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Fantasy The World of Gaia [Lore]

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Zariel

رئيس الملائكة
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Lore

Welcome to the lore page, the definitive source for the world of Gaia. Here you can discover more about the fantastical nations, famous sites of importance, prominent individuals, historic events and many of the divine beings which rule over the mortals.

Information on this page may be updated as an when appropriate.



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Regions

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Galar

A strong lawful kingdom with a prestigious military history, Galar’s people have always valued the ideals of justice, honour, and duty most highly, and are fiercely proud of their cultural heritage.

The capital, the prospering city of Heidel, was founded as a refuge from the centuries of war with Fortia. The location is of a lofty height making it a trek to reach. A giant wall fortifies the city. Constructed using magicite—a rare white mineral ore found in Galar that dampens magical energy, the royals have long entrusted ownership of the magicite to the Crownguard family. Additionally, the forest around Heidel was defoliated, to prevent surprise attacks from Fortian battalions. It from this advantageous position that the ruler of Galar has seen to the defence of the outlying towns and villages, farmland, forests, and mountains rich with mineral resources.

A single decade has passed since the war with Fortia ceased, and a truce was established. Though, many believe the long-standing rivalry between the two nations persists through the hearts of their people.

If Galar and Fortia were ever to truly ally themselves, they would indeed become a formidable force.


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Fortia
Fortia is a powerful empire with a fearsome reputation. To those beyond its borders, it is brutal, expansionist, and threatening, yet those who look past its warlike exterior see an unusually inclusive society, where the strengths and talents of its people are respected and cultivated.

The Fortians are the descendants of fierce barbarian tribes. Long ago, their ancestors stormed the ancient city that lies at the heart of their domain and slaughtered the previous inhabitants. Now, centuries later, that city serves as Fortia's capital. Fortus. Under threat from all sides, they aggressively took the fight to their enemies, pushing their borders outward with each passing year. This struggle for survival has made modern Fortians a deeply proud people who value strength above all—though that strength can manifest in many different forms. The Grand Emperor acknowledged this and so surrendered part of sovereignty to two other leaders. Together, the three of them embody a different aspect of Fortian strength: might, vision and will.

Anyone can rise to a position of power and respect within Fortia if they display the necessary aptitude, regardless of social standing, background, homeland, or wealth. Those who are able to wield magic are held in particularly high esteem, and are actively sought out in order that their special talents may be honed and best harnessed for the benefit of the empire. Prisoners are given a chance to fight for their freedom in the coliseum, as long as survivors pledge their allegiance to Fortia.

But in spite of this meritocratic ideal, the old noble houses still wield considerable power… and some fear that the greatest threat to Fortia comes not from its enemies, but from within.


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Sveljord
The Sveljord is a landscape covered by a blanket of snow. It is a harsh and unforgiving place—where the people are born warriors, who must persevere against all odds.

Proud and fiercely independent, the tribes of the Sveljord are often considered wild, rugged, and “uncivilized” by their neighbours across Gaia, who do not know the ancient traditions that shaped them. Some in the Sveljord are iceborn: a member of the warrior caste, gifted with an ancestral connection to the magic of the land, and the rare ability to wield the power of True Ice. Ice imbued with magic. Ice that never melts.

In the Sveljord, society operates under a matriarchy. The ruler is known as the Warmother. Her will is the will of Sveljord and her dictation is absolute. Women are raised to be leaders, and men are trained to be warriors, willing to spill their own blood for the Warmother. Unlike many other regions, there is no royal family; a female from any tribe can become the Warmother. Every 10 years, a selection event takes place. Those who wish to compete for the Frost Crown are sent into the wilderness with ten warriors of their choice. A battle royale commences and the leader of the final warriors left standing claims the Frost Crown and earns the title of Warmother.

Some unruly tribes refuse to submit to the Warmother
. And so, they cause disruption in the Sveljord. An example on one such tribe is the Wintertusk. They're a savage raider tribe of barbaric orcs that seek to expand their range with each passing year, harrying the borders of Galar to the south, and the frontiers of Fortia to the east.

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Ixtal
Easily the most biodiverse region. There is more life here per unit of measurement than anywhere else of the planet. Ixtal's dense rainforests are home to countless exotic plants and animals. Not a single moment is silent in the jungle; there are so many insects, birds, reptiles and mammals, all partaking in the wild choir.

Originally believed to have stemmed from a small group of hunter-gatherers, the Ixtali people continue to practice the ways of their ancestors. Even in an ever-changing world, they've emerged as a thriving civilisation, developing an intricate social, political and religious society. It was Ixtali innovation that led to the creation of the sun calendar. Many Shamans practised Spirit Magic, but elemental magic is also greatly revered in Ixtali culture.

As deceptively advanced as Ixtal is, this does not hold true for all its people. Some of the more isolated tribes refuse to change their ways and are extremely hostile to outsiders. They will not hesitate to capture any soul unfortunate enough to step into their territory and use them to perform a ritual sacrifice, in order to appease their gods.

Recent expeditions to Ixtal has led to the discovery of caves, tombs and even cities of gold. As news spreads, more and more greedy foreigner are sneaking entire fleets onto Ixtali shores to steal the treasure for themselves. It is a challenging time for the elusive Ixtali, they are about to be thrown into a battle against all sides, and the only way to ensure their survival is to fight back and show the rest of the world what they're made of.


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Bashuri
The vast plains and deserts of Bashuri are thought by historians to be the oldest inhabited territory on Gaia, and the ancestral home of all humankind. It is second only to Ixtal in terms of the diversity of the species which live there. Deep beneath the soil, and high up in the mountains, Bashuri hides a wealth of natural resources, which is desired by other nations.

Their people depend on agriculture to maintain their livelihood, and they live in small settlements scattered across the savannah, usually near bodies of water; water is a scarce and valuable resource in Bashuri. The communities are close-knit, and they all follow the commands of a tribal chieftain. Though, the chief often acts in accordance with the advice given by the village elders. Over the generations, medicinal practices by witchdoctors have advanced with the passing of time. When the tribes discovered how to access mana, they were able to use magic instead of beast bone and herbal medicines to heal others. To this very day, Bashurian's are renowned healers, even if some do not possess healing magics.


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Grim Isles
The Grim Isles is composed almost entirely of port cities like no other—home to sea monster hunters, dock gangs, and smugglers from across the known world. Its vile reputation and tales of corruption have led many to spread rumours about it being the secret birthplace of all evil. Here, fortunes are made and ambitions shattered in the blink of an eye. For those fleeing justice, debt, or persecution, the Grim Isles can be a place of new beginnings, for no one on these twisted streets cares about your past. Even so, with each new dawn, careless travellers can always be found floating in the harbour, their purses empty and their throats slit…

While incredibly dangerous, the Grim Isles is ripe with opportunity, free from the shackles of formal government and trade regulation. If you have the coin, almost anything can be purchased here, from outlawed artefacts and substances to the favour of local crime lords.


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Nakashikita
Nakashikita is widely regarded as one of the most beautiful places on the planet due to the wondrous landscapes. When looking into the distance, the transition between heavenly, snow-covered mountains, colourful forests and man-made rice paddies is a sight to behold. In addition, many majestic creatures can be found wandering the forests or flying amongst the mountainous peaks.

The land belonging to Nakashikita is not ruled by one emperor, but four. Each emperor has governance over a different province: north, south, east and west. Though some cultural values are shared, there are some variations in each province and as such separate laws. The inhabitants in the east are mostly peaceful monks, in contrast, barbarians dominate the south, the honourable samurai guard the west province, while the vulpine shinobi lurk in the mountains to the north.

In spite of the differences between the allied provinces, they all lived in harmoniously with another... that was until 30 years ago when a Fortian invasion shattered the balance of the land. After much bloodshed, Nakashikita managed to push back the Fortian forces off their war-ravaged land, but at a great cost.

Now, Nakashikita exists in an uneasy peace. Different reactions to the war have divided the region further than it already has been. The fate of Nakashikita hangs in a delicate balance that few are willing to overturn, but all can feel shifting uneasily beneath their feet. In these desperate times, Nakashikita must find a solution and unite. After all, Fortia's lull has ended, and they have once again set their eyes on Nakashikitan soil.



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Valencia
No land is more favoured by the gods than the Kingdom of Heaven itself. Valencia. A region made up of merciless deserts and mysterious jungles. Nomads traverse this unforgiving topography, travelling between the many blessed cities. In Valencia, the land itself is rich with mana. It is one of the many reasons the region has never been conquered. If you harm the land, the land will hurt you back. Those who have tried to bring a war to Valencia have failed and always find themselves at the mercy of either a sandstorm, earthquake, hurricane, tornado, eruption and many other magical cataclysms.

In the Age of Gods—the time period during which deities roamed Gaia alongside mortals, Valencia was an indomitable civilization that spanned an entire continent. The only challenge they ever faced was when Dark Rifts began to open and spawn nightmarish monstrosities known as Voidborn. In order to combat these interdimensional invaders, the Valencian deities performed a divine ritual on the mightiest soldiers, heroes and champions, transforming mortals into godlike beings, and gave them divine weapons to wield. These god-warriors became known as the Ascended. They were demigods who fought alongside the deities against the forces of the Void.

After aeons of fighting, all the Dark Rifts had been sealed and the Voidborn disappeared. Shortly after, the command was made for all deities to leave the mortal realm. The Valencian gods and the Ascended safely locked away many of their weapons and artefacts in an infinite treasury, behind a gate in the floating city of Babylon (now Valencia's capital). The gods entrusted the key to the Gate of Babylon to a powerful sorcerer, who's bloodline has now become the royal family of Valencia. To this day, the sorcerer's ancestors safeguard the key.

Generations later, in present-day, the cities of Valencia are protected not only by soldiers but adept sorcerers and elite assassins as well. Some of which are descendants of the ascended, and so have mere droplets of divine ichor coursing through their veins. They are willing to do whatever it takes do defend their nation from any threat and eliminate any enemies of the kingdom.

Gaia's need for Valencia will soon become apparent... The fabric between worlds is thinning, and the Voidborn will soon make their return. When they do, they will leave nothing but destruction and chaos in their wake. Gods and mortals must unite. When the time comes, Gaia will need to call upon the Ascended once again, to protect against this otherworldly threat.



 
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Important Characters

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Elesis Crownguard

A proud and noble paladin, Elesis fights at the head of the Wings of Valor. She is popular among her fellows, and respected well enough by her enemies—not least as a scion of the prestigious Crownguard family, entrusted with defending Galar and the safekeeping of the precious resource, Magicite. Clad in magic-resistant (magicite) armour and wielding a Holy Sword, imbued with the blessings of her goddess, Elesis stands at the forefront on the field of battle, ready to vanquish the enemies of Galar.

On her many travels, she has befriended countless denizens and forged many unlikely bonds. Now, in order to save the princess, and with the fate of Galar at stake, it has become Elesis's duty to lead her eccentric group in satisfying the whims of an enraged goddess.



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Avarosa Desjardins
The living embodiment of an ancient Valencian soul, who serves as a beacon, a protector, and a saviour to each generation of the people living on Gaia. The title of "Supreme Sorceress" befits few others. Widely considered one of the most adept mages on Gaia, she is an archmage with an impossibly heavy burden to bear. Armed with immense arcane power and boundless potential, the caretaker of Gaia fights to maintain a balance where life can endure the indifference of chaos.

She is among the few mortals that are aware of the terrors of the Void, and she will do everything in her power to stop them from setting foot on the planet again, for Avarosa understands the horrors they could unleash on world. But for now, her attention is drawn to the ill-fated kingdom of Galar. Though forbidden from directly intervening, she will use her power to provide whatever aid she can.


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Anastasia II
As the king's only offspring, Princess Anastasia is deeply loved and is the heir apparent to the throne of Galar. Raised to be a paragon of her nation’s greatest virtues, she is forced to balance the heavy expectations placed upon her with her own desire to prove herself on the field of battle.

Due to the deceit of a devious god, Anastasia has landed herself in the root of the trouble currently brewing in Galar. She now finds herself trapped, helpless and at the mercy of another deity.

Will the Wings of Valor be able to rescue the unfortunate princess before it's too late for both her and her kingdom?


 
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Important Places

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Ehwaz Hills

Located in the northern part of Galar, at the border to the Sveljord, the Ehwaz Hills is one of the primary mining sites in Galar. Hundreds of wagons, containing iron ore, are dispatched from there to the major cities daily. As such, the Ehwaz Hills is important for much of the production of Galarian armour and weaponry. Due to this, an outpost has been set up nearby to guard the mines.

Recently, the Sveljordian tribe, Wintertusk, sieged the outpost and cut off the iron ore supply for just under two weeks. The royal army quickly responded by sending three hundred troops to fight against the two hundred orcs. With the help of the Wings of Valor, the Galarian forces defeated Wintertusk and drove any survivors back to their icy home.


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The Land of Silence
The Land of Silence is the stretch of land that sits in the centre of three regions: Galar, Fortia and the Sveljord. Neither of the three territories can claim this land to be their own. Long ago, it was the battleground of a three-way war between the three neighbouring nations. Its soil tainted by battle and saturated with the blood of soldiers who fought like puppets for their leaders. Even now, it is said that if you listen carefully enough, you can still hear the cries of the fallen just below the wind.

After what turned into a seemingly endless bloodbath over pointless fighting, the leaders of each army met on the battlefield, where their comrades, and ancestors had succumbed to death and lay down their weapons together. An agreement was made to finally end the bloodshed and it was decided that no one shall ever rule this land. To commemorate this day, a moments silence is offered annually in respect for the men who died here. Though called soldiers, each of them possessed a name, they were husbands; fathers; brothers; sons; and friends. It is for this reason, the land was named "The Land of Silence".


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Darkmoor
South of the great nation of Valencia lies an island whose essence is death itself. Over a thousand years ago, the instability of an unprecedented magical cataclysm on mainland Valencia left the barrier between the material and spirit realms in tatters, effectively merging the two… and dooming all living things in an instant. The island became shrouded by a paradoxical black mist, which the Valencians call Fog of the Aakhira—if the living is touched by the mist their lifeforce feeds the miasma, making it grow, yet, for the deceased who accept its frail embrace, the mist allows them to be reborn.

Because of the nature of the mist, Valencian sorcerers have forbidden the living from crossing the water and setting foot onto Darkmoor to prevent it from spreading. Eternal torture in the pits of the Necropolis awaits any who defy their jurisdiction.



 
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Galarian/Fortian Pantheon

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Azeus, God of the Sky

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Aera, Queen of the Gods

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Aag, God of Fire & the Forge

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Eltheca, Goddess of Wisdom

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Ukreus, God of War

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Mortius, King of the Underwold

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Mueburus, Guardian of the Underworld

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Ronaros, Guardian of the Forest

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Syrene, Goddess of the Ocean

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Lunala, Goddess of the Moon

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Solarris, Goddess of the Sun

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Sylvia, Goddess of the Hunt & Elves

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Nix, Goddess of Dreams & Night

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Tsul, Goddess of Love, Beauty, Fertility & Music

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Bagros, God of Giants & Wine
 
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Sveljordian Pantheon

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Odall, The Allfather

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Odunn, God of Dwarves, Fortune & Blacksmiths

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Izmir, Goddess of Lightning

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Aeyfir, Queen of Valkyries

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Ora, Goddess of Love, Beauty & Fertility

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Malevai, Goddess of Elves & Dreams

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Hommjir, The Watcher

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Swarta, Queen of Dark Elves & Nightmares

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Dorak, God of Wrath

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Ikol, The Trickster God

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Mawnir, The Godsbane

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Adith, Queen of the Underworld

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Zkadi, Goddess of the Sea, Sky & Serpents

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Raican, Lord of the Fire Giants

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Vamjir, Lord of the Frost Giants

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Eir, Goddess of Magic

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Shyvara, Mother of Dragons
 
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Ixtali Pantheon

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Iznja, Goddess of the Sun, Life & Fertility

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Baako, The Protector

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Chakiri, Goddess of Witchcraft

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Harak, God of the Jungle

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Mokupuni, God of Spirits

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Uruk, God of the Moon, Death & Venegeance

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Kaab, Titan of Earth & Famine

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Hulaa, Titan of Water & Conquest

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Zaaxi, Titan of Wind & War

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Rhaak, Titan of Fire & Plague

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Uxotl, Serpent of the Stars
 
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Bashurian Pantheon

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Kogu, God of Medicine

In Bashuri, Kogu is known as "The Father", for it is his children that shaped the region of his people. With his wife, Edami, Kogu helped raise their three children into the great heroes of Bashuri they are known to be in legend. In spite of not having a part in sculpting the land, Kogu is still greatly loved by the people. It was through his god-given knowledge that the people learned how to heal from pain. His touch is one of vitality, and it is because of his blessings that the people of Bashuri have been bestowed with Healing Magic.

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Edami, Goddess of Good Luck & Fortune
Everyone living soul in Bashuri kneels for Edami's favour. She is the enamoured goddess of good luck and fortune. The people pray for wealth, health, success, children, crops, and an endless list of other things. Yet, what many fail to realise is that Edami is more inclined to grant her blessings to a hardworking soul or someone desperately in need. Though her aid may not necessarily come in the form you'd expect.

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Kor, God of Earth & Guardian of the Underworld
A lumbering giant of rock and plants, guiltless, kind, immovable, he is Kor, God of Earth. Said to be the personification of the land itself. Untaintable by any form of corruption, Kor is a gentle soul and one of the three creators of Bashuri. It was Kor who raised mountains, breathed plants and spat deserts. Now, the gentle giant is said to be resting beneath his work.

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Yoma, Goddess of Rain, Rivers & the Sea
In the beginning, Yoma aided her two brothers, by granting life through the gift of water. Arguably the most worshipped Bashurian deity, Yoma is the daughter of Kogu and Edami, and the sister of Kor and Bahru. To displease Yoma is to throw away your very life. Only through her mercy does rain pour from the heavens, only through her mercy do rivers flow, only through her mercy do lakes fill.

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Bahru, God of Beasts & War
The youngest amongst his siblings, Bahru is a proud, courageous and fierce war deity. Legend tells that once the land was ripe, thanks to the efforts of his brother and sister, Bahru roared and all creatures came into existence. For this reason, Bahru is regarded as the father of all animals. There came a time when the spirits broke free and attempted to possess and distort all living things in Bashuri. However, Nothing but woe betided them. The God of Beasts unleashed his wrath and commanded his army of animals against the lost souls of the dead, driving them into a pit deep beneath the earth where they were trapped, and remained so by Kor.
 
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