Purize
Princess of Pudding
- Nymserine is a realm of magic and balance. It's a place ruled by Nine gods bound to a strict categorization of ethics and morals.
[Lawful Good]----------------------[Neutral Good]------------------[Chaotic Good]
God of the Forest------------------God of the Ocean----------------------God of Fire
[Lawful Neutral]------------------------[True Neutral]-------------------[Chaotic Neutral]
God of Time-------------------------God of Balance------------------------God of Magic
[Lawful Evil]--------------------------[Neutral Evil]----------------------[Chaotic Evil]
God of Death----------------------God of the Void----------------------God of War
Nymserine Creation Story:
In the beginning, nothing existed except for a world filled with nothing and a supernatural deity called the God of Balance. Balance created three gods that were named the Trinity of Life. They were each equal in power and in purpose, and were charged with caring for the forest, ocean and fire. Together they created sentient life and the world of Nymserine.
On the first day, Adamine, the God of the Forest created earth and animals. On the second day, Thasia, the God of the Ocean created water, storms and rain. On the third day, Aurora, the God of Fire created the sun, heat and warmth.
Then Balance created three more gods, called the Trinity of Death. They were also each equal in power and in purpose, and were charged with caring for death, afterlife and war. On the fourth day, Erebus, the God of Death made all creatures mortal, susceptible to illness and forces of nature. On the fifth day, Progenetis, the God of the Void, created an afterlife for the souls of the dead to rest and wait to be reborn again. This space is called the Void, or the Great Abyss. On the sixth day, Ontario, the God of War, created the ideals of honor, sacrifice and blood.
Finally, Balance created the last two Gods of Nymserine: Tempus, the God of Time and Magnus, the God of Magic. Tempus gave the world knowledge, prophecy and created a cycle for life and death. The young would be born and grow old, and after they died, they would be born again. Magnus created a chalice filled with arcane blood. Any who drank from it would be given the gift of magic. Some creatures drank from the chalice while others abstained.
Thus, this is how the world was born and created as Nymserine.
God of the Forest:
Name: Adamine
Physical form & Symbolism: Female, White/Albino animals, Oak tree with gold leaves
Patron of flora, fauna, land, earth, peace and harvest.
***City: Selenia
God of the Ocean:
Name: Thasia
Physical form & Symbolism: Female, Bident, Kraken
Patron of the sea, water, storms, merfolk, sailors and hidden treasure.
***City: Meletus
God of Fire:
Name: Aurora
Physical form & Symbolism: Female, Phoenix
Patron of fire, heat, warmth, rejuvenation and passion.
***City: Akron
The Goddesses Adamine, Thasia and Aurora are also commonly referred to as the Trinity of Life.
God of Time:
Name: Tempus
Physical form & Symbolism: Gender Neutral, hourglass, the young and the old
Patron of children, the elderly, prophecy, knowledge and scholars.
***Grand Library
God of Balance:
Name: Goes by many names
Physical form & Symbolism: Gender Neutral, Person with a golden blindfold holding a scale and a shattered sword
Patron of justice, balance, creation and law.
***City: Aeredale
God of Magic:
Name: Magnus
Physical form & Symbolism: Gender Neutral, Opal hair, cat eyes, and gemstones
Patron of magic, sorcery, charms, illusion, alchemy and dreams.
***Waldorf School of Magic
God of Death:
Name: Erebus
Physical form & Symbolism: Male, Crow, Black animals
Patron of demise, honoring the dead, burial, decay and departure.
***The City of the Dead
God of The Void:
Name: Progenitis
Physical form & Symbolism: Male, Mass of dark energy, tentacles
Patron of the afterlife, silence, dimensions, portals, oblivion and reincarnation.
God of War:
Name: Ontario
Physical form & Symbolism: Male, Arrows on a broken shield
Patron of destruction, conflict, victory, casualty, vengeance and honor in battle.
The Gods Erebus, Progenitis and Ontario are also commonly referred to as the Trinity of Death.
First Era: Expansion Age (213 years)
In the beginning of recorded history, all the races of Nymserine began to settle their first homelands and territories. Humans started out small and began settling around the gulf. They expanded and quickly grew in number. There was a small battle between Humans and Elves over the land of the Carpathian Forest, but with the help of the Fair Folk, the Elves won. Most of the Moon Children that were already living in the forest were pushed out by the Elves and Fair Folk. As the species expanded there were was tension and many border skirmishes, but the biggest conflict of this age was Dwarven-Human War.
They were nearly equal in number and power, but the Humans drove the Dwarves back to the Eastern Arc Mountains. The war was long and grueling, lasting for almost 28 years. The goddess Adamine ended the war between the dwarves and humans by creating the Ormskirk fault, separating the two races by earth. This also lead to the Isle of Giants spitting off into the ocean to be forgotten. In the end, the Dwarves had to make peace with their new home... which was complicated since the mountains were already infested with Goblins and they were so close to Briar Glenn, the epicenter of Moon Children.
Second Era: Age of Light (341 years)
This point in history was the renaissance period for Nymserine and its people. Civilizations grew and evolved rapidly. Cultures were developed and races began taking appreciation in arts and craftsmanship. Everyone focused on their own growth and production. Elves established their cities in the Crown Summit, and the Dwarves finished building Kramandell, the Dwarven capital.
To practice magic, a special Elven group was created called the Order of the Aurid. It was private and exclusive to powerful magic users and high members of society. The Order sought to create a community and learn how to control their abilities and use it to help others. One member of the Order, named Azarath, thought they had the potential to be so much more. He preached that they could grow much stronger and more powerful by using their magic for their own gain and to practice darker aspects of magic. The other members of the Order disagreed and exiled him from the group. Outraged, Azarath left and traveled to Briar Glenn.
The Waldorf School of Magic was established in the middle of the Second Era just after the Order of the Aurid was created, and was built in dedication to the God of Magic. It was founded by gifted human named Cornelius Ghant.
Satisfied with his new recruits, he began to seek out three powerful artifacts. Artifacts are items imbued with power and crafted by the Gods themselves. Each God has the capability to create and gift these boons, but some prefer to hide them, waiting for them to be discovered. Azarath wanted artifacts from the Trinity of Death: The Scepter of Souls, the Necklace of Nothingness and the Crown of Conquering. One by one, Azarath hunted them down, making him and his army a great and terrible force. He gathered his soldiers and began to march across Nymserine, beginning the war come to be known as the Hallowed Exodus.Scepter of Souls: Able to capture souls after death and control them against their will.
Necklace of Nothingness: Able to summon Demons from alternate dimensions and contract them with a Blood Oath. The necklace also inspires fear and hopelessness in nearby enemies of the wearer.
Crown of Conquering: Grants the wearer, and their army, an incredible boost of strength and speed.
Third Era: Age of Ruin (80 Years)
Azarath first takes his army to the Carpathian Forest, his goal to take his fury out on the Order of the Aurid and the citizens of the Elven city. To protect their people, the Order came together and used their magic to create a huge protective sphere around the city. It was impenetrable and kept Azarath at bay. He decided to save them for last and turned his attention to the rest of Nymserine. He scourged the lands, bringing death and destruction to every city, village and race he came across. Some tried to fight back, but they fell by the hundreds, all species and creatures taking heavy casualties. No blood was spared. A man named Aeredaius refused to let Azarath sweep across his homeland and destroy all that he loved. He assembled an army of his own, gathering the finest and most talented warriors of all races. He went to the Dwarves and the Elves looking for anyone willing to fight with him and called his followers the Circle. The group was made up of three leaders, one from each of the main races.
The Circle knew they were no match against Azarath and his magical weapons, so they prayed to the gods for a solution. To balance the tide of the war, the goddesses Adamine, Thasia and Aurora gifted each Circle leader with an Artifact of Life. Aeredaius of the Humans was given the Ring of Storms. Shylanora of the Elves was gifted the Staff of Flora. And Gruewn of the Dwarves received the Bracers of Cleansing Fire.Ring of Storms: The wearer is able to summon storms and control lightning.
Staff of Flora: Summons a huge radius of flowers that grow from the ground (no matter the climate) and rejuvenate and heal anyone it touches. The staff also inspires hopefulness and courage in surrounding allies.
Bracers of Cleansing Fire: Two golden bracers that give the user the ability to channel Aurora’s flame and shape it into any dual weapon of the wearer’s choice. The flames only inflict harm upon the enemy. Especially effective against the undead.
Fourth Era: Age of constitution/ Age of the King (48 years)
It was with glorious celebration that the world of Nymserine won their freedom, their lives from forces of darkness that had plagued their land. There victory was not without price, however: The day of triumph was a day the god of death knew great riches. For every embrace of relief between friends, was a mother with a shovel for a hole and a son. And yet the world rolled forward, because Tempus waits for no man. As the people pulled themselves through the darkness, they banded together to rebuild the world, greater than ever. Never before had there been such unity between all the races. Together, the 3 races build Aeredale, the capitol of the land. Aeredaius takes the thrown as the first high king of Nymserine. With the help of the Circle, homes are rebuilt, taller and stronger. The Dwarves return home to retake their cities from the remaining Grell, with assistance from the Circle, and the High King himself. The three artifacts gifted to the Circle in their darkest hours were hidden by the three warriors in cities erected in the glory of their salvation: Akron, Aurora’s light, to hold her Bracers of cleansing fire,
Sylennia, Adamine’s roots, to defend the Staff of Flora, and Meletus, Thasia’s geyser, to protect the Ring of Storms. These cities dutifully watched over the objects of immense power, guarded by members of the circle, while also giving people a place to come and worship the light that led them from despair. The people once vying for control of the land, for the first time in history, rallied under 1 man, and worked in harmony to create wonders alike: music and arts, crafts of excess, routs of trade and political ties to secure a lasting peace and happiness. The people begin to explore, sailing off the coast into the unknown. Not far off the southern border, sailors re-discover the Isle of the Giants, who gift the people of Nymserine Golems to protect their cities. The golems all traveled to Sylennia, however, feeling a deep connection with the powerful nature magic, similar to their creators, the Giants. People of extreme power began to appear, tied to the power of the gods. These mages of magnitude began to be known as Demigods, those who were half human, and half god themselves. It was a new race, and unknown times brought both good and bad things. The first demigod of Aurora lost control of his powers in the Carpathian forest, causing a blaze so absolute that it razed half of the trees, and claimed the lives of thousands of fair folk, as well as the life of the demigod. Aurora, in sorrow for the dead, extended her hand forward and sent forth rays of sweltering sun to morph the land into an arid grid of sand, becoming the home for new races.
The fire only served to fortify the Elves distrust of magic.
As the age continues, the circle acts as agents of good through the land, expanding its ranks as time passes, still operating under the direct leadership of the high king. In model of the circle, guilds begin to rise throughout the world, acting as a place to train warriors and offer work for them. Over time, these guilds would grow to be big economic stimulators, as well as buildings of power. Not all guilds would operate with riotous purpose.
Meletus sunk into the Nymian Sea not long after, under mysterious circumstances. No verdict could be reached about its disappearance, other than it was a simple act of nature. Along with the city, and the men and women living there, the Ring of Storms was lost to the kingdom, and the races of light.
After 48 years of leadership, the High King Aeredaius passes, silently in his sleep at the age at 74. The world morns his death with hooded vigils across the land, lit by candle. People traveled from far and wide to pay tribute to him, including King Greuwn, and Queen Shylanora. For an eternity, the world wept.
Fifth Era: Age of sorcery (136 years)
After the death of our beloved king Aeredaius, the world pressed on, working to continue his vision for unity, but without his humble heart beating the people forward, the people began to stray. Political relations strained between elves, humans and dwarves. The Dwarves are left to reclaim the rest of their mountains with no assistance from the armies of man: The Circle still operates in secret to help the dwarfish people. For the entirety of this age, Dwarves continue to war with both the goblins and the Grell for command of their cities.
As demigods begin to become more prominent, people look to them for guidance. This leads to many demigods butting heads over disputes of ideas, and starting skirmishes. The power displayed between demigods in combat was shocking, and enough to scare the world. One final battle between demigods caused the current high king, Aeredaius’s Son Elijah to outlaw the conflict between men and women of god blood. The people of Nymserine began to grow distasteful of demigods, and the power they wielded, fearful of the danger. Others continued to look to them as beacons of strength. Demigods began to hide their identities as best they could, and blend in with society, so as not to be discriminated against. The elves, however, did not stop their own crusade over magic with the fleeing of the demigods. The elves began hunting any person seen publicly using magic, causing many people to flee the kingdom. The King sent soldiers to stop the protest, but the damage had been done, and the heart of the kingdom had left.
Meletus was rebuilt inside Thasia’s bay, and not long after its construction, the races of merfolk strode forth onto the shore and made peace with the citizens. The people of the Nymian Sea became common sight in the streets of Her city in no time at all.
King Greuwn passes in battle, and is succeeded by his son, Nodrak Wyvernjaw.
After Elijah, was King Draco, and his son King Solomon. During Solomon’s reign, his son, Prince James was fled from the kingdom during an attack on the monarchy. Solomon was slain during an attack led by an angry demigod of war, leading to even more anti demigod sentiments, and placing the king, with no son to be found, upon the head of his sister’s son, King Orrick. Orrick was a man untouched by humility or grace, and for 12 years lead the people of Nymserine by eating and drinking and making his way with many women. He grew fat, and angry, and became ungrateful for all the world had to offer. During his reign, James grew with a family of farmers, children of circle warriors who had sacrificed themselves during the blight. They taught him to be honorable, and the virtue of self-sacrifice. When he was eighteen, he discovered his true self, and his royal blood, and traveled to Aeredale to usurp the false king. After proving his linage, and imprisoning Orrick for crimes committed against the people of Nymserine, He was crowned the rightful King of the land.
Sixth Era: New Age (10 years - Present Day)
Elvira Ophelia Dies; Argos Ophelia falls ill. Prince Gerard (Brother of Argos) resumes command of Shylanora, and leads under his brother’s illness. After 4 years, he is murdered by his niece, Verity Ophelia.
The Current king is James Drakenskin
The current Elf King is Argos Ophelia
The current Dwarf king is Nodrak Wyvernjaw
There are several different species and creatures that inhabit the lands of Nymserine. The most common, and dominant, races are the Humans, Elves and Dwarves. There are other, broader categories of species such as Fair Folk, which indicate all of creatures of nature which Adamine created. Other such categories are the Merfolk and the Moon Children. Here is the list of most of Nymserine's races and some information on each.
Fairies & Sprites: These beings are the most common and are typically what come to mind when people think of the "Fair Folk." Most Fairies and Sprites live in the trees of the Carpathian Forest and vary greatly in shape, size and color. Fairies are taller and are the most similar to humans, standing at about 5 feet on average. Sprites, however are much smaller and can be held in one's hands. Both creatures have wings and can fly for extended periods of time. Other than Selenia, there are no large Fairy cities. Most simply live in small villages or towns in the forest. Sprites have quite the temper and will tie your hair in knots while you sleep if you make them angry.Nymphs: These are small creatures that greatly resemble Sprites without wings (But they are a bit larger than Sprites as well). They mostly live in the forest and make homes inside tree trunks and stumps. They eat mushrooms and small bugs and have a tendency to steal your left sock.
Spriggans: These tree-like creatures live in the forest and very commonly have magical abilities. They maintain the forest by healing and growing plants. They rarely ever leave the Carpathian Forest. They don't talk much, but when they do, they speak in Rhyme. Additionally, they are rather sensitive and calling them trees hurts their feelings.
Satyrs: Seemingly half goat and half human, Satyrs are not actually hybrids, but have distinct similarities to both. They are very hairy and covered in fur from the waist down to their hooves, though some do have chest hair as well. All Satyrs have horns growing from their heads, even females. When they are born they are hornless, but the start growing around the time of puberty. A satyr with fully grown horns is considered to be an adult and should begin looking for a mate. Most of these creatures live in the forest or in the nearby mountains. They love to play music and often make their own drums and flutes. Legend has it that all Satyrs have magic that entices and captivates all other creatures that hear it. Satyrs also try to make jokes, and think they're hilarious, but they're really not...
Minotaurs: Typically living in the Carpathian Forest or the mountains, Minotaurs are stubborn and solitary creatures. They live in small groups of two or three, usually only traveling with family or a mate. They are migratory and never stay in one place for two long. Minotaurs can be very grumpy and find Satyrs to be annoying. Secretly, they are jealous of Satyrs and their ability to flirt and get partners with ease. Minotaurs are very awkward when it comes to love, maybe they should hang out with Satyrs more often and take notes.
Centaurs: This race of Fair Folk do not live in the forest, but in Tepher's Plain NorthEast of Nymserine. They travel in small herds and migrate around the plain. They are skilled archers and consider themselves to be the finest warriors. They are rather hostile and untrusting of others and rarely leave the plain. Fun fact, they don't wear clothing (How would that even work?)
Trolls: While the rest of the Fair Folk species are characteristically bright and quick-witted, Trolls seem to lack wit all together. Other Fair Folk are slow to grudgingly admit that Trolls fit under the same categorization as them; like that weird cousin you never want to admit is actually related to you. They typically live in cave systems or in camps near sources of water. Some would say that their amphibious (I would say that they are ridiculous.) They carry anything that is huge, bulky and passes for a weapon to use as a club. Sometimes it's branches, sometimes they get creative and use a rock. Sometimes they try to carve their name on their weapon, and then realize they can't spell. Or read.
Goblins: The Goblins are a mountain dwelling people who lived in solidarity in their homes until the Dwarves fled to them from the Humans who invaded. In no time, Dwarves and Goblins were fighting viscously. The Goblins lived in shallow underground camp sights, and are about the same size as the dwarves. Their skin is always leathery, and from green to brown hues. The Goblins have sharp teeth and good eye sight. They travel in packs and have small crude weapons. Goblins also pray to their own gods, rejecting the nine of Nymserine. They have a basic social hierarchy, including shamans who practice very basic fire spells, but are still dangerous. The biggest danger of the Goblin is the sheer amount of them. The wars between them and the Dwarves last simply because the goblins can produce so many so quickly. The entirety of the mountain, not immediately under Dwarven law, is covered in Goblins. Use a condom, would ya?
Grells: In the end of the second Age, Azarath came to the mountains of the Dwarves, and made them an offer: Join my service, and I will grant you the power to defeat their goblin menace once and for all. The king of the Dwarves, Nodrak Wyvernjaw refused, smelling the air of evil around the man, but Dwarves in cities further south offered themselves to him. Azarath sent over them a curse, an evil spell, that warped their minds and their bodies. The Dwarves skin hardened into scales, and claws and teeth grew in succession. They grew incredibly sensitive to sounds and vibrations, making up for their now complete lack of vision. They also grew incredibly vulnerable to natural sunlight, its rays burning their skin. They were called the Grell, and what the magic of azarath gave them in physical prowess, it took back in their mindfulness and higher thinking. The Grell were beasts, that acted aggressively to any passerby's, be it goblin, human, ogre, or even Dwarves. The Grell are excellent diggers, and move exclusively though ground. They kill their prey by dragging them underground and suffocating them. Should a Grell be forced to fight above ground, they are still formidable foes, boasting powerful speed and climbing, as well as strength of three human males. As stated earlier, both loud sound and bright light is a powerful weakness of the Grell, as well as water.
Ogres: Ogres are not an evil race, but they are brutish and dull, and very, very territorial. Ogres can live in forests, or mountains, or old village ruins. An ogre tends to find a home and stay put for a long time. Any migration of Ogres is most likely attributed to following of food migration paths. Ogres are dangerous, and carry around large clubs, similar to Trolls. They are very similar, except for the fact that Trolls are aquatic in nature, and congregate around moister environments, while Ogres prefer dry land. Ogres don't hunch over as much as a troll, and have a less wide range of vocal calls.
Imps: Like the Grells were formerly Dwarves, it's thought that the Imps were formerly Nymphs. They are very similar, except Imps tend to have reddish or purplish skin, whereas Nymphs are shades of green. Imps have hooves for feet and sharper teeth than. They are mischievous to the point of being evil and cruel. Incidentally, they steal more than just socks, old habits die hard I guess.
Ghouls: Ghouls are very tall and so thin that you can see their ribs under their translucent, grey skin. Their arms are longer than their legs and drag across the ground as they walk. They have three razor sharp claws attached to their wiry and gnarled hands. They are incredibly fast and deadly, but are hollow and mindless. Their eyes are a filmy white color, but they see just fine, especially in the dark and their mouths are filled with several rows of pointed teeth. They kill practically everything they see except for other moon children, unless they start a fight. Then there's Jerry. Jerry doesn't kill, he just likes to dance.
Arachnids: They're exactly what they sound like. Spiders. But not just any spiders, these ones are big. Really big. Arachnids live in the deepest parts of the Carpathian forest and in Briar Glenn. Most of them have been adamantly hunted and killed by the fair folk, who hate them with a vengeance, so running into one is unlikely, but not impossible. Some are venomous too, have fun with that.
Demons: It is said that when the God of the Void created the afterlife, the gateway to other dimensions opened and demons came into existence. Or perhaps He created demons himself, no one is sure, but we do know that they weren't originally from Nymserine. More than any of the other Moon Child races, Demons have no sympathy or mercy. They derive pleasure out of pain and suffering. They are also masters of manipulation and illusion, greater demons are able to take the form of humans and trick them into doing something awful. There are different tiers of Demons, some being weak and easily bested while others are much stronger and smarter. Arch Demons have the ability to round up other lesser demons to do their bidding. If I were you, I wouldn't go drawing pentagrams and try summoning these suckers, and for Gods sake don't use a damn Ouija board, that shit never goes well.
Djinn & Ifrits: Unlike Genies, they don't live in lamps or bottles (because that's just weird.) These creatures are spirits that are very connected to the elements of fire. They are commonly hunted and sold at auctions and used as servants. If an Ifrit is saved from the brink of death, they become physically indebted to that person. Shackles appear on their arms and they aren't able to stray far from their "owner." They aren't released until that person dies or verbally releases them. Djinns are also helpful spirits that usually bind to people of their own volition, they cannot be forced, and will unite to beings that they like until they die. Both Ifrits and Djinn's live a very long time and are more commonly female.
Soleis: These sentinels roam the halls of the City of the Dead and bring wrath and fury upon any unlucky adventurer looking to steal and plunder. If one has good intentions, they can visit the city and pay respect to their ancestors, or a great hero, with a Soleis to guid their way through the city. Just like the Necropolis, no one knows the origin of the Soleis. They don't communicate or interact with people other than to attack them or lead them through the city. (Yes I totally copy/pasted that from the tab about the Necropolis, gimme a break, I've been typing all day.)
Entreants: These guys live on the Isle of the Giants and are very peaceful creatures. They are also called "Giants" for their large stature and towering heights. They are gifted with magic, allowing them to manipulate nature, like the Fair Folk, and also create Golems. No other mage has ever been able to recreate them, and to this day people have no clue where the Entreants learned to do it themselves. They were nice enough to gift some of their special creations to Selenia, them seem to be rather fond of the Fair Folk.
Golems: Golems are large and bulky, seemingly made completely of rock. They last forever and no one knows if their are truly sentient or not, but they seem to understand language and do as their told.... provided that they are told to do something that makes sense (Obviously they can't make a sandwich for you). They won't listen to citizens, and recognize there is a hierarchy of command to be followed. They don't say or do much, but they are good and guarding and protecting things. You can often find them sleeping on the job, but believe me, they're scary when their in action.
Ghosts: Ghosts can be found around the edges of Nymserine, minding their own business, but they more commonly reside in the Great Library on the Northeastern peninsula. These Spirits chose not to move on to the Void after death. They stay on some indistinct plane between the two worlds and dedicate their time to the library. They move around with eerie quietness and sometimes fade all together and reappear in a different place. These spirits were once living people. They've been around a while, I bet they have great stories to tell.
Demi-God: Children born from a Human and a God. A God can only ever have one living Demi-God child at a time. For example, there can only ever be one child of Thasia living at one time. Demi-Gods always have magical powers and capabilities that they adopt from their parent. They are more powerful and strong than regular humans. They are often gifted magical Artifacts by their divine parent.
Nephilim: Half (human/elf) and half Angel. Angels are very rare and hardly ever show up Nymserine.
There are other rare species that weren't mentioned such as Angels, Unicorns, Dragons, Griffins and Shadow-walkers. Shadow walkers are cursed, magical humans that are similar to Phantoms. There is also a Phoenix, but there is only one living at a time and it is said to dwell in the volcano by Akron.
Vampires and werewolves are a thing, but they are not classified as species. Vampirism and Lycanthropy are diseases that can be inflicted and spread to most races. If caught early, there are cures for both, but if left unchecked you become undead or fuzzy and smelly.
Purize BugDozer73
Last edited: