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Fantasy Shattered Continent (Lore)

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Aspiring Human Being
Map of the Continent
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Locations, locations, locations...


Drobis - Where the Story Begins
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Background: The Drobis region had been one of taming beasts and strong economy until the War of the Continent, which ravaged Runia and broke the economic capital of Drobis before the end of the 5-year war. While in the 2-year piece that had followed, the economy slowly gathered the shards of what it was, nobody could predict the Echo Island world tree bursting it's magical energy and driving the islands into the side of the crippled region.
Capital: Icosa, the previous-capital of the region and named after the first king who united the divided city-states, Madurai Icosa, "The Founding King of the Divided Drobesi People".
Ruler: The current ruler is Maddox Naumov, Elven prince to the throne after the Runia Massacre.
Economy: Livestock of exotic beasts and wood, with extra coin in trade routes and security with their beasts.
Historical Inspiration: Inspired by Greece, Russia, and New England, with some flavors of Indian culture with the beast-taming and whatnot.
Language: Common Tongue, Beastmaster (an old written language that was used to take notes on mythical flora and fauna to keep their enemies from reading what they wrote), and Otherspeak/Silvietrian
Military: Secretive in method, but is a collection of generals who have executive control over the war beasts that can be used on the field. Infantry is rare, instead being replaced with beasts and animals in their stead. "Using beasts of burden cuts the cost of lives, but if manpower is needed, it will be used." (-General of the 4th division, Kalique Henshaw, Gnome)
Allies: TBD
Rivals: Tidan, Zerona, and Chaan
Native Peoples: Humans, Gnomes, Changelings, Kenkus, and Shifters (the last three aren't quite seen in public as much)
Native Monsters: Nykurs, Basilisks, Blink Dogs, Pseudodragons, Will-o'-Wisps, and Dire Wolves
Extra: Drobis is starting to crack under pressure from two Fatui hubs on either landlocked side and with both Zerona and Tidan as rivals, it's getting harder and harder to keep an air of diplomacy. Not to mention the Echo Island crashing into their shores and the resulting issue it caused with a giant crab god.
Flag:
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***


Chaan -

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Background: Standing at the center of the continent, control over Lore's rivers, its existence is the bulwark that the maintains economic and political balance between the kingdoms. When this broken world started to rebuild itself, Chaan aimed for the heart and reinforced its presence via trade. The land locked water highway of Lore is its birth right, and the nation took it by storm during the conflict. The reliance of trade via the major rivers in the continent is vital to every country besides Tidan, and Chaan cannot help but oversee this process running through its lands. No one openly complains about the river monopoly, and as sign of gratitude, Chaan does not call openly declare its rule over Lore. It may have a strong influence over the seven realms, but it maintains patience.
Capital: Au Byzantiple. The original name was cast aside along with the old order of Lore. The Chaan today is quite different from the one several years ago.
Ruler: Eadrich Helio Colel and Krieg. The Half Blood King formally known as Ed came a long way from being a bastard in status, now a king, he is a bastard in spirit. Not just leading a kingdom, but, laying the foundation for an empire can change a boy into a man he never thought to be. Luckily, he can always rely on his trusted ally, Krieg, whenever kingly duties are too much to bear. Krieg, on the other hand, is consistently busy at keeping the nobles in order, any extra bastard of the former King undiscovered, and both his and Eadrich's heads from sprouting on spikes.
Economy: Trade (Import/Export), Banking, Fishing, Art, Architecture. Chaan's unique relationship with Zerona has lead to a serf class that affects its views and handling on slavery, encouraging an environment where the lowest of Lore can earn their freedom should they repay the debt. This gracious offer extends to the waywards of Runia.
Historical Inspiration: Rome and China. The seed of a growing Empire struggling to not collapse under its weight, heavy implications on its ability to stir the world via its well developed roads and bountiful trade networks. A political battle ground where dynasties aim to last centuries.
Language: Common Tongue, though it is more than muddle with several forms of slang. An influence from the many business dealings from other nations.
Military: To gain any noticeable foot within the caste system of Chaan, without a large sum of money, one may eventually find themselves in service to the Army or Navy. Whether they be a citizen seeking political privileges, criminal desiring pardon, or a slave begging for freedom. Chaan's military is filled with many looking to make a change in their lives.
Allies: Zerona (Vassal) and Runia (In a Condescending way).
Rivals: Drobis (Land) and Tidan (Sea). Native Peoples: Humans, Dwarves, Halflings, Khajit (occasionally).
Native Monsters: Goblins, Hill Giants, Wyverns, Pegasus, Hippogriff, Griffins, and Nemean Lions.
Extra: Chaan is really concerned about two things in Lore, the competitive nature between its higher ups and the potential of a Rival Empire. So far, only Tidan draws any attention by matching Chaan in sea trade. Conveniently, it is the only country without access to the Rivers of Lore, and Chaan intends to keep it that way.
Flag:
Before War:
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After War:
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***

Echo Isles - The Mysterious
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Background: The Echo Isles has been a mystery to outsiders since its discovery. After the fall of Runia, the Echo Isles became almost completely separated from Lore. Rumors began circulating of a dark power gathering as the world tree began to die. An exploration party was sent to try to find the source of these rumors but they never returned.
Capital: Mercy (set in great mountain fortress)
Ruler: There were many known rulers in the Echo Isles but the last one to be accepted as Mysadar (high chief) was Egion, Genasi of the Merciful Halls (killed in Runia)
Economy: Fishing, magic, and rarest potion ingredients found here
Historical Inspiration: Norse/Japanese/Polynesian
Language: Silvietrian (commonly confused with shadow-speak), some common tongue
Military: No official military but they must have some defenses because very few outsiders ever return.
Allies: N/A
Rivals: N/A
Native Peoples: Genasi (most common), Fauns, Dwarves (though rare), Leonin, Satyr, Aarakocra (rumored), Triton (rumored)
Native Monsters: Dagon, Father of the Deep, Darkness Dwellers (smaller versions of Dagon), Vampire Canopy, and all manner of other strange creatures
Extra: The people of the Echo Isles are the most long-lived of any others known to this world.
Flag:
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***

Ashland - The Strong
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Background: Named after King Ash the Warbreaker. Hearty, proud folk that are amoung some of the fiercest warriors of Lore. While they sometimes lack in organization, without the force lead by Queen Jade of Ashland, the Onorians may have successfully conquered the Continent.
Capital: Ashhall
Ruler: Queen and High Chieftess Jade of Ashland
Economy: Known for its herds, rare creatures/pelts, and hard lifestyle.
Historical Inspiration: Norse/Andean
Language: Old Tongue and Common Tongue
Military: Best individual warriors and quite mobile
Allies: TBD
Rivals: TBD
Native Peoples: Humans, Ogre-Kin, Firbolg, Shifter (rumored), Kalashtar, Centaur, and Minotaur (very rare)
Native Monsters: Trollocs, manticore, griffin, orcs, and many others
Extra: Their population is the most scattered of any of the central Continents.
Flag:
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Runia - The Lost
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Background: Once the most powerful and advanced kingdom on the continent, Runia is now a graveyard for thousands killed during the Battle for the Continent. The people of Runia have since been destroyed by Aroshaan the Soul Reaper before his death. Those who escaped have since moved to other parts of the Continent for fear of the shadowspawn that seem to feed on the now empty lands. Many from other kingdoms believe it is punishment for destroying the world tree Havathreye and building the Whispering Tower in its place, then for using the Dragon's Eye to control the flow of magic for humankind. Whatever the reason, Runia is now a land of the cursed.
Capital: In ruins
Ruler: Believed entire royal family is dead.
Economy: N/A
Historical Inspiration: Medieval Europe
Language: Shadow speak
Military: Dead
Allies: TBD
Rivals: TBD
Native Peoples:
Gone
Native Monsters: Wraiths, Orcs, Bukavac, and many other twisted creatures.
Extra: Onor forces were driven back across the Continent and the last battle took place on the same shores it began.
Flag: Widely considered bad luck to use this flag.
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***

Tidan - The Seafolk
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Background: No force is mightier than Tidan when it comes to the open seas. Since of their nobles, the kingdom has been taken over by a collection of generals. Since the war, they have perhaps flourished the most and secured controlling rights to trade with the subdued Onor.
Capital: Stormwall
Ruler: The Blue Sails (collection of generals)
Economy: Trade, travel, fish, military, and the slave trade
Historical Inspiration: Early Spain and France, vague pirate inspiration
Language: Common tongue with a distinct seamen's dialect
Military: Mostly naval forces and have the highest amount of skilled seamen
Allies: TBD
Rivals:
Drobis, Chaan
Native Peoples: Humans, elves, half-elves (more common than purebloods), Goliath, Aasimar, Yuan-ti
Native Monsters: Ottoia, Vodyanoy, Leviathan, Megladon, Spine sharks, and many others
Extra: Rumors are whispered that Tidan only joined the war to put themselves in a favorable place once the war is over.
Flag:
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***

Zerona - Children of the Sun
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Background: After their betrayal of the Continent, many noble houses were executed on Chaan's orders. Since then, control of Zerona has been fought over between Drobis and Chaan as the neighboring kingdoms. Since no peace can be reached, an appointed governor from Zeronan-Drobesi royal lineage and a Chaanite wife are tentatively accepted as puppet rulers. Meanwhile, a shadow government of native Channites forms to take their kingdom back.
Capital: Lucir
Ruler: Govenor Salamon ol-Var and his wife Helen Xolel of Chaan
Economy: Herds, architecture, and luxury goods
Historical Inspiration: Monguls, Egypt, and Babylon
Language: Common Tongue, Sanscriphic
Military: Any miliatry organizations are banned after the war
Allies: TBD
Rivals:
Drobis and Chaan
Native Peoples: Humans, Tabaxi, Kalashtar, Dragonborn
Native Monsters: Jackals, Golbin-Kobold, Chimera
Extra: While many hate Onor for their destruction, Zerona suffered the most in loss among any people on Lore. Many native Zeronans supported the people of Lore in the Battle for the Continent.
Flag:
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***

Onor - The Defeated
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Background: Onor once had some of the most powerful magic users and military this world has ever known. Now that they are defeated, Tidan has been tasked with making sure they never grow too strong again. While their rulers and many of their resources have been plundered, the Onorians will not be weak.
Capital: Onidor
Ruler: Reinfrid the Broken serves as puppet king to the generals of Tidan
Economy: Trade and Natural resources
Historical Inspiration: Romans and Monguls
Language: Onorian
Military: Only allowed to be conscripted by Tidan army
Allies: Tidan
Rivals: Tidan
Native Peoples: Humans, Vampire, Yuan-ti, and others are said to dwell to the South
Native Monsters: Trolls, hydra, Nightkin (similar to vampires), werebeasts
Extra: Many of Tidan's slaves now come from Onor or around the Southern Continent
Flag:
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*** Reference for Lore Races/Species
 

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Guilds and Peoples
Guilds and Peoples:

The Slayer's Combine


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Background:
The Slayer’s Combine was forged during the months following the ending of the war between Lore and Onor. There had always been Slayers, adventurers whose drive was to slay monsters for payment and glory though the Combine was formed to defend the areas of Lore not used to monster attacks, by giving mercenaries a place to gather and put together knowledge of different monsters as well as a place to pay these mercenaries for this work. The leader of the Slayer’s Combine is given the title of Jarl and at the moment it is Magnar Barlsson, an Ashlandian Monster slayer who was deemed peerless among their fellow Slayers. The Slayer’s Combine is not a set in stone sort of organization and every member acts as their own individual instead of as a military unit. The Slayers claim no affiliation across the countries of Lore but individual members may have loyalty to one country above others. To join the Slayer’s Combine any prospective member must complete a trial decided upon by the Trial master of any Slayer Combine base. Normally to go out and hunt some certain monster or some other similar feat that would prove their worth as a fighter. Anyone can take the trial no matter their affiliation or race though if someone is to die during the trial it is seen by no big deal by the Combine. The Bases of the Combine are sort of mini-trade areas where there are various monster parts used in alchemy for sale as well as weapons, armor and perhaps other special items sold to anyone who is willing to trade but the best items are only available to high ranking members of the Combine. A member of the Slayer’s Combine is given a tattoo of a pair of axes on their shoulder infused with a bit of magic to dissuade forgery. Which is mainly how members are identified.(edited)

Slayers Combine ranks: (from lowest to highest)

Sparrow
Axe-Beak
Hawk
Owl
Eagle​
Symbol on Map: (for headquarters)
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Fatui
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Background:
Hailing from the southern continent of Onor, the Fatui are seen as the aftermath of the war, of refugees from Onor whom only want safety in Lore. Most are distrustful to them due to their heritage, but with a quick tongue and almost too good to be true deals, some people are quick to try to warm up to them in order to use them. ...They're smarter than they look. > They use trade deals and economic means to help keep themselves in Lore, with promises of no trouble to the people whom get on their side. While the Fatui have instinctive elemental magic on their side, they are experts in diplomacy, politics, and defense, and will use any means necessary to keep their position of power in Lore. However, the main three Fatui hubs are divided, which means that most of them don't have contact with each other outside of their respective areas in Lore. > The southernmost Fatui hub is their main port, where new arrivals from Onor are set until they are either shipped up to the Chaan-Drobis border or the Drobis-Ashland border. Most diplomatic discussion between Fatui Mages occurs in the port, and it's rumored that Tidan is lending the Fatui support in gaining information about their rivals, Drobis and Chaan. After all, they were the first to come into contact with the Fatui when they were crossing the Vercaster Sea...

Fatui Rankings:
Fatui Agents
() - The normal Fatui soldiers, which can become one of three Fatui Skirmishers if given a "war machine" (aka, a magical focus for their intuitive magic). Their use of elemental magic is minimal at best, and they're mostly delegated to the footsoldier roles (scouting, infantry, gathering intel, diplomatic relations, ect.).

Fatui Skirmishers - Fatui Agents who are armed with a war machine, or a magical focus. They're split into three elite units:
> Fatui Bracers - Fatui Bracers are able to use defensive elemental magic to form barriers of protection onto their fellow Fatui units, usually Earth magic but sometimes Fire magic too. Their war machine is a staff.
> Fatui Legionnaires - Fatui Legionnaires are bulky but slow tanks who usually come in pairs. Their war machine is a pressurized "gun" of sorts that is strapped to their body, and the pairs use Ice and Water magic to freeze their enemies.
> Fatui Vanguards - Fatui Vanguards are the middleman of the elite enemies, able to heal their allies with Wind magic or throw their attackers for a loop with Electric magic. Their war machine is a pair on gauntlets attached to their wrists which lets them use Wind or Electric elemental magic.

Fatui Cicin Mages () - The strongest of the Fatui units, Cicin Mages use elemental familiars known as Cicin whom reside in the war machine that the Cicin Mages carry, which is a calling lamp used to summon their familiars. The existence of the Mages is few and far between, but they have incredible control over Electric and Ice magic, even being able to "blink" to a nearby location a few yards away. Encountering a lone Cicin Mage with their war machine is a surefire way to lead to your demise.

Symbol on Map: (For Fatui settlement)
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