Hi, again! It's me, Saber! I'm so glad you could make it! Mind you, this is rough right now; I rushed it to meet the deadline I promised you guys. The information here is subject to being edited for consistency, (Sicarius and I are working hard on keeping it all in line) as well as adding additional information. Onto the good stuff! [hider=rules] 1) Be cool to everyone. No exceptions. 2) No godmodding. 3) If you are inactive for a week without warning, your character will be killed and you will be removed from the roster. 4) Two paragraphs per post minimum. 5) Respect your GMs. Myself and Sicarius. Our word is law. 6) Have fun![/hider] [hider=gods][b]Vysold-Entity of Magic[/b] First born of the gods, barely preceding Avoda, coming into existence into an expanse of shining eternity, Vysold was the first to behold the congruence of reality and find it lacking. It was this being that set the bones of reality in place, his own bones, alongside the Goddess of Life to create the intricate tapestry upon which all things, material and immaterial are woven; with Vysold's own essence serving as the stitching that binds it all together. Its sigil is an unbroken white circle. The followers of Vysold are, largely, those who practice magic. [b]Cibest- Goddess of the Moon[/b] A mischievous and secretive goddess who is known to have many faces. It is unknown exactly when she formed, during the creation of the mortal tapestry, but she did not reveal herself until she had stolen a piece of Suomnys' flame; taking it and turning it to ice before his very eyes, a precursive taunt before retreating into a far corner of Eternity. It is she who created the Dreamweave, supposedly contained within the Moon, forged with the inverted shard of Suomnys' fire; a tapestry not unlike the mortal weave in basic design, but fundamentally bereft of boundaries. It is here that she that allows mortals to temporarily gain power similar to that of the gods, in their sleep, gifting them with the ability to shape and construct their own piece of her infinite realm as their 'hidden mind' would dictate. However, she inflicts a toll upon those who wish to defy their waking reality, by stealing away their memories of the place before they awaken. She is said to use theses memories to maintain the Dreamweave, repairing any damage done by the careless and destructively fanciful. She is attended by Slumber Wraiths, who appear as beautiful silver skinned maidens with hair of sea water, creatures that shift forms to inflict nightmares upon those that Cibest deems unworthy of fulfilling their fantasies. Her dwelling is rather close to the realm of Nycyd, the Dreamweave running parallel to the obscured dimension held beyond Death's great doors, perhaps denoting a deep connection between the two. Cibest is depicted as a fair beautiful woman, draped over the moon; with long, flowing, cresting hair, similar to the waves often depicted to be rising around her feet. Her symbol is the full moon displayed over a churning sea. Her domain was shattered in the fall of the Gods, leaving a large, jagged chunk missing from the moon. [b]Suomnys- God of the Sun[/b] (Dead) As the Sun hangs high in the sky, some say that, if you're brave or brainless, you can look up and see him looking down at you with either a grimace or a grin. Suomnys is a bold God, born of raging flames and dying embers alike, that claims the sky as his dominion. Within this boldness, one can witness the glaring pride in his actions. It was he who created the sky above and in doing so, scorched many parts of the mortal tapestry; instilling his fire into the mountains and earth. He is the God that remains closest to the mortal tapestry, his great eye peering through a hole that was never patched, the might of his flames warming the earth. There are those who say that when Suomnys wanders to the far corners of the tapestry, that Cibest comes to steal his spot in the sky; though it is always reclaimed upon his return. He is an enemy to the undead and all creatures that favor the night. His symbol is the Sun, displayed above cresting orange flames. He is depicted as a stalwart warrior-king, a crown of flames upon the crest of his helm, his eyes stern and wise, staring out from the recesses of the helm; his body is often depicted as broad shouldered and stout, clad in fine armor, a great sword hanging at his hip. Now that he is dead, the Sun over Lerayis is dulled and crimson. [b]Apholi- God of Life's Pleasures[/b] (Dead) Perhaps pleasure was not known to mortal kind, or even the Gods before Apholi meandered into Eternity. It is uncertain by what means the God of Life's Pleasures was created or conceived, with his origins varying greatly on the whims of the drunkard who happens to be telling the story. Some say he simply appeared, a cask of wine under his arm; others suggest that his mother is Avoda, though it is unknown which God fathered him. Regardless of these facts, it is unto Apholi that the burden of unending bacchanalian revels fall, and he delights in that fact. He is known for not taking his duties seriously, consistently irritating the other Gods, traipsing onto the mortal tapestry when bored and, strangely, for the wild incongruity in which he is depicted. It seems those that love the pleasures of life tend to view Apholi as a handsome, if somewhat worn, young man; his face framed with errant locks of ebon hair, with kind, wide, wild eyes, wearing little but a long sash around his waist...to which several flasks are tied. Those who despise excess and the grotesque indulgence of the self tend to view the God of Life's Pleasures as a bald, obese, monstrous man, wearing the threads of opulence, dressed in vibrant, flamboyant tones; bearing rotten teeth and beady eyes, wearing gaudy jewelry and clutching in his meaty fist, a flail...intended to represent how much of a domineering force greed or addiction can be. Apholi was the first of the creatures known as "Immortals", after having disturbed Avoda she punished him by chaining him to the mortal tapestry and set many a task for the god. At first Apholi ignored his mother's cries, instead enjoying what mortals had to offer but eventually boredom of a mortal body overtook him and he had tried to drunk himself to death - it worked but he awoke hours later, he could not die and rejoin the gods. Avoda then whispered into his ear, telling him that his only choice to cut the bonds that tied him to the mortal tapestry was to do what she commanded and so Apholi went to his tasks begrudgingly. Eventually Apholi was given his Passing and allowed to join the other gods once more but the tradition continued. [b]Nycyd- God of Death[/b] When life first drew breath upon the tapestry, Nycyd appeared in the dark corners of eternity; his empty eyes peering out over all living things as he began preparing his home for the tragic creatures he beheld. Contrary to his appearance and very nature, Nycyd is not a cruel god; showing mercy and compassion more often than one would expect. This has earned him some endearment amongst the people of Lerayis. While most fear their death, with, perhaps, the exception of Immortals, Nycyd's realm is fabled to be a place of respite and peace for those who achieved their Passing. His symbol is an eye. [b]Avoda- Goddess of Life[/b] (Dead) Brash and generous, fair and cruel; Avoda is a mistress of contrast and secrets, showering her subjects with gifts and then hurling them into Nycyd's waiting hands. Little is understood of Avoda, though it is generally known that she is responsible for the creation of the mortal tapestry and all breathing things contained within. She is a fickle being, controlled by her every little whim and desire. She births many new creatures near endlessly into the tapestry of the mortal plain, her creations reflecting her emotions. Times in history with a bounty of races she is said to have been the most joyful; said to have even been humming as she worked tirelessly for her children. This era ended when Apholi disturbed her, interrupting her work and causing the Goddess to rip the tapestry of the mortal plain, connecting it to the Underweave - a place long abandoned by one of her brothers. Her rage was emboldened when the last spool of her thread was stolen, shortly thereafter, leaving her with no way to patch the tear. Accusing the other Gods of thievery distanced her from them, for a time. She still holds Apholi to be responsible for the hole and the disappearance of her thread; blaming him solely for creatures of the Underweave appearing on the mortal tapestry.[/hider] [hider=magic]Through all things is magic woven, the very essence of Vysold permeating Lerayis; it is the stitching that holds together the mortal tapestry, the bones upon which all of reality rests. Magic is the rearranging of those bonds, a boon from Vysold, but, as with all things involving the Gods, a price must be paid. Through the connection they share with the Entity of Magic, the Mage may offer up a part of their essence in order to change a nearby 'stitch', invoking the power of Vysold directly to produce a desired effect. Despite the intended effect, Magic is a chaotic force and often interferes with the flow of time, or, perhaps, even the very laws nature in certain places. That is the common theme with all Magic; though the craft is a diverse and divided field. Some are born with an Attunement, which is, to say, a special resonance and aptitude with a certain kind of Magic. There are many factors in determining the type of Magic a budding Mage may be most adept in; that is not to say that a Mage can not use all forms of Magic, but those who do tend to understand only the basics of each. Learning Magic involves deep study of the mortal tapestry and its natural laws, in general, but, more specialized Magic involves a deeper understanding of specific nuances of Vysold's connection to the mortal plane. As such, it is rare to find a Mage who is capable of wielding all Magics to their fullest extent; and those who are known for being Mages of that caliber are, more often than not, an Immortal. There are categories of magic, arranged by their overall theme or intention. However, despite magic being Vysold's essence...it seems that certain types of magic correspond to the other Gods, and in ways that are not always immediately obvious. It should also be noted that not every kind of magic can be attributed to just one God; magic such as Necromancy being a fine example of hybridized spheres of dominion, requiring one to invoke the aspects of Avoda or Nycyd...depending upon the desired effect. Often, several of the more obscure forms of practiced magic are included with others...such as the manipulation of blood being attributed to, again, Necromancy; though it is, in essence, more closely related to the ritualistic practices involved with the "natural" magics involving the manipulation of nature and the elements. Attunement, as briefly mentioned earlier, is, in simple terms, the ability to resonate with Vysold's essence. Doing so requires no true knowledge of magic and can produce wild effects in those unfamiliar with the ideas of spiritual control and discipline. It is this unpredictability that calls attention to a "wild mage" and often invites disaster to the uninitiated, who threaten to unravel themselves with every exertion of their power. Some "wild mages" have been known to deplete the entirety of their essence with a single, spectacular spell .Those who have become practiced mages may increase or decrease their level of Attunement, according to their needs; allowing for more or less potent spells...which is directly relative to the "soul boon" required to manipulate Vysold's stitches. This "soul boon" is an offering to Vysold, a part of the mage's vital essence to appease the omnipresent Entity of Magic. Though it is largely considered by mages to be a gesture of good faith toward their ancient God, there are certain divisions of magic that do not require the "soul boon" to be enacted by the caster; permitting the mage to substitute their own essence for that of another sentient, feeling creature of what could be considered "higher intelligence".[/hider] [hider=schools] [b]Dead Schools:[/b] [b]Avoda:[/b] Healing and repairing what was lost, mages of Avoda are lauded for being as giving as their patron goddess. Usually, mages of Avoda rely on their healing prowess and ability to create strong wards; though there are those who use their mastery of the vital essences within a mortal body with malice. They are capable of mending wounds, staving off diseases, creating wards against physical forces, imbuing constructs with life and siphoning vitality from other living beings. Mages of Avoda also exert mastery over nature and are capable of bending wildlife, as well as their surroundings, to their will. [b]Apholi:[/b] Involving music and dance in a mad, bacchannalian reverence of life. Those Attuned to Apholi are capable of altering the emotions of those around them, creating vibrant illusions through music or motions and even slaying with an exertion of their singing voice. Often, mages of Apholi live lifestyles of extravagance and excess; earning them a reputation for short-livedness. While they are powerful, in their own right, mages of Apholi tend to be less damaging than some of their more destructive counterparts. [b]Suomnys:[/b] Fire and searing light are the weapons that those of Suomnys wield. Capable of creating and controlling fire, mages of this school are particularly skilled at inflicting harm upon their foes and shielding themselves in combat. While spells concerning fire are often straightforward, the utilization of Suomny's holy light as a more precise and elegant art. Mages of Suomnys are known to be rather tempermental. [b]Living Schools:[/b] [b]Vysold:[/b] [i]"You call it 'Silence', yet you hear it in everything. Echoes rippling across the land and into the distance. We are different. Our lands, our minds. The Eye does not call to me as it does to you. I must reach out for it and pray it hears my little echo."[/i] -Ardot, 'The Leper' Silence. The Eye. Vysold. The Entity of Magic bears many names across the mortal tapestry, though none understand its true nature. Where the other Gods active in their aims, Vysold has ever been silent. Even now, while Lerayis grows weary under the burden of its tortured presence, it remains completely silent within the Dead Cairn. Its sphere, once considered a pure and noble Attunement is now tainted. Gone are the days of magic and prosperity; gone are those who knew how to wield the power of their God. All that remains is the seething, malicious energies that pour from the Dead Cairn. While the mages of this school are still considered to be extremely powerful, much of the finesse and imagination has been bled from their craft; leaving those that remain as brutal warcasters. No longer are they widely capable of manipulating the fabric of the mortal tapestry, but, instead focus on barbaric bursts of pure essence. Those who utilize this barbaric 'warcasting' are quick and exceedingly vicious in their attack. They most frequently; [i]-Utilize essence in their attacks -Imbue living things with wild magic -Conjure simple servants of ethereal energies[/i] That is not to say that the finer points of Vysold's magic are lost. Indeed, though it is nearly the case, there are those in Lerayis who have practiced their craft in secret and have learned that the true purpose of the power they wield is not to destroy; but to change. They are more refined than their counterparts in and around the Godwastes, more akin to the mages of old. These mages are not warcasters and have very few ways to directly attack an opponent with the magic they wield; usually relying on manipulating an area around their foe. It is said that the mages of antiquity were capable of fearsome feats of magical aptitude, using their Attunement to create some of the most complicated effects wieldable by mortal hands. In the Dead Era, however, most often they utilize simpler, albeit still complex spells that include; [i]-Short range translocation -Interrupting the flow of time around them for a short duration -Detaching parts of their opponents from the mortal tapestry[/i] [i]A note: Vysold magic is rather varied, once being the school of magic with the highest number of possible effects. The above examples are to merely give you an idea of what mages of this school can do. Your utilization of these abilities will be non-elemental, regardless. If you come up with something or have questions about it; shoot me a PM. In your Attunement section, I'd like you to specify (after putting Vysold down in that space, if you do) whether or not you are a 'warcaster' or 'refined'.[/i] [b]Nycyd:[/b] [i]"Morche-Sago, doraj o loza e sesot alira, loza suva I."[/i] [i]"Father Death, mask of night and halter of breath, please conceal me."[/i] Nycyd is a reclusive God. Once, his was a name that held respect throughout the world. For it is known to every mortal that they must inevitably pass from the mortal tapestry and into his obfuscated domain. Mages of Nycyd, in the Dead Era, garner none of the respect that one of their kind would have gathered in the days of old, earning only fear and revulsion from the Lerayissian peoples. This leads many of them to hide their abilities altogether and utilize these abilities to confound their foes or escape from battle altogether; though their mastery of the essence within themselves makes them rather fluid and unpredictable combatants. Once, the mages of Nycyd were known to have close ties to mages of Cibest; though it has become uncertain as to what bond remains between them now. As such, most mages of Nycyd would be considered 'weak' in outright combat. While this could be seen as a truth by other mages, they often and severely underestimate the capabilities of one Attuned to death himself. Their abilities include; [i]-Turning their corporeal forms into an essence-mist -Harvesting essence from the dead, or non-sentient living things -Imbuing items to serve as vessels for their gathered essence. -Capable of communicating with the dead, through a focus. The dead's essence must be transferred into an appropriate vessel within a short time of their passing. This would render the essence trapped, but capable of communication.[/i] [i]A note: All the abilities of these schools (Living, anyway, that are mentioned above and below) are merely examples. There is a lot of room for creativity and utilization, so long as it seems to fit within the theme of the school. If you have any questions, concerns, comments or whatever, shoot me a PM![/i] [b]Cibest:[/b] [i]"'Rilali', they call her to the east. The Lady of Dreams and Secrets.The Whispering Maiden and Pale Enchantress, others have known her by. Cibest is the name I have always known. She who moves the Moon when Suomnys takes his rest and tosses frozen flames into the night sky. It is to she that we offer ourselves, our thoughts and secrets, so she may enlighten us."[/i] It seems that many things fall into Cibest's sphere of influence; whether it be the manipulation water and ice, or curses, or creating magical trinkets. While the Lady of Dreams was once a well known and revered goddess in Lerayis, her station during the Dead Era is one of hardship and revulsion. Her wounded domain hangs in the night sky, the jagged remains of the moon showing the wounds humanity has afflicted upon the Gods. This domain is the Dreamweave and is the space where mortal souls travel when they fall into slumber, though, lately it has become a chaotic and tumultuous realm. Throughout history, those Attuned to Cibest have plyed their skills in different ways; some specializing in the creation of magical wards, others masters of scrying, while some prefer the elemental influences of the Lady of Dreams. Those in the Dead Era often resort to more primitive practices than those utilized in the days of old. They are masters of shaping and moving water, though the art of ward-crafting is nearly lost in Lerayis; these mages can curse their foes, but require rituals to enact their vengeance. Their abilities include; [i]-Water/Ice manipulation -Curses -Imbuing items with the ability to reflect or dampen magic. This is called Warding.[/i] [/hider] [hider=map]Will be added upon its completion.[/hider] [hider=locations] [i]The Godwastes:[/i] [b]The Dead Cairn:[/b] Forged when then blood of Vysold spilled onto Lerayis two hundred years ago, the Cairn stands as a staunch reminder of the maliciousness of the divine. It is a grotesque thing, jutting up like a broken bone from the rotten flesh of the land. Though it is generally avoided by those who would make their home in the Godwastes, there are some tainted with vile ambition; cruel beings that offer blood to the old stone. It is believed that this arcane growth is the source of all corruption in the Godwastes. While theories on the less obvious effects of the Cairn existing on the mortal tapestry are plentiful; it is whispered that all mages draw their power from this stone. [b]Godwastes:[/b] The expanse of scarred, fetid land that takes up the northern portion of what was formerly Lerayis. The earth there is cracked and deeply pitted, bearing little in the way of life. There are sparse, gray patches of grass that dot the landscape and an occassional petrified tree in the south; which is furthest from the point of the Gods' impact with the mortal tapestry. Heading north, the land becames ashen and unstable. Great chasms that belch poison line the Godwastes like old wounds. Posing the most peril, however, are the innumerable monstrosities that roam the land; be they aberrant creatures or humans twisted by the Dead Cairn's influence, they are a constant threat to those who dare to enter these pale and cursed lands. [i]Verinum[/i] [b]Eldst Mountain:[/b] Despite being marked by ideal scenery, the Eldst Mountain is an ominous, looming jut of jagged earth; the largest mountain in Lerayis, though it is rarely visited. A quiet and serene place, marked with rune stones left behind by the Age of Blood, there is little besides to remind one of the horrors committed upon the mountain's top. It is here, nestled in the chilling shadow of the mountain, that one can find the yawning mouth of the Underweave; Taseldbel. Devoid of life, largely, there are but a few struggling goats and birds to populate the high peak of Eldst. People come here, from time to time, to observe the strange effect that Taseldbel has on the surrounding area, though most of these people are scholars and hired guards. These excursions often encounter serious incidents, while passing through the Godwastes; but Eldst Mountain its self relatively safe. However, there are those who whisper that Eldst Mountain houses the shell of a Rahxbrant Ancient; a rotten body, awaiting the return of its severed soul. Edeleghae, The Matron Wyrm, is interred there, entombed deep within the tainted heart of the Eldst mountain; hidden behind door sealed with the powerful Magic of an age nearly forgotten. [b]Taseldbel:[/b] Taseldbel is secluded place, bereft of life; placid, yet in a constant state of flux. It is there, carved into the great base of the Eldst mountain, located in small cluster of mountains in the northwest Verinium, where one can find the only corporeal entrance to the Underweave. The temple's face is intricate, despite some inscriptions being nearly smoothed from existence, bearing great reliefs of otherworldly monstrosities; great behemoths of nearly humanoid proportions, with skeletal faces serve in pillars, supporting a heavy outcropping of stone on four pairs of outstretched arachnid limbs. Between the grotesqueries are countless symbols unknowable to the mortal mind, that writhe and rearrange as one's eyes fall upon them. Great uneven steps lead up to the gaping mouth of the temple, where, always, purple fires are burning within. The area surrounding Taseldbel, on the mortal tapestry, is the very picture of thriving solitude. Hardy trees, gnarled and ageless, with bark as hard as iron reach high into the air, obscuring a view of the temple from anywhere the area immediately before the entrance. Boulders dot the landscape, resting, mostly, beside a lazy, meandering stream that cuts through the heart of the place. Despite the abundance of foliage, there are no animals seen wandering in the vicinity of Taseldbel. Essentially, Taseldbel sits atop a hole between the realms; linking the Mortal Tapestry with the Underweave. Upon entering the temple, it is plainly obvious that one has not stepped into the indigo light of the flames, and, instead, into a world altogether removed from their own. They stand, then, staring out over an expanse of ravaged earth, with an entrance not dissimilar to what they had witnessed before at their backs. The sky is bathed in glaring hues of acidic green, great black constellations flickering and dying in the distance. Smoke and flame can be seen rising from great gashes in the land as impossible creatures on wings of bleeding crystal take flight overhead; red lightning, birthed from vomitous clouds of ink, striking at a the brows of gigantic, but distant writhing beasts. All of this is drenched in the shadow of a distant city of angles, a sharp silhouette sitting high above the shattered ground. It is said that The One of Many Viles names, Lord of Taseldbel, resides within the city; sitting upon a throne crafted from the skulls of his lesser brethren. To enter the city is to ascend the Crimson Steps, a series of disjointed and broken, floating bridges, forming a cohesive, if difficult to follow path, that is ever alight with the clashing blades, fangs, claws and wits of the more ferocious denizens of Taseldbel. Most choose to avoid approaching the city, and those who have bested the battling legions to gain entrance have never returned to speak a breath of it. Not surprisingly, it is quite easy to avoid the Crimson Steps. Most prefer to make their way to the east, where a strange, glowing pylon can be seen; supposedly this pylon is the way to move beyond Taseldbel and deeper into the Underweave. Exiting is a similar process to entering, requiring one to pass through the temple to return to Lerayis. [b][i]Central Lerayis[/i][/b] [b]Corvus:[/b] Once covered in flourishing woodlands, to gaze, now, upon Corvus is to gaze into a nexus of wanton despair. The keen, damp air cuts a chilling swathe between towering, writhing hive structures that stand clustered close together; intermittently dispersed throughout the ravaged land. Before the Euphian Kingdom...and, by extension, the Nyserbe, Corvus was a peaceful, prospering kingdom. It is difficult for the wayward traveler to notice what little remains of its former glory, obscured as it is by dust and danger. An occasional broken statue, or perhaps the cracked and broken shell of a former stronghold...infested by the grating of wings and constant droning; this is all that truly remains. After being annexed by King Xade Sielen, the country found its self in a quick decline. Due to its lush woodlands and abundance of wildlife, it seemed to be the perfect setting to begin work on the Euphian Kingdom's most spectacular magical failure. Mages set to work, hidden amongst the trees, breeding and augmenting creatures with their art. What was produced were the Nyserbe, creatures responsible for the current state of Corvus; massive locusts, augmented and warped to be weapons of war. It is uncertain, when, exactly they began to spread throughout Corvus, though it is estimated that it occurred, gradually, during the fall of the Euphian kingdom, In a few short years, much of Corvus had become barren and stripped of life; dominated as it had become by the magical swarm. Now, all that remains are dust and hives; a barren land that can support nothing but the ever growing swarm of Nyserbe. [b]Euphius:[/b] Formerly the seat of power for the Euphian Kingdom; what has been left behind is a scarred and battered land, with little remaining but the sons and daughters of a dethroned era in Lerayissian history. Once a sprawling network of keeps, strongholds and their subverted lands, has devolved into peaceful, largely isolated, villages and townships. Largely abandoned, trekking through Euphius will invariably lead one to catch sight of the last bastion of the Euphian Kingdom's might. Merrifort stands as Euphius' center of trade and military might, both of which are relegated by the Euphian Guard Corps; a tradition carried down from the times of the Euphian Kingdom, brought into a more modern light. The landscape has been altered drastically by those who have inhabited Euphius; what once was a dense expanse of hardy woods has been reduced to perhaps half of what it was, with the sound of saws echoing through the remaining forests as villagers set to work in the purple hues of the early morning. Roads and paths stretch throughout the entirety of the countryside, though most have become disused in recent years; merchants and travelers preferring to use the more practical, less dangerous, zeppelins that are made available in Merrifort. [b]Merrifort:[/b] Situated in basin of a large valley, on an island in the middle of the Merriweather Lake; Merrifort stands as staunch sentinel, reminiscent of the days of wanton bloodshed in Lerayis. A military outpost and stronghold, Merrifort is a bit removed from the implications of its name. Sitting atop an outcropping of stone, elevated above the muddy shores and large docks, the stronghold appears to be, at least partially, carved from the very rock of the island. Heavy towers rise above the bulk of Merrifort, where guards often keep watch on the distant Godwastes, encircling the sprawling city within. A quiet city, there are no trains or loud machinery; though there is an elevated platform near the easternmost tower to accommodate incoming zeppelins for trade and transport. There is a relatively small population that actually lives on the island, though they often receive visitors for trade from sky or water. Zeppelins are seen drifting lazily over Merrifort during the summer seasons; leaving bloated and slower than they arrived; weighed down with supplies for the winter months. Fishermen or farmers from outlying, smaller villages in Euphius often take their small skiffs or canoes through the turbulent river that connects Merriweather Lake to the rest of Euphius to trade for goods and occasionally seek aid from the well trained Euphian Guard Corps of Merrifort. Despite being so isolated, Merrifort has an extensive and vested interest in lumber and steel. Many of those who make their residence in Merrifort often spend their time harvesting one or the other, contracted by the city to engage in their labors for a fair price. The lands surrounding the valley in which Merriweather Lake sits have been almost completely stripped of trees, giving the land a harsh and battered look; with the towers of Merrifort overlooking much of the eastern part of Euphius. Zepplins are the main method of transportation for their goods, which are shipped out to several cities in exchange for food and other necessary goods. Merrifort houses, also, a derelict industrial weapon manufacturing facility. Rumor has it that the de facto leader of the city, Commander of the Euphian Guard Corps of Merrifort, Lord Orin Norath, has been seeking skilled laborers with a plan to reinstate the manufacturing of weapons in Merrifort. Inside of the city is peaceful, with a low crime rate and friendly community. Dominating the plaza beneath Gryphon's Keep, the base of operations for the Guards, is an open air market, full of traders making stops before proceeding on to Vigil or Lightlea; making it a different scene every day, with a variety of different goods available to those with something to trade; though, solid coin always works as well. Beyond the market are various alleys and smaller open areas where tradesmen can be seen plying their craft. Most of the homes in Merrifort are low to the ground and constructed of stone, being partially underground and in orderly rows near the heart of the city; though it is not immediately obvious from the outside. [b]The House of Slumber:[/b] A building created in ages long forgotten, the House of Slumber has served as the final resting place of many Immortals. The vast 'burial' chamber appears, in recent years, to be more a greenhouse than sacred graveyard; so consumed by nature has it become. During the day it is a peaceful, yet somber place, with great shards of bluish crystal hovering, upright, above a great carpet of vines and flowers in the hues of red, white, yellow and purple; the sun casting down rays of light, through the great glass dome above, that reflect luridly from the translucent facets of the smooth 'coffins'. It is in this great chamber that hundreds of Immortals are interred, each with an engraved stone or plaque to commend their names and the service they have provided. It is easily noticed, when walking among the floating rows, that many of the nameplates have suffered from neglect, along with the 'sarcophagi' themselves; be they wrapped in vines, or eroded by time. Upon the walls, great golden and silver reliefs of the Gods can be seen, carved just below the rim of the dome, staring ever downward to watch over those who have achieved their Passing. The House of Slumber is a quiet place at all times, thanks to enchantments woven into the walls of the place. One can never truly hear the rain falling on the great dome, or hear the chirping of distant birds. This silence is reflected in the keepers of the place, if not by those who are kept there, who seem to be, themselves, relics of a bygone age. They are few, numbering, perhaps, close to ten; all of which are in their waning years. These keepers make their home in the western annex of the House of Slumber, a building constructed of simple stone; a humble contrast to the ruby, and black marble used to construct the walls of the Great Chamber. The keepers are also responsible for another addition, though this one is accessible from the inside of the burial chamber; it is a library, filled with tomes penned by the Immortals themselves. Other additions are standard fare for the living, with a small, simple well for the keepers to draw from, a garden at the back of their home, a small graveyard, and a dirt road leading through the adjacent ruins of Veharoka, though all that remains there are old brick walls and restless ghosts, to attach to the Wayfarer's Road, which, in turn, leads toward either Besirioth, to the south, or to Vigil, far to the east. The House of Slumber is secluded, requiring one to pass through the mists of The Feydusk to come from the north, or to follow the Wayfarer's Road through ruined Veharoka and approach from the east. To the west and south, the House of Slumber is unreachable by all but the most determined, sitting in the basin of a large ridge of rugged mountains. All who approach are welcomed kindly by the keepers, who offer lost travelers a decent meal, a place to rest, and a history lesson before being sent on their way. Those who have come to pay respects, or to learn more of the Gods and Immortals are treated as honored guests and will find willing guides in the old keepers. [b]The Feydusk[/b] A strange place, tainted by impossible and cruel magics, festering on the banks of the once beautiful Ech-engyth River, wreathed in an unnatural mist that seems to drift up from the befouled soil; reaching out with eager fingers from the shadow of a dying vale that surrounds the river. To the south is the grand city of Besirioth, its walls visible from the mouth of the forest; that fact, combined with the various roads and trade routes that intersect at this place make it too valuable and 'convenient' to be ignored by traders and travelers with daring and ambition. Above the depth less, murky waters towers what is perhaps The Feydusk's most impressive feature; a seemingly natural, yet nearly perfect, obsidian bridge spanning the massive width of the Ech-engyth. The river its self is a foul, reeking thing, riddled with thick, black clumps of algae, with water so sickened by corruption that it is impossible to see beneath the surface; making falling into the water almost invariably a death sentence. In addition to the dangers inherent in the lay of the land, aberrant creatures are known to appear in the area, ranging from cruel bastardizations of carrion birds to morbid variations of other local fauna, along with shambling corpses; ancient and fresh alike. The area seems dark, even during mid day, a product of the heavy veil of fog that hangs about the place. Petrified trees stand as sentinels, with strange, inhuman shadows flitting between the gaps in their trunks. These woods stretch on for miles around The Feydusk, going beyond the end of the mist, for perhaps ten miles before signs of pure life can be seen. Despite the dire nature of the place, there are those who travel through The Feydusk out of necessity, due to it being the nexus for several large trade routes. These people are known to regularly employ mages to ward against the seeping, septic magical aura of the place, as well as for defense against the undead and, perhaps, Ech-engyth its self. The bridge spanning Ech-engyth is often called Nycyd's Spine, due to the strange and fantastic arrangement of great curved 'ribs' rising from the middle and continuing onward to the other side. It is not unusual to find bones, blood, tattered clothing and broken weapons on the bridge. While it is generally understood why The Feydusk exists, or at least the common theory is understood, there are few who can offer an explanation for the obsidian stretch hangs above the river. [b]Worsenth:[/b] The soil is not all suitable for farming, the further south one gets the more the desert & southern culture becomes apparent. The western people are darker than their fair skinned comrades in the east, the Eldrotha & Ardara blood coming in to their face & eyes. The people of this land are herders & soldiers, farms dotting here & there. The people long ago tamed the horses & other animals that roamed the plains making them excellent for mounted combat. The climate changes throughout the west but is considered much milder than the changes that East Vallake get, the temperature only changes a few degrees around the year. Closer to the mountains lays a strong breeze, frequent rain & cooler temperature lending itself to the best farmland the west has to offer. North towards Euphius & Verinum the chill gets to ones bones with snow becoming thicker the further one’s boots tread, the land here has lend itself to becoming a central point in Vallake’s defense. Towns have become appearing with high walled fortresses popping up among the sparse mountains & even on the high plain. The herders having moved away for fear of the battle line. As you ride south the heat becomes more apparent, the grass shivering up & the herders giving way to caravans coming from both Ardara & Eldrotha and even from Vallake itself. One may even see a stritai, the native southern dragon appear once in a while either a youngling heading too north or a caravan bring along a cherished member. No matter east or west the Vallake consider themselves a fearless people who will stand & fight for their home & nation. A people who will not give up until the last man falls one may think but though they value pride highly the worth of their comrades is more than all the ore under the great mountains. [b]Eastern Vallake[/b] A land of rising mountains threatening to touch Suomyns' dead Sun, with sparse flatlands crammed between such giants. Cibest freezes the land for half the year but is benevolent compared to what her touch does to the far north. where the heat melts the snowcaps; rivers flow & swell the plains and valleys creating pristine farmland for the people. Deep in the ground laid hordes of ore which lead Vallake an advantage over others in Lerayis, their signature inscribed armor being fashioned early on even as they were a small kingdom and since that discovery they have become a great kingdom who flies their flag with pride. The people of Eastern Vallake eat a hearty diet consisting of the root vegetables that can grow in their climate & the meat of Vallakien rams indigenous to the mountain ranges. The capital of Endale lays within the mountains, a shining testament to their strength. [b]Besirioth:[/b] Now abandoned, Berisioth once was the largest city within the country, it is built majority underground. It started as a small mining town but it soon became what it is today once the residents realized what the town sat upon, the largest coal deposit within the continent. With coal being so sought after the town soon grew rich and with their growing wallets the town itself grew. It spans deep into the earth as the city winds deeper causing it to be multilayered but each layer has lines of vents cut into it to let the steam and heat rise within the city- it is a heating system, caused as a byproduct of burning coal. The city even in the coldest winters is reasonable warm and in the summer months can be somewhat hellish. Even the deepest mines are not spared during those times, as even if they are away from the steam they are so deep within the ground even the rock itself is hot. The vents within the city are meter wide channels that run through each district covered with grating to keep people from falling to their deaths, small walls are on the edges to keep children from taking chances, though. One can see down into the bottom of the city through the grates. The vents cut into the ceiling of the dome are like large round windows, letting in light into the city but due to weather are sometimes closed off. As the city has several layers it has a complicated transport system, it uses trams & elevators primarily. Beisiroth has four main entrances, four great steel gates carved with the tale of the God they represent. After the gates comes a large statue for their God and the walk way splits to circle it. The gates are open only during the day; they are heavily guarded during open hours. During the harshest storms and times of war all the gates are locked and shut, making the city near impenetrable. The Northern Gate, The gate of Avoda: It is the lowest gate, looking out to the farms of this region along with the zeppelin landing. The Eastern gate, The gate of Suomnys: The gate that once held the most heavy traffic, most of which are foreigners as it faces not just Lightlea but also in the direction of many other cities. Due to the heavy traffic of people the zeppelin that come from the east head towards Avoda’s gate to avoid the crowds and not block traffic. The West gate, The Gate of Cibest: It is the second highest located gate, looking down from a hill and the few pieces of flatlands between the mountains that surround Besirioth. The Southern gate, the gate of Nycyd: It is the highest gate. In the distant can be seen The Feydusk. [b]Laurosa:[/b] The region of Laurosa is considered by many to be one of the most beautiful and peaceful places, the sounds of waves crashing against Lightlea's shore, the sound of the many trains transporting goods throughout the region to the rest of Lerayis can be heard, the people of Laurosa seem to have a good simple life. The region is east of Vallake and Euphius, spanning both of those regions in length but is considerably smaller in width compared to her neighbors. It is composed of mostly flatland with a few rolling hills here and there, the land was once nearly entirely covered in pine forests but since the status of Lightlea as a corner stone of Lerayis' economy much of the forests have been cleared for the trains that the region is known for. The rest of the cleared plains are covered in small towns, which help maintain the train tracks and other trade routes while many others simple take to the life of a farmer. The peaceful life of Laurosa is an illusion, there are reasons that Lightlea has such high walls and that they compose some of the best defensive weapons within the continent - they do not create these due to threats of bandits or thieves attacking their goods that are so needed by the rest of Lerayis, majority of bandits are already taken out by the true threat of the land. Within the thick forests that remain are creatures who can make your blood curdle like old milk just by their howl or the Gods forbid they get close enough, their stench. These creatures since their forest homelands have been destroyed have increasingly "revolted" against their human neighbors, attacking trains and travelers, destroying farms and villages for food and possibly revenge. These creatures are hunted but even so, their strength and numbers outweigh the humans of Laurosa. The people of Laurosa major economy is in passing on goods between regions and the other continents, as well as supplying fish and other foodstuffs from its many farmers and fishermen. The diet of Laurosa composes on the coast of seafood, fish stews with hearty root vegetables are common during the winter months while in the summer noodles made from the local wheat are common in cold broth. Those more inland still eat much fish, mostly from the rivers that cut into the land but they favor during the winter months the meat of the animals they raise which mostly comprises of cows and chicken. Laurosa eats some of the most vegetables within the continent though surprising eat little diary, most of which is turned into cheese or other goods that are shipped out to Euphius and Vallake though the latter generally imports the least due to the time it takes for it to reach their major city. Despite having access to so much technology and being known for their weapons, Laurosa has little to no metal and so imports all of it along with their coal. This makes Laurosa like so many other regions dependent on Vallake and Euphius, without the former in the summer they would lose all their transports systems and in the winter they would freeze to death, without the latter they would be unable to defend themselves against the beasts of the regions. [i][b]Southern Lerayis:[/i][/b] [b]That Hattavori Desert:[/b] Will be filled in shortly. [/hider] [hider=lore] [b]Ech and Engyth;[/b] The Necromancer and Immortal who did battle in a quiet vale. In slaying one another, they created The Feydusk. The secrets of Ech's magic are lost to the ages, but many still seek his scattered grimoire in the Feydusk; though few return. Some suggest that two souls became entwined, and in their mutual outrage, created a ghostly being of pure malice. Engyth is one of the few Immortals to have achieved a Passing without the permission of the Gods and some attribute his failure to be the creation of Ech-engyth. It appears in many forms, though, the most commonly witnessed is the grotesque, bulky, almost ghostly visage of a two headed beast crafted in poor, lopsided proportions. Mouths and eyes often open up on the creature's nearly ethereal body, though it possesses none on either of its faces. Great, twisted horns rise from the side each head; entwining over both to make a macabre crown decorated with skulls, chimes of smaller bones forming a dangling, clattering veil just above the creature's brow. It is always said to be wrapped in a seething crimson mist. [b]The Wayfarer's Road-[/b]A long path that cuts through (ruined) Verinum, Euphius and Laurosa; with notable stops being (ruined) Redgate and Vigil, where the Road ends and begins. Meandering through the countryside, it is a pitiful and neglected thing that has seen little use since the advent of Lerayis' modern technology; yet, still, there are cairns to mark the way, guiding the weary and wayward onward. The Road presents a daunting challenge to those who would walk upon it in these days; being largely ignored by patrols, with the exception of Euphius' section, which is policed heavily by the Euphian Guard Corps of Merrifort . [b]The One of Many Vile Names-[/b] The 'Lord' of Taseldbel and an embodiment of cunning and cruelty, it is this creature that rules from the 'demonic' city of Iniaq; commanding all of the surrounding plane. It is a being known to be a powerful user of Words, one of the forms of 'magic' native to Taseldbel that uses the primal language of The Underweave to deliver agonizing punishments upon the user's foes, driven by a distaste for mortals and an unending desire for dominance and power. Despite these dark qualities, The One of Many Vile Names often appears in pleasing forms and treats mortals in a friendly and even familiar manner; seeming cheerful and energetic even when flaying the flesh from its foes with a claw or a Word. In its original form, The One of Many Vile Names is a slender creature of no apparent sex, with smooth skin of a reddish hue with clawed, gray hands, long indigo hair tumbling about its shoulders and hips; a face that is angular, but pleasing, if it were not for the pair of pupil less golden eyes set above the small slits where a nose should have been and the wide, ever grinning, lipless, razor filled mouth situated beneath. Since the mortal tapestry has become accessible from The Underweave, The One of Many Vile Names has appeared several times in Lerayis; ever driving mortals toward strife and discord. It prefers to control, rather than engaging in open combat; using a form tailored to suit the tastes of the mortal it wishes to manipulate, often committing its self completely to the facade until it has achieved the desired result or been exposed for what it is; upon which it simply disappears, again, returning to Iniaq to begin plotting anew. [b]Edelghae-[/b] Referred to as the Matron Wyrm by those privy to ancient lore, she was a conquering Dragon of immense ferocity who had faded to antiquity before humanity entered its most violent age; almost completely forgotten in modern Lerayis, except, perhaps, with the exception of the Northern Lands. Vicious and cruel, her reputation lives on today...though few remember why. Her tales, what little of them remain, hail her as a beast with a chilling, seething aura that could freeze mortals solid by simply approaching them. Other obscure tales speak of a time when the North was young, when Edelghae united the Rahxbrant, hidden in the frigid forests of Styroth and began a bloody campaign against humanity. It is rumored that her body and soul are interred in the Eldst Mountain, severed from one another to prevent her return; feared as she was by the Mages of old. How she came to be interred there is a mystery, to most. Popular speculation places the Eldst Mountain as her place of defeat...while some more wild theories claim she was moved there to preserve her body, rather than inter it. [b]Mumazi-[/b] Unfortunate, but optimistic and persistent. Mumazi used to serve as a cautionary folk hero to the denizens of Lerayis; his exploits are used to encourage perseverance through hardship and the endurance of hard luck, as well the value of learning from your mistakes. He is most well known for the epic saga chronicling his exploits which involve the young hero; tricking a demon and being subsequently possessed, only to be saved by a rock salt amulet he had stolen, suspecting it to be a diamond from a priest of Nycyd; attempting to out drink Apholi himself, only to succumb to alcohol poisoning, thus becoming an Immortal in the God of Pleasures' employ. After becoming an Immortal, Mumazi was tasked with learning the errors of his arrogance through hundreds of trials devised by the gods themselves. It is known that he became wed to the Woesaught woman, Perima; who was later relieved of her curse after denouncing her love of pain; his other exploits being largely conjecture, or, perhaps even pure fantasy, though it is difficult to say for certain. His body is interred in the House of Slumber, though it has long since been covered by encroaching foliage. [/hider] [hider=CS] [i]Name; Age; Gender; Nationality; Birthplace; Affiliation; Occupation; Favored God; Weight; Height; Build; Hair Style; Hair Color; Eye Color; Facial Features; Personality; Clothing; Weapon; Miscellaneous Items; Magically Talented; Magical Attunement; Skills; Biography;[/i] [/hider] That's it, for now. I will be adding information about the Yildeanic Faith, Mage Slayer and Schools of Magic in sometime tomorrow; as well as several other things. The Interest Check is located [url=http://www.roleplayerguild.com/topics/28799/posts/ooc]here![/url] In case you need to check it out or anything.