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Fantasy Afflictions of Atavaria (Lore)

Ayama

Enthusiast


Afflictions of Atavaria








LORE

Welcome to the Lore thread~!

All the basic Lore about the world of the RP needed for character creation is available now. Any plot-related Lore items will be added to this thread as we move through the story.

In addition to this, though, RPs are always more fun and interesting for all if the players get involved in the worldbuilding, so we encourage everyone to suggest little extra Lore tidbits as you build your characters and their backgrounds.

To suggest an addition to the Lore, simply message us in OOC or by PM with :
-an image (if you have one)
-the type of Lore element (myth/legend, society & culture, custom/holiday or other tradition, historical event or incident, city/landmark or other location, sect/faction or other organization, famous/notable individual, NPC, etc.)
-a short description

We'll incorporate all approved submissions into the Lore, so that the world will get fleshed out and have life breathed into it, both at the character-creation stage and throughout the RP!​
 
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General Lore (1)








HISTORY
Atavaria
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In ancient times, Atavaria was a wild and savage land. The various races that inhabited it were fiercely territorial and, on the rare occasions that they crossed paths, violence would inevitably ensue.

Eventually, as each people advanced and their civilization evolved, tenuous alliances began to form- alliances meant more often to defend than attack. The Orcs attempted to take the plains once or twice, with the expected results, and the Mer and Theriandri didn't seem able to decide if they wanted to fight each other or be on the same side.

After decades of small to mid-scale skirmishes, however, each people retreated to their own borders, content to stay there and be left alone. This was when Humans emigrated to the continent.

They arrived in boats, having sailed from the homeland they'd had to flee on the other side of the ocean. They established themselves on the coast at first, content to remain in a basic colonial village, and traded with the natives here and there.

After a couple generations, however, as their population grew, they felt the need for expansion and a more permanent home. They moved towards the center of the continent, which had always been considered an unofficial neutral zone of sorts, and started to build.

The other races which, up 'til then, had considered them little more than an interesting curio, became restless at the intrusion, and tensions began to mount. As the Humans built a castle and started to expand their territory, they began to endure small skirmishes at their borders with the Beast-Kin and the Orcs.

Tensions escalated, and one day they found themselves facing an army of Theriandri and Mer, which they were able to fight off with their superior defences and military training, but from then on and for years to come, the continent was at war.

For months, the Humans withstood assault, with occasional help from the Elves. The Theriandri and the Mer hired mercenary Djinn to fill out their ranks, and the Orcs, ever-chaotic, wove in and out of this trying to make any gains they could.

After several generations of war, however, with no side gaining any considerable advantage, the different peoples of Atavaria started to lose their desire for violence and blood. Realizing they would simply need to accept their presence, the Theriandri reached out to the Humans with an olive branch.

It took many years of often strained negotiations, but finally it was done, a treaty was signed, peace was declared, and the war finally ended.

All of Atavaria's peoples have experienced great prosperity ever since.
Aldor
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Aldor is the youngest kingdom in Atavaria. Since it is the most central, it has historically experienced both the most trade but also the most combat, since everyone seemed to hate the Humans for being outsiders and immigrants, as it were.

Its people are resilient for such (some might say) weak creatures, having survived repeated assaults, sickness, famine and cold, the crossing of the Great Ocean, and whatever atrocities they endured in their original homeland that caused them to make that desperate trek in the first place, so they are definitely not to be underestimated.
Le'Ven
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Le'Ven is one of the most ancient kingdoms in Atavaria, though noticeably sequestered. As a species, Elves mostly tend to keep to themselves, though they do have a certain curiosity about their neighbors- Humans in particular, with whom they've always gotten along best.

They managed to stay out of the conflicts in the Great War, for the most part, though occasionally lending assistance to Aldor with scout squads and small battalions of archers. As a whole, though, the nation of Le'Ven is more dedicated to the study of nature than the art of war, and content to be left alone.
Najud
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Not much is known about Najud, as its people are notoriously insular and, with it being so harsh and hard to get to, it's shrouded in mystery.

What people do know is that the Djinn are ancient, much like the Elves and, like them, they witness more than fight. They observe many varied and specific rituals but, unlike with Le'Ven, their society doesn't appear to be so rigidly codified and stratified.
Muliah
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Muliah is the second youngest kingdom in Atavaria, having evolved a specific civilization and social structure later than most of the others. It's also one of the most diverse, as there are as many kinds of Theriandri as there are animals.

As a result of this, it's been a land constantly in flux, with different dynasties in charge at different times, and nearly as much unrest and as many instances of civil war as Dur'Fen. The ever-changing nature of the kingdom also means that it has (by a large margin) more holidays than any of the others.
Dur'Fen
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The history of Dur'Fen is a chaotic one, to say the least. For as long as anyone can remember (and beyond), the Orcs have been at war. With each other, mostly, but occasionally with the Theriandri or the Elves as well, and even once with the Djinn.

It seems that war is the only way they know how to live, with brief respites where things are calm before they get right back to it. The end of the Great War brought about the longest peace Dur'Fen had ever known but, sadly and predictably, that ended almost the second that Diatarenn took over Aldor.
Ig-Kilar
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The island nation of Ig-Kilar has always been in a somewhat uncertain state. Due to the fact that it's an island, it tends to have an 'affairs of the mainland are no concern of ours' mentality, but at the same time they've often gotten upset when the mainlanders decide to do something and don't include them in the discussions beforehand.

They've also often been at war with Muliah, as it seems both sides somehow take offense to the mere existence of the other, and various conflicts between the two nations have been started over seemingly nothing. When the Humans arrived, however, they somehow banded together over having found a people they seemed to hate more than each other.
 
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General Lore (2)








GEOGRAPHY
Atavaria
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Atavaria is a large and diverse continent, separated from any other known or visible landmass by a vast ocean (The Great Ocean). It has an overall temperate climate, with wet Falls, cold Winters, balmy Summers and lovely Springs.

From lakes to rivers to waterfalls, streams, and endless hidden coves, water is everywhere. The waterways that criss-cross the continent are vital for travel and trade, being faster and generally more secure than the roads.

Vegetation in a mixture of deciduous and evergreen is abundant in all the valleys and plains, fading into mountains up north, desert down south, and rocky beaches at the shores.
Aldor
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Aldor stretches from the start of the eastern plains to the edges of the western woods. North and south, it is bordered by mountains. It extends to the coast where the Humans first settled on Atavaria, following the course of the Rushing River due southwest.

The land is flat to hilly, and they have arguably the best weather in the continent. Many roads stretch outwards from the capital to the other kingdoms- some great and paved and wide, some little more than a dirt track winding through the grass.
Le'Ven
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The kingdom of Le'Ven is almost entirely made up of dense forest, where old growth mixes with the new and the cycle of growth and decay is ever-active.

As a result, the average temperature is colder than that of all of their neighbors except for Dur'Fen, and the average humidity is higher than that of all of their neighbors except for Ig-Kilar.

The shadows and humidity promote the growth of some rather amazing mushroom species, some as big as a house, which the Elves treasure and protect.
Najud
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The kingdom of Najud is isolated and hard to get to- only a few small and relatively unknown passes allow crossing over the desolate, craggy mountains that encircle it, and after that you have to traverse endless miles of unforgiving desert before reaching anything resembling civilization.

Though it is a land of sand and rock, it nonetheless has a certain arid beauty to it and, should you be lucky enough to witness one, the Djinn's colorful and complex rituals are as mesmerizing and intricate as they are incomprehensible.
Muliah
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By and large, the kingdom of Muliah is flat, and covered with plains of tall grass as far as the eye can see, interspersed with the occasional tree or stubby hill. It gets an enormous amount of rainfall, and can often be seen covered in a blanket of fog.

Most of the kingdom lies in the valley, but to the East is the Thera Plateau, which overlooks the rest of the land and is where the royal family and their retinue reside. At the far end of the plateau and marking the edge of the kingdom are the impassable Cliffs of Pavi, sacred to all Muliah's inhabitants.
Dur'Fen
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The kingdom of Dur'Fen makes up the northernmost part of Atavaria, beginning with the Great Mountains and ending in a high, frozen plateau all but inaccessible to anyone but the Orcs. As one would expect, much like Najud to the south being barren and hot, Dur'Fen is hostile and cold; it is a harsh but starkly beautiful land.

The Orcs live both on and inside of the Great Mountain, where endless networks of interconnected caves and caverns form a thriving but chaotic society. The cavern walls are decorated with centuries of orcish art, and occasionally the walls will thrum with the guttural but harmonic music these fearsome warriors can make.
Ig-Kilar
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Ig-Kilar is self-containing and self-sustained, though they engage in a healthy sea-trade with the other nations for non-essential goods. The island contains the only volcano in all of Atavaria, though it is semi-dormant and hasn't erupted violently in decades. Due to the volcano, it also experiences regular tremors though, as most of the large structures are underwater, they tend not to be too disruptive.

Though it doesn't get quite as much rainfall as Muliah, it does experience just as much (if not more) fog, making the features of the island often vague and impossible to distinguish at a distance, which is why tales of leviathans, monsters, and other myths have always surrounded it.
 
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General Lore (3)








PEOPLES
Demons
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The demons are the original race of Atavaria, predating all the others by several centuries. The continent used to belong to them but, as the other races came to prominence, they were forced to retreat into the shadows and into the deep.

Demons are creatures of darkness and death. They enjoy fire and cold equally, and are rarely seen during the day. There is a seemingly infinite variety to them in terms of size and appearance, but all possess a modicum of dark magic they can use in any number of twisted and cruel ways.

For as long as anyone can remember and as far as anyone knows, there has never been an instance of a demon that wasn't hostile to other creatures- on occasion even their own, but Humans in particular.
Humans
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Humans are the only race on the continent not native to Atavaria. Unlike many of the others, their strength comes mainly from how organized and (surprisingly) unified they are. They are also the only species not to possess an innate magic, which makes them both physically and magically limited.

This is their greatest weakness, but it is also their greatest strength in that, while their base physical and magical power might be low, they make up for it with their adaptability and versatility. So they can learn any spell they want to, but it will never be as effective as it would be coming from a species with a natural affinity for that particular type of magic.
Elves
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The Elves are quite close to Humans in terms of physical appearance, absent the pointy ears, but of course their lifespans are much longer and their average strength and tolerance much higher. They age at the same rate as Humans for approximately the first thirty years of their life, after which their growth slows considerably.

Their magical affinity with the natural world gives them an innate sense of nature- almost as if they can speak to and understand it. They are also gifted with agility, grace, and scouting ability to rival that of the Theriandri (absent their combative nature, as Elves are usually slow and difficult to anger).
Djinn
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Djinn are immortal beings, which makes describing their aging process a challenge for anyone, as some can live for millennia and still choose to act like children, while others can be far younger and act like profound, enlightened sages.

As a race, they tend to be deemed tricksters, though this is never due to any sort of malice, but rather a childlike curiosity. Childlike or not, however, their magic is the most impressive and unpredictable in all of Atavaria, and it is a well-known fact that one should never provoke a Djinni, as you never know what might happen to you if you do.
Theriandri
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The easiest way to describe a Theriandre is as a Human with animal traits (ears, tails, wings...); there are as many different kinds of Theriandri as there are animals, so they are a vastly diverse race in terms of appearance, ideology, lifespan, etc.

Each group has its own customs, but the one thing that seems to unite them is a certain boisterous spirit, which can translate into a lot of holidays and parties, but also a lot of violence and internal conflict.
Orcs
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The Orcs are most similar to Theriandri and Humans in disposition and appearance, possessing a similar (although slightly shorter) lifespan. Their skin is far tougher than Humans', however, and their bones and muscles are stronger.

Some Orcs have pointed ears, while others have them rounded, but the greatest point of pride in their appearance tends to be their scars and tribal markings, and the size of their tusks. They naturally possess minor healing magic, and have excellent nocturnal vision.
Mer
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Mer people are undisputably the most beautiful of all species in Atavaria. Their hair is long and luxuriant, their skin has a radiant sheen, and their eyes are captivating enough to hypnotize. Mer people's beauty is equaled only by their vanity, and they tend to focus overly much on outward appearances.

They have a discreet pair of gills behind their ears (usually hidden by their hair) which allows them to breathe underwater, and their hands and feet are delicately webbed. Mer people's natural magic is an affinity for enchantment and illusions, which they usually achieve with their shimmering eyes and melodious voice.
 
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General Lore (4)








NOTABLE BLOODLINES & IMPORTANT NPCs
Demons
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-Shaytan: This is Atavaria's ancient demon queen from whom, some say, all other demons are descended. She's been trapped in the Dark Barrow since the time of the First Alliance, waiting for her chance to rise again.

-Sharbet: This is Shaytan's strongest and oldest lieutenant. When her master was defeated, Sharbet narrowly avoided sharing her fate by taking refuge deep in the earth and suspending herself in a demonic limbo between life and death.
Humans
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-The Evermoors:The royal family of Evermoor had been in power in Aldor for over eight generations. They were generally well-liked and very respected- both within and outside of their kingdom. Since the end of the Great War, they'd brought Aldor into an era of incredible peace and prosperity.

The previous rulers were King Richard and Queen Amelia- intelligent and kind monarchs who loved their family and their kingdom deeply. They were killed at the Summit of Thorns. The fate of the other members of the royal family (Amelia's sister, the Duchess Elizabeth, and her ten-year-old son, Duke Colton) is unknown, though they are assumed to be dead as well, as they were present at the Summit.

-Baroness Anna Terdi: Back in the time of Richard and Amelia's parents, the House of Terdi was one of the richest and most prominent of Aldor's royal court. The Terdis opposed the policy of Atavarian peace vehemently, as quite a bit of their income depended on the continued industry of war. When peace was declared at last, the family lost nearly everything and fell out of favor at court.

The current heir to the House of Terdi, Baroness Anna, grew up poisoned by the resentment of her parents towards the Evermoors, and vowed that she would one day restore her family's prestige. Which she did, the day she murdered (almost) the entire royal family and took over the kingdom of Aldor as Empress Diatarenn.
Elves
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-The Edhellen: This is the Council of Elders that governs Le'Ven, numbering ten members in total. It elects an official Councilhead on a relatively loose chronological basis known as the 'Revas'- their family in turn becoming the 'Revasan', which approximately translates to 'The Salient Children'.

At the time of the Summit of Thorns, the Revas of Le'Ven was Vinci Palamon. Relatively young by elven standards, he had been in possession of the role for a little over twenty years. As the title had drifted in and out of his family before his reign, he had no doubt that it would one day be inherited again by one of his descendants, which was numerically likely since Vinci had six children (2 boys, 4 girls), a wife, a sister, and a younger brother named Taborer, who acted as his chief advisor.

Tabby, as he was fondly known, had a far more unpleasant experience with the Edhellen than that of his older brother, for he had married someone of 'Common-stock'. Save for the odd kind soul here and there, the majority of the Edhellai were wildly against such a union, and had even called for Taborer's immediate dismissal. But the brothers had always been close, and Vinci allowed Tabby to remain, though the Revas made no attempt to quell or put a stop to the harsh rumours and bullying that continued to hound his brother's family.

-The Edhellai: --
Djinn
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-The Al-Najuds: Outside the borders of the kingdom of sand, one tale has been persistently told- that of a sultan, owner of a magical lamp with a Djinni trapped inside, able to grant the owner of the lamp any three wishes. Blinded by greed, the sultan's first wish had been for wealth. His second, to rise to power above any others in the land. And his third, to be remembered for all time.

Bound to his oath, the Djinni had granted the wishes. Upon the granting of the third wish, however, the spell was broken, and the Djinni was free. He had immediately killed the sultan and taken over the kingdom he had helped to create, and the unfortunate monarch was indeed remembered by all for the rest of time- as a cautionary tale advising people never to trust a Djinni in a lamp.

The Al-Najuds, the current royal family of the desert realm, are said to be descended from the Djinni in the story. No one knows whether this (or indeed, the story itself) is true; the Al-Najuds delight in being playfully mysterious when asked about it, never giving a solid answer.

What is certain, however, is that they are gifted merchants, trading the many incredible goods their land is famous for across all of Atavaria: silks and brilliantly-colored textiles, gold and precious gems, exotic spices and exquisite glassware... They are so successful, in fact, that they have become the richest royal family on the entire continent, making them an object of challenge and desire for every gifted thief throughout the land.

The previous ruler of Najud, assassinated at the Summit of Thorns, was king Arkan Al-Najud. The kingdom is now ruled by his mother Samira.

-The Al-Tariqs: --
Theriandri
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-The Adalberns: By the time of the end of the Great War, the bear-kin clan of the Adalberns had become the rulers of Muliah, earning this distinction through their bravery and sacrifice during the War, as well as through their dedication to lasting peace afterwards.

The previous rulers of Muliah, who had been overall very popular and well-liked, were King Bron and Queen Brynhildja Adalbern.

-The Feralhearts: Cousins to the Adalberns, the wolf-kin clan of the Feralhearts had fought fiercely and faithfully at their side during the War. As the fighting began to draw to a close, however, and the future of Muliah was being decided, tensions between the two clans began to steadily mount.

The Feralhearts were fearsome warriors, and had won many a battle for their nation, but they were a quarrelsome, warring tribe, and they hated Humans with an undying passion. The Adalberns were more peaceful and protective, and they were the ones who reached out to try and bring about a ceasefire. The wolves didn't like this, but the rest of Muliah was tired of war, and they wholeheartedly supported the Adalberns' rise to power.

As the kingdom rose in peace and prosperity, the Feralhearts stood by, watching their cousins with growing resentment and waiting for a chance to take the throne. They got their chance after the Summit of Thorns, and they wasted no time in staging a brief and bloody coup.

The current ruler of Muliah is Alaric Feralheart, and he was the first to agree to Diatarenn's proposal, as the last thing he wants is to give the Adalbern Heir a chance to take back the throne. Since the Feralhearts' ascension, things in Muliah have been extremely tense, with skirmishes breaking out regularly both within and outside the borders.
Orcs
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In Dur'Fen, there are several important tribes to be aware of in the kingdom's hierarchy.

-Fen'Ilar: Meaning 'The Great Ones'; this was Dur'Fen's royal family before the Summit of Thorns. Its members include An’g’tark Fen'Ilar (Vir's father- a great and honorable warrior, feared and respected by all), Shok'ran Fen'Ilar (Vir's mother- a very wise woman), and Vir'karok Fen'Ilar (current Heir of Dur'Fen- not yet a 'true' orc).

-Ca'Thahk: Meaning 'The Loyal Ones'; these were retainers to the royal family. Its members include Gargak Ca'Thahk (Rila'ta's father, and the tribe leader- served the king as his steward; has high expectations of his children, one of whom will hopefully lead the clan one day; values honor; very dour), Garla’ng Ca'Thahk (Rila'ta's mother- worked as a scribe for the royal family, and was good friends with the queen; has the same high expectations of her children, but isn't as heavy-handed as their father; likes to laugh and has a good sense of humour), Gro’mar Ca'Thahk (Rila'ta's older brother by one year; served as marshal to the King and Queen, and aspires to one day take over as leader of the clan; just as combat-happy as any other orc, but with an easy laugh; fond of Rila), and Rila'ta Ca'Thahk (trainer and guard to the Heir of Dur'Fen).

-Har'Kag: Meaning 'The Stalwart Ones'; excellent hunters and longstanding allies of the previous royal family. Members include Kar'ga'th Har'Kag (their fearsome chieftain, currently imprisoned) and Ika'geth Har'Kag (his no less fearsome wife, who took over running the clan when he was jailed).

-Lok’Tahk: Meaning 'The Long Teeth'; a clan of strong and vicious warriors, longtime rivals of the Fen'Ilar and current rulers of Dur'Fen. Members include Tar'gak Lok'Tahk (the chieftain- big and strong, vicious and mean; hated An'g'tark) and Golag Lok’Tahk (Tar'gak's son- more vicious and even meaner; hates Vir and Rila).

-Okla’sh: Meaning 'The Useful Ones'; this is a farming clan, less inclined to violence than the others. Members include Osh’nakh Okla'sh (the matriarch of the clan- wise and reasonable) and Othi’kha Okla’sh (her fearsome sister).
Mer
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-The Vasaris: An ancient noble family in a state of opulent decline, the Vasaris ruled Ig-Kilar at the start of the Great War. They were overly indulgent, and negligent towards their people, and were overthrown by the Riveras about halfway through it. Despite their vastly different views on the subtleties of governance, the two families are actually distantly related, and when the Riveras were murdered at the Summit of Thorns, Anahita and Kai Vasari seized the opportunity to take back the throne.

-The Riveras: During the War, conditions for Ig-Kilar's citizens became difficult, as the conflict strained the country's resources nearly to breaking point. Amidst this, the Vasaris' life of uncaring, decadent lavishness was understandably poorly viewed. They were overthrown by the Riveras and a small militia of middle- and lower-class subjects. After taking over the throne, the Riveras made some much-needed changes.

They started with the magical barrier that protected their realm from the frequent hurricanes that threatened it. Its maintenance and upkeep had traditionally been the purview of the royal family, and the Vasaris had abused this power, accepting bribes from various nobles to strengthen or weaken the barrier in specific places. The Riveras chose instead to appoint one barrier magistrate per major region, ensuring the barrier's integrity throughout the kingdom and the safety of the people.

They also made it a point to always help those who were poor or struggling, donating their own riches or resources if the situation called for it. After enduring generations of corruption, it's no wonder that the Riveras became so widely beloved by their people, and when Queen Cordelia and King Alto were murdered at the Summit of Thorns, the entire kingdom mourned their passing.
 
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