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Fantasy Arlandia's Fate - Lore

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Map of Arlandia
Map.jpg

Most of the map is unlabeled for creative freedom, but there are key locations:

Arlandia Capital - The center of the Empire, housing the second biggest fort in the entirety of Arlandia. Most of those who live here are either rich or of noble descent. Heavily guarded and protected by an impregnable wall of mixed metal and stone.

Gavafeld - A large city, the origin of the first Liberation Front cell. However, due to certain complications, the resistance no longer creates their bases on civilized ground - they do not desire to drag in the innocents in this gruesome war. Now, Gavafeld is the most secure town, with the exception of the Capital, were numerous forces of the Empire are usually deployed.

Crimson Fort - The largest fort in all of Arlandia, but houses nothing and no one. There are nothing but horrific legends about this place, that none dare enter its vicinity. The land it stands on seem to be blighted, causing all nature that wander into it to wither and die, but such curse does not spread out.

Quirsire - A mercantile town on the west of Arlandia. A neutral ground for both the Empire and the Liberation Front, where they can replenish on their resources. This town seems to have always shipped in foreign materials, which is mainly used to create "Regalia".

Dead Man's Sea - A sea that is calm most of the time, but when storms hits its waters, it turns into an aquatic hell which even the best of sailors would dare not tread. However, since the war began, rumors have spread about this sea being plagued by fearsome monsters, coming from the depths.

Kazara's Tower - A tower secluded in an island, south east of the mainland. Legend says that this place contains the greatest secrets of Arlandia, sealed away in its labyrinth-esque floors. No one has ever gone past the first floor, and even then, knowledge about that very floor seems to vary from one source to another.
 
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REGALIA
Arlandia is a land that lacks magic, but it does have something else - the "Regalia". The "Regalia" are artifacts made by the land's greatest craftsmen, using various rare materials, most of which come from foreign lands. In a large underground facility, these items are carefully crafted to the point of perfection, even the smallest details. Each "Regalia" is capable of doing feats that would be rather impossible to the ordinary Arlandian.

There are many kinds of "Regalia". While most of them are used mainly for actual combat, some are made for different purposes - there are some that would grant one the ability to guise oneself as a another person, there are some that would allow one to communicate with the spirits, and many more. While most "Regalia" are merely tools and can be used by pretty much anyone, there are certain exception to that - some "Regalia" cannot be used by just anyone, and would often choose their wielder. Organism-type "Regalia" are a good example of this, since they are essentially 'living things'.

All Regalia are tough, but they're not impossible to break. Some may have a lower threshold before being destroyed, and others may last longer - it all relies on how it is used, and what it is made of.


Combat Regalia - These Regalia are specifically made for combative use. Outside of battles, they have little to no use. However, there are a few of this kind that has some features which can also be used outside of combat, such as granting the wielder greater strength, the ability to lift heavy objects, etc.

Utility Regalia - Any Regalia that is not made for combat, but rather for other purposes. Things such as a ring that attracts good luck, a staff that can accelerate plant growth, and the like. But despite being made for non-combat purposes, some can be used in battles, with a little bit of creativity and resourcefulness.

Organism Regalia - Regalia that aren't tools, but instead, are living 'things'. These type of Regalia have their own personalities and way of thinking, as if they were a true person. Much like the common Regalia, they possess various types of abilities that is otherwise difficult or impossible for a regular person. Not only that,, they also have a built-in capability of regenerating any sort of damage inflicted to them, but once their 'core' has been revealed and damaged, they immediately lose such an ability. These Regalia have a tendency to choose who they will serve, and most often will rebel if forced to work for someone they do not like.​
 
Gaegrimm
Pronounced as "guy-grim"

Gaegrimm is a utility-type Regalia, which is made in the form of a rustic bronze anklet. On its surface, an intricate pattern of curves is engraved.

When worn, it grants its wielder the ability to affect the state of nature, within an area, maximum of 20 mile radius. They can accelerate plant growth at unnatural speeds - sprouts growing into adult trees within a few minutes. They are also able to influence the growth and state of plant life, allowing them to create obstructions and clear out paths.

The wielder is also given the ability to meld within nature, allowing them to be unseen and undetected, as long as they remain still.

When using any of these abilities, the wielder's energy and nutrients will be slowly drained, until they are no longer doing so. The wielder may pass out, if they use it for too long. In worst scenarios, they fall into a 2-3 month long coma.

This Regalia is quite durable, and is able to withstand about 20-22 blows, before breaking, from heavy weaponry such as hammers and great swords. Burning it, however, completely bypasses its durability and would be melted within a minute or two.
 
The Arlandian Liberation Front
The Empire's greatest enemy; the people's champion. After several arguments between the various leaders of the different groups who fought against the tyranny of the Garhelith nobles, it was decided that all rebellion forces and resistance sects would be united under one name - The Arlandian Liberation Front. Initially, there were more than a hundred rebellion leaders who gathered in meetings and assemblies, but as time passed by, that amount was narrowed down to twelve leaders - which were given the title of Commanders.

Each Commander would be responsible for a certain portion of Arlandia, and the resistance forces that would fall under their area. Every so often, these twelve Commanders would meet and discuss of their status, and plot with each other on how to bring down the Empire.

Each Commander has their own set of subordinates answering to them, called as Generals - they are the one who lead and handle the troops of the Liberation Front, in and out of battle. For each army, there are about thirty to fifty troops, with a varying amount of soldiers for every troop and every army. Captains lead these troops.


The 112th Troop - A twenty(20)-unit troop dispatched by General Hummer, tasked to reclaim lost territory and recover supplies for the Liberation. Currently, it is led by Shanna Trovale, and is headed towards Fayshire.

Liberation Front Insignia - A small medallion made of cheap alloys, which easily fits one's palm. It is shaped like a single wing, and painted with three different colors - blue, gold, and white. It serves no other purpose than to distinguish those who are with the Liberation Front, and those who are not.​
 
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