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Fantasy Order of the Hunt Lore and Locations

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TagochiRein

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Settings and Locations:


The Tarnished Land:


This place is a dead and abandoned land lying between each of the empires. Disembodied corpses and destroyed buildings lay tossed about. Whether Knight or Scholar, this is a place that everyone hates.

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Capolis:


This is the capitol of Rendanna. It is known for is beauty and women, most people only dream of coming here.
Pesco_Capital_of_Salvatica_by_GleamingScythe.png




Sadon:


This is the capitol of Lotheihan. Named after it's founder it holds some of the most prestigious academies and temples throughout the land. If one wishes to learn magic, this is where they will reside.
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Drake's Perch:


This mountain range lies at the heart of The Draco Empire. Dragons can often be seen flying around it from the distance. Most humans avoid this place.
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Dead Man's Crossing:


A small settlement of bandits and Rebels lying just at the edge of The Tarnished Land. The only people that usually leave alive are merchants, and that's after they've been robbed. Thugs and Bandits reside here.

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Margarth:


A small settlement lying just north of Rendanna. This place is a farming town and they produce most of Rendanna's food. Those that desire peace and wish to stay out of the war reside here.


Oak's Realm: A massive forest that exists just west of Lotheihan. The air here is pure and the trees bustle with wildlife.
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The Blackened Hole:


An expansive series of caves and tunnels that lies deep below Drake's Perch. This place is dark and humid, But living conditions are just good enough for people to survive. Many outcasts live here.

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Celestia:


A small city centered to the far west, away from most civilization. This city was built around a water spring that is said to have healing powers.
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Pluto's Crossing:


A fairly large town that lies at the center of the world, between each empire. A place that acts as a bridge between all walks of life. Many merchants selling their goods and mercenaries looking for hire gather here. Most Merchants reside here.
merchant_city_by_k04sk-d47dfxn.png




Farrack:


A large port city located at the northern most point of Rendanna. This city is known for its Seafood.
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(disregard the running man.)


Valadore:


A small port city located at the southern most point of Lotheihan. This city is known for its weapons and pirates.


Bridge Of Hope:


An immense river stretching from Farrack to Valadore. Aside from the Black Sea, this seems to be the only thing connecting the two kingdoms.
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Black Sea:


A sea to the north of Rendanna and to the south of Lotheihan. Aside from the Bridge Of Hope, this is the only way to reach the other Kingdom.


The Dead Forest:


A medium sized forest connecting The Draco Kingdom to Rendanna. From a distance, Dragons can be seen hunting travelers here. Most people avoid this place.
Forgotten_Forest_by_CrimsonSacrifice.jpg
 
Additional Locations Of Note"
  • Opeisa: A large fortified city, positioned on the Rendannan coast facing Lotheihan. This is the countries first line of defense against an attack from the west. opeisa.jpg


  • Sholis: A small city positioned on the eastern coast of Lotheihan. There is not much to find here, save a fisherman or his widowed wife.Sholis.jpg

  • Ceemginia: A city within sight of Drake's Perch, it is not uncommon to hear of dragon attacks in the area.ceemginia single city within sight of Alduins home.jpg

  • Ezroklark: A famous city, mostly so for its magic innovations that have allowed its populace to enjoy an luxury uncommon among humankind; flight. At the heart of this city lies a college for the magic school of Abjuration. Located in Lothleihan.Ezroklark.jpg

  • Astuital: One of the few gems among the rough known as the Tarnished land. This city is the base of operations for the organization known as The Collective, led by Ashur Quin. With the desert covering Astuital on all sides save the one exposed to the ocean, Ashur has little to worry about in the way of ground invasion, and is afforded the trade routes a coast city has to offer. Astuital.jpg

  • Cinmond: Located in Lotheihan, this city hosts the Mages college of Divination.Cinmond.jpg

  • Magus' Eye: The home for the 7 Magi, 3 white, 3 black, and one red. This bases' exact location is unknown, all that is common knowledge is that it is located somewhere within The Tarnished Land.
  • Magnus' Eye.jpg

  • Takhisis Spire: A recent formation, many sightings have brought this location to attention but it cannot be found upon any map. It is located on one of the islands bordering Shelgoth. This place is very similar to Magus' eye in the sense that there is powerful arcane magic at work, this however of a darker kind.This location is said to be the singular gate that could allow the dark queen to reenter the mortal realm. It was shut many years ago when The Cataclysm shook the world, rumors suggest the dark elves seek to reopen it.Takhisis' Spire.jpg

  • Britewood Forest: The only known residency of wood elves, a magic barrier surrounds the forest, requiring admittance or some other magic method to enter.Britewood Forest.jpg

  • Zrila: The capitol of Eyoufross; country of the high elves. Eyoufross was once connected to the mainland, before powerful elven magic was used to separate the mass of earth following the second Ellion War. The elves that inhabit this place want for nothing, it is entrenched in the mightiest of arcane magic, and enjoys one of the most powerful militaries on the globe. Majestic City.jpg

  • Breka: One of the few major cities in Lothiehan that is not a host to a mages college of any kind. It is mainly a political and millitary city, hosting the largest number of Lothiehan's troops.Breka.jpg

  • Efuitan: High in the Rendannan mountain range, and bordering Alduin's lands is Efuitan. This city is the only city in Rendanna that is host to a mage school, the college of Conjuration. The journey to this city is long and arduous, because of this Efuitan sees few travelers that are not in search of magic secrets. Efuitan.jpg

  • Annals Of Time: A short journey north of Sadon, this library holds the infinite chronicles of Astinus; The Scribe Of Fate. Astinus is the only mortal to have witnessed the conception of the realm, he was charged by the 9 divines to chronicle every event, as it was happening. In order to complete this task he was gifted immortality, and stripped of many mortal tendencies such as emotion. Astinus writes without end, and is accompanied only by a handful of monks and mages. None are permitted to enter, unless the fate of the world hangs in the balance.Annals Of Time.jpg

  • Ashen Bulwark: This wall stands on the northern edge of The Collective's domain. This is the only structure that stands between The Tarnished Land and Astuitus. It would prove a harrowing obstacle for any who managed to survive the trek through the scorching suns of The Tarnished Land.Ashen Bulwark.jpg

  • Boethiah's Crossing: This location is the road that would greet any bold enough to sail from the mainlands, landing on Shelgoth's shores. It is a dank and murky place, such much so that little is know about what lies within, or beyond for that matter.Bothiah's Crossing.jpg

  • Library Of Praytos: This library is located on one of the many Islands surrounding Shelgoth. It is considered neutral territory throughout the lands, and as proof of this Shelgoth and Lothiehan founded the mages college of Necromancy.Library Of Praytos.jpg

  • Dedmont: This cities lies not too far south of Drake's Perch, the dwarven capitol. The title of capitol is largely symbolic, seeing as the Dwarven country of Ragnar was dissolved following the first Ellion war, leading to many dwarves moving to Dedmont or seeking smith work abroad. The city is currently under Alduin's rule, and is moderately wealthy. The vast number of structures located beneath it are said to hold the remaining gold leftover after the dissolution of the Dwarven empires, and the secrets to the lands most powerful smithing and engineering techniques.Large City, Inland.jpg




This addition is subject to change, and will constantly expand as the narrative of the Rp progresses.
 
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Lore:

Knights of the Silverhand


the_expulsion_by_typhonart-dafkxro paladins pilgrimage.jpg

"When we decide a paladin is ready to finish their training, after many years in our covenant,
he is obliged to make a pilgrimage to the Surface, and reach the end of the stairs.
Without any weapon, he must force the undead giants to leave him alone, using nothing more but his faith.
Only then we know he is pure in his heart and will help the underworld..."


-Elder Paladin Osthryd


The Holy Order of Northshire Clerics was devastated during the First War. Seeking to create an order that would suffer less attrition in battle, the Archbishop of the Church of the Holy Light, Alonsus Faol, along with his apprentice Uther, recruited noble knights (to train in the ways of the Light) and members of the priesthood (to train in martial combat). In Alonsus Chapel in Stratholme, Uther was appointed the first of the paladins. He was followed by Saidan Dathrohan, Tirion Fordring and Turalyon (candidates recommended by Alonsus Faol himself) as well as Gavinrad (a candidate proposed by Lord Anduin Lothar.) The Order of the Silver Hand was thus born.

The Knights of the Silver Hand (full name the Order of the Knights of the Silver Hand, often referred to as the Order of the Silver Hand, the Silver Hand, or the Paladin Order), took its name and symbol from the legend of Tyr. A paragon of order and justice, Tyr sacrificed his right hand in a fight against an unfathomable evil. Although it was within his power to fix his hand after the fighting had ended, the hero instead chose to replace it with a closed fist made of the purest silver. In this way, he impressed upon those who followed him that true order and justice can only be accomplished through personal sacrifice.

The paladins were instrumental in winning the war. They were notably deployed to quell a peasant revolt at Tyr's Hand, and the sight of them wielding their mighty warhammers and holy powers gave others inspiration on the battlefield and the home front. Uther and his paladins were truly a sight to behold. Even some of the Alliance's greatest knights and warriors were in awe when they saw them smashing orcs down while healing fallen allies at the same time. Uther was the first paladin known to have manifested his powers on the battlefield and was given the title of "the Lightbringer" by Turalyon. Turalyon himself did not master his powers until after Lothar's death during the Siege of Blackrock Spire, but once he did the orcish army cowered from his blinding light (which shone "brighter than the brightest day").

After the war, the Order of the Silver Hand began training new paladins. Arthas Menethil, Prince of Lordaeron, was sworn into the order in a ceremony performed in the Cathedral of Light. During these times, the Bastion of the Silver Hand was considered as the barracks of the Order, containing countless of their treasures.

The compassion to pursue good, the will to uphold law, and the power to defeat evil—these are the three weapons of the paladin. Few have the purity and devotion that it takes to walk the paladin’s path, but those few are rewarded with the power to protect, to heal, and to smite. In a land of scheming wizards, unholy priests, bloodthirsty dragons, and infernal fiends, the paladin is the final hope that cannot be extinguished. Paladins are holy warriors, dedicating their bodies and minds to a specific god or goddess. Over time their Deity bestows upon them additional blessings increasing their prowess and abilities.
 
Hunters:

A Hunter is someone who has undergone extensive training, ruthless mental and physical conditioning, and a mysterious ritual performed soley by the being known as Muirago, the creator. Originally they were created to be protector of man from the beast and monsters of the wild when human civilization broke off from being slaves and started to grow, but since human civilization is flourishing there is less of a dire need for them. Now they roam the land as peacemakers in times of war or monster slayers for hire.

Muriago, the creator is a mystical being that no one knows the identity of nor appearance. She comes in many forms and all stories of her boast a different lore. Muriago chooses the hunters personally. By performing varied test on humans, she is able to see who is worthy of the call to protect the world. The magical ritual that she performs on Hunter's are of dark, ancient roots. Powerful magic that force mana awakening of vast levels into humans without destroying the vessel is of great intricacy and nothing of the same magnitude exist is this current day and age.

The ritual itself is of huge mystery. Hunters fall into a trance while undergoing the ceremony after Muriago places a magical sigil on the hunters forehead. When the Hunters wake, they find their hands leading up their arms blackened from the transferring of mana, or so they believe.

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The key permanent results of the ritual shared by all Hunters include:

  • Sterility (which partially explains selection from the outsiders, as they cannot breed to pass on their traits)
  • Tremendous resistance to disease (which functions in most cases as complete immunity) and a boosted immune system, allowing them to consume large quantities of potions that could prove easily deadly if consumed even in small amounts by a normal man.
  • Exceptionally increased strength, speed, reflexes, and endurance, far beyond any normal or well-trained human, that allows them to swiftly end fights with minimal effort, and perform physical feats normal humans couldn't hope to match. A Hunter's physical skills alone are sufficient to defeat most monsters single-handedly if combined with extensive training and proper weaponry, whereas regular men could only hope to accomplish this in large groups. Hunters have also been shown to shrug off hits that would normally render normal men unconscious. Additionally, they have been known to survive the strikes of powerful monsters such as giants, or other beings possessing heruculean strength, that would otherwise kill others with a single blow.
  • Having the ability perform a specific master level magical spell catered to them without any training or knowledge of how to do it. It escapes the body naturally like sound. The manifestation of magic is usually a manifestation of dormant magic that their soul and body has a natural affinity to due to experiences and genetic make-up.
  • Accelerated healing granting quick recovery from injuries.
  • Incredibly long lifespan and prolonged youth
  • Eyes displaying hue of what it was before the process. Makes it appear as if the soul is leaving the body.

In general, a Hunter is a formidable and often overwhelming opponent to more mundane races thanks to their superhuman physical prowess, regenerative capabilities, and magic. However, they are not infallible, as they can still make mistakes, take a misstep in battle against mundane men or supernatural demons, or be overwhelmed by sheer numbers and individuals who have the skill to match a Hunter, though rare is the individual who managed to slay a Hunter out of skill rather than dumb luck or by ambush.

Once becoming a hunter, you agree to renounce all titles and lands and choose to bare no children. You are a protector of the land and a warden of peace so you are not allowed to choose sides in a war or fight for the greed of another cause. You can offer your advice and mediate disputes but that is the extent at which you can reach. Granted some hunters do hide their appearance and join battles but its against the rules of the code and any caught doing this would immediately have a bounty on their head. They would go through trial and if found guilty would pay with their life. Typically each country has a Hunter that they have under their employment to perform varied task like lead expeditions on monsters stalking their lands or as a guard for a diplomat and so forth.


Key things to know about a Hunter:

  • We are a group of people known as Hunters. Hunters are made through a very demanding selection process that one should never take lightly.
  • Only a very small amount of "Hunters" are made every year worldwide depending on the need before the cycle.
  • If a hunter dies, you are able to take his essence and add it to your essence giving you a slight boost in power. It is as if your brethren continues to fight with you
  • You can't kill another hunter in order to steal the essence. It would nullify the effect.
  • Hunters are neutral in political affairs. They aren't allowed to join sides of a faction for the sake of warring purposes because a single hunter could change the tide of battle. Because of this, they are used quite often to settle disputes between factions.
  • Hunters are not allowed to participate in Wars.
  • Hunters have perks such as resistance to diseases, slightly better senses and physical attributes such as strength, smell, sight, intuition, and so forth., improved healing factor.
  • Hunters are no different than a normal human except for the fact that they have been cursed.
  • Besides their natural attribute boost, they have special techniques that takes years to learn. Some hunters exhibit master level magic. They use it with ease.
  • The longer you live as a Hunter, the stronger your natural physical abilities grow.
  • The life expectancy of a hunter is 1 to 3 years if you are average in skill. 3 to 10 if your really good. and 10+ if lady luck finds you worthy. It is very possible however to live until you are 246 with the Curse of the Hunter, which is the oldest recorded age. You can also be weak Hunting/ Skill wise and have a Hunter's Age of 10+. The numbers listed above are based on Hunters who actually hunt religiously and not cower away or live in isolation.
  • Despite all of the superior characteristics of a "Hunter", they are not infallible, as they can still make mistakes, take a misstep in battle against mundane men or supernatural demons, or be overwhelmed by sheer numbers and individuals who have the skill to match a "Hunter". Though rare is the individual who managed to slay a "Hunter" out of skill rather than dumb luck or by ambush.
  • There are different difficulty of Hunts, or quest, ranging from "F" to "SS".
 

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