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Fantasy The Roaring Sky - Lore

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The Roaring Sky knows no mercy. Its wrath honors no code, bringing death and ruin to anything that lays before its path - and the entirety of Valheim is left under its looming shadow.

The Stormchasers are a glimmering light of hope that journeys forth into the unknown, seeking a future reminiscent of Valheim's old glory. However, they must face trials and tribulations - will they be able to overcome them, or will they be taken by the Roaring Sky as well?
This thread will contain lore regarding the RP "The Roaring Sky". Meaning, excess info that exists in the RP-setting won't be present here, unless necessary to the current plot. Player-made submissions will also be placed here - that includes all forms of lore entries - flora, fauna, etc.

DO NOT POST HERE UNLESS AUTHORIZED.
 
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GENERAL LORE
Valheim
Valheim is a continent, one of many that are scattered across the world known as Verattia. As a fairly-sized continent, it once housed several nations which, in time, were either conquered by the Geirskul Empire or faded into obscurity through the passage of time. Most of Valheim consists of varying terrain, from open plains to dense forests, tiny hill mounds to towering mountains - with the occasional inland bodies of water such as waterfalls, lakes, and rivers. Surrounding the coastlines of the continent is a vast ocean that shows no sign of neighboring land on its expanded horizon.

Northern Valheim is covered in snow, bordered by a long mountain range at its southern sections. Settlements in this cold section of the land are often found near the coast or in the midst of dense forestry. Blizzards and snowstorms rarely occur in this part of the land, but when they do, they tend to leave quite an impact - burying most of the aftermath in ice and snow.

Beyond the mountain range are ripe lands, where a variety of flora and fauna and an abundance of sceneries could be found - or at least what's left of them.

The inhabitants of Valheim are called Valheimir, although the mentioned term has been rarely used due to the inherent lack of foreign relations, both to and from the continent - making the term be used loosely for "something/someone that originates from Valheim".​

The Roaring Sky
The mysterious phenomenon that has plunged Valheim into chaos. Also called Fimbulstormr, it is in essence, an endless storm that covers the skies in dark, swirling clouds. Located in its center is vibrant and seemingly volatile light, which appears to be the origin of the powerful, and often gigantic bolts of lightning that are periodically striking down various parts of Valheim - leaving only fire, death, and ruin in their wake.

Before the storm strikes the land, a thundering roar could be heard echoing throughout the entirety of Valheim - hence, earning its name, the Roaring Sky. Scholars have attributed the roar to be akin to a dragon's but with regards to Valheim's history, such a creature only existed in myths and legends.​

Geirskul Empire
The empire that toppled the other nations of Valheim, forcing those that remained to surrender and be annexed - it was a nation that held a military powerhouse, which employed once-unorthodox tactics and superior might to trample over the forces that hindered its path and opposed it. The Empire grew and expanded its territories through the passage of time until it was considered to be the only nation left and had complete reign over Valheim.

It was founded by Khander Geirskul, who was said to have been descended from the heavens itself and held the blessings of the divine in his grasp - such claims have not been proven, but it had been indoctrinated into the imperial society, that it had become the truth to most.​

Vulkarr Dynastry
The bloodline that gave rise to the glory of Valheim, bringing peace and prosperity to the Empire. The Vulkarr were the distant relatives of the Geirskuls, oftentimes taken as advisors of the next heir. Through a scheme that was planned for years, the last Geirskul emperor was ousted from the throne, leaving it ripe for the first Vulkarr emperor to take. From then on, several changes were brought to the Empire, which paved way for its gradual rise to glory.

The Vulkarr bloodline had reigned for more than three centuries since then and had no intention of relinquishing the throne to new blood - until the last Vulkarr emperor fell prey to an unknown curse, leaving their legacy in the hands of a distant relative.​

The Aesthirian Theology
The prime religion of Valheim, with roots traced from ancient civilizations long before the Geirskul Empire even existed. It had been so far spread and ingrained in the hearts and minds of the populace that other faiths have been forgotten or simply died out due to lack of belief. It is a religion that teaches the faithful the importance of the balance between might and mercy and instills in the people a sense of loyalty.

The religion worships a deity with two different personas - Aestara, The Sleeping Lady, who embodies the grace of mercy and divine gifts, and Thiestro, The Divine Eye, who embodies the grace of might and divine judgment. The former is often associated with the moon and night, whilst the latter is associated with the sun and fire. This faith considers eclipses, both lunar and solar, as a sacred day and holds the grandest of feasts whenever the mentioned phenomena occur - although occasionally, some of the faithful hold celebrations and feasts on nights with a full moon.​
 
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RACES
Humans
The most common race in Valheim, and pretty much the entire world. They do not possess any exemplary feature other than, well, their humanity. They can be found in any part of Valheim, residing in different settlements, each varying in tradition and culture.​

Caskarieth (Elves)
Their name means "of purity" in an ancient language. They inherit an ancient divine gift, granting them a prolonged lifespan, making them last almost twice as long compared to the humans. They are classified into two subspecies.
Syrieth (Wood Elves)
Their name roughly translates to "of nature" in an ancient language. A subspecies of the Caskarieth that prefer to reside under nature’s embrace, oftentimes in forests, making them more attuned to the graces of the earth.​
Illieth (Dark Elves)
Their name roughly translates to "of tainted" in an ancient language. A subspecies of the Caskarieth that has been greatly affected by the magical energies of the world, painting them in darker shades than their otherkin. They tend to avoid magic and hide in locations without much light, oftentimes in caves and underground settlements.​

Dwarves
Those who dwell in the mountains. They are usually stout and short, rarely even reaching the average human height. Naturally gifted in the art of crafting wood, stone, and metal, they had left their mark in history, oftentimes through architecture and smithing.​

Gnomes
Closely related to the dwarves, though less inclined to stay in the mountains. Like the dwarves, they are short, though not as stout, and are often mentally gifted - usually being the pioneers of technological and scientific advancements.​

Kharsai
Humanoids with wings, blessed with a divine gift that allow them to soar the skies. They come from settlements located in high-altitudes, oftentimes isolated from the rest of civilization. They are classified into two subspecies.
Untella
Kharsai whose wings appear feathery, akin to a bird’s.​
Khantaruz
Kharsai whose wings appear more bat-like, in contrast to those of the Kharsai-Untella’s.​

Beastfolk
Half-human, half-beast mortals whose appearances vary depending on the purity and strength of their ancestral blood - some becoming closer to a true beast, and some appearing merely as humans with animalistic traits and appendages. They live in tribal groups, some settling on a specific territory, some preferring to be nomadic. They are gifted with the traits and abilites of their bestial half, mostly at a watered-down level.​
 
MAGIC
Mana
A mysterious, unseen, and intangible energy that flows throughout the world. It is otherwise known as the breath of the world, the essence of the gods. This energy is generated by the world, which is then released into the wild through the unseen and intangible pathways called leylines - they are comparably the veins of the world, managing the flow of its lifeblood that is Mana.

When utilizing magic, one does not consume Mana, rather one manipulates its form and flow to suit one's needs and desires - in the form of a spell. Once the spell is finished, the Mana is then set free, which will be absorbed by leylines and undergo a purifying cycle before being released once more as fresh, new Mana.​

Incantation
The most common form of utilizing magic. One casts a spell through a specific set of gestures, and more importantly, speaking a specific set of words or uttering a specific chant - simple spells often could be achieved by a few words to a short phrase, and such necessities increase in gravity as the spell becomes stronger and more advanced.

Through the conditioning of one's psyche and tireless practice, incantations can be shortened. Famous mages in recorded history were known to have cast advanced spells with mere phrases and words.​

Runes
A different manner of utilizing magic. Through the use of various mystic symbols and sigils from an ancient script, one can cast a spell without the need for incantation. However, learning rune magic is quite difficult and almost all of its art has been lost in time.

The present-day mages who utilize rune magic are merely experimenting with the knowledge that had persisted and experimented with them, allowing them to create a set of new runes, though at the cost of a power cut - with spells being brought out at a lowered potential. Additionally, one can engrave runes onto objects and use them as mediums to cast magic, but such is costly due to the rune being consumed, and oftentimes the object as well.​

Magic Objects
Most often comprise of weapons and tools imbued with magical abilities. To create one is an impossible task, as no one truly knows how such are made. These priceless artifacts are often passed down from ancient times or through the intervention of entities with powers beyond the reach of mortals. Even then, such items are rarely found in the hands of mortals, usually only known through myths and legends.​
 
NOTABLE LOCATIONS
CENTRAL VALHEIM
The Citadel
The imperial capital. It is the only settlement in Valheim with a guarantee of safety from the storm's wrath - protected by a magical barrier that is constantly being reinforced and restored by numerous mages employed by the Empire. Inside is a bustling city where society persists to thrive in the midst of the calamitous predicament of the land.

At the center of it lies the Imperial Castle - the home of the Emperor, as well as serving as a temporary abode for the new steward.​

Fort Zeldem
An outpost repurposed to become the Stormchasers' base of operations. It was originally owned by one of the steward's kin, who had unfortunately passed. It is located at a relatively close distance from the Citadel, only needing a few hours' worth of travel to reach either location.​

EASTERN VALHEIM
The Great Archives of Sai-Za'ar
A library theorized to be buried somewhere underneath the eastern surface. It has been recorded in history that the Emperors frequently visited the library, from the very first Geirskul to the last Vulkarr - where they acquired great wisdom to rule the lands. It was named after the famous scholar Sai-Za'ar, who was known to be one of the great pioneers in the field of magic.​

SOUTHERN VALHEIM
The Crawling Sands
A huge chunk of the south that has become a desert-like terrain - the green fields that once graced the scenery turned into a vast, and seemingly ever-expanding sea of sand. Life in the area has become scarce, with numerous civilizations buried and crumbled in the now-dry landscape.​

Holheim
A town that was mysteriously abandoned during the chaotic pre-Steward period. It was known to have strong ties with religion, with a century-old temple located at its center.​
 
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VALHEIMIR ECOLOGYValheim's different environments give enough room for various life to spawn and thrive in. This section will give a brief insight on both flora and fauna that would otherwise be exotic (by real word standards), occasionally expanding on some of them.

FAUNA
Kanterzard
A two-legged omnivore, with short but bulky body, that can match the speed of a horse. Once domesticated and as an alternative for a pack mule. Not necessarily aggressive, nor passive enough - usually wandering in small packs.​

Basilisk
A large, multi-legged reptile known for its usually aggressive and predatory nature - with abilities that vary from one subspecies to another, such as acidic spit and a paralyzing gaze, the basilisk is a dangerous creature that has brought an early end to unprepared travelers.​

Módivargr
Lupine beasts morphed by the magical presence of Fimbulstormr. They are considered to be extremely dangerous that even the imperial military is said to avoid any possible encounters with such monsters.​

FLORA
Viskrainn
A medicinal herb commonly used in treating breathing-related ailments. Otherwise known as "whisper-sprouts", this plant produces an eerie, whispering noise when the wind blows upon it. Occasionally, it is used as a cooking ingredient, most of the time to add a faint, yet noticeable sweetness.​

Wolfvine
A large, carnivorous plant armed with lengthy, thorn-covered vines and a sharp-toothed mouth at its "head". It is known to prey on large creatures that wander within its vicinity, such as wolves, horses, and sometimes even people. A slimy fluid, stored in a sac among its roots, is usually harvested and sold to the markets for a hefty price - which is then processed into different remedial fluids, and occasionally into liquor.​
 
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