Computing Magus
I need a King's Rock
Lore here is community driven, from places, history, deities, races, and more. I've given some general things like the cold winds of the north and the desserts of the south, but you can add more from there to add flavor to the RP. Do you like it if fish was quite the common delicacy? How about dragon taming? Is that a thing? Maybe even add a new kingdom altogether. You may never know if we need to visit it. This will be updated frequently as everyone sends in ideas. For now, I'll give some general stuff.
Locations
Creatures
Locations
- It's a small seaside town, seagulls in the beach pestering the trader's ships here and there. It's a common city for traveling to other kingdoms and is quite possibly the most common trade route for caravans and ships. Thus, there are some guards here and there, but the peace here has been for so long that crimes are virtually unheard of in this place. At least anyone caught doing crimes. It's a lively place with a large plaza in the middle. Magic is also quite common practice here, but no schools are available for it, just some retired old tutors.
- This is also the starting point for the main group. Anyone else can start in a different town or even a different kingdom altogether.
Description: Deep within the harsh southern desert lies the city-state of Komorrah. For centuries, it was one of the most prosperous territories of Xeria. While originally settled by a sub-race of elves called Eladrin, Komorrah accepted any and all tourists with open arms... provided they could pay for its luxuries. The waters of the grand Phoenix River feed straight into its heart, although strangely discolored and with a sickening smell.
Now, Komorrah remains eerily quiet during the sunlight hours. Only those too sick, poor, or stubborn to leave their former livelihoods choose to stay and protect what little they have from the various gangs that accost them regularly. Businesses are failing, the remaining residents live in terror, and a sickening aura hangs over the heads of everyone who resides within Komorrah. At night, under the cover of darkness, the only residents daring to leave their homes in the danger hours are the danger themselves. Fights break out between rival organizations, boundaries drawn with their enemies' blood. However, rumors are circulating of a new faction called the Scorpion Clan, although their motives and members remain unknown. While they never bother with the feeble merchants and innkeepers who stay in Komorrah, there have been a number of ruthless gang leaders found dead in the night, giving the remaining citizens hope for independence. Yet, there is the fear of something more sinister about to unfold.
Government: Traditionally, run by its own wealthy King and the elite families surrounding the bureaucracy. However, most have fled and what remains is a power vacuum that criminal organizations war over, oppressing the people who have sought refuge here.
Places:
It all seems normal on the surface. Ornate marble buildings shine in the afternoon sun, but upon passing through the unguarded gates, one immediately senses something is not quite right.
The Scorpion Clan's base of operations outside of the city, hidden in a deep ravine. No one, not even rival organizations, dare to step foot here, and there is no apparent method of getting in or out of the gorge aside from its gates. The perimeter is guarded heavily, day and night, by sentries with orders to kill on sight. There is an infirmary, an armory, and several huts where its leaders conduct meetings and assign missions to its members. Even after 280 years, it is rudimentary by design in case it must be quickly moved to a new location.
Location: In the middle of the desert in Xenia's southern territory
Age: Since 800-900 CE, it's anyone's guess, although the banks of the Phoenix River have been home to a number of peoples since ancient times. Some of the aristocracy who once lived here proclaim their lineage from those preceding civilizations.
History: It was a popular resort for noble families across Xeria, and a major hub of trade in gold, rock salt, and exotic textiles. 280 years ago, the Phoenix river mysteriously became murky with disease. People became sick, crops wilted, and fishermen were put out of work. As tourists left in droves, Komorrah was abandoned overnight by both its elite residents and government alike. The "jewel of the desert," as it was called, was soon overrun with bandits and thieves who left anyone in their wake dead and their family penniless after dethroning the King himself.
Category:
Place
Name:
Kingdom of Orellia
Description:
A small monarchy located on the western coasts of Xeria, roughly 998 sq mi in size the kingdom only holds its capital Veltan and a few surrounding towns. Overall the land is full of natural resources from rich minerals in the northern mountains to fertile fields in the central plains. Veltan the nation's capital is located where the Relligan River meets the ocean, the capital itself is a beauty to behold through with beautifully engraved walls surrounding the city as well as peaceful farms that rely on the annual flooding of the river. Most settlements are locate on this river as it's known as the life blood of Orellia, and every fall when the river floods the Orellians throw a nation wide festival known as the "Rellian Celebration" in honor of the harvesting season.
People:
Natives Orellians are known for the light colored hair, ranging from blonde to white, as well as their blue eyes. Generally they have fair to tan skin and they're usually taller averaging around 5'10 for adult males and 5'8 for females. Over the years there's been an increase in immigrants so there's a wider range of human and species variety living in Orellia.
Military:
Ever since the civil war in 1400 CE Orellia hasn't had a full scale military, but they have a standing militia that works mainly as a police force and thanks to the nations small size and friendly neighbors crime rate is low and overall it's a peaceful place to live
Age:
Veltan was founded around 50 CE while Orellia was created in 900 CE
History:
50 CE ~ Orellian ancestors land on the western beaches and Veltan is founded.
100-800 CE ~ Veltan and the surrounding lands come under control of a neighboring nation,
882-900 CE ~ The Orellian Revolution begins, led by a man who would later be called the "Golden Hero"
900 CE ~ Outnumbered and outclassed the Orellian's win the war through the hero's leadership and bravery. Shortly after the Hero left the newly formed nation to his right hand man as well as his legendary sword, after that the Hero dissapears...
1400 CE ~ After the sudden death of King Esros it was uncertain which one of his twin sons would inherit the throne since he died without announcing which one would ascend the throne, and soon nobles took sides and a bloody civil war erupted.
1410-Present CE ~ Civil war comes to an end and Orellia goes through a renaissance of craftsmanship and art when the kingdom was being rebuilt.
Known For:
Orellian's are known for their craftsmanship and their architects, from armor, weapons, buildings, and art it's a large aspect of Orellian culture to put 110% into their work and they always strive to master their craft. If it's made in Orellia then you're damn sure it's going to be high quality.
Description: Deep in the North-West, where most Dark Elf territories dot the land, lies the blue forest city known as Evritol. Although Dark Elves are the majority, many different races of elves have made their home here. The forest is brimming with magic energy, medicine, and magical creatures. The practice of magic (specifically High magic and Dhar) is extremely common and even praised.
At night Evritol is known for it's brightly colored plants that illuminate the forest, as well as glowing streams and cold ponds that possess natural healing properties. The Dark Elves call this water Vita, and it is extremely valuable and heavily guarded. Theft or use of the water selfishly is forbidden. Many have tried to harvest the water to sell to other lands or to use for themselves, but if caught they are sentenced to exile - perhaps even death.
Many of the architecture has been built high up in the trees, as to protect the citizens of Evritol from the monsters down below. Evritol has little need for trade, for the forests are lush and many of the necessities for living can be found right in the heart of the Dark Elves land. However, the queen has made it apparent that they are allies to the major cities of Xeria, and sends herbs and medicine to the capitol often.
Places:
Location: NorthWest
Age: The earliest writings seem to come from around 100CE
History: Many know the the Dark Elves are an old race. Throughout history they have tended to keep to themselves, hardly bothering with Human and High Elf politics.
Evritol is one of the biggest Dark Elf territories now, but it wasn't the first.
65CE: Early Dark elves moved from the mid land to the west to find more lush forests to thrive in.
100CE: The architecture in Evritol began improving from huts and the village began looking more like a city in just a few decades.
200CE: A powerful High Magic user known as Vonoth Ralles created the Dhar Order, a group that practiced dark magic in the name of the Old God. Vonoth Ralles quickly became the tyrant leader of Evritol, making the practice of dark magic and the following of the Old God necessary to learn as a Dark Elf.
238CE: Thanks to Vita, the water of life, the Dark Elves are now thriving even more, using the water carelessly for themselves, for crops, and for magic
300CE-500CE: The War of Life also known as the Dark Civil War is a war over Vita. Vonoth Ralles wanted to limit the use of Vita, allowing only those in the counsel of the Dhar order and their families to use it. A rebellion ensued, the rebel elves calling themselves Invita Statera (Statera for short). The rebels believed that the water of life should be shared among all of the citizens in a way that would be balanced and wouldn't be selfishly used.
542CE: After hundreds of years of fighting the leader of the Statera, Alduisi Galara, overthrew Vonoth and became the queen of the Dark Elves, turning the dictatorship into a monarchy. Thus ending the war.
600CE: Alduisi forbids using the water of life for personal gain. And cemented herself as ruler by having created three houses: Government, Church, and Magic. The Dhar order now serves the Queen, and freedom of following other religions other than the Old God is permitted.
851CE: The college of High Magic is founded by the leader of the Dhar Order. This attracted many different races of elves to Evritol and improved the economy greatly.
Present: Alduisi is still the Queen of Evritol. She has made many allies and not many enemies. Although there is rumor of small followings that still hold Vonoths beliefs. Evritol is now one of the most advanced Dark Elf territories in all of history.
Creatures
Name: Monster
Description: A general term for the magical creatures inhabiting this world. Monsters can take on a wide variety of forms, dispositions, and even levels of intelligence. The vast majority are hostile in some form, however some are docile, and others even outright friendly towards the sentient races
Location: Worldwide. Monsters can be found in forests, tundras, the ocean, and anywhere that isn't already populated or heavily trafficked.
Traits: While there are many different types of Monsters, they do all share a few common traits, which is how the sentient races categorize them as Monsters rather than just another race.
- Monsters are beings born of magic. They are incapable of casting the magic used by sentient races, however some still have very specific magical abilities they can use instead - Mermaids have a hypnotic singing ability and power over water, man-sized Spiders have a mental link to every trap they weave, etc.. There are still many Monsters who do not have magical abilities, however one should always be on their guard.
- All Monsters also have an elemental affinity, granting them weaknesses to certain elements, and strengths and even sometimes total immunity to others. Alraunes and other plant-like Monsters, for example, have a Nature affinity, granting them increased resistance against water-based attacks, and a weakness to fire. The best example of this trait is the Slime, which has been seen to come in a wide variety of different affinities, possibly even one for each magical element. Monsters will usually live in areas that match their elemental affinities - You'll never see a Flame Sprite in the ocean, for example.
- Like the sentient races, every Monster is naturally different from one another, even among the same type. However, you can always expect the same general kind of behavior from similar Monster types - Somnics will always take joy from causing insomnia, Harpies will always be ruthless hunters, and Minotaurs will always be highly protective of their (Usually friendly) Holstaur wives.
- While some Monsters have high intelligence, look, or even act remarkably like Humans, one must never forget that a Monster does not possess a soul, or the conscience given by one. Monsters are primarily creatures of instinct, and even the friendly ones often have little regard for societal norms or morality. Monsters will always do as they please, with little regard for how it affects those around them.
Tamable: Many Monsters can be at most, imprisoned. A fair amount are capable of speech and can be reasoned with. Some of the more docile Monsters are tamable, but most have never tried for fear of the possible consequences. And then, of course, there are some that are hostile to the point where either just leaving them alone or killing them are your only options.
Last edited: