Anna Kyoyama
Loveless Angel of darkness
Disclaimer: Despite the seemingly small size of all these nations, each has millions of inhabitants with armies numbering in the tens of thousands of soldiers, hundreds on rare cases. If you feel something should be changed or added, contact me. Also, contact about adding places.
When the war of the beasts brings about the world's end
The goddess descends from the sky
Wings of light and dark spread afar
She guides us to bliss, her gift everlasting
Geography
Kardonia is a fairly uneven continent. The northern lands are mountainous over a very wide area, stopping upon reaching the northern tundra. The southern lands are filled with hills, swamps, and various coves leading into the warm Southern Ocean. Large forests occupy most of the rest of Kardonia, with small ranges in the middle and far west. The western lands are rolling plains with previously mentioned mountains. A great number of rivers flow through this land. Meanwhile, the east is a desert, ringed by grasslands and rain forests.
Magic in Kardonia
Magic exists in Kardonia as a simple fact. It is tied to the world, and is the reason for the existence of numerous wonders. When mages cast any sort of spell, they are tapping into the magic of the world to do their work. However, this utilizes the caster's own energy unless an object was imbued to be able to permanently use a spell. Despite being quite versatile, magic cannot solve everything and will sometimes fail the user.
Background
Kardonia is a land of magic. Since the beginning of the races, a force has been present in the world, bestowing upon people the ability to manipulate the world around them. They are both feared and loved for the works they have done and mayhem they have caused. When the war in Kardonia broke out, mages were immediately put to work as soldiers. It is still uncertain why the war broke out, simply that it did. Beginning between the Human Alliance and the Orcenvale tribes, the war soon encompassed the entirety of Kardonia. Alliances were formed and broken as the war progressed until a point was reached where xenophobia isolated each of the nations, creating a state of total war. The orcs and dwarves have fared well due to their naturally hardier constitutions and the defensibility of their homelands. That does not mean, however, they were spared any of the horrors. Increasingly, mages have begun tampering with the fabric of the world in an attempt to end the war quickly. While these attempts have, for the majority, resulted in the deaths of the mages, some secluded practitioners have managed to open portals to other realms, bringing horrifying powers into this world. And new enemies.
Elves: The Ordorelion Dominion
The elves are the oldest and longest-living race in Kardonia. Inhabiting the forests in the center of the continent, they have small enclaves in the mountains of the north. As a long lived race, they do not have many children, leaving their population small. In return for this, many elves are incredibly adept at the skills they work, having hundreds of years to master their tasks. The elven military relies on guerrilla warfare to combat many of their enemies, but can raise spirits, ents, and grand mages to attack other races when needed. Physically, the elves are taller than the other races but also thinner. They are incredibly agile, however, and can run quickly. Elves live in a peaceful society outside of the war, and spend most of their time pursuing scholarly or academic activities. Important elvish cities are: Melanon (capital), Ruala, Oosoona, and Lanaua.
Dwarves: The Kingdom of Arkabod
Inhabiting the mountains to the north, the dwarves are a subterranean race for the most part, spending much of their time underground. However, many still venture to the surface to fight and trade. Dwarves live longer than all but the elves, but have a fairly large population comparatively. Dwarves are incredibly skilled armorers and fighters, making weapons and armor of unparalleled craftsmanship. Their armies are rigidly organized, utilizing broad, sweeping tactics against their enemies, as well as concentrated direct assaults. They are not bad tacticians by any means. On average, dwarves are stocky, having greater proportional strength than any of the other races, matched only by the orcs. Their cities are mainly underground, featuring rigid caste societies and poverty amid the riches of the nobles. Most commoners join the army as a means of rising in stature. Important dwarvish cities are: Dwarfhome (capital), Kazbah, Silverdeep, and Rukbad.
Humans: The Human Alliance
Humans in this RP are much the same as in the real world, incredibly varied, occupying the western plains with cities close to the Midlands, Northlands, and Southlands. They retain all the features that we do. Human society in this game is modeled after late Medieval society, with a still large but declining serfdom, small urban populations, and nobles. Despite being monarch, the king does not hold influence over the outer reaches of the alliance, and has a meager personal army. Instead, all nobles have their own levies of varying size and skill. Despite these shortcomings, humans have made many advances, and have recently discovered gunpowder. Important cities are: Ravendeep (capital), Karickshire, Lorenshire, and Urbania.
Orcs: The Orcenvale Tribes
The orcs live in the Southlands in tribal groups, ranging in size from a few hundred members to tens of thousands of orcs in a tribe. They are an incredibly strong race, slightly taller than humans, but are not as intelligent as the other races on average. Despite this, they are a fearsome race. Crude yet effective weapons and armor allow the orcs to make weapons out of many materials, and enslaved trolls and giants make a fearsome addition to their arsenal. There is no military organization; instead, each chief leads his or her tribe in a mob towards the enemies. Orcs are also the most adept sailor in the land of Kardonia, conducting sea raids on the other races. Fragmented loyalties divide the orcs, making it possible that the orc nation will dissolve back into warring tribes. The most important tribes are (name signifies who leads them): Rishnag (lead tribe), Grodush, and Lagdog.
Dark Elves: The Shadowmoor Principalities
The dark elves inhabit the rain forests and desert to the east, as well as small numbers in the Northland and Southland. They are related to the elves, but have shorter lifespans than their cousins. Many dark elves, or drow as they are commonly known, despise their cousins for this fact. A centralized oligarchy, composed of the oldest mages and nobles, leads the drow. Their army is efficient, small yet able to conduct both guerrilla warfare and directed assaults with ease. Physical stature is similar to that of the average human. Incredibly advanced in magic, their mages are feared everywhere. Dark elves live in urban societies with a surprisingly efficient public support system despite their demeanor. Important drow cities are: Maera Cinlu (capital), Ober, Hlara Murae, and Charra Yuerryn.
Undead Kingdom of pure Darkness
Undead humans and elves freed from the Lich King's control, the Forsaken
Undercity, the Forsaken are nominally allied with the Horde but serve only themselves. Their objectives are twofold: eliminate the Scourge, and establish a place for themselves on Kardonia Unknown Nations
Vampires Unknown Kingdom
The vampires were created by the Queen of Vampires Carmilla who was created when her good half ascended into Heaven to become a nigh-omnipotent angelic being. Her evil half was left behind to conquer her realm, and infect those living there.
A vampire can be born from many different creatures; the ceremony itself involves the exchange of blood between the 'host' and the soon-to-be vampire, however, vampirism has to be accepted by the recipient, so it remains exclusive to intelligent creatures.young vampires are bestial in appearance. The lowest ranked vampires usually take the form of a creature with bat-like appearance. Over the centuries, as they become more powerful, vampires appear more human-like and are able to transform at will from their true form into human form. Unknown location
Character Sheet
Picture (not necessary)
Name
Age
Race
Profession
Status in Race
Equipment and skills
Personality
Any additional information
(Characters must have pros and cons)
Rules
1. No disrespecting others; settle things peacefully.
2. Battles must be decided by the participants. If no outcome is found, defer the thing to me and give me your arguments via a pm.
3. If romance is included, please keep it un-explicit. Also, we will not wait for your romance, so be careful.
4. Try to post as frequently as possible. If involved in a chain, wait for the other person to respond.
5. If you try to make an invincible character through means of the story, you will be warned. Ignoring this will result in being kicked.
6. Please share any ideas you have with me, especially involving lore.
7. Don't make too many characters.
8. I reserve the right to intervene in any event, no whining about the outcome.
When the war of the beasts brings about the world's end
The goddess descends from the sky
Wings of light and dark spread afar
She guides us to bliss, her gift everlasting
Geography
Kardonia is a fairly uneven continent. The northern lands are mountainous over a very wide area, stopping upon reaching the northern tundra. The southern lands are filled with hills, swamps, and various coves leading into the warm Southern Ocean. Large forests occupy most of the rest of Kardonia, with small ranges in the middle and far west. The western lands are rolling plains with previously mentioned mountains. A great number of rivers flow through this land. Meanwhile, the east is a desert, ringed by grasslands and rain forests.
Magic in Kardonia
Magic exists in Kardonia as a simple fact. It is tied to the world, and is the reason for the existence of numerous wonders. When mages cast any sort of spell, they are tapping into the magic of the world to do their work. However, this utilizes the caster's own energy unless an object was imbued to be able to permanently use a spell. Despite being quite versatile, magic cannot solve everything and will sometimes fail the user.
Background
Kardonia is a land of magic. Since the beginning of the races, a force has been present in the world, bestowing upon people the ability to manipulate the world around them. They are both feared and loved for the works they have done and mayhem they have caused. When the war in Kardonia broke out, mages were immediately put to work as soldiers. It is still uncertain why the war broke out, simply that it did. Beginning between the Human Alliance and the Orcenvale tribes, the war soon encompassed the entirety of Kardonia. Alliances were formed and broken as the war progressed until a point was reached where xenophobia isolated each of the nations, creating a state of total war. The orcs and dwarves have fared well due to their naturally hardier constitutions and the defensibility of their homelands. That does not mean, however, they were spared any of the horrors. Increasingly, mages have begun tampering with the fabric of the world in an attempt to end the war quickly. While these attempts have, for the majority, resulted in the deaths of the mages, some secluded practitioners have managed to open portals to other realms, bringing horrifying powers into this world. And new enemies.
Elves: The Ordorelion Dominion
The elves are the oldest and longest-living race in Kardonia. Inhabiting the forests in the center of the continent, they have small enclaves in the mountains of the north. As a long lived race, they do not have many children, leaving their population small. In return for this, many elves are incredibly adept at the skills they work, having hundreds of years to master their tasks. The elven military relies on guerrilla warfare to combat many of their enemies, but can raise spirits, ents, and grand mages to attack other races when needed. Physically, the elves are taller than the other races but also thinner. They are incredibly agile, however, and can run quickly. Elves live in a peaceful society outside of the war, and spend most of their time pursuing scholarly or academic activities. Important elvish cities are: Melanon (capital), Ruala, Oosoona, and Lanaua.
Dwarves: The Kingdom of Arkabod
Inhabiting the mountains to the north, the dwarves are a subterranean race for the most part, spending much of their time underground. However, many still venture to the surface to fight and trade. Dwarves live longer than all but the elves, but have a fairly large population comparatively. Dwarves are incredibly skilled armorers and fighters, making weapons and armor of unparalleled craftsmanship. Their armies are rigidly organized, utilizing broad, sweeping tactics against their enemies, as well as concentrated direct assaults. They are not bad tacticians by any means. On average, dwarves are stocky, having greater proportional strength than any of the other races, matched only by the orcs. Their cities are mainly underground, featuring rigid caste societies and poverty amid the riches of the nobles. Most commoners join the army as a means of rising in stature. Important dwarvish cities are: Dwarfhome (capital), Kazbah, Silverdeep, and Rukbad.
Humans: The Human Alliance
Humans in this RP are much the same as in the real world, incredibly varied, occupying the western plains with cities close to the Midlands, Northlands, and Southlands. They retain all the features that we do. Human society in this game is modeled after late Medieval society, with a still large but declining serfdom, small urban populations, and nobles. Despite being monarch, the king does not hold influence over the outer reaches of the alliance, and has a meager personal army. Instead, all nobles have their own levies of varying size and skill. Despite these shortcomings, humans have made many advances, and have recently discovered gunpowder. Important cities are: Ravendeep (capital), Karickshire, Lorenshire, and Urbania.
Orcs: The Orcenvale Tribes
The orcs live in the Southlands in tribal groups, ranging in size from a few hundred members to tens of thousands of orcs in a tribe. They are an incredibly strong race, slightly taller than humans, but are not as intelligent as the other races on average. Despite this, they are a fearsome race. Crude yet effective weapons and armor allow the orcs to make weapons out of many materials, and enslaved trolls and giants make a fearsome addition to their arsenal. There is no military organization; instead, each chief leads his or her tribe in a mob towards the enemies. Orcs are also the most adept sailor in the land of Kardonia, conducting sea raids on the other races. Fragmented loyalties divide the orcs, making it possible that the orc nation will dissolve back into warring tribes. The most important tribes are (name signifies who leads them): Rishnag (lead tribe), Grodush, and Lagdog.
Dark Elves: The Shadowmoor Principalities
The dark elves inhabit the rain forests and desert to the east, as well as small numbers in the Northland and Southland. They are related to the elves, but have shorter lifespans than their cousins. Many dark elves, or drow as they are commonly known, despise their cousins for this fact. A centralized oligarchy, composed of the oldest mages and nobles, leads the drow. Their army is efficient, small yet able to conduct both guerrilla warfare and directed assaults with ease. Physical stature is similar to that of the average human. Incredibly advanced in magic, their mages are feared everywhere. Dark elves live in urban societies with a surprisingly efficient public support system despite their demeanor. Important drow cities are: Maera Cinlu (capital), Ober, Hlara Murae, and Charra Yuerryn.
Undead Kingdom of pure Darkness
Undead humans and elves freed from the Lich King's control, the Forsaken
Undercity, the Forsaken are nominally allied with the Horde but serve only themselves. Their objectives are twofold: eliminate the Scourge, and establish a place for themselves on Kardonia Unknown Nations
Vampires Unknown Kingdom
The vampires were created by the Queen of Vampires Carmilla who was created when her good half ascended into Heaven to become a nigh-omnipotent angelic being. Her evil half was left behind to conquer her realm, and infect those living there.
A vampire can be born from many different creatures; the ceremony itself involves the exchange of blood between the 'host' and the soon-to-be vampire, however, vampirism has to be accepted by the recipient, so it remains exclusive to intelligent creatures.young vampires are bestial in appearance. The lowest ranked vampires usually take the form of a creature with bat-like appearance. Over the centuries, as they become more powerful, vampires appear more human-like and are able to transform at will from their true form into human form. Unknown location
Character Sheet
Picture (not necessary)
Name
Age
Race
Profession
Status in Race
Equipment and skills
Personality
Any additional information
(Characters must have pros and cons)
Rules
1. No disrespecting others; settle things peacefully.
2. Battles must be decided by the participants. If no outcome is found, defer the thing to me and give me your arguments via a pm.
3. If romance is included, please keep it un-explicit. Also, we will not wait for your romance, so be careful.
4. Try to post as frequently as possible. If involved in a chain, wait for the other person to respond.
5. If you try to make an invincible character through means of the story, you will be warned. Ignoring this will result in being kicked.
6. Please share any ideas you have with me, especially involving lore.
7. Don't make too many characters.
8. I reserve the right to intervene in any event, no whining about the outcome.
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