleash their potential wands. However, if Nauthiz wands have formed a bond with their wielder, these wands/staffs would reveal all their magical potential when the need arose to do so.
    • Isaz
      • Core
          Wands/staffs with Isaz core runes tend to have magical potency in oracular and illusory magic. There is no clear understanding of what allows Isaz core runes to increase/adapt their magical potency; they just sometimes do.
      • Pulse & Lode
          Vessels with Isaz pulse runes are some of the most mysterious of all the wands/staffs. No one has in-depth knowledge of how these wands/staffs form bonds with their wielders, or how they choose wielders.
    • Jera
      • Core
          Wands/staffs with Jera core runes usually have magical potency regarding enhancement and conjuration magic. These wands/staffs usually increase their magical potency to reward their wielders for honourable or just deeds.
      • Pulse & Lode
          Vessels with Jera pulse runes are usually fair and equal with all wielders. However, Jera wands are reluctant to serve greedy, arrogant or pompous wielders.
    • Eihwaz
      • Core
          Wands/staffs with Eihwaz core runes have great magical potential in healing and protective magic. These wands tend to have a constant and stable amount of magical potency, never unleashing too much or too little.
      • Pulse & Lode
          Vessels with Eihwaz pulse runes tend to be strong-willed and magically stable. Due to their stubborn nature, yet stability both emotionally and magically, wielders of Eihwaz wands are often seen as givers of good advice, yet painful to argue with.
    • Perthro
      • Core
          Wands/staffs with Perthro core runes have magical potency in oracular and healing magic. These wands/staffs are highly linked to the moon, and their magical potency changes according to the phases of the moon.
      • Pulse & Lode
          Vessels with Perthro pulse runes are as mysterious yet ever-changing like the moon. Wielders of Perthro wands are often seen as eccentric or loony (“moonstruck” as it were) and change with their wand/staff.
    • Algiz
      • Core
          Wands/staffs with Algiz core runes almost always lean towards protective magic. Algiz wands/staffs increase their magical potency whenever they feel their original wielder is in peril, even if their original wielder is not the current wielder.
      • Pulse & Lode
          Vessels with Algiz pulse runes are extremely loyal to their original wielder. They would seek to protect their original wielder from peril, unless their wielder betrayed their loyalty by constant use of destructive and debilitating magic.
    • Sowulo
      • Core
          Wands/staffs with Sowulo core runes tend to have magical potency with any non-destructive or debilitating magic. These wands/staffs are closely linked to the sun, and increase their magical potency whenever they are graced by the sun’s rays.
      • Pulse & Lode
          Vessels with Sowulo pulse runes are generally free-spirited and despise authoritative individuals. Wielders of Sowulo wands need to be just as unconventional and free individuals in order to bond with their wands/staffs.
    • Tiwaz
      • Core
          Wands/staffs with Tiwaz core runes tend to have magical potency in most direct and complicated magic. Tiwaz wands/staffs tend to increase magical potency during duels or combat.
      • Pulse & Lode
          Vessels with Tiwaz pulse runes love to fight and win. They easily bond with individuals who share this passion, but would refuse to cooperate if the wielder becomes unfair and over-confident in their ability.
    • Berkana
      • Core
          Wands/staffs with Berkana core runes tend to have magical potency in mind-altering, transformation and conjuration magic. These wands/staffs only increase their magical potency if their wielder is willing to do so.
      • Pulse & Lode
          Vessels with Berkana pulse runes are communal and serving vessels. Wielders of Berkana wands need to be willing enough to serve and assist others to form bonds with their wands/staffs.
    • Ehwaz
      • Core
          Wands/staffs with Ehwaz core runes tend to have magical potential in revealing and conjuration magic. These wands/staffs tend to increase their magical potential if their wielder is reliable and loyal to other individuals.
      • Pulse & Lode
          Vessels with Ehwaz pulse runes are extremely loyal and reliable wands/staffs. Wielders of Ehwaz wands need to be trust-worthy, loyal and honest to their associates in order to gain the trust of their wands/staffs.
    • Mannaz
      • Core
          Wands/staffs with Mannaz core runes tend to have magical potential in enhancement and augmentation magic. These wands/staffs increase their magical potential as their wielder gains experience.
      • Pulse & Lode
          Vessels with Mannaz pulse rune are supportive of their wielder, thus making them one of the more suitable wands/staffs for use by any other wielder, granted they have experience.
    • Laguz
      • Core
          Wands/staffs with Laguz core runes tend to have magical potency with oracular and revealing magic. It is uncertain as to when, if ever, these wands/ staffs adapt/increase their magical potency.
      • Pulse & Lode
          Vessels with Laguz pulse runes always seem to not really connect with their wielder and be focussed on the future. These wands/staffs need patient yet inquisitive wielders in order for them to unleash their potential.
    • Inguz
      • Core
          Wands/staffs with Inguz core runes tend to have magical potency in conjuration or illusory magic. These wands/staffs tend to increase their potency when their wielder has set out to reach a goal or complete a daunting task.
      • Pulse & Lode
          Vessels with Inguz pulse runes are determined and head-strong wands/staffs. Wielders of Inguz wands need to be as determined in everything they do in order to bond with their duty-orientated wand/staff.
    • Othila
      • Core
          Wands/staffs with Othila core runes tend to have magical potential in most magical fields. These wands/staffs only increase their wielder proves to be worthy of being a mage or the blood of a mage.
      • Pulse & Lode
          Vessels with Othila pulse runes are extremely conservative yet noble. Wielders of Othila wands need to respect tradition and their wand/staff to have an efficient partnership.
    • Dagaz
      • Core
          Wands/staffs with Dagaz core runes tend to have magical potency in emotion- and mind-altering magic. Deeply linked to time, these wands/staffs adapt their magical potential based on the time they have spent with the current wielder.
      • Pulse & Lode
          Vessels with Dagaz pulse runes are energetic and lively, yet not too much. Wielders of Dagaz wands need to have this same level of energy, yet still be realistic and logical in order to bond with their wand/staff.

Rules of Magic: This is a description on rules and laws placed on magic by certain countries and governments.
Spoiler! :
  • Asturia
      Asturia has no truly harsh laws on magic, just a set of guidelines on magic use in public and against others. They’re very welcoming to magic users, in fact, and are very open to the use of magic. There are several warrior-mages amongst the Empire’s armies, and they are often in high-stationed positions amongst the various branches of the military.
  • Synilas
      Synilas has no hard laws regarding magic. However, its Capitol city, Synua, have magic inhibiting pillars surrounding it, called Pillars of Strength. These Pillars of Strength have large magical stones that store power within the city. Synua also harbors a large amount of hatred against magic user, thanks to its criminal underground. Thus, Synilas’ outer cities often act as harbors for fleeing magic users.
  • The Council
      The Council believe the stronger the magic, the stronger the bond, and the stronger the dragon that the rider bonds with will be. They adore magic, and consider their lands a haven--a safe place--for those who possess magic.
  • The Conclave
      Unknown, but it assumed they prefer the darker, more dangerous magics.
  • The Wandering Clans
      The wandering clans are all magic-users of varying strengths, and are open to all types of magic. Except for some of the darker, more forbidden magics.
  • Shurima
      Not much is known about the lost cities of Shurima. However, they seem to be accepting of all people wandering into their towns.

Forbidden Magic: Similar to 'Rules of Magic', this is outlawed versions of magic in certain countries and governments.
Spoiler! :
  • Banned Sigils by Masters:
    • Plague
      • Dark + Air
    • Nether
      • Dark + Aether
    • Decay
      • Dark + Growth
    • Demon's Fire
      • Dragon Fire + Dark
    • Rust
      • Metal + Gale

  • Banned Spells by Masters:
    • Plemmura
        Creates a temporary flood controllable by the caster (magical, or if directed at a liquid source, from it)
    • Apepnigen
        the Choking Curse; causes victim’s throat to constrict
    • Diacheirazomai
        the Killing Curse
    • Dieicnetai
        the Piercing Curse; blasts magical bolts toward victim, causing great pain when it pierces victim
    • Dulagogeo
        the Controlling Curse; magically controls victim (unwillingly)
    • Karepresatai
        the Incineration Curse; destroys objects by fire (direct use on living beings is thankfully not possible)
    • Rusis Haimatos
        the Bleeding Curse; causes spontaneous bleeding from victim
    • Sparasso
        the Convulsion Curse; causes the target to go into an intense moment of paroxysms
    • Tumpanisso
        the Torturing Curse
    • Diaressai
        Tears targeted object (if possible) (Prohibited to be used on living beings)
  • Banned Potions:
    • Draught of Lunacy
    • Elixir of the Berserker
    • Elixir of Lion’s Roar
    • Brew of the Seer
    • Potion of Bloodlust
    • Vial of Stardust

Education: This is a detailed guide on magic educators and locations of magic education, including who teaches what kind of magic.
Spoiler! :
  • The Academy of Magic
      Raj Mahija is a hidden academy of magic that is rarely heard from. Rumour has it that it's in the Asturian Empire near the edge of the Great Western Desert where it meets the Central Plains. It's said to be crowned by a tall, pale-stoned tower with a golden dome. But it is just that; a rumour. It operates outside of Asturia's--and the Emperor's--control. Beyond the rumours, Raj Mahija is an independent city-state and serves as a sanctuary for mages, and as a hidden academy of magic. It’s a large city on the shores of an oasis sitting between the desert and the Empire’s grasslands. It’s made of mostly pale stone and dark wood. There is a magical barrier surrounding the city that hides it from and keeps out those who seek it for hostile means, but will let in those seeking sanctuary and learning.
  • The Hall Of Learning
      The Council acts as a place of education and knowledge for all magic users and has a Hall of Learning set aside specifically for those seeking out education in either magical or non-magical subjects.

Notable Magic Users: This is a detailed guide on the different notable magic users within The Universe.
Spoiler! :
  • Scarra Adonis
  • The Shadow Piercer
  • The Lightbringer
  • The Exalted Priest
  • The Council of Masters
  • Ezra Diaya

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War


Weapons
Magical Weapons: List of magical weapons within the Universe
Spoiler! :
  • Runic Weapons
      Runic weapons are general weapons that have magical runes etched into them and inscribed with magic. This does not affect every weapon, and only those with magical abilities can imbue a weapon with magical abilities.
  • Chakrams
      Chakrams are circular blades that are held on the inside. Using magic, chakrams allow the ability to spread elements with each attack in a large wave around them. Chakrams are not used for melee combat, as their blades might indicate.
  • Wands
      Wands are a favorite of spellcasters, for their light-weight and flexible design, and their ability to be carried around inconspicuously. They are imbued with runic minerals and designs to help with their ease of magical use.
  • Staffs
      In general, staffs are stronger than wands because of their size and the amount of runes that can be inscribed onto the staff. However, because of their size, they are not as easily used as wands. They can also be used as a blunt weapon in close combat if needed, but that is not the main use.
  • Orbs
      Orbs are spherical objects, usually made of crystal or other translucent objects, and are a source of magical combat, usually for a magic source of sigilweavers as they need their hands free.
  • Athames
      Athames are small daggers used for rituals, and often inscribed with runes to inscribe them with magic. This magic is subtle, and dangerous.

Anti-Mage Objects: List of anti-mage objects
Spoiler! :
  • The Logic Behind Anti-Mage
      There is a fear of crazed mages, so a particularly enterprising Lord many generations ago commissioned a powerful mage to create a magical technology design to limit a mage’s access to their magic--and to punish them for trying. Then he used it on the mage, but not before the mage had shared his research around. It was intended to be used for the mages who were both a danger to themselves and to others, and not designed to be used to enslave them. But that is what the Lord did and now, many thousands of years later, the magical technology is still being used as a means to enslave magekind
  • Types of Anti-Mage Objects
    There are several types of anti-mage objects, from simple jewellery to large buildings and pillars. Some of these types are listed below;
    • Bracelets
        Anti-mage bracelets are fairly innocent-looking pieces of jewellery designed to limit a mage’s ability to access their make and also to cause pain as a punishment for trying to access said magic. They often come in pairs with a third bracelet acting as a “control”, which is usually kept in the Master’s possession.
    • Necklaces
        Anti-mage necklaces are fairly innocent-looking pieces of jewellery designed to limit a mage’s ability to access their make and also to cause pain as a punishment for trying to access said magic. The necklace often come with a ring or bracelet that act as a sort of “control”, which is usually kept in the Master’s possession.
    • Rings
        Anti-mage rings are fairly innocent-looking pieces of jewellery designed to limit a mage’s ability to access their make and also to cause pain as a punishment for trying to access said magic. These rings often come in pairs with one of the pair acting as a “control”, which is usually kept in the Master’s possession.
    • Pillars
        Pillars are totems of runic stone that can be used to amplify magic or negate it. The most famous example of pillars are the enormous Pillars of Strength in Synua, which each holds a massive Primal Stone and have hundreds of runes etched into each of them. It first started as pillars that amplified magic, but over time, runes that were added changed the magic and soured it.
    • Prisons
        Anti-mage prisons are entire buildings designed to limit a mage’s ability to access their make and also to cause pain as a punishment for trying to access said magic. These prisons often come in with a bracelet, necklace or ring acting as a “control”, which is usually kept in the Prison Keeper’s possession

Melee Weapons: List of Melee weapons within the Universe
Spoiler! :
  • Tiger Claws
      A claw-like weapon designed to fit over the knuckles or be concealed under and against the palm. It consists of four or five curved blades affixed to a crossbar or glove, and is designed to slash through skin and muscle
  • Brass Knuckles
      Designed to preserve and concentrate a punch's force by directing it toward a harder and smaller contact area, they result in increased tissue disruption, including an increased likelihood of fracturing the victim's bones on impact. The extended and rounded palm grip also spreads across the attacker's palm the counter-force that would otherwise be absorbed primarily by the attacker's fingers, reducing the likelihood of damage to the attacker's fingers.
  • Cestus
      Battle gloves were made with leather strips and sometimes filled with iron plates or fitted with blades or spikes for close combat.
  • Bladed Fan
      War fans varied in size, materials, shape, and use. A real fan that has wood or metal ribs with lacquered paper attached to the ribs and a metal outer cover or a solid open fan made from metal and/or wood. This weapon takes a high amount of skill and practice for close combat, and is used more for style and show than battle.
  • Katar
      A type of short punching sword popular for swift and quick attacks. It is notable for its horizontal hand grip, which results in the blade of the sword sitting above the user's knuckles.
  • Emeici
      They are a pair of metal rods with sharp ends used for stabbing; they are typically mounted on a detachable ring worn on the middle finger, allowing them to spin and be elaborately manipulated.
  • Shortsword
      A short sword is a military one-handed melee weapon.
  • Dagger
      a sharp knife that's used for self-defense or fighting. Most daggers have a sharp, pointed blade and a handle with a "crossguard" that protects a fighter's hand from sliding forward and getting cut.
  • Broadsword
      Most daggers have a sharp, pointed blade and a handle with a "crossguard" that protects a fighter's hand from sliding forward and getting cut. Some broadswords are used to cut rather than stab.
  • Cutlass
      a short, broad sabre or slashing sword, with a straight or slightly curved blade sharpened on the cutting edge, and a hilt often featuring a solid cupped or basket-shaped guard.
  • Khopesh
      A sickle-sword that evolved from battle axes. It has a curved blade. The blade is only sharpened on the outside portion of the curved end. The inside of the curved edge can be used as a bludgeon weapon.
  • Lance
      A type of spear, where the blade is only sharpened on the outside portion of the curved end.
  • Spear
      A pole weapon consisting of a shaft, usually of wood, with a pointed head. The head may be simply the sharpened end of the shaft itself, as is the case with fire hardened spears, or it may be made of a more durable material fastened to the shaft, such as flint, obsidian, iron, steel or bronze. The most common design for hunting or combat spears since ancient times has incorporated a metal spearhead shaped like a triangle, lozenge, or leaf. The heads of fishing spears usually feature barbs or serrated edges.
  • Pike
      A pole weapon, a very long thrusting spear
  • Mace
      A mace is a blunt weapon, a type of club or virge that uses a heavy head on the end of a handle to deliver powerful blows. A mace typically consists of a strong, heavy, wooden or metal shaft, often reinforced with metal, featuring a head made of stone, bone, copper, bronze, iron, or steel.
  • Battle-Axe
      A battle axe is an axe specifically designed for combat. Some battle-axes were lightweight and able to be one-handed.

Ranged Weapons: List of ranged weapons in the Universe
Spoiler! :
  • Bow
      The bow and arrow is a ranged weapon system consisting of an elastic launching device (bow) and long-shafted projectiles (arrows).
  • Crossbow
      A crossbow is a type of elastic ranged weapon in similar principle to a bow, consisting of a bow-like assembly called a prod, mounted horizontally on a main frame called a tiller, which is handheld in a similar fashion to the stock of a long gun. It shoots arrow-like projectiles called bolts or quarrels.
  • Spear
      a pole weapon with a sharp point, either thrown or thrust at an enemy or prey.
  • Throwing Knives
      A throwing knife is a knife that is specially designed and weighted so that it can be thrown effectively.
  • Throwing Stars
      a blade that was used as a hidden dagger and be thrown similar to throwing knives or used as distraction.
  • Flintlock pistol
      The Flintlock pistol features a smoothbore barrel and a long, wooden grip ending in a knob. As its name implies, the flintlock pistol was operated by a flintlock mechanism, in which a piece of flint is struck against a steel plate, creating a spark which ignites the black powder.

Siege Weapons: List of siege weapons in the Universe
Spoiler! :
  • Ballistas
      an ancient missile weapon that launched a large projectile at a distant target.
  • Catapults
      A catapult is a ballistic device used to launch a projectile a great distance without the aid of explosive devices
  • Cannons
      a type of gun classified as artillery that launches a projectile using propellant.
  • Trebuchets
      a type of gun classified as artillery that launches a projectile using propellant.
  • Siege Towers
      is a specialized siege engine, constructed to protect assailants and ladders while approaching the defensive walls of a fortification. The tower was often rectangular with four wheels with its height roughly equal to that of the wall or sometimes higher to allow archers to stand on top of the tower and shoot arrows into the fortification. Because the towers were wooden and thus flammable, they had to have some non-flammable covering of iron or fresh animal skins.
  • Battering Rams
      a siege engine that originated in ancient times and designed to break open the masonry walls of fortifications or splinter their wooden gates.In its simplest form, a battering ram is just a large, heavy log carried by several people and propelled with force against an obstacle; the ram would be sufficient to damage the target if the log were massive enough and/or it were moved quickly enough

Education: Detailed list of all military education systems in The Universe.
Spoiler! :
  • Synua’s Royal Academy
  • Synua’s Arms Academy
  • Asturia’s Imperial Academy of War
  • Asturia’s Adonis Academy

Notable Weaponmasters & Weaponsmiths: Detailed list of all notable weaponmasters and weaponsmiths in The Universe
Spoiler! :
  • Dyra Idora
  • Groutka the Stout
  • Kirkiln

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War


Potions & Poisons
List of Ingredients: This is a detailed list of all ingredients found to be useful in potion and poison crafting. Besides them are notes from some experienced crafters on known side effects of each ingredient. Although many of these herbs are often used for positive effects, they can easily be used for negative effects.
Spoiler! :
  • Angelica - A soothing herb, often used to mend heartburn and the burning of joints within the body. Can also affect the reproductive system.
  • Anise - A soothing herb, known for its use of calming the digestive tract and coughs.
  • Basil - A soothing herb, often used to stop spasms.
  • Bear's Breach (Blood from a Shoulder: Bear's Breach ) - A soothing herb for burns and joints.
  • Betony - A soothing herb for anxiety and head pains.
  • Bistort - A soothing herb for mouth and throat infections and wounds.
  • Borage - A soothing herb for kidney problems.
  • Buckthorn (A Bone of an Ibis: Buckthorn ) - A soothing herb, used for heart and liver health, and skin disorders.
  • Catnip - A soothing herb for indigestion. Can cause sweating and be used as a sedative.
  • Chamomile - A soothing herb used for sedatives and to calm spasms. It can also be used to treat parasitic worm infections.
  • Chicory - A soothing herb used to combat heart failure and other heart problems.
  • Chives - A soothing herb used to help heart problems.
  • Common Vetch - A soothing herb used to treat skin problems, and as an antiseptic.
  • Coriander - A soothing herb used for digestion problems and many bacterial infections.
  • Coltsfoot (Ass's Foot or Bull's Foot: Coltsfoot ) - A soothing herb used to treat lung problems.
  • Dill - A soothing herb used to treat kidney problems and lung problems. Can also be used to help sleep.
  • Dittany - A soothing herb used to combat digestional problems.
  • Dogstooth Violet (Adders Tongue: Dogstooth Violet ) - A neutral herb that can cause skin irritation in those sensitive to plants.
  • Echinacea (Black Sampson: Echinacea ) - A soothing herb that combats many flu-like symptoms.
  • Fennel - A soothing herb that can help with heart problems.

Potions: List of well known potions
Spoiler! :
  • Elixir of Unconsciousness
      This elixir is hard to make and can render the drinker unconscious for up to twelve hours. It is undetectable by magic.
  • Draught of Steelskin
      This potion is fairly easy to make, and can harden your skin, making it harder for weapons to pierce it, but it makes you more vulnerable to magical attacks.
  • Philter of Broken Minds
      This is an extremely hard potion to make. Makes the victim hear voices.
  • Potion of Curing
      A medium potion to make. Heals minor surface wounds.
  • Flask of Nightmares
      Hard potion to make. Makes the victim have nightmares of their deepest fears. A seer can view these nightmares.
  • Brew of the Senses
      Easy weapon to make, and heightens your senses for up to an hour.
  • Flask of Protection
      This potion protects you from weak spells. Cannot be used alongside the Draught of Steelskin.
  • Elixir of Water Walking
      Medium potion that allows you to stick to water more.
  • Flask of Fireworks
      This potion is easy to make, and creates burst of lights that don’t damage but can distract.
  • Potion of Blinding Light
      This potion is easy to make, and creates a large and single blast of light. Can be used with liquid to create liquid light that lasts a day.


List of Known Poisons and Their Effectiveness: Detailed list of all known poisons in The Universe
Spoiler! :

  • Shush - Trichloromethane (Chloroform)
      Trichloromethane is made from methane and chlorine. It is chemical that directly impacts the central nervous system (brain and spinal chord), liver, and kidneys. In low doses it causes dizziness and fainting. In higher doses it can cause respiratory issues, such as paralysis of the chest muscles, and also cause a coma. Prolonged exposure will lead to death.
  • Burning Embrace - Methanol
      Methanol is a simple alcohol that attacks the central nervous system and has toxic effects on the cellular level. Small exposures usually leads to permanent blindness in the victim. When ingested in large quantities methanol both has effects on the central nervous system as well as has inhibitory properties in cellular processes, leading to oxygen starvation on the cellular level and ultimate death.
  • Sleeping Blade - Cyanide
      Cyanide is a chemical that can be found in gaseous or solid states. Breathing cyanide is more harmful than ingesting it. Cyanide works by preventing cells from using oxygen, which is particularly harmful to the brain and heart. Low exposure will lead to dizziness and weakness, and higher doses can lead to unconsciousness, respiratory failure, and death.
  • The Jester - Arsenic
      Arsenic is known to bioaccumulate, which means that the more exposure you have, the more negative effects it will have as it builds up in your body. Initial exposure will lead to confusion, vomiting, and abdominal pain; long term exposure will lead to convulsions, coma, and eventual death. This is not a fast attack and will take many months to years for arsenic to be an effective poison.
  • The Jinx - Thallium
      Thallium is a soft metal that can be absorbed through the skin, ingested, or inhaled depending on the method of delivery. Low dose exposure usually leads to headaches, vomiting, and hair loss. High exposure causes vomiting and diarrhea for the first several days, then nervous system damage such as pain, numbness, memory loss, coma, and eventual death several weeks after exposure. Thallium poisoning is a slow process and can be reversed completely if the cure, Prussian blue (potassium ferric hexacyanoferrate), is administered within the first six hours.



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Land


Geography
Continent/Country Names: A detailed list of discovered continents and land masses within YWU. Major and minor governments and tribes are noted here. Natural landmarks are noted here. Un-discovered land is covered in fog. Other notable information (such as who rules what) will also be included below.
Spoiler! :
Image
A map of The Universe so far.

The Continent of Runeheim


  • Asturia
    • An Empire Ever-Reaching
        Asturia a large, ever-expanding Empire reaching from the southern border with Synilas, the Council's lands of Draconis and the No Man's Land of the Wandering Tribes, to the far north, and beyond. It’s mostly made up of grassland with small pockets of forest and a large mountain range that separates the main part of the Empire from its northern reaches. There is a large lake to the north and a harbour in the south-west. To the west is the Great Western Desert--which, while technically part of the empire--is essentially useless. The Empire is currently pushing north-east against another smaller, hostile kingdom.
    • The Great Western Desert
        A large, expansive wasteland that takes up a good third of Asturia's ever-growing empire. On the far side of the desert in a small grouping of mountains, rumoured to be home to the darker, more violent group of dragon riders called The Conclave. The Asturian Empire gave up on attempting to cross it long ago, and have left it to fester. The desert is swarming with creatures and monsters that have adapted or are very well suited to the harsh, sandy environments of a desert. There is a very old legend of how Asturia's first Empress laid waste to a smaller kingdom that occupied roughly the same area as the desert. There's no lore or legend or myth, no ancient texts--that scholars are aware of--left that describe exactly what she did, but there is one story passed down through the wandering tribes in No Man's Land; that the main seven tribes are the descents of the royal house and six noble ones from that ancient kingdom.
  • Synilas
    • The Harbor of Civilization
        Synilas is the economic center of the Universe, striving to create a thriving and diverse culture that melds multiple different races and factions together. They have created a harbor from harsh magics and easy starvation, holding a delicate balance between their struggling neighbor to the north, Asturia, and their power-hungry neighbors to the west, the Draconis Council.
  • The Claw & The Conclave
      The Claw is a small mountain range to the North-west of Asturia, beyond the Great Western Desert. It's a dangerous place, full of vicious, half-dead and half-mad dragons--and it's rumoured to be the home of the Conclave, a group of dragons riders that oppose the Council and everything they stand for, who revel in death and destruction, and the chaos that follows. It's probably a very good idea to stay far, far away from the Claw and the Conclave.
  • The Land Claimed By None
    • No Man's Land
        This is a large area of unclaimed land to the south-east of Asturia that neither Asturia, Synilas or The Council of Draconis wants. It's a harsh grasslands and along with the Forest of Teeth and Claws, which is filled with only the most dangerous monsters and creatures, and not a place most would like to visit. In fact, most people avoid the forest unless they're insane. There are two permanent or semi-permanent settlements in No Man's Land; Vale, The City of the Dead, and the Clan Meeting Grounds.
    • Wandering Tribes & Clans
        The wandering tribes and clans are sometimes also known as Gypsies. These clans and the mages are two sides of the same coin; gypsies are mages who wander, unlike the mages who have settled down in one place. There are Light and Dark mages, along with every shade between these extremes. Both have magic in their veins, quite literally. They are similar to Sorcerers in many respects, but unlike Sorcerers, the magic often represents as psychical abnormalities such as unusual eye or hair colour, and sometimes even runes that appear naturally on the skin.
        Some notable traveling clans are; Toril, Haverj, Almeric, Asyra, Shanni, Vanna and Belusa.
    • Clan Meeting Grounds
        A semi-permanent camp where the various wandering clans and tribes meet on a semi-regular basis, usually to choose a new leader by Trail of Combat. It's a tent city, with a grand hall built of wood in the centre called the Hall of Chieftains. Trail of Combat is held within this hall; each clan or tribe offers up a candidate and they enter the hall. The last man or woman standing who leaves is their new leader. It's usually a fight to the death, and the losing candidates are treated very honourably with a grand mass funeral, and are usually buried in a cavern below the Hall.
    • Forest of Teeth and Claws
        This is a forest on the eastern edge of No Man's Land in the shadow of a couple of tall mountains. It's not somewhere that most would want to go, and there are rumours that a lone sorcerer lives deep in forest, at the base of one of the mountains. Only the most determined--and insane--would dare to see him out because the forest is full or dangerous creatures and giant monsters.

Cities: Major and minor cities and towns are noted here, including leadership, exports, location, and notable figures residing there
Spoiler! :
  • The Astruian Empire
    • Astyria - The Seat of the Empire
        Astyria is the Empire's capital, a port city full of organised chaos built on the shores of the Astyria Harbour and the Draconis and Astyr saltwater rivers. It's a large trading port and sees visitors from many distant places, and is home to a variety of races and factions. Asturia is a very open and welcoming places for mages--as long as they follow the Emperor's, or Empress', will.
    • Cities of the Empire - Astyr
        Astyr is home to the Emperor's Summer Palace; a city built on the shores of the cool, freshwater lake its named after. It's a beautiful, airy place--if one doesn't look too deeply--made up of pale stone and deep blue domes. Apparently, there is an ancient secret sunk deep in the centre of the lake, and none are brave enough to attempt recovering it.
    • Cities of the Empire - Rasua
        Rasua is a city on the Astyra-Synua River, and is a small trading port that deals mainly in minerals and gemstones that are mined from the mountain a few days' journey away. They see a great many visitors and travellers, and are very welcoming to strangers. There is a Temple here as well, with about a dozen priests and priestesses dedicated to the Mother.
    • Cities of the Empire - Yrah
        Yrah is a small city set a little way back from the Astyra-Synua River due to the fact that it's in low-lying floodplains and is the home of the Empire's rice fields. Most of the homes in Yrah are set off the ground on large stone stilts. The local lord lives in a large mansion on a hill on the side of the city that's furthest from the river and its floodplains. They deal mainly in boat building and the rice they grow year-round.
    • Cities of the Empire - Pyse
        Pyse is the smallest of the River Cities of Asturia. It's the last stop along the river between Astyr and the border. Pyse trades in fine cloth and even finer brothels. It's sometimes known as the City of Pleasure, and is a favourite of the Asturian Empire's armies, who frequently visit the city whenever they're not at war--and sometimes even when they are at war. There is a nasty rumour that a lot of the city's pleasure companions are conquered former enemies and slaves--prisoners of war. But you won't hear that from the city's citizens; they either don't know or don't care; an enemy of the Empire is no friend of theirs.
    • Cities of the Empire - Nyrs
        Nyrs is a port city on the coast of Asturia, several days' travel north-east of the border between Asturia and Synilas. This is where one goes to find pirates, as its rumoured to be home to an infamous and dangerous pirate captain, Captain Mircea Shandor of the ship [i]Dauntless and the great pirate fleet he controls. Nyrs deals mainly in fish and a small whaling operation launched--and owned--by a smaller branch of the Adonis family.
    • Villages of the Empire - Tyr
        Tyr is a small fishing village at the end of the Asturian branch of the saltwater rivers that feed into Astyria. It's a small, poor village made up of poverty-stricken people who don't like outsiders and don't get many visitors. Tyr is somewhat isolated from the rest of the Empire by a mess of thorny bushes--the only access in or out is by river, and the village is likely to attack strangers rather than greet them as friends. They do not worship the Mother, but instead a type of drowned god they call the Great Father, and routinely offer up sacrifices to the river their god is supposed to dwell in.
    • Villages of the Empire - Yria
        Yria is a very small village in the middle of the eastern grasslands. The village is a quiet, calm place in the middle of chaos. They grow a beautiful flower in the area immediately surrounding their village, that seems to have a type of hallucinogenic effect on those who ingest or smoke it. The villages call it Yri, and are very open to outsiders. Although, one may be able to tell that the entire village starving and clearly in poverty.
    • Villages of the Empire - Asyna
        Asyna is a small village on the border between Asturia and the Council's land of Draconis. They serve as a relay post between the Council and the Empire, who are on fairly neutral terms with each other. Asyna sees a lot of strangers and outsiders, and is very welcoming to them. It also has a small Temple dedicated to the Mother, little more than a small shrine, really, and a tiny shack for the Temple Priestess who lives there. Asyna mainly trades in a powerful healing herbs found in the local forest and along the border. They give it to the Priestess and she in turns acts as the village healer.
    • Villages of the Empire - Astur
        Astur is a small village that is home mainly to a handful hunter-gatherer type families. It doesn't see visitors often, being in the middle of the central plains, and mostly deals with hunting local plains animals and the occasional monster or the gathering of herbs and the like that are native to the immediate area. They are very wary of outsiders, but will welcome followers of the Mother with open arms and brilliant smiles.
    • Villages of the Empire - Tyriah
        Tyriah is a small village at the base of the Asturian Mountain range, and is home to one of the small Temples of the Mother. It appears to be a rather well-off village and the Temple is very well loved and they consider it to be a great boon that the main Temple decided to grant them their own small temple dedicated to the Mother.
    • The Draconis River Cities: Rhya
        Rhya is a small city on the Draconis River that many people call home. It's surrounded by forest and serves as the midway stop between Astyria and Vale. Many people stop here on their pilgrimage to Vale, if they're inclined to lay their dead to rest in The City of the Dead.
    • The Draconis River Cities: Vale, The City of the Dead
        One of the only more permanent settles in No Man's Land; it's a small city of mainly wood and stone buildings, built several generations ago by those from the wandering tribes who no longer wanted to wander. It's often the last place the eldery tribe members go to when they know they're dying--and it's where most tribes bring their dead if they've died away from Vale. Because of this, there is an extensive cemetery and extensive catacombs below the city, even stretching out beneath the river. Foreigners call it the City of the Dead. The tribes make a pilgrimage to Vale once every six months for a Summer festival and then a Winter festival; they worship a deity known as The Mother, and leave offerings and incense, and the like at the small Temple dedicated to her that sit over the main entrance into the catacombs. Lalely, there's been strange noises coming from deep in the catacombs, and those who visit talk of strange sights and sounds, of dead men walking... But those are just stories, right?
  • Synilas
    • Synua
        Synilas' Capitol, Synua, is located where a river pours into an ocean. It sits on high plains that cascade onto soft beaches, and it takes advantage of the lush amount of resources in its land. Many people of many different exotic and far away lands have flocked to Synua for safe haven and the opportunity to pursue their technology in a place safe from flagrant uses of destructive magic.
    • The border city of Nila
        The border city of Nila acts as both a trading post between the two countries and a first defense against any of the more hostile forces that wander in from the East, from unknown territories. Synilas has had a peaceful relationship with Asturia within the past few generations, as the larger country relies more and more on Synilas' bountiful and rare resources they collect from the deserts in the south. However, Nila stands as a monument to the battles of old, as ancient keeps stand still on the high cliffs overlooking the river and remnants of warships litter the deep. Although the keeps lay vacant, there are rumors that ghosts roam the halls, restless for the cries of another war.
    • The Draconis River Cities: Senah
        Senah is the second smallest, and is often marked as a stopping point to "The Blessed Lands" otherwise known as the Council Land. Centuries ago, Senah was one of many birthplaces of dragons, and the remains of their ivory nests are both a popular attraction with religious tourists and a source of income for the city. The Council has, for years, attempted to take control of Senah, but a recent support of national troops has kept Senah in control of the city. Currently, Senah is in lockdown, with protests from Blessed Followers causing agitation within the city. There are rumors that both The Council and Synilas are gearing up for a large scale conflict within the city, as it is too valuable to both countries to stay in either one.
    • The Draconis River Cities: Yse
        Yse is the largest of the River cities, and acts as a mining capitol for Synilas. The city itself is split in three tiers, all hanging haphazardly in between a cavern, split open centuries ago in a long forgotten war in a long forgotten past. In this cavern are numerous rare and valuable minerals. The three tiers are ruled by separate barons, each claiming themselves as the one true leader of Yse and the others as false nobles come to seek their riches. Synua lets them play their little game, as long as a sizeable enough amount of exports head their way. Each tier has a different way of living, different cultures, and different poverty levels. Interaction between tiers are kept to a minimum, besides the occasional "Grand Rebellion" in which one baron attempts to seize power from another, while claiming no part with it and naming it as a simple rebellion.
    • The Draconis River Cities: Syna
        Syna is the second largest city, and holds a loose control over its smaller cousin, Nua Port, as a temporary local government over the port-town. Syna itself is a sanctuary of magic users as, a few years ago, they had a mass exodus from Synua to prevent prosecution and further death. As such, Syna represents a hopeful and oppressed side of Synilas that is often shoved under the rug. It was fashioned akin to ancient magical elven havens in a time period where a mass exodus happened to elves and magic users. Syna is unknown to The Council, and it is kept that way, as they would want to seek control of it immediately.
    • The Draconis River Cities: Nua Port
        Nua Port is the second port in Synilas, and the second largest port on the Draconis River. However, Nua Port has become a ghost town in recent years. No one really knows why, but Synua refuses to deal with it, instead forcing Syna to claim leadership over it, citing the latter city is far better suited as it is closest. A fraction of Nua's population remains, and recently people have been getting ill for an unknown reason. Ships have been told to redirect to Synua Port and steer away from Nua, but one ship remains...
    • Essa
        Essa sits on the edge of a small oasis to the south, overlooking a vast sea of sand, in the Mirasma Desert. Essa is no normal village, though. It acts as the last bastion for those willing to risk the ever-changing sand dunes for the thrill of adventure or treasure. It also acts as the last stopping point for Blessed Followers risking the much more dangerous trek to the southern edge of Draconis Lake, where it's rumored that dragons still nest. It also acts as the watchtower and first defense of Synilas from southern threats that citizens of Synilas in general are unaware of. No one lives in Essa by chance, and most are not what they seem.
  • Shurima
    • Lost Cities
        Scouts of Essa, the Draconis River Cities, and The Council have all reported glittering cities on the horizon. Upon closer inspection, the cities disappear. It has become so commonplace that local citizens have created a name for them: Mirage Cities. They never stay in the same place, and cartographers who have been charting their locations, have noted them moving further and further inland.

Landmarks: Notable landmarks within the land and mythologies surrounding them
Spoiler! :
  • Asturia
    • The Northern Lake
        Asturia’s Lake Astyr is a very large freshwater lake in the north of the Empire. It stretches beyond the Empire’s borders, but remains a part of Asturia--it’s heart and soul, some say. It serves as a place for pleasure sailing and plays host to a small fishing operation. On the banks of the lake sits Astyr, the city that plays host to the Emperor’s summer palace and also a grand--but smaller than the main temple--Temple of the Mother.
    • The Mountains Beyond the Desert
        The Claw is a mysterious group of mountains that is rumoured to be home to the Conclave, though none are sure how true that rumour is. They are imposing and surrounded by a dark, foreboding forest.
    • The Grand Arena
        The Grand Arena is a coliseum deep in the Empire’s capital of Astyria. Prisons of War, runaway slaves and other criminals are often sent here to fight for their lives and their freedom, and some succeed is securing that freedom. It’s seen as either the greatest honour for free men or the worst punishment for criminals to fight in the Arena. There is a second, smaller one in Astyr that serves a similar purpose.

  • Synilas
    • The Pillars of Strength
        Synua is surrounded by several large towers, called The Pillars of Strength. These Pillars of Strength each house a large Primal Crystal that attracts and stores magic. Magic within the city is hard to create, even by the most adept magicians. Because of this, Synua has become a haven for magic-protesters and nonbelievers. While no official law exists forbidding magic within Synua's walls, law enforcement within the city has been seen multiple times turning a blind eye as Idora, the city's mob, snuffs out magic users.
    • The Shifting Monster
        South of Synilas resides a large and vast desert. Within that desert are large sand dunes that constantly shift. They have been nicknamed The Shifting Monster, as they can move within the night from the high winds. They are never in the same place, although the three large dunes are an instant give-away that you have reached them, as they tower over the desert like sand watchtowers.

Maps: Man-made maps of the area, including traveler's notes.
Spoiler! :
Image
The official map of the Asturian Empire, as used by the Emperor himself

World knowledge: Local knowledge about the Universe itself, including mythologies
Spoiler! :
  • Synilas
      The people of Synilas in general are a superstitious lot, harboring not great thoughts to magic users. However, they are generally not a religious people, and do not think of more than themselves in life and the people who rules them. So they do not have more than general thoughts about the world they live in.
  • Asturia
      The Asturian Empire isn’t one for superstition or prophecy, and instead rely heavily on what they can see and touch--and conquer. That isn’t to say they don’t respect the old ways or the gods and goddesses of the realm; they do. They’re just more interested in the physical, the pure need to see, touch, kill. They’re not particularly religious, but have an extensive religious faction that serves The Mother. There’s a large gap between the Emperor and nobility and the lower classes, but no one seems to question it very hard or very often (people tend to go missing when they do). The Emperor rules with an iron fist, and only see the rest of the world they live in as something to conquer.
  • Shurima
      There are not many people who call themselves Shurimans anymore, but those who do worship their set of gods, with Aether at the heart of the religion. They believe that Aether created the Universe and all magic, which is why the Ether is named after her. Shurimans have many more gods that they worship, but that knowledge is not known outside of their culture all too well.

Resources and Sustainability: Natural resources, warring factions, government technology and other notable information.
Spoiler! :
  • Synilas
    • Astyra-Synua River
        The Astyra-Synua River is the only river that spans through the continent and both Asturia and Synilas, being one of the only valuable resources that both countries rely on. It allows the cold climate and freshwater fish of the northern lake to run through it and provides a necessary connection to the ocean, where larger fishing ships hunt for giant saltwater fish and shellfish. The river also provides the most precious resource for desert-ridden Synalis: an abundant freshwater source. Rivers spreading from Draconis lake are saltwater. From the Astyra-Synua River, the capitol city of Synua houses an impressive network of aqueducts that spread water to its southern cities.
    • Naval Prowess
        Although many parts of Synilas is covered in desert, most of their cities are either directly or indirectly connected to the sea. Synua controls an impressive navy and commands all trade that flow in and out of the kingdom. That means that Synilas controls much of the goods that travel to that kingdom from exotic partners through the sea. Synua also controls a large naval armada that hasn’t seen much use lately, but is still impressive.
    • Minerals
        Yse is primarily a mining town, and many runic minerals and valuable minerals are harvested from the mountain it digs into. Synilas holds a shaky treaty with The Council to sell them its runic minerals for the production of wands and staffs. Synilas also sells to the Emperor.
  • Asturia
    • Astyra-Synua River
        As mentioned above, this is the only river that sprawls across the border from Asturia down into Synilas. It is freshwater and it connects to the sea beyond Asturia’s southern border. It’s one of Asturia’s main sources of freshwater and fish.
    • Airship Armada
        Together with the Empire’s small navy of sailing ships, Asturia has an extensive armada of airships, built and launched from Atyr’s lakeside shipyards. The Empire uses these airships to ferry soldiers, cargo and prisons to and from their frontlines, as well as to drop a specialised force of men and women behind enemy lines. When one sees the Empire’s airships coming, they can safely assume their lands are about to be conquered with ruthless efficiency.
    • General Resources
        Asturia has two extensive fishing enterprises and one large whaling operation, as well as farmland stretching in patches across the countryside.

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Land


Technology
Cutting Edge Cities: Cities with the most advancements in certain technologies
Spoiler! :
  • Synilas
    • Innovation in Steam
        Synua, Synilas’ capitol city, has attracted many scientists and engineers from the land, especially those hoping to continue their work in peace from magic. In the past couple of decades, Synua has spearheaded steam technology, and much of their city reflects it. Synua itself is a city that spans multiple levels, each with an efficient transport system of steam trains and steam airships.
  • Asturia
    • The Center of Magic
        Astyria, the capitol of Asturia, is a marvellous mix of magic and technology. Scientists, mages and engineers from the realm and beyond have flocked to Astyria to study their trades and create marvels of architecture and magic for generations. Astyria reflects these influences in its steam-and-magic powered street lamps and various architectural achievements. It is a sprawling expansive of high towers and gold or blue domes stretching for miles from sea to river and back, and is the largest city within the Empire’s ever-expanding borders.

Low end Technology: Technology available to most everyone in the Universe
Spoiler! :
The Universe is a fantasy world, and thus most places have access to most middle age technologies, and certain places have access to early steampunk technologies.

Transport and Travel: Different ways of transportation, notable transportation technologies, notable transportation routes
Spoiler! :
  • Synilas
    • The Astyra-Synua River
        Along Synilas’ side of the Astyra-Synua River, there are many riverboats that trail along the river, accompanying passengers between the two countries. There is also a special steam river scavenger that scrapes along the bottom of the river that also acts as a cargo ship for Synilas only.
    • Steam trains
        There is a train connection from Synua to every other city within Synilas being built. So far, the only one finished is Yse, as Yse is helping pay for this large scale operation.
    • Airships
        Synua have started expanding to the skies with steam airships. However, they are rudimentary at the moment, mostly for show and transportation for the elite of Synua to homes atop the Pillars of Strength
  • Asturia
    • The Astyra-Synua River
        On Asturia’s side of the border, the Empire, too, has many riverboats that sail up and down the Astyra-Syuna River. These boats are powered by a mix of steam and magic, and many double as airships if the need arises. They ferry passengers and cargo between Astyr and the border city of Nila.
    • Airships
        Asturia’s airships are powered by a mix of steam and magic, and rely more heavily on magic than steam power to travel the skies. They appear to be slightly more advanced than Synilas’ and are often used as instruments of war and to ferry both soldiers, cargo and prisoners between the front-lines and the Empire’s Capitol of Astyria.
    • Horses & Wagon
        Asturia’s poorer regions rely on their horses and wagons to transport people and cargo, often traveling in long caravans that stretch for miles upon miles.

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Land


Buildings
Architecture of different areas/ races: Varying architecture within continents, countries, cities, and notable consistencies.
Spoiler! :
  • Synilas
    • Protection Against Sand
        Much of Synilas is covered in sand, and while many of their cities avoid residing in the sand dunes, they are still affected by the sand. Thus, many of the border cities of Synilas have hardened clay and stone buildings that allow them protection from sandstorms and the day-to-day sand that comes through the town.
    • Protection Against the Sea
        While Synilas is generally considered a successful civilization, living there is often a hardship. The cities that are not battered by sand are battered by the saltwater of the sea. Thus, these buildings are often built with hardened stone that had been weathered by heat and runic minerals for extra protection against the natural erosion of the water.
  • Asturia
    • Elegance in Conquering
        Over the centuries, Asturia has conquered many different civilizations. Its major cities reflect the many cultures the Asturia has assimilated over the years, with different building styles in different parts of the cities. However, a constant has seemed to emerge in recent years: sloped roofs, elegant red wood, and bright colors.

Architecture Achievements: Notable architectural achievements, why they're impressive, and the mythologies surrounding them.
Spoiler! :
  • Synilas
    • The Pillars of Strength
        The Pillars of Strength are by far the most notable architectural achievement within Synilas, towering over the plains and sand dunes around the city. Their reputation precedes them, as they’re often associated with the sour reputation magic has within the city. However, they were created originally as a beacon for magic users, as a way for them to pool their power with impressive achievements. That was lost with time, thought.
    • The Hanging City
        The city of Yse hangs above a large excavated mine, using durable, light, and strong hollow wood and metal pipes as a latticework that supports the multiple layers of the city, while still allowing easy manipulation for the citizens and breathability from the high winds of the mountains.

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Land


Nature
Biomes: Different nature ecosystems with the Universe and what's notable about each biome.
Spoiler! :
  • Synilas
    • Desert
    • Sand Dunes
    • Glass Cliffs
    • Plains
    • Mountains
    • Jungle
    • Saltwater beaches
    • Forests
  • Asturia
    • Desert
    • Grasslands/Plains
    • Mountains
    • Freshwater Lakes and Rivers
    • Saltwater Beaches
    • Forests

Floral: The plant species living in different biomes, and notable important floral species.
Spoiler! :
  • Synilas
    • The Great Harvest
        To the north of Synua and south of Nila lies a small forest of giant trees, nicknamed The Great Harvest when generations ago, settlers used those trees to build their homes. However, now Synua has protected the forest and started replanting the trees.
  • Asturia
    • The Beautiful Flower
        In the middle of Asturia’s Great Eastern Grasslands sits Yria, a small village that has fields and fields of a pretty pale purple flower surrounding it called the Calfuray. Yri, a hallucinogenic drug, is derived from these flowers and is a popular drug throughout the Empire, especially among the upper classes. Yri appears as a pale purple powder or as dried petals.

Fauna: The animal species living in different biomes, and notable important fauna species.
Spoiler! :
  • Synilas
    • Cooras
        A domesticated animal in the plains area of Synilas that offers strong bones, supple meat, and thick fur that can be used as insulation.
    • Okoi
        A native bird to the Synilas’ Mountains.
    • Caracas
        A carnivorous hunter mammal that prays within the Synilas plains.
    • Sturka
        A prowling predator that lurks within Synilas’ southern sand dunes.
    • Molora
        A large but docile sea creature that migrates close to Synua’s shores every few years, allowing for a bountiful harvest.
  • Asturia
    • Prakfura
        A large, black saber-toothed panther that lurks in the forests at the foothills of the Asturian Mountains. It’s a carnivore and it’s a very intelligent, vicious hunter, but doesn’t tend to stray beyond its forest-and-mountain habitat. Many young nobles of the Empire seek to hunt this monster for sport, and very few rarely catch it.

Climate: Large scale weather conditions and patterns within the Universe, including notable weather catastrophes.
Spoiler! :
  • Synilas
    • Sandstorms
        South Synilas is a treacherous place, filled with many sandstorms. Most of them, however, do not reach pass the Synilas mountains. However, many decades ago, a sandstorm passed through the mountains and all but destroyed a port city.
    • Flooding
        Synua deals with regular flooding and has combated it since the beginning of the town.
  • Asturia
    • Volcanic Activity
        Asturia has many mountains within and just outside its lands, and some have erupted in the past. While it is not a problem at the moment, it is something they must look out for all the time.
    • Tropical Storms
        Asturia sits in between two seas, and can suffer from the occasional tropical storm. Sometimes it is much needed rain, others it is twisters and lightning that disrupts and damages their way of life.
    • Ice Storms
        Northern Asturia suffers from a severe ice storm twice a decade or so. Thus, its buildings are built sturdier than the ones in the south.

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Life


Race
List of Races: A detailed list of all sentient races within the Universe.
Spoiler! :

  • Humans
      Humans can be found throughout the Universe. Any magic they do have is usually limited and uncontrolled. Humans make wonderful soldiers, though, because they reproduce so fast. They are a varied and resilient people who often don't know when to give up or stay down. They're determined to prove their worth as dragon riders.
  • Elves
      Elves are creatures of nature and can live for hundreds, even thousands, of years. Their powers relate to nature and the elements. They highly dislike anything too advanced and tend to avoid cities, except for the few who live in small communities that incorporate nature into their construction. Elves are rarely seen away from the forests. Elves are the race most likely to bond with a dragon.
  • Tieflings and Fey’ri
      These races have demonic bloodlines which may be reflected in their appearance and abilities, if they have any. Tieflings and Fiends are the most like their demon parents while the Fey'ri more often than not resemble the Elven side of their parentage. They are often a violent, impulsive people, but can be reasoned with. If you're lucky.
  • Dwarves
      Dwarves are a short, sturdy race of humanoid people who prefer to live in mountainous areas and in the mines they love so dearly, deep below the surface where they're so rarely seen. They live almost as long as their Elvish cousins, but nowhere near as long as those with fiendish blood, and often outlive their human friends. Dwarves are able to bond with dragons, though it is a somewhat rarer occurrence than with other beings.
  • Orcs
      Orcs are the polar opposite of elves. Where elves are logic, orcs are emotion. Where elves are more prone to magic, orcs are unique in that they repel magic from those around them. They are not naturally evil, but they are tribalistic because they have heightened emotions, and one of the emotions that takes over is fear. They are often seen living in caves or forests, but haven’t been seen in hundreds of years.
  • Goblins
      Goblins are the smaller cousins of orcs, and are often seen living with them, alongside them, or as a form of pets to the orcs, although records show it’s more of a symbiotic relationship than first indications suggested. They are fiendish, and some can grow wings, and often prey on pixies and faeries. The more civilized ones have been seen swindling humans in wares shops, masquerading as humans.
  • Treants
      Treants are guardians of the forests and live as long as their forest lives, so some have lived since the dawn of Runeheim. They are only awakened if they feel threatened, or to protect their land against forces that would destroy. There have been some who have awakened by other means, but it’s unknown as to why. They are tall, about 15 feet at their shortest, and the longest one has been measured at 50 feet.
  • Gryphons
      Gryphons are winged mammals that have been known to migrate to northern Asturia every few years. They are fierce beasts, and independent. They are also highly territorial, and will attack if you approach them. There has been one person noted to tame a gryphon before.
  • Pixies and Faeries
      Unlike their Elven brethren, pixies and faeries are slightly smaller, more playful beings. They are also more colourful than their cousins and come in many forms. Like the Elves, they live for thousands of years, and prefer nature and the elements over bustling cities but are more willing to explore cities than their cousins. Pixies and Faeries are often seen outside of forests and mountains, and not a rare sight in Asturia or Draconis. They are another race most likely to bond with dragons.
  • Dragons
      Dragons are inherently magical creatures, born of magic and nature. The reproduce much like reptiles--by laying eggs--and can come in a variety of shapes, sizes and colours. These eggs often need a magical component to hatch, coming either in the form of their dragon parents, some force of nature....or a bond with another sentient race that inhabits the Universe. They usually prefer nature to civilization and can often been found in forests or mountainous areas. Dragons are intelligent creatures and usually live alone or in small--very small--family groups. Most dragons are hermit-like in nature and will often have a cave or nest--a lair where they protect a small pocket of land they've claimed for their own--where they sleep and live. These lairs often contain treasure, though there are varying opinions on the type of treasure one can find in said lair. Some dragons, if they are old enough, can have a humanoid form, though this is rare and almost never seen. Dragons seem to be semi-secretive creatures.
  • Wyverns
      Wyverns are dragons smaller cousins, with two legs instead of four, and are often half the size of dragons or less. They do not breathe fire, and do not enjoy being ridden or imbue themselves to any other races. They are often more tribalistic and territorial than dragons, but are not as secretive or hoard as much. They often live with pixies and faeries because they enjoy the presence of the smaller beings who clean their wings.
  • Phoenixes
      Phoenixes are rare creatures, born from the fires of dragons mixed with a dying soul and a large source of magic. Phoenixes are truly immortal, and can never fully die. They are respected and revered by dragons and elves, and are considered as the highest order of sentient life. They rarely interact with other races, however, and some myths have been associated with their sightings and existence.

Social Status: Different social statuses within the races and different relations between them.
Spoiler! :
  • Humans
      Humans have risen through the ranks with the rise of technology and the spread of them and their high reproductive rates. Mixed with their intolerance and fear of other races, and they have all but driven the more isolated nomadic races out of Asturia and Synilas almost completely, for humans tend to flock together far more than other races. Because of that, they have created cities and established strongholds in lands that were never theirs. Their relations with all races besides elves are strained at best.
  • Elves
      Elves are high social status, because they live long enough to outlast those who don’t like them. However, they separate themselves from emotions, and don’t regard the other races that way. They have enjoyable relations with all races besides orcs, goblins, and those they deem inherently evil or against magic. They believe in the best with humans, even though there are many who they don’t agree with.
  • Dwarves
      Dwarves are a tight knit community but isolate themselves from other races, except for the occasional dragon when they have something to sell. Recently, there have been a tribe or two who begrudgingly came into an alliance with humans for trading and selling minerals within their mountains. Their stubborn attitude makes them view most races in a bad light, but they dislike elves the most.
  • Orcs
      Orcs are on the lowest rungs of the social ladder among other races, only higher than goblins. Due to their highly emotional and territorial nature, orcs try their hardest not to associate with other races, and vice versa. However, they do enjoy talking to the
  • Goblins
      Goblins consider themselves outside of the social rungs, and prefer to associate themselves with those they deem beneficial. They care not for the struggles around them. Right now, they are associated with orcs and have a healthy lifestyle with them.
  • Treants
      Treants care not for social norms when they outlast most of them. However, elves, dwarves, orcs, and dragons know of treants and respect them enough to stay around them. Treants have been known to help orcs out by providing them protection in their forests.
  • Gryphons
      Gryphons care little about social statuses. They are extremely territorial, and fight often with wyverns, pixies, and faeries as they migrate through the land.
  • Dragons
      Dragons consider themselves at the highest rung of any social ladder, and will quite often let any other race know at any point they can (except for phoenixes, but they don’t talk about that). Nonetheless, they are highly isolated and tend to keep to themselves, and as such has declined in population in recent times.
  • Wyverns
      Wyverns don’t associate themselves with social status, but stick with pixies and faeries obsessively. Elves respect them. Dragons treat them as play things, and gryphons fight with them every time they are near each other.
  • Phoenixes
      Phoenixes are the highest sentient life on Runeheim. They are immortal, and extremely dangerous if they are agitated. Even dragons begrudgingly respect them.
  • Tieflings and Fey’ri
      Tieflings and Fey’re isolate themselves from other social statuses, and are disliked by most other races.
  • Pixies and Faeries
      Pixies and Faeries are respected by elves, dwarves, and wyverns. Dragons think nothing of them, and humans know not of their existence.

Main Places They Inhabit: Main locations of residence.
Spoiler! :
Humans are mostly inhabiting the known areas of the Universe. There are a few elves that live within Council land, as magicians, and in the Conclave as dragon riders. There are dwarves that live in Synilas mountains and Asturian mountains and the Forest of Teeth and Claw. Dragons and wyverns live in the Forest of Teeth and Claw and the Conclave. Most other races are rare in the revealed area.

Physical Attributes: Physical attributes of all races.
Spoiler! :
  • Humans
      Humans are average sized, fairly weak, and soft skinned. They are fairly boring looking, and often use clothes to make themselves look more distinct from each other.
  • Elves
      Elves are usually a bit taller than humans, with lighter skin, brighter hair and eyes, and a more slender build, even though they are physically much stronger.
  • Dwarves
      Dwarves are shorter than humans, stocky and hardened skin, with dark hair and dark eyes.
  • Orcs
      Orcs are almost twice the height of humans, with enhanced body traits, darker hair, black or red eyes, and sometimes enlarge tusk-like teeth. They also have incredibly thick and dark skin.
  • Goblins
      Goblins are small creatures that walk on four legs but can walk on two. They have large ears, dark skin, and thin bodies.
  • Treants
      Treants look incredibly similar to the trees they protect.
  • Gryphons
      Gryphons have a large mammalian body that is usually covered in feathers that are muted colors. They have a brilliant and brightly feathered mane. They have large talons and a bird face and beak.
  • Dragons
      Dragons are incredibly large reptiles, and their colors are highly varied. They are strong, tough, and covered in scales and claws.
  • Wyverns
      Wyverns are about half the size of dragons, with softer skin and feathers mixed in with their scales. They are also not as brightly colored as dragons, and have two legs instead of four.
  • Phoenixes
      Phoenixes are large birds with wingspread of around 10 feet. They are brightly warm colored, and can burst into flames if they so desire.
  • Tieflings and Fey’ri
      Physical attributes of these are often unknown, as they blend in with humans fairly easily.
  • Pixies and Fairies
      They are fairly human-like, just smaller and with thin, iridescent wings. They are also paler.

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Life


Culture
Who's Considered High End: Those who have the most money, influence, and wealth, and what they do with it.
Spoiler! :
  • Synilas
    • The Idora Family
    • The Queen and her family
    • The Yse Barons
  • Asturia
    • The Adonis Family
    • The Emperor and his family.
  • The Council
    • The Council of Masters

Fashion ideas: Fashion ideas within the world, and how culture influences that.
Spoiler! :
  • Synilas
      Synilas loves belts and browns, and leather. They also like feathers! Blues attract them as well.
  • Asturia
      Asturia has a fondness of warm colors and metal, and can be seen wearing them fairly often. The royal family wears bright red colors.
  • The Council
      The Council loves scales and gold. What a surprise

Family Structure: Familial infrastructure within each culture.
Spoiler! :
  • Synilas
      Synilas holds a fairly traditional aspect of gender roles and familial roles. The women in a family farm and provide for their offspring, but also are considered the leaders. The men fish and are warriors, and protect the leader and elder female.

Attitude towards Age, Birth, Death: Any notable attitudes toward age, birth, death.
Spoiler! :
  • Synilas
      Synilas views age as a sign of respect against the elements, and views birth as something to be reveled, as it's a woman's superiority against the gods. Death is something that angers them, not that it’s fearful, but that it reminds people that the gods win in the end.
  • Asturia
      Asturia respects old age, as not many people do live old. However, they view courage above all else. Those who die a warrior’s death are put above those who live a coward’s life.

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Life


Religion
Descriptions of Religion: Religion descriptions, including who worships them, major deities, major rituals, major ethics, major commandments.
Spoiler! :
  • Asturia
    • The Mother
        The main faith in Asturia; worship of a mother-figure goddess who watches over all.
        • The Temple of the Mother
            There are a great many temples, but the main temple in Asturia is in Astyria, with a slightly small temple for when the Emperor or Emperor and their court travels to Astyr. It's usually a large facility made up of the Temple's main antechamber and the Temple's monastery, as well as an extensive underground cemetery--a series of catacombs. There are extensive catacombs below the palaces in both Astyria and Astyr.
    • The Great Father
        A very localized religion worshiping a drowned god in Tyr, Asturia.
  • Synilas
    • Ryda
        While many people in Synua consider themselves not to be religious, there are a few within the capitol and in all of the Synilas who worship older gods. The two main ones are Ryda and Rel, a married couple. Ryda represents the hearth and farming, and leaving life at home and on land.
      • Rel
          Rel is the opposite side of the coin of Ryda. Rel represents the sea and honor through hardship. Rel represents an older lifestyle, a nomadic one, and one that focuses on survival of the fittest.
    • The Council
        The Council have a dragon goddess they worship through various methods that the Council of Masters doesn’t disclose to outsiders, but they also welcome any other religion within their borders and don’t discriminate against them.
      • The Wandering Clans
          The Clans regard their ancestors as their deities and honour their ancestors through their Trail of Combat and various other methods not disclosed to outsiders.

Religion Location: Where each religion is located and what lands they affect.
Spoiler! :
  • The Temple of The Mother
    • Astyria.
    • Astyr.
    • Tyriah.
    • Asyna.
    • Rasua.
  • The Great Father
    • Tyr, Asturia.
  • Synilas
    • Ryla and Rel
  • The Council
    • Melusine
    • The Wandering Clans
        The Clans honour their ancestors through various methods as well as a Trail of Combat to determine their new leader.

Influence of Religion on--
-Law: How religion influences the law and how it's enforced within the Universe.
Spoiler! :
  • Asturia
      Religion does not influence Asturia’s law
  • Synilas
      Religion does not influence Synilas’ law anymore, as the Idora Family has taken over many aspects of law.

-Government: How religion influences the politics of the Universe, and if any governments are ruled by religious figures.
Spoiler! :
  • Asturia
      Religion is seen as a commitment to a goal, not to a god or goddess and to Asturia, religion is second to the conquering of nations. Government and Religion are kept firmly separate from each other.
  • Synilas
      Religions does not play a major role in Synilas’ government.
  • The Council

    Local Tradition: How religion influences local values and communities.
    Spoiler! :
    • Asturia
    • Synilas
        If Synua is flooded, many people will pray to Rel to wish the storms away from the shore.

    Deities: A list of deities within each religion, mythological stories that surround them, what they are they deity of, and any other notable information about them.
    Spoiler! :
    • Asturia
      • The Mother
      • The Great Father
    • Synilas
      • Ryla
      • Rel
    • The Council
      • Melusine
    • Shurima
      • Aether
    [/list][/list]

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    Omnom says...



    Life


    History
    Country Histories: Descriptions of known countries and their histories
    Spoiler! :
    • Synilas
        Synilas started as a fishing and nomadic civilization, braving the sea to the east. However, some settled in around Synua, and around the Draconis River. Synua became a stronghold of warriors and sorcerers, but was not known to those around them, until Synua settled further down the river to Asturia. Asturia then attacked them mercilessly for decades. But, Synua remained strong and kept expanding. Asturia and Synilas settled a peace treaty decades ago, and Synilas has prospered since.
    • Asturia
        Asturia has always been known as a conqueror for as long as its histories are written. The history books say it was a small city-state on the shores of Astyria Harbour and that it slowly but surely reached further and further out, swallowing towns and cities alike until it was what the maps now show. It is mainly composed of grasslands and the mountains to the north, with a small section of forested area and the Great Western Desert protecting its western borders.
    • The Council
        The Council started as a single tower on the shores of Lake Draconis where the two branches of the river meet the lake. It originally consisted of five mages who were done with the rest of the realms problems and decided to carve their own little piece of the realm out for themselves. These five original mages constructed a magical border that would keep hostile people out and let only those seeking sanctuary in, and so it has stood for thousands of years. Now, the current Council seeks to expand those borders, but the magic is weakening and they no longer know the original rituals and spells that the Founders used to construct their border. The Lands surrounding Lake Draconis are mountainous and heavily forested, while the lake itself is salt water.
    • The Wandering Clans
        The Wandering Clans are descendants of those who were cast out of their kingdom when the Asturian Empire destroyed it generations ago. They were mostly old noble families and a few members of the royal family, and they left with only what they could carry and the clothes on their backs. The Clans are nomadic hunter-gatherers, and are almost always moving unless they are at the Clan Meeting Grounds or in Vale, their City of the Dead.
    • Shurima
        Not much is known about Shurima, as it’s a civilization of the past. However, it was known that Shurima represented a different race, similar to humans, but far stronger and held an inherent touch with magic almost universally. No one knows how Shurima fell.

    Fables & Folklore: Different local folklore
    Spoiler! :
    • Synilas
        One says that no one has ever successfully climbed the Pillars of Strength and made it alive. There is also a lot of superstitions around the southern sand dunes.
    • Asturia
        In Asturia, children are told not to get in the water if they have seen a bird that day, as there is a beast in the water that thirst for children who awakens at the cries of birds.

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    Policy


    Government
    Countries: List of countries, what kind of governments there are, how effectively they run, notable government changes in the past, notable government decisions in the present.
    Spoiler! :
    • Asturia
      • Empire
          Inheritance by bloodline.
    • Synilas
      • Kingdom
          Inheritance by bloodline.
    • The Council
      • Elected by age and peerage.
    • The Conclave
        Unknown.
    • The Wandering Clans
        Trial by Combat.
    • Shurima
        Unknown.

    Ruling Leaders: Who rules what governing body, how they rule.
    Spoiler! :
    • Asturia
      • Emperor Shashura vys Asturias and his heir apparent, Ilmatar vys Asturias
    • Synilas
      • Queen Diana
    • The Council
      • Elder Sarush ca Attar and the Council of Masters.
    • The Conclave
      • Unknown.
    • Shurima
      • Unknown

    Criminals: List of, known or unknown, criminal activities and leaders, how they operate, and what they do within the Universe.
    Spoiler! :
    • Adonis Family
        Adonis is Astyr's ruling mob family, and main rival to the Idora Family. They control Astyr's dangerous criminal underworld. The Adonis family is made up of majorly magic users and those with pro-magic views. Long ago, an Idora son was to be married to an Adonis daughter, but he discovered that she had magic and killed her on their wedding night. The Adonis demanded blood for blood; the Idora refused. So the Adonis family drove them out of Asturia altogether by a combination of force and superficial, nasty rumours. They finally managed it after taking the issue to the current Emperor in the form of a formal complaint. The Emperor deemed the Idora to be Traitors to the Empire and ensured that none with the Idora name would be welcome within the Empire's borders for generations to come. Adonis have not felt it necessary to make any moves against the Idora Family in a very long time, though their blood feud is still, technically, in effect and has yet to see an end.
      • List of Known Adonis Family Members
        • Scarra Adonis; family patriarch.
        • Elidyr Adonis
            Scarra’s youngest son.
        • Aiyana Adonis
            Scarra’s youngest daughter
        • Brynn Adonis
            Nephew to Scarra Adonis and Camille’s son.
        • Camille Adonis
            Scarra’s younger sister.
        • Delwyn Adonis
            Scarra’s younger brother.
        • Derya Adonis
            Delwyn’s son, Scarra’s nephew.
        • Emlyn Adonis
            Delwyn’s son, Scarra’s nephew.
        • Laverne Adonis
            Scarra’s youngest sister and currently mistress to Ilmatar vys Asturias.
        • Vadimas Adonis
            an ancestor of the family who helped drive the Idora family out of Asturia.
    • Idora Family
        Idora is Synua's ruling mob family, and the main rival to Astyr's mob family, the Adonis family, who are frequent magic users. Many generations ago, the Idora Family was driven out of Asturia altogether by the Adonis family. They retreated to the safety of Synua's Pillars of Strength, where they rebuilt. They have fostered and cultivated the disdain and fear mongering against magic users to create an iron grip on Synila's capitol city. Besides their insidious attitude against magic users, Idora have not made any other major moves or claims of power against the local government or Adonis.
      • List of Known Idora Family Members
        • V Idora
            The mysterious head of the Idora Family
        • Mistille Idora
            The face of the Idora Family. Thought to be V’s daughter
        • Mythica Idora
            Mistille’s sister. Helps run Synua.
        • Furia Idora
            Mistille’s daughter. Currently living in The Council.
        • Dyra Idora
            Mistille’s son. A proclaimed weaponsmith and weaponsmaster.
        • Kiera Idora
            Not much is known about her.

    World Status: What country is considered to be a world leader and why.
    Spoiler! :
    • Asturia
      • Military Superpower
          Along with Asturia’s various resources, the Empire boasts a large and ever-growing military. The Empire is a conqueror, and is not afraid to show it. Despite the apparent abundance of resources, a large portion of the populace seems to be living in poverty and squalor, which is causing a lot of unease amongst the lower classes. Along with the prevalence of slavery in the Empire, none feel as if they are safe anymore. Asturia has always been a large nation, and until recently, it’s never been more happy than when it’s conquering regimes.
    • Synilas
      • Trading Powerhouse
          Synilas hosts a number of natural resources and sits at the valuable position of being on the edge of a river that connects it to Asturia and The Council land. Thus, it affords a situation of economic surplus. However, much of Synilas’ economy is funneled directly into its capitol city of Synua. Until the last great war, Synilas was nothing more than a large city-state, and even though the country has expanded greatly, the mindset that Synua is Synilas still exists in much of its leadership.Synilas is considered a world power by almost all standards, besides their level of population. They hold a monopoly on valuable resources, an important position at the mouth of a river that intersects through Asturia’s empire.
    • The Council
      • Magical Prowess
          The Council is a haven for magic users, and as such, is a magical superpower in the realm. Their only competition is Raj Mahija, but even the Council doesn’t believe it exists. The Council has a number of resources in their lands, and anything they do not have or cannot create, they seek out in the form of donations or purchases. They make the Empire a lot of money with their monthly rice orders.
    • The Wandering Clans
      • Independent Travellers
          The Wandering Clans are hunter-gatherers by nature, not conquerors. They live off the land and only use what they must and never take more than is needed. Occasionally, though, there is a natural disaster and they must purchase or trade for what they need with the Empire or with the Council.[/list[/list]

    Education: Level of government education.
    Spoiler! :
    • Asturia
        Asturia is more educated than Synilas in magical education and war education in general. However, technology, science, and mathematics are of no concern to them for the entire population to learn.
    • Synilas
        Synilas is generally fairly educated, but it is mostly local education and not government supported. Instead, it is privatized by masters in their respective areas, often hired away from other countries by the Idora family, and thus under their control.

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    Policy


    Law
    Racial Rights: Different Governmental regulations regarding racial rights.
    Spoiler! :
    • Asturia
      • Victory or Death
          The Empire has no hang-ups over race or magic and welcomes everyone, but it is of the opinion that one must be strong both physically and magically. Their mantra is “Victory or Death” and they are not above enslaving the people who resist them, without regard for race or age or gender. They hold magic in high esteem, and will force a magic user into servitude within their mighty armies instead of killing them.
    • Synilas
      • Magic is Lesser
          There are mostly humans in Synilas, but it also houses dwarves, some elves, and some orcs within its population. However, it is apparent that the country views humans as higher than all other races. Elves used to live in the high trees near Synua, but the Towers of Strength drove them away. Dragons used to live high within the Synilas mountains, but they abandoned them generations ago for some unknown reasons. Dwarves who live in Yse are more stubborn than most, and believe that their ancestors still live deep within the Synilas mountains, in places humans will never be able to mine. Synilas leadership believes in prosperity above all else, and views humans as the most prospering race, as magical beings were driven out of their land for a reason.
    • The Council
      • All Are Welcome
          The Council cares not for race or magic--much--and is open to whomever wishes to seek sanctuary within their borders. Magic is not required, but is preferred as they wish to expand their diminished pool of potential dragon riders.The Council seeks power above all else in the realms of magic and influence. Many races can be found in the Council’s lands of Draconis, and they live a fairly safe and fulfilling life under the Council’s rule.
    • The Wandering Clans
      • Magic is Life
          The Wandering Clans worship magic and consider it a gift from the Mother herself, and often seek to learn as much about their abilities as possible in their lifetime. To the Clans, Magic is Life and Life is Magic, as decreed by the Mother. They welcome all races with open arms and bright smiles. They consider their lands to be a haven for those who would be persecuted elsewhere and often harbour criminals and refugees who have fled from the Empire or Synilas.

    Punishment vs. Rehabilitation: How the different rules are enforced in each government.
    Spoiler! :
    • Irondark
        Irondark is a prison, mainly for mages, that sits deep within the Council’s lands of Draconis where only the most dangerous mages and criminals are sent for only the most heinous of crimes. Not much is known about the prison other than it is an entire building made to cancel out a mages’ magic and that it receives prisoners from across the realm. The Council uphold their responsibility to keep these prisoners from the general populace of the realm and take it very seriously, and it is likely that a sentence in Irondark is for life.
    • Synilas
      • Yse Prison Camp
          Yse holds a prison camp deep within its mines, that forces the miners into the deepest parts of the mountain to harvest Primal Stones, an extremely dangerous crystal that can drain the very essence of a person from them if handled improperly.
      • Slave Ships
          Synilas holds an impressive naval armada, and that armada is mainly run on prisoners and refugees from other countries.
      • Idora Family
          The Idora Family rules Synua, and with that, Synilas. They control the Synua black market and the underground operations. There is no telling what all the Idora Family do to those who don’t follow their rules.
    • Asturia
      • Imprisonment & Punishment
          Asturia has an extensive battleon of slave soldiers who are treated poorly and abused by those of higher rank. They’re not paid to fight; they are forced, often through various twisted deals and contracts, or through blackmail. Or worse. There is a small prison on a tiny island in the middle of Lake Astyr. It hasn’t seen much use lately since the Empire sees fit to march slave soldiers into enemy lands.
      • The Empire & Slavery
          The Empire has an extensive slavery market, mostly made up of those criminals and prisoners of war, and those unfortunate enough to find thems sold into slavery by the poorest communities. Pyse is the center of the Empire’s slavery ring, mainly dealing in pleasure slaves, with an Arena for gladiatorial matches in Astyria and Astyr for those seeking fame and glory--or a quick death.

    Adherence: How the local populace respond to the laws.
    Spoiler! :
    • Synilas
        Much of Synilas reluctantly adheres to ever-growing list of laws because of their reliance on Synua in general. There is an understanding that lingers in the air of all Synilas that Synua can easily break away from the other cities if disobedience becomes rampant.
    • Asturia
        Those who don’t listen to Asturia’s rules are publicly rid of or enslaved. Those who are left learn to survive and then thrive within the society.

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    Formerly Kirkiln





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    Reviews: 254
    Mon Jul 01, 2019 6:32 am
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    Omnom says...



    Policy


    Economy
    Most Influential Places: Economic hubs in continents.
    Spoiler! :
    • Synilas
      • Synua is the economic hub of Synilas, by far. Yse pours it’s valuables into the city, and high taxes on the other cities funnel into Synua.
    • Asturia
      • Astyria is a trading city and the seat of the Empire, while the various their cities and towns pour their resources into the Capitol and Astyr, or into the Empire’s expansive military. Most of their food comes from the rice fields surrounding Yrah. There is extensive taxation throughout the Empire, which has severely affected the populace’s economy.

    Different Currencies: Different currencies and how they compare.
    Spoiler! :
    • Synilas
        Synilas holds a large amount of gold, and their national currency is called the Gildar.They have considerable influence
    • Asturia
        Asturia has a simple currency system in the form of a gold Tari, a silver Denar and a small, copper called Rezar. Due to an unbalanced economy, most things cost a denar at the least, which leaves the poorer populace struggling to compensate.

    State Dependency: Debt relations with other government, and how strong local populace depend on government support.
    Spoiler! :
    • Synilas
      • Synilas depends on their capitol city, Synua, majorly, through government taxation and funneling all of their resources into Synua and its productions.
    • Asturia
      • Asturia relies on its conquered provinces to provide relief to the main body of the Empire, and has heavy taxation at the moment so they can conquer an aggressive neighbour to the north-east.

    Attitudes towards Work and Charity: Government and local support for free programs and equity work.
    Spoiler! :
    • Synilas
      • Synilas’ government support is larger than Asturia, as they hold a smaller population and less cities. However, it’s not out of nicety. Synilas holds a delicate amount of power in the cities they hold, and must continue to stave off The Council and Asturia.
    • Asturia
        The Empire has a very hard work or die mentality, and hardly ever lends governmental support to its own populace. The most it has done in the expansive chain of orphanages throughout the Empire, and even that is barely covered by whatever support the Emperor deems to give it.
    • The Council
        Despite their power-hungry nature, the Council does care for its people and has a variety of support in place for its populace--from decent orphanages to a military and refugee alms system. They care very deeply for their lands, but they also care about power and are always seeking more. Compared to the other governments, the Council is one of the more benevolent ones.

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    Formerly Kirkiln








    "What is a poet? An unhappy person who hides deep anguish in his heart, but whose lips are so formed that when the sigh and cry pass through them, it sounds like lovely music."
    — Søren Kierkegaard, Philosopher & Theologian