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Fantasy Claimants of the Forsaken Realm - Lore

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Cosmo

Does Not Know Kung-fu
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Religion

Gods
Because of how gods act and their power comes from the aether, it is a common belief that the aether is the realm of the gods, some of the more.. scholarly or heretical, depending on your view, voices claim that the deities are, in truth, just massively powerful demons or spirits, having advanced to a level beyond comprehension. Regardless of their origin, the gods do listen and even act according to their wishes and nature. Some truly gifted individuals can even commune and hear their deities and devote worshipers can even experience divine protection or inspiration from their deity, however, most deities are jealous and prefer their followers giving offerings and prayer only to them while some are more lenient it is still no secret that gods tend to grant boons, rare as they may be, to those that dedicate to them. The gods, themselves, have never been able to manifest in our reality, some claim it is because they are the raw essence of the aether itself and, as such, can never exist outside of it because there is not remotely enough power to sustain their existence. Just like the other denizens of the aether, a deity tends to be focused around aspects, either physical or not, or emotions, some are kind some are cruel. Some uncaring, some benevolent and some are even cruel.

The Deities
[This is not a complete list, just a few to serve as examples. If you want your character to worship a specific god or want to use a god name as a swear, go for it. You are free to make your own god, godly cult just use reason. If you feel uncomfortable with that, free feel to PM me with questions or ideas]

The Masked Lady
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The mistress of intrigue and plots. While she has a name, it has never been uttered or written down, and as such, whatever name she has is long lost to mortal minds. Neither cruel nor kind, the Mistress has a rather... interesting sense of humor and enjoys watching how mortals act and react as they move across the strands of time. The Masked Lady's worship is allowed in most nations but she is particularly popular among the various elves due to their own love of intrigue and political machinations, but her temples are often very grand as her favor can never be won, but it can often be rented.

The Mother

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Korvana is one of the most ancient deities, according to her cults, and is the mother of monsters. Most of the monsters, and many of the more barbarous races such as goblins and orcs, are said to be her children, hand crafted and given life so that they may walk the earth. While often talked about as a Mother and while the dark goddess may speak of love and children, she cares not for them. They are pawns and she cares only for the strong and amusing herself with their struggles to earn her affection. Possessed of a hatred of the civilized world, viewing it as 'boorish', she pushes her children to tear it down.. or die in the attempt, either result greatly amusing the dark goddess. Worship of Korvana is sometimes done by the more 'civilized' races but it is rare and is usually something done by people seeking attention or outcast looking for someone to love them. Worship of the Mother is illegal in almost all nations because Mother's Love always demands... sacrifice.

The Great Bear
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Oberon, the Great Bear, is a kind and protective deity despite his often fearsome imagery. Referred to as the Protector of Hearth and Home, he is worshiped by many of the common folk and seen as a protector from evil and a safeguard of one's home. His most defining trait, however, is his love of cubs and is often prayed to by parents who fear for their child's safety and a common practice, the world over, is to make toys, often stuffed dolls, in the shapes of bears for their children to ward against danger and nightmares. Another name that is often given to the Great Bear is 'Bruin'. People are unsure of where, exactly, the name came from, but some believe it was from various children who found 'Oberon' rather difficult to pronounce. Many nations even have a yearly tradition where numerous small bear figurines are hidden in the village and local area and children scour the land for them and get gifts when they return.

Master of Mirrors
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the master of mirrors is a relatively little-known deity for its domains are less then appealing to most, for it takes the form of thr true unidealised perception of most entities, under the surface all are just as horrible, thusly the mirror is its symbol as it indirectly allows one to see themselves for what the really are or perhaps what they belive they wish to be.

its blessing are often not obvious nor is its influence a subtle push here and there to help in the future for example it won't fix a dam but it will perhaps give the village the idea of how to solve their problem themselves, few scholar debate the oddly benevolent intentions of the master of mirrors, but perhaps because it followers are so few in number it does what it can to keep their faith even if such acts can easily be attributed to mortal ingenuity and luck

Goddess of Light
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Goddess of Light, Mother of Angels, Ruler of The Seven Mountains. Widely worshiped by the mortals of the world as a benevolent and kind deity. As the Goddess of Light, she fiercely opposes the Dark Gods, Daemons and the Undead. She maintains a host of powerful Spirits, known as Angels, that act as her will.

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Prayed too by the residents of the Grand Abbey Orphanage, her Immaculateness is an early God of a bygone age. If she has a name, then the people of this world are not worthy to know of it, a being such as her to perfect, to pure, for them to blemish it with our utterance hence her worshippers name for her, her Immaculateness. Born in the vast featureless void before time, it is she who brought light to the world, her being the catalyst for life. From her radiance, the earliest beings crawled out of the shadows, casting out the darkness for her pure light. Rising to their feet to be nearer to her brilliance, these beings soon gathered together to make huge cities, full of great works and towering temples in ever growing attempts to bathe deeper in her lustre. But with every brick and every beam, the beings began to cast shadows around them and though no darkness can stand up to her immaculate light, it's evil could hide in the beings' hearts. And so, sin was born to the world.

In time it wormed it's way into every heart and every soul, as more and more gathered together into these growing communities and civilisations, no longer celebrating her Immaculate presence but themselves. With their towers and spires, their darkness threatened to sully her pure, flawless light and so her Immaculateness stepped back from her people, casting night upon the world. Sin and Vice revelled in the darkness, as the beings engaged in all matter of frivolity and self-indulgence. However, her Immaculateness is far too selfless, too kind to her children and thus returned with her light giving day back to the people. But we have proven unworthy of this blessing and she herself knows this, as she disappears from sight, unable to watch the rampant sinning day in and day out, gracing us with only the faintest whispers of her brilliance.

With a great love for all her children, she seeks to protect us from harm with her radiance if we only banish the darkness from our hearts. Our sins, our depravity, our decadence. Only by living our lives without flaw, with the utmost purity can we join her back in the light.


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Spirits and Demons
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There are beings within the aether of varying strength power, often, these beings are based on emotions or aspects. Positive aspect beings are known as 'Spirits' such as a spirit of valor or justice. Negative aspect beings are known as 'Demons' such as a demon of rage or ambition. These beings can vary wildly in power, the truly powerful are Archdemons and Deva. There are only a few recorded times such beings have ever been contacted. A demon, or spirit, is immensely powerful within the aether but they can manifest in the real world if the veil is weak or they are summoned, while still powerful they are considerably weaker then what they would be within the aether. In some parts of the world, it is not uncommon for demons to try to posses people in order to better establish themselves in the world as without possession a demon, or spirit, will eventually be forced to return to the aether as our realm simply does not have the raw power needed to allow them to manifest indefinitely, in fact, trying to outlast a demon or spirit is often the best way to engage them. Demons, nor Spirits, can ever be truly slain. When defeated, they are pulled back into the aether to reform, although the time it takes them to reform can vary between years to centuries depending on the power of the individual.

Wizards should be very careful when weaving the aether strands because it draws demons to them like a moth to flame, the more magic that is used, the larger the flame is and the weaker the veil between realms gets and it isn't unheard of for a wizard to cause a demonic incursion, because of this, wizards tend to be looked upon with distrust or even hostility by most of the 'common folk' of the world... it doesn't help that magically gifted people are desired as possession targets by demons, most of all.

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Magic
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Magic comes from another reality, a reflection of our world and it is said that this reality touches numerous worlds beyond counting and imagination. Within this realm, all things are possible and reality is what you shape it. This realm has many names but is most often called the Aether. What people know as 'spells' are actually the 'strands' of the raw essence of the other realm bleeding into our own and using this power, wizards can alter reality to create wondrous, or terrible, effects. These strands will bleed over naturally, but the greatest source of them comes from the great Maelstorm within the Carrion Sea. What makes someone capable of using magic is an in-born talent to feel and perceive these strands which allow them to beckon and shape them. Few people are born with this ability, but the aether touches all as, regardless of one's ability to perceive the aether strands, all minds venture into its depths when they slumber. It is harmless, just skimming the surface, but when people 'dream' the worlds and sights they see are real, created by their souls within the aether.

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The Strands
These strands that come from the Aether come in eight main forms, these forms are the raw essence of magic and each is different and has a different effect on the world and allows a wizard to produce different effects. In some teachings or magical lores, two strands are weaved together to make a new effect, Necromancy, for example, is a combination of Shadow and Life. However, opposites may never be combined, Shadow will never mix with Light. Beast will never mix with Heavens. All strands cannot be accessed by all wizards. Anyone born with inherent talent in magic will find themselves drawn to certain strands more then others and once they have been 'drawn' to a strand, the opposite becomes unavailable. A wizard who calls the forces of Light and Fire will find that Shadow and Ice will never obey them as if the very act of summoning and binding the strains stains their soul and marks them eternal.

Hysh [Light]
Light is often referred to as 'holy' magic and is incredibly effective against the undead and daemons from the aether. It is often used by powerful priest of the various nations and can seemingly 'bless' others to turn their fortunes around. Interestingly, there seems to be a correlation between religious fervor and one's power in light magic.

Chamon [Metal]
Commonly referred to as 'Alchemy', metal magic allows people to alter and control the minerals of the world, to enchant items and improve upon them in wondrous ways.

Ghyran [Life]
Commonly known as Druidic magic, life calls upon the power of nature itself to come to their bidding, moving trees to their will, soaking in the power of stone and wood to enhance their abilities, to heal grievous wounds or cure sickness.

Azyr [Heavens]
Commonly known as Astrology, this strand is an odd one. As its name implies, it is heavily focused on studying the heavens as such practitioners can command the power of wind and lightning to their bidding and can even get glimpse of the future by reading the stars.

Ulgu [Shadow]
Commonly referred to as Shadowmancers, they are often viewed with suspicion by others. Much like how a light mage can bind holy powers, shadow is often seen as 'unholy' and seems to have an adverse effect upon living beings and is often used to shroud its use to allow them to remain hidden from view as they bind the night to their will. Shadow magic is particularly effective against spirits.

Shyish [Ice]
Ice mages is a bit misleading as they also control the power of water, but water is notoriously difficult to work with so they prefer ice which is easier to weaponize and will more readily obey their command.

Aqshy [Fire]
Pyromancers, these mages are most combat oriented of wizards and tend to have more fiery temperaments [but not always]. They do not just call the flames, they can work a fervor in others, making them faster then normal, stronger, they can cause sudden combustion of heat and are very dangerous individuals, not only to foes but to the buildings they are in.

Ghur [Beast]
The lore of beast is often called Shamanism. These do not channel plants like Life or the stars above like Heavens, instead Beast is focused on, well, beast. Channeling the primal fury of these creatures to increase their own abilities, to command and commune with animals, these people live 'in the moment' trusting in their instincts over prophecy.. and it is whispered that the greatest of all can even transform their bodies into massive beast.

The Incompatible
Light and Shadow
Fire and Ice
Life and Metal
Beast and Heavens

Important Note
These are not the only magic in the world. These are just the 'base'. The building blocks of magic. If you had a specific kind of magic in mind say.. Blood Magic [Life/Ice] or Necromancy [Shadow/Life] or what have you, please feel free to PM me because we will just think on what 'combination' of these building blocks would create this magic. Also understand that just because a special magic discipline is made up of two different magic doesn't mean they know said magic. Take Necromancy, a Necromancer can be a master of his craft and yet have no skill in Shadow or Life magic. They are combining strands to make their magic, but each strand is an entire magic discipline on its own. Magic is not easy to learn, to truly master a single discipline can take a lifetime, sometimes multiple.So please keep that in mind as you make your characters, if they are going to be masters of multiple magical disciplines, you are looking at an extremely old character. It is also entirely possible for a magic user to have spread their attention to multiple magical disciplines and be a beginner or adept in many but a master of none. Neither approach is inherently stronger, but like with all things, the older a character is, the more experience and skill they would have acquired [So you won't have a 20 year old archmage].
 
Origin of Magic
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Magic is a touchy subject by the various nations and historians, but there is one legend that exist in some form or another across all corners of the world, the Doom of Molire. In the legend, an ancient sea-faring nation was in an unrivaled Gilded Age with knowledge and a mastery of magic that would be lost to the world, but three great wizards came together in an effort to enhance their abilities to 'break' into the aether, itself... And they succeed. Upon an immense marble tower, they toiled and tore open the veil between worlds and in doing so damned Molire and the world. This massive rend in reality sucked in the wizards and Molire, and all its people, were devoured by the sea. Now this legend seems to have some merit because the Malestorm is indeed real. A massive rend in reality from which the Aether Strands pour out across the world [Strands will bled between the veil normally, but the Maelstorm is akin to a massive faucet that was turned on]. The Maelstorm is located within the Carrion Sea, a notoriously difficult to travel sea and very, very few people have seen the Maelstorm and returned to talk about it, but it is there. A massive portal to the Aether flanked by two massive marble pillars that emerge from the sea and it is whispered that every year the Maelstorm grows until one day it will consume the world.

Within the waters around the Maelstorm rest its guardian, the Leviathan. The great beast of the deep. Any ship that tries to draw near is devoured, swallowed whole by it. It never seems to leave the Maelstorm and any attempts to scry or peer into its origin have been met with insane screams and bleeding eyes. The legend goes, that the Leviathan is the souls of the people of Molire. Twisted and joined as punishment for their attempt to invade heaven.

Magical Items

Magic artifacts fall into two categories: Enchanted and Runic. Enchanted is far more common and far less potent. Enchanted weaponry comes from mages of Chamon, the lore of metal, subtlety enhancing an item. They can make a suit of armor lighter, a sword sharper and tougher, a staff that helps its user to better channel magic, however, enchantments can never fundamentally change what an object is. A sword will be a sword, it may be sharper or stronger or hold an edge better, but at the end of the day, it is still just a sword. However, even small adjustments and enchantments can massively increase a warrior's lethality or odds of survival so enchanted weaponry is incredibly valuable especially if they must go up against ghost, daemons or other ethereal beings. Enchantments are expensive to make as mages require the correct materials to cast them which tend to be rare and exotic, and items can only hold so many enchantments before it becomes too much and the item fractures under the power placed on it as such the quality of material that the item is made of is extremely important.


Runic weaponry, on the other hand, can only be created by the dwarfs, and more specifically, the Rune Lords. Runic weaponry are weapons of legends, hammers capable of shooting lightning and returning to the user, flaming swords that can cleave through armor like butter, armor that shines with luster and can resist even foul sorcery... Runes 'trap' magic within the item using the raw power of the gods to alter and change the item itself into something new, capable of doing things that defy logic or reason. Each rune is precise, created and crafted for a single purpose, but they are rare. Rune Lore is the most closely guarded secret of dwarf kind and none but them know it. Even the making of a single runic item can take decades, or even centuries, of work and coupled with how hard and long it takes to teach rune crafting [with apprentices needing centuries of experience] it is little wonder these artifacts are so rare and valued as the dwarfs guard them jealously. Once in awhile, a hold will fall and these weapons will be looted and lost to history to be recovered by adventurers and collectors. Other times, great allies and dwarf friends will be gifted a runic item as a symbol of friendship... But to own a runic item is to invite jealousy as entire wars have been fought over the possession of powerful runed artifacts.

Currency
1 Gold Denar = 10 Silver Denar
1 Silver Denar = 10 Copper Denar
1 Copper Denar = 5 Iron Denar
A person can scrape a decent living on ten silver a month, however to own a house or provide for a family requires a bit more coin. A mug of ale at a tavern would cost an iron denar while a well forged sword can cost twenty to twenty-five silver denar.
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Timeline
Age of Myths [Age of Fire, Age of Dragons]
??? to -8000

Not much is known about this age, it is said that the Dragons fought an ancient foe, some call them the Primordial, others call them the Titans, but after a long conflict, the Dragons emerged victorious and reigned over their fiery world. As the world cooled, many of the largest of Dragon kind are said to have gone deep underground, to nestle near the center of the world, where it was still warm to rest and that their time would come again.

Awakening [Dawn of Civilization]
-8000 to -5,500​

  • First recorded presence of High Elves on the island of Lothmir (-7,894)
  • Last of the great Wyrms, Dragunar, disappears after teaching elves the secrets of the Aether (-7,309)
  • The first dwarven records are discovered, detailing the rise of the dwarven folk hero, Garn (-7,113)
  • High Elven capital of Dol Taras is settled (-6,320)
  • Spine of the World Mountains turned into the first Dwarf kingdom, SpineHold (-6,312)
  • Dwarven 'Throne of Power' carved with the Rune of Eternity is forged for the High King (-6,298)
  • Elves discover a race of lizardfolk on the eastern continent. First meeting goes poorly (-5,921)
  • Dwarves dwelve too deep into the mountain and unleash an unspeakable horror, FrostHold is lost (-5,739)
  • Dark elves emerge from the underdark for the first time (-5,601)
Age of Wonder [Age of the Elders]
-5,500 to -2,000​
  • Other Elder races start to rise (-5,490)​
  • Dark Elves begin to raid other lands (-5,392)​
  • High Elven hero, Alyrion, launches an invasion into the underdark against the Dark Elves to reclaim his love (-5,140)​
  • The Great Orc Warlord, Grimtoof, launches an invasion of Spinehold, he is finally slain at the battle of Broken Axe by High King Mogrim (-5,039)​
  • First recorded encounter with an Archdaemon is recorded, the Elven colony of Daweth is lost (-4,891)​
  • The Lizardfolk launch a war against the High Elven colonist on their homeland, the colonies are lost (-4,613)​
  • Dark Elven Sorceress, Kalindra, unleashes a daemonic horde. An alliance of Elder Races defeats the daemons at Hollow Field (-4,390)​
  • First Recorded attempt of colonization of what would become known as the Forsaken Realms begin. The colony is destroyed when a dragon, Imaldur, ravages it (-4,239)​
  • Orc Warlord, Naz'Fist, ravages the coast of the Lizardfolk, is defeated by a hurricane that mysterious appeared (-4,039)​
  • War of the Underdark begins as the Dark Elves fight a foe 'from another realm', Dark Elves eventually claim victory but they are forever fragmented (-4,019-3,830)​
  • Discover of a race of bunny kin are discovered in the far east by High Elven adventurers (-3,740)​
  • Discovery of bunnykin is quickly followed by the arrival of more beastkin (-3,500)​
  • Necromancy is invented and the nation of Khar'sara is lost (-3,430)​
  • Great Necromancer is defeated by an Elf and Dwarf alliance (-3,394)​
  • The Great War between Elf and Dwarf begins (-3,004)​
  • 9th Siege of the great elven city Alumdor begins, Dwarven Prince Ironhammer is slain (-2,840)​
  • High Mage Nadir is slain by Runelord Alaric (-2,406)​
  • Alumdor falls in the 11th Siege, the Eternal King is slain by the High King, victory is claimed by the Dwarves, ancestral grudges born between them never go away (-2,391)​
  • Dark Elves attack the weakened High Elves as the 'Greatest Orc Warlord' to ever exist, Toofcracka, attacks the Dwarven Holds. (-2,341-2,039)​
  • High Elves and Dwarves eventually find victory, but their great empires are shattered (-2,003)​

Heralds of Change [Dawn of Man]
-2,000 to -500​
  • Humans, and other races like Halflings and Goblins, appear (-2,000)​
  • Dwarves of the ShatteredHolds take a liking to humanity and share the secrets of iron (-1,839)​
  • Halflings establish their homeland and are known as a stalwart and hardy people (-1,749)​
  • First human kingdom of Westmarch is founded (-1,683)​
  • Queen of Westmarch passes on and the kingdom is divided between her six children (-1,642)​
  • The War of the Marches begin (-1,642-1,593)​
  • Fourth Recorded attempt of Forsaken Realm begins by humanity, a terrible disease kills a third of the population and is raised by a necromancer into a large horde (-1,439)​
  • Necromancer and her 'Forsaken' Horde are defeated by an alliance of men, elves and dwarfs (-1,419)​
  • Small human nations spread around the known world (-1,100)​
  • First recorded contact with a Deva is established by a human warrior, Amira Cole. The city of 'Elysium' is founded. (-938)​
  • Human Northern Raiders serving Dark Gods appear (-830)​
  • The Orc Warlords, Snarlstompa, and the black armored, Northern Lord Egil Styborn fight on the Eastern Steppe. Neither is heard from again (-604)​
  • The city of Molire is founded (-500)​

Gilded Age [Age of Hubris]
-500 to 200​
  • The small city-state of Molire wins 'War of Legends' against Elysium [-439]​
  • The Dwarves of SpineHold are pushed to the brink by a series of volcanic eruptions and earthquakes that breaks the Deep Roads and forever splinters their ancient kingdom (-382)​
  • 'The Sundering' begins on Lothmir begins as the elven nobility fight a vicious civil war for the crown, the island of Lothmir is lost to the sea (-353)​
  • With the Dwarves and Elven kingdoms truly gone, the City-State of Molire extends its dominion to most of the known world (-284)​
  • The great hero, Lorne of Molire, faces down the Northern warrior Skar, it is said Skar was pulled into the Aether before the final blow could be struck (-139)​
  • The Carrion Sea is filled with shipping lanes and roads are constructed all over the known world, linking the realm of Molire, an age of peace settles on the land (-83)​
  • The Maelstorm is opened and Molire falls into the Carrion Sea [0]​
  • Countless lives are lost as ships are devoured by the Leviathan, the once great nation of man fractures, and dozens, if not hundreds, of nation claimants rise up to feed on its carcass (0-200)​
Age of Gods [Age of Chaos]
200 to 1,000​
  • The Gods start to appear on the surface of the world, using mortals as host or avatars (222)​
  • The Gods begin to fight proxy wars amongst one another using their avatars, created monsters and demi-gods as warriors (239-938)​
  • Thirty-Second attempt to colonize the Forsaken Realm ends with the arrival of 'Da Breaka' a orc warlord sweeps through the land and goes to devastate many other realms (392)​
  • Northern Lord said to be possessed by a Archdaemon and claiming to be 'Skar' leads a bloody rampage across the realms, is stopped by the avatar of Oberon (492)​
  • An archmage of heavens flings himself off his tower after attempting to scry the Leviathan, his continuous screams of 'It sees! It sees!' following him down (531)​
  • The War of the Hammer begins as three human nations, each led by a demigod, fight over an ancient dwarf rune hammer found in the remains of FrostHold (739)​
  • Arlog the 'Conqueror', claims to be a descendent of the kings of Molire and launches invasions of his neighbors. He is defeated and slain in his first battle (882)​
  • The Covenant of Heaven is signed with the Gods agreeing to leave the world to mortals and return to the Aether and to never walk the world again (938)​
  • Marco of Nostros leads a fleet of a hundred ships to the Maelstorm. A single sloop returns. (984)​

Age of Reclamation [Modern Era]
1,000 to 2,336
  • Queen Diana Marcellius is slain in battle during the Mystrian Campaign by unknown sorcery believed to be orchestrated by the Mystrian. (2291)​
 
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