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WaylanderX
2015-01-01, 08:54 AM
Hurosha Empire


http://flag-designer.appspot.com/gwtflags/SvgFileService?d=4&c1=1&c2=2&c3=3&o=7&c4=6&s=11&c5=0
Hurosha's Naval Flag


General Information:


Kasumor:
Mushi Heishi (Cloudiz) (Insect Soldiers) Commanded by Joana Airguard, Arche of the Eastern Skies.
Blade Priest/Scholar Legion Commanded by Nyllana Earthguard, Avatar of Balance, Headpriestess of Ashmar, Arch of Faith.

Zargrim:
Tarneidga'Soudor (Hover Troopers) Commanded by Korkor Korson, Arch of Steel and Knowledge.
Gorhal Mester (Ship Masters) Commanded by Rajik Jikson, Arch of the Waves.

Gwrîstin:
Doar'Brezelar: (Warlike Continents) Commanded by Crëag, Arch of the Living Earth.
Devowria an Noar: (World Devourers) Commanded by Crëag, Arch of the Living Earth.

Shikurai:
Mushi Heishi (Elven) (Insect Soldiers) Commanded by Parin, Arch of the Southern Skies.
Tarneidga'Soudor (Hover Troopers) Commanded by Lanya, Arch of the Swift Wind.

Cuan:
Uisce Damhsóir (Water Dancers) Commanded by Avniane, Arche of the Dephts.



Keldagrim:
Luftsoldaten (Air Soldiers) Commanded by Kerrin Darkhammer, Arch of the Western Skies.
Bodensoldaten(Ground Soldiers) Commanded by Herrin Grimhammer, Arch of the Thundering Anvil.

Tekorva:
Ninja Tai (Ninja Squads) Commanded by Yr Earthguard, Arche of Shadows.


*=affecting multiple regions

Kasumor:
Academy of Culture and Prowess (Cur, 5/5)
Academy of Culture and Prowess Expension (Cur, 3/5)
Renovation Shintouite fortresses (Mil, 2/2)
Insect Megafauna Research for Nyllana Ascension (Cur/Faith, 5/5)
Construction giant airship/carrier (Mil, 5/5)
Temples of Ashmar in all Major cities (Faith 5/5)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*
Reforging the broken Relic Axe into a Relic Bow. (Cur, 1/5)

Zargrim:
Zargrim Shintouite defenses (Mil, 5/5)
Orichalcum research (Cur, 2/2 with help of Salterri)
Temples of Ashmar in all Major cities (Faith 5/5)*
Schools that teach the teachings of Ashmarism (Faith 2/2)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*

Gwrîstin:
Temples of Ashmar in all Major cities (Faith 5/5)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*

Keldagrim:
Temples of Ashmar in all Major cities (Faith 5/5)*
Schools that teach the teachings of Ashmarism (Faith 2/2)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


Shikurai:
Temples of Ashmar in all Major cities (Faith 5/5)*
Schools that teach the teachings of Ashmarism (Faith 2/2)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


Tekorva:
Temples Ashmar in all Major cities (Faith 5/5)*
The Nightgate (Faith, 5/5)
Schools that teach the teachings of Ashmarism (Faith 2/2)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*



Glossary:
-jin: Used to indicate a persons origin region. For example, A Jarrlander would be called a Jarrland-jin or Jarr-jin. Zar-jin is an early Kasumori indication of Bucka.
Shushan: Village Elder that is leader of that particular village. Appointed every 7 years.
Hitsuji: Sheeplike beings that inhabit the Kasumi plains in Kasumor. They produce cotton as fur instead of wool.
Cloudiz: Fey-like people that lived in Kasumor. Due to divine influences, they are beginning to come back as a race.
Kyuden: Name of the royal palace/fortress in which the ruling family of the Hurosha Empire resides. Located in Earthhome, Kasumor.
Sakura Matsuri: A festival held at the city of Kasumin in Kasumor. At the festival, every individual is considered equal. Who does not obey this rule is forbidden to enter the festival grounds.
Mushi Heishi: Kasumori soldier regiments focused on insect-based aerial combat. Literaly means Insect Warriors.
Ninja Tai: Tekorva-jin soldier regiments focused on guerilla combat. Literaly means Ninja Squad.
Inochi: The concept of Life in the Ashmaric religion.
Hakobi: The concept of Progress in the Ashmaric religion.
Gouyuu: The concept of Prowess in the Ashmaric religion.
Odochi: Swordpriests of the Ashmarism faith.
Kogei: Sagepriests of the Ashmarism faith.
Gakusha: Craftpriests of the Ashmarism faith.
Choten: Highest pinnacle of Prowess one can achieve.
Shuzoku No Henkaku: Change of Families. An event of changing dynasties that occurs on average once every 300 years.
Mushi Gari: A popular sport in Hurosha, revolving around teams trying to catch a wingless cricket. Literally means Insect Hunt.
Youji: A wildlife and plant reserve bordering the Academy of Culture and Prowess. Literally means Cradle.

Arch: Militiary commander in charge of one entire aspect of a regions armed forces.

-son/-dhar: An addition to the back of the name of the father to indicate the relations. -son is used for sons, -dhar is used for daughters.
A Marow Por: The Death Gate. Massive metal gate connecting above ground Zargrim to below ground Keldagrim.
Caudarn Killan: Cauldron Valley. Valley home to a multitude of dire predators.
Castal a'n Sperez: Castle of the Spirits. Collection of waterfalls rumoured to be home to powerful fey creatures.
Bori: The ancestrial diety of the Bucka. Also called the Great Eel Spirit. Religion is led by the Hovermaster Uberdruid.
Tânedhan: Raven-sized phoenixes living in the north of Zargrim. Literally means Firebird.
Frôz Puscas: Electric Eels living in Zargrim's lakes. Literaly means Current Fish.
Bucka a'n Pednplas: Capital of the Bucka. Zargrim's capital city.
Sita a'n Scolur: City of the Scholar. A city in Zargrim known for its engineers and inventors.
Sita a'n Helhier: City of the Hunter. A city in Zargrim which is used by hunters hunting in the Caudarn Killan as a base of operations.
Tarneidga'Soudor: Bucka soldier regiments focused on hovercraft combat. Literaly means Hover Troopers.
Gorhal Mester: Bucka soldier regiments focused on naval combat. Literaly means Ship Masters.
Doar'Brezelar: Menhîrin soldier regiments focused on infantry combat. Literaly means Warlike Continents.
Devowria an Noar: Menhîrin soldier regiments focused on Wurm-based mounted combat. Literaly means World Devourers.
Diasseth Nerth: Menhîrin Fighting Style from the Scrolls of Prowess. Literally means Everlasting Power.

Dearg Sreang: Red kelp found in Cuan that has alchemical properties. Literally means Red Cords.
Maighdeann: The name the inhabitants of Cuan gave to their own kind. Literally means People of the Sea.
Uisce Damhsóir: Maighdeann soldier regiments focused on aquatic combat. Literaly means Water Dancers.
Cuan: The name the Maighdeann gave to their homeland. Literally means Ocean.
Borb Aigeann: A deep rift reportedly home to the Toirmisgte Dia. It's ill-advised to come near this place. Literally means Ferocious Rift.
Toirmisgte Dia: The name given to the creature the Menhirin expedition force encountered on their first exploration journey underwater. It wiped out half of the expedition force. Theories suggest it might be the One who Watches. Literally means Forbidden God.
Ban-sheinneadair: An cadre of skilled female Maighdeann singers. Literally means Maidens of Song.
Òrdha Machair: A shallow part of the ocean where Dearg Sreang thrives and is cultivated. Literally means Golden Expanse.
Òrdha Cathair: The capital of Cuan, home to many of the Maighdeann race. Literally means Golden City.
Cuartan Cuan: Series of maze-like rifts on the seafloor of Cuan. Literally means Ocean's Maze.
Greis:A major trading city in Cuan. Literally means Prowess.
Corraich: Maighdeannian for Wrath. The Abyss of Corraich is named thus.
Athbheirthe: Maighdeannian for Reborn. Used in the motto for the Abyss of Corraich.

Rockspeak: Menhirin speak in a strange language that resembles morse code, but on a frequency so low that normal creature cannot hear it. This language is refered to as Rockspeak. However, due to its strange nature, a glossary cannot be constructed.


Every year is divided in two Cycles of the sun. Each cycle of the sun in turn consists of seven Pyriths:

1: Kindness
2: Prowess
3: Pride
4: Steadfast
5: Honesty
6: Vengeance
7: Mystery

Each Pyrith consists in turn of 26 days, divided in two Shou of 13 days each.
These also all have names:

1: Day of the Sword
2: Day of the Spear
3: Day of the Hammer
4: Day of the Shield
5: Day of the Wall
6: Day of the Fortress
7: Day of the Mantis
8: Day of the Beetle
9: Day of the River
10: Day of the Cloudiz
11: Day of Beauty
12: Day of the Earthguard
13: Day of Mystery

After the Day of Mystery in the Pyrith of Mystery in the Second cycle of the sun is an extra day to appease the Lord of Flame and to remember the sacrifice the Cloudiz made during the Calamity.



Trade (https://docs.google.com/spreadsheets/d/1TpA3qJEj9sli8KRuBgc8HTxaiKa5iv_gIsAcd0wJo1U/edit#gid=0)


Vassals:


Calorum


The Alzeroth Collective

WaylanderX
2015-01-01, 08:55 AM
Hurosha's Regions


Halcyon Provinces

Kasumor
Capital Region
Region 4A, WaylanderX

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Name: Sanell Fireguard
Year of Coronation: 530
Age at Coronation: 48 (Appearent age around 20)
Title: Shinguard of Kasumor, Emperor of Hurosha


Stats: See the Ruler's Table.

Population and Armies: Here (http://www.giantitp.com/forums/showsinglepost.php?p=17689290&postcount=11)

Earthguard Family Tree (http://www.familyecho.com/?p=HLZLP&c=46vmkcwb1t&f=708798497368721374)


Fireguard Family Tree (http://www.familyecho.com/?p=X8FCM&c=zjr2e52t1d&f=588591420900472346)

Kasumor is an ancient and mysterious place. It's lands, which was special even at the beginning of times, were made even stranger by its people by techniques long forgotten. Experimental plants and animals can be found all across Kasumor, but behave like normal animals for the most part. On the contrary, they are a normal part of the life cycles and ecosystems there, fulfilling roles just like any other ecosystem. Underground, although not as strange, houses some of the weirdest minerals and substances ever seen, just as Shintouite, also known as Impact-rock, which increases in strenght and durability the more stresses are applied to it. This is the main reason why most of the Kasumorian fortresses are still standing today unbreached, their walls have become so solid over the years that they are virtually impenetrable.

Kasumi Plains: These wide plains of grass are home to a very strange species of flower, which resembles a dandelion, but instead with white leaves and round instead of elongated seeds. The featherlike structure which it used to spread the seeds more resemble clouds then vibres. When these spores are in the air, when inhaled, they put the inhaler to sleep for exactly 48 hours after exposure. Nobody has found out why. However, it is evident that the inhaling process is needed for the seeds to germinate after they have been exhaled and enduced their sleep. The plains in its enterity, which comprise about 25% of the south-west of the country, consist of rolling hills covered with grasses with here and there a group of adepted wildlife that became resistant to the seedlings of this plant, such as highlands or wild horses. Note that these groups only live around the edges of the terrain and because of the inability to produce sufficient effective seed-blockers, nobody knows what lies in the hart of the land.

Shintouite Mountain Range/Mines: In the northern regions of the country, resembling a normal mountain range, the stone mined from here is far from ordinary. This particular stone hardens when more pressure is applied to it, provided the stone is strong enough to withstand the initial impact. The stone starts out soft (around chalk hardness), but by slowly ramping up the pressure exposure, it can become almost infinitely hard and durable. This also means that how older a structure is, the more solid it becomes and as such also more resistant to wear and tear, including winds and water damage. Most Kasumor “ruins” are still in pristine condition. The mountains themselves are weathered at the top, but still very steep and high when compared to mountain ranges of the same age, due to the strengthening effect.

Verandil Forest: A weird place, this forest looks normal on the outside but is home to a large variety of wildlife not seen anywhere else. Nobody has made a good list of the species present, but they include huge size vermin, plant-animal hybrids and even human-plant hybrids. The forest itself resembles a European temperate forest and is located in the centre of the country. From here, they access to several species of huge vermin (which are more intelligent then their small kind due to the experiments of old), of which the huge mantis and huge stag-beetle have been the most wanted. The mantids are used as mounts, while the stag-beetles are more used as walking battering rams.


Because of their martial upbringing, most Kasumorians are also quite muscular. The women of Kasumor however, are revered and known far and wide for their beauty and grace, which can turn into deadly grace when confronted with an enemy (Kasumorian women are kind off a hard catch).
Despite this reliance on the martial side of life, there are also a fair amount of scientist-priests arround. When a warrior grows old, they tend to take up the task of combining science with faith, creating all kind of fabulous and ingenious contraptions, mostly based around heat and fire.

As denizens of a country that takes great pride in it's martial prowess, lore and diplomacy, the inhabitants of Kasumor are a rough, disciplined yet strangely cheerfull people. They are led by the Shïnguard, a leader who serves as a king aswell as a marshal in battle. Beneath him are the three Arches, which serve as generals under the Marshal. These three generals are themed after the remaining three elements and have a corresponding flag.

They excell at fortifying themselves in a place to wear out the enemy with the help of their Shintouite defensive machinery. If that is not an option, they are also very skilled with a weapon. When pressed for combat, they tend to dissuate the enemy into dueling, to minimize the bloodshed.
Sometimes, they also fight mounted on huge praying mantids, slashing with their sword in perfect cadence with the claws of the mantids. This is not common, as having a praying mantis as a mount is a sign of great prowess in battle and is only awarded to the greatest fighters of the land. However, the royal guard consists of 444 men and a praying mantis for each, making them feared in battle.

The population is concentrated in the capital, Earthome, where the Earthguard also resides. Earthome is located in the middle of the country (in the broad righter area), around 30 miles from where the Kasumi plains begin, which also makes it a magnet for any alchemists and weapon experts trying to weaponize the strange sleep inducing flower.

Also, there are 4 large fortresses at the borders: Earth, Wind, Fire and Waterguard. Earthguard and Fireguard are situated along the western border, while Windguard and Waterguard are situated along the southern border. They are all around 300 years old, making the Shintouite from which they are made very sturdy and virtually immune to conventional siege weaponry, but not yet totally unbreakable. However, due to a low population, only fortress Earthguard and Waterguard are manned in the current day.

In the way of village structure, they all have a Shushan, which is a sort of elderly figure, wise and experienced, who leads the village and handles local infrastructure and military matters. This Shushan is chosen by the village people themselves and is then appointed for 7 years.

Kasumor's resources:

Huge Vermin in the forest, together with game and berries.

Shintouite from the mountains. Explanation about Shintouite:This particular stone hardens when more pressure is applied to it, provided the stone is strong enough to withstand the initial impact. The stone starts out soft (around chalk hardness), but by slowly ramping up the pressure exposure, it can become almost infinitely hard and durable. This also means that how older a structure is, the more solid it becomes and as such also more resistant to wear and tear, including winds and water damage. Most Kasumor “ruins” are still in pristine condition. The mountains themselves are weathered at the top, but still very steep and high when compared to mountain ranges of the same age, due to the strengthening effect.

Alchemical compounds from the Kasumi plains. This includes Sleepflower Pollen (Sleep inducing pollen, see Kasumi plains), Burnflower Extract (Parts of the leaf that leaves nettlelike burns, but lasts for a couple of days) and Glitterflower Petals (Glittering dust made from dried petals which reflect light inside the cloud, blinding somebody in the cloud when used during the day or in places with alot of light).

Plant Sheep: Called Hitsuji, this strange species of sheep was found in the heart of the Kasumi Plains. Instead of wool, they have cotton as winter-fur. Also, the species is entirely plant based, making this the first moving plant the Kasumori have seen.

Minor resources in Kasumor include: Wood, Fish and Stone.

However, Grains and Lifestock are rarely found within Kasumor itself. There is some being grown on the plains, but not enough to sustain the population. This is not much due to their military nature. The mostly rely on trade with surrounding countries for their food.


The people of Kasumor mostly have a tall build, both the men and women. They mostly measure around 1 meter 90 in the case of men and 1 meter 80 in the case of women. They are not very tanned due to living near the mountains and tend to have big eyes in comparison to their more southern counterparts. This is one of the reasons the women are considered one of the more beautiful women in the world.

Also, a strong influence of Fey blood courses through the entire race, coming from a race called the Cloudiz. This race consisted of humanlike fey, with a human torso, wings of a dragonfly and the tail of a fish, abeit a long and elegant tail. This bloodline is most prominent in the royal bloodline of the Earthguards, whose name is derived from the fact that these fey were seen as the guardians of the land. Also, this is most likely the cause of the almost supernatural beauty of the women in this country. Finally, most strangly, the supernatural aspects of their fey heritage manifest mostly (but not exclusively) in females, causing them to have gills, dragonfly wings, fishtales and in extreme cases all of the before mentioned, somehow producing a fullblooded Cloudiz. It is also said that these half or full-bloods, either male or female, have a great affinity for magic, but the scholars of Kasumor have yet to figure out how to harnass this potential. When born with Cloudiz charactaristics, they are greatly revered by the populace and often sit high in the hierarchy. Their Cloudiz blood is also the cause that the people of Kasumor live 50% longer than normal humans. Their maximum age lies somewhere around 150, with 120-130 being the average.

The Cloudiz are great swimmers and flyers, but can't move on land to well. When needed to move on land, for example for diplomatic reasons (Looking somebody in the eye while walking through the palace gardens is better then flying around at random), they do so in a snake/lamia like fashion, using s-shaped motions to move forward. Before the Calamity, they inhabited Verandil Forest in the numerous giant trees and streams found in the area. They were known for being mystics, able to predict the future and see far away events by peering into pools of water. However, after the Calamity, this knowledge has been lost, although scholars are on the verge of a breakthrough, or so they claim. Also, because of their kindness and peerless beauty, expecially of the female Cloudiz, alot of Kasumi men ventured into the forest to try and find the love of their life. Surprisingly, around 50% of the time, the man in question walked out of the forest a couple of months later with his Cloudiz betrothed by his side. Because of the relatively high percentage of Cloudiz-human marriages in that age, Cloudiz-blood is quite prevalent in Kasumor. What is even weirder, once in a while, two parents who have Cloudiz blood in their bloodline give birth to a fullblood Cloudiz, with all the features and abilities of his/her fey ancestors. What process drives this is currently not known. The more Cloudiz blood present in the individual, the longer they live. Average maximum lifespans are like this: Zero Cloudiz Features, 150 years. One Cloudiz Feature, 200 years. Two Cloudiz Features, 250 years. Three Cloudiz Features, 300 years. It is know that full blooded Cloudiz lived on average for 400 to 450 years.

The Cloudiz race as a whole have been missing since a few generations ago (around 350 years), after stopping a huge magical Calamity in the Shintuite mountains. They stopped the rampant magic, but at the cost of the life of most of their kind. Furthermore, the residual magic settled down in the mountains, infusing with the rock there to form Shintuite, which is used all over Kasumor for its defensive properties.

Full-blood Cloudiz can only have children with those that are full Cloudiz themselves or humans with more than 1/8 Cloudiz blood.


http://fc06.deviantart.net/images/i/5/f/a/Mermaid_Fairy.jpg
Stylized depiction of a Cloudiz
Image by ald3n




Earthhome (Population 20.000)

As the traditional seat of the Shïnguard and the city that lies the most central of all major settlements in the country, Earthhome is a blooming city for trade, militairy training and religious purposes, as well as being the place where the Shïnguard keeps him watch on the country to ensure the happiness and safety of his people. It is divided into an Inner City, which hold the Kyuden, which is the palace/keep in which the Shïnguard resides, the Library of the Ancients, a library which even holds some documents written by the Cloudiz people when they were still prominent as a race. For the rest, it hosts a big tower with a platform on top, which is used to facilitate transport with the help of the giant insects Kasumor is known for. The houses here are organised nearly into a circle-ray pattern.
On the outer side, there is the Outer City, which is a disorganised mess of streets. This is to throw off any enemy advance who wants to take the Outer city. Because of this, signs stand around in most areas showing the directions to most major commodoties in the city. These are removed as soon as the city is under attack. Most smithies are located in this area, as well as most stables and craftmen, making this the primary area for trade. The outside of each area is surrounded by a big wall of around 20 meters high, made out of blocks of solid rock (not shintouite).


Shintine (Population 4000)

A quiet mining town, north of Earthhome. Life here is quiet and peacefull, with the citizens of the town making a living of mining blocks of shïntouite of varying sizes. Once in a while, traders from Earthhome come to buy or trade the shintouite they mined for a reasonable price, while also bringing entertainment and luxury goods with them for the villagers. The people here are also excellent guides for passing the Shintouite mountains for anyone who isn't willing to take the long route to Keldagrim.


Kasumin (Population 6000)

This village is the only centre of crop growing in whole of Kasumor. They primarily produce grains and cattle for themselves and the citizens of Earthhome, but do not have enough productivity to supply the entire country with it. Also, because Kasumin lies very close to the Kasumi Plains, they use the sleep inducing pollen in combination with blow-darts to ward off threats to their cattle. Once every half year, on the Day of Mystery in the Pyrith of Mystery, they organize the greatest one-day festival in the whole of Kasumor, known as the Sakaru Mitsura. Hundreds if not thousands of Kasumorians come to join the festivities and have a good old fashioned good time. Sometimes, even the Shïnguard joins in under a disguise to get rid of all the burdens of leading the nation for a while. Marius Earthguard, for example, tends to attend the festivities in disguise once per year and drinks, laughts and gets drunk like any other commoner would, much to the chagrin of his wife, Helena.


Vrevral (Population 3000)

This ancient town was once the primary meetingground for the Kasumori and the Cloudiz. Being situated in the middle of Verandil Forest, it was easy for the Cloudiz to visit this town. Furthermore, this town is the origin of the taming methods Kasumori use to domesticate their giant vermin. The proportion of people with Cloudiz features is higher here than anywhere else, bar the royal family. The inhabitants of Vrevral make their livings either by vermin taming or by guiding people through the forests on expeditions for new species of vermin. Because of the high number of Cloudiz-blooded people, Vravral is also a popular destination for Kasumori men that are searching for the love of their life or are just looking for sexual pleasure (They are still demi-humans after all).


Farreach Outpost (Population 6000)

A fortress town, Farreach Outpost (Also called just Farreach) is a remnant of a horrible civil war that raged through Kasumor around four centuries ago. Back then, Farreach was the refuge of the Shïnguard that ruled back then and was the holdfast and turningpoint he needed to replenish his forces and take control of the country once again, after the followers of the Simple God invaded Earthhome and the Shïnguard was forced to flee. It's fortress is composed of solid granite, with the town being formed around it after the civil war was resolved. In times of danger the whole town can take shelter in the fortress, although the food supplies in such a situation would not last very long. It is not as well defended as the Shintouite fortresses, nevertheless it is considered to be a very tough nut to crack and it would not be wise to underestimate this ancient fortress. Traditionally, Farreach is also under direct supervision of the Shogun, the second in command of the army after the Shïnguard.


Earthguard, Waterguard, Fireguard and Windguard (Population 2000-3000 each when militarised)

These fortresses along the Kasumor border are made of shintouite with a technology that was lost around 200 years ago, making them are between 200 and 300 years old, making them relatively new. They were build after the Calamity to deter any country who were thinking Kasumor to be an easy target during the time Kasumor was still recuperating. The fortress themselves have been largely abandoned nowadays, although they did not fall into ruin, a courtesy of the supernatural properties of shintouite. They consist of a thick outer wall with rough, sturdy buildings within, all build out of shintouite. In time of need, each of the four fortresses can hold up to 2000 people soldiers, together with enough "stables" to house 1000 pieces of vermin cavalary. These are housed inside big chambers under the fortresses themselves. In addition to shintouite walls and buildings, all underground chambers and all floors are made of shintouite, making them virtually impossible to undermine.


The Hearthvale (Population 3000)

A village founded by the Heartwastian people after the distaster that struck the Hearthwaste. Consisting of vampires, werewolves and other fey, this village lays a good distance from civilisation, being located in the heart of the Shintouite mountain range. A beautiful and serene town, it is located in a quiet glade where wildlife is aplenty and wood is abundant. Recently, Kasumori traders, who are used to stranger creatures, made contact with the village and trade is picking up, slowely lessening the tension between them and the Hurosha Empire.




Map
http://i.imgur.com/8KkJOdM.jpg



Link to Family tree site (http://www.familyecho.com/?p=HLZLP&c=46vmkcwb1t&f=708798497368721374)
http://i57.tinypic.com/314vx2o.png

Gender, age and Cloudiz features of the respective family members:

Shïnguard Marius Earthguard: male, Birthyear: 300, None

Helena Softclaw: female, Birthyear: 301, Wings + Gills

Nyllana Earthguard: female, Birthyear: 319, Wings + Tail + Gills (Fullblood Cloudiz)

Ryella Earthguard: female, Birthyear: 320, Wings

Riphal Earthguard: male, Birthyear: 335, Wings

Wayve Earthguard: male, Birthyear: 353, Gills + Wings

Paryna Earthguard: female, Birthyear: 356, Wings + Tail + Gills (Fullblood Cloudiz)

Leona Flamestrike: Female, Birthyear: 318, Wings + Gills

Marevain Earthguard: male, Birthyear: 260, deceased, none †

Ilia Wavecrash: female, Birthyear: 265, wings

Jarod Moonshatter: male, Birthyear: 270, Gills

Waylina Softclaw: female, Birthyear: 272, Wings + Tail





Heraldry of Shïnguard Marius Earthguard
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Heraldry of Eienguard Nyllana Earthguard
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Heraldry of Wayve Earthguard
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Heraldry of Ryena Fireguard
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Introduction (Year 330)
I am Marius Earthguard. Age, 30! Occupation, Shïnguard of Kasumor! Marital status, Married with Helena Softclaw, Age 29! Got two daughers, Nylanna and Ryella, my little Cloudiz angels. I'm the leader of Kasumor.

Yeah, I too have no idea what that random line of text at the bottom does.
But back to business, I hope me and my people can get along just fine with yours. Be careful though with the women of my country..... They kinda pack a punch or more specifically, a kick. "Rubbs a painfull looking foot-shaped red mark on his cheek."


ZargrimRegion 15a

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__

Eljak Jakson, Samu d'Obbes'n'obbes

The Jakson family: ancestors.
The Earthguard family: ancestors.
For further details, look at the Earthguard family tree above.


The leader of the goblins of Zagrim in the year 350, Eljak first opposed Kasumor's invasion of their lands. However, after Kasumor gained control over it and started sending food and clothing to his people, he was persuaded to be the ambassadeur of Zagrim instead, under Marius' supervision. Ever since, the Eljak family have been extremely loyal to the Huroshan royal families, priding themselves on technical Prowess and wit.

A Marow Por

It's literal translation, "The Dead Gate", is very appropriate for this structure. Situated in the middle of Zargrim and the only way into Keldagrim, A Marow Por is a giant steel gate which is heavily fortified and bolted shut, except for a narrow passage at the bottom from which travel from and to Keldagrim is possible. Before Kasumor's takeover of Zargrim, the goblins shied away from A Marow Por, afraid of dwarven retaliation. However, because Keldagrim is allied with Kasumor, the goblins feel alot safer then before and have started to colonize the area around it, forming a small trade village which is used a trading point for Keldagrim-Kasumor transactions.

Caudarn Killan

Literally translated, Cauldron Valley, this properly named bowl shaped valley is the remnant of a meteorstrike which occured millenia ago due to unknown reasons. This created a giant crater which served as a sanctuary for wildlife ever since. Home to dire wolves, giant bears and other large predators, this is Zargrims main source of furs, although only the toughest hunters will dare venture into this valley.

Castal a'n Sperez

http://www.tourismjournal.net/wp-content/uploads/2013/04/pamukkale.jpg

Litterally translated, Castle of the Spirits, this beautifull place consists of a hot spring emerging from the top of a mountain and streaming down below. Due to the limestone desolved into the water and solidifying on the river bottom and sides when the water cools down, the whole riverbank looks like an icy glacier, except it is formed by hot water and limestone, not ice. Goblin legends say spirits and fairies made their home there, but recent investigation proved to be fruitless. However, recently both Kasumori and Zar-jin scholars have theorised that the fey that live or lived here could be related to the Cloudiz.[/center]

The goblins of Zargrim are smaller than humans, although they are still of reasonable hight. They typically measure around 1.50 meters. They are obsessive inventors, creating new technology on a near weekly basis, although 99% of it is just total garbage. However, with their technology, they keep the environment in mind. This is because their ancestral religion is the one of the Great Eel Spirit, which reveres nature. For the rest, they are typically easygoing, but can appear a bit crazed to others. They are very informal, even towards kings, but are always up for a good laugh and a drink. They take great pride in their tech, to such an extend that it is considered a disgrace for a goblin to not have invented something in his first 15 years of life.

Due to the large amount of mamalian predators present in the wilds of Zargrim, they have an abundance of furs (Good). Minor resources include limestone, goats and wood. Also, in the rivers of Zargrim, electric eels called Frôz Puscas(Minor resource) can be found together with Wood, Stone and Iron as Minor resources. Recently, Tânedhan (Phoenixes) were found by Eleljak in the northern regions of Zargrim.

Eleljak's report on the Tânedhan, send to the Academy in Earthhome together with a batch of eggs:

Appearence: These birds are the size of big parrots and have bright red feathers that always glow with a red-orange hue. Their tailfeathers measure around 75 centimeters long and seem to be on fire permanently. Strangly, these feathers only seem to burn the things the Tânedhan wants to burn.

Diët: Tânedhan primarily eat nuts and fruit, although they will occasionally catch small rodents and young mammals when they get the chance. Rarely, they will hunt and work together to take down big prey, burning vital areas to slowly wear the unfortunaly target down. This indicated a higher than average level of intelligence.

Lifespan: 300 years, divided over 5 reincarnation cycles. These reincarnation cycles happen around every 60 years, but can also be delayed or occur early. A week before the reincarnation, the bird looses its glow and it grows weaker and weaker. It will not eat anymore and hide itself in a safe place. When the time has come, it flares up in a burst of bright white-orange flame, from which a young chick emerges. The chick then grows to adult size within 2 days, starting the cycle anew. After the 5th cycle, the bird just dies and does not burst into flame. The Tânedhan are the most long lifed animals known to the Hurosha Empire.

Ecology: Tânedhan do not seem to have any natural predators and primary seem to regulate the amount of vegetation in the area. When an area becomes to densly grown with trees, they will burn away parts of it to give newer trees a chance. These fire are always carefully controlled by the birds by quenching it with sand they take with them using leaves, further demonstrating their natural intelligence and ability to use tools.

Zargrim Import Necesity is Food.

While the majority of Zargrim worships the Lord of Fire, a minority worships an ancient entity, called The Great Eel Spirit.

Faith name: Eelism
Diety name: The Great Eel Spirit, The Ancient Diety of Nature
Other Names: Keeper of Water, Lifeguard, Ancient Slitherer
Portefolio (Major): Life, Water, Nature.
Portefolio (Minor): Technology, Trickery, Ingenuity

The Great Eel Spirit stands for Life and the Nature surrounding it. Also, because of its minor link with electricity, the Great Eel Spirit also represents technology and ingenuity, aswel as trickery to slip out of bad situations.

The faith is lead by the Chief Druid, who leads a small cabal of priests located in the remove northern area of Zargrim. The priests spend their days tinkering, outsmarting one another and tending to pools of sacred electric eels. Stories say that these special eels can deliver a shock that is sometimes capable to kill an adult goblin.


Bucka a'n Pednplas

Literal Translation: Capital of the Goblins. The ancient capital of goblinkind, this city is a twisted whole of small, narrow streets together with the weird and crooked architecture of the goblins. The Samu d'Obbes'n'obbes makes his seat here, in the building the goblins call the Cawal. This fortress palace serves as both the seat of the goblin leaders, but also as the cradle of the most important inventions the goblins make, as the most brightest of goblinkind are gathered here.

Sita a'n Scolur

Literal Translation: City of the Scholars. This city is the city of the keepers of Goblin technology. The centre of the city is one big library, in which all invention that have been developped, no matter the significance of the invention. It is governed by the top 2 inventors of the city, which is changed every 20 years.

Sita a'n Helhier

Literal Translation: City of the Hunter. The base of the hunters of Zargrim, the city is situated near the major concentration of large predators in the area. Hunting on hovercrafts, they are very skilled in using spears to take their quarries down.


The Goblins of Zagrim possessed the Hovercraft technology even before being integrated in the Hurosha Empire. According to the Bucka themselves the technology had been around for at least several decades before first contact, although it is unknown who first invented it.


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The Sable Provinces


Shikurai
Region 4B

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Irion, The Old One

First Ambassador: Irion, The Old One (250)
Wife: Irea (249)
Daughter in Law: Pyris (304)
Second Ambassador: Myron, son of Irion (300)
Granddaughter: Yggdra (350)
Third Ambassador: Yria, Granddaughter of Yggdra (450)


Irion was the leader of the scattered tribes of the Shikurai elves and the Bucka present in the area. He was a wise, old man, who is known for his willingness to help his people, aswell as the Bucka who fled the Keldagrim and Zargrim wars. Living to see his 120th solar cycle, he walked straight and without a cane untill the end, and his mind was as sharp as in his youth. Being fond of story telling, his family has a collection of Shikurai folklore, which his children still know by heart. After the integration of Shikurai into the Hurosha Empire, he donated his collection of folklore to the Academy of Culture and Prowess. He also liked to “tell his tales” in the Academy, so he can be considered a part-time teacher of sorts. He lived near the Great Lift, in a humble house, with his son Myron and his wife Pyris, and his granddaughter Yggdra. They were frequently visited by elves who sought the wisdom of Irion or need other help, such as solving village disputes and regulating the trade. This is still done by Myron, Pyris and since 360, Yggdra. His son Myron followed his as the Ambassador of Shikurai, looking over his people with the same kindness his father had. After him, Yria, his great granddaughter followed in his footsteps.


Sea of Darkness

An underground freshwater sea, nobody knows exactly how deep it is. This is due to a number of factors, including the absence of light and the fact that the water seems much darker then normal water. It is not murky, it just has a darkish grey color. The cause of this phenomenon is still unknown. Its is still good for drinking. Also, the sea is teeming with squid and as such alot of small fishermen villages, mostly having between 40-100 inhabitants, can be found along the shores of this dark sea. However, because of the dark water, it is entirely possible that hidden creatures lurk beneath its obsidian waves, waiting for discovery. Or new food.....

The Great Lift

The place where Kasumori colonists entered Shikurai, the entrace to The Great Lift is located 5 miles outside Earthhome and goes straight down for three kilometres before breaking through the roof of Shikurai. The Bucka of Zargrim drilled down in a spiralling way, making it relatively easy for people to go to the surface to the underground and vice versa. Currently, Bucka inventors and engineers are working on a pully system that eases transportation from and to the surface. However, the village founded at its base is also called Great Lift. This village consists of Kasumori and Zar-jin colonists, aswell as a few native elves looking for work and adventure.

The Spire of Eternity

Maybe the strangest landmark in the entirety of Shikurai and the subject of its heraldry, the Spire of Eternity is not a spire at all. It is actually a giant pit, measuring 100 kilometres in diameter and sloping down steeply. Nobody knows what lies at the bottom of it, for most of the ones that ventured there never returned. The ones who returned did not go deeper then 50 kilometres deep, and came back with reports of hearing vague laughter below them. Also, their light seemed to be more effective, lighting up more of their surroundings, as if the Spire wanted them to see him its all its glory. Also, purple crystals eminating purple light have been found on the walls, beginning at 40 kilometres deep. When close together, energy resembling purple lightning can be seem arcing from one crystal to the other. Contact with this lightning leaves burns and causes strange growths to appear on the struck bodypart. (Minor Resource)

Local folklore says that the Spire was actually a mountain on the surface once. However, as the story goes, the mountain became to prideful of its size and began to brag against the other spirits of the land. After 5000 years of hearing him brag, a nearby smaller mountain pledged to the gods (Theorised to be Ashmar and his Guardians), to punish the mountain for its arrogance. The gods responded in kind and granted the wish of the land. “In arrogance, you will find only hate, no love and no skill.” They said to the mountain.(Skill is another word for prowess, so this can be seen as another clue that these gods are actually Ashmar and his Guardians.) They transformed the mountain into the opposite of what she was. Instead of high, she became low, instead of solid, she became hollow. The gods said to her: “Thy shall be in this form as long as your arrogence continue, show us your true repentance and humility, and we shall give you back your original form.”
Although the mountain was sad at first, over time she once again became proud of her form, being the deepest and most hollow pit of its kind. Seeing that her arrogence and narsism was eternal, she got dubbed: The Spire of Eternity.

Due to the location of the Spire compared to Farglory Spire in Kasumor, scholars believe Farglory Spire to be the small mountain mentioned in the story. This has led some of the scholars to believe that there might actually be a core of truth in this folk story.



Shikurai is a thinly populated land with a small population of people spread over a surface the size of Kasumor. The natives can be largely split into two groups: The Ore and Gem Elves, who lived here since ancient times, and the Bucka, the goblins, who fled the Zargrim-Keldagrim war decades ago and sought refuse here.
Both groups are primarily fishermen, fishing on the Sea of Darkness for squid, which is their primary food source. A peaceful people, both the Bucka and the Elves are welcoming of any visitors, as long as they do not cause any problems. Very glad with the Eyrecradia-Kasumor treaty, they were very afraid there was going to be a war inside Shikurai. However, Eyrecradia retreated because of outside influences, and the natives way of life was not disturbed.

The natives live mostly in small villages lining the Sea of Darkness, spending their time in isolation, only having contact with the outside world when trading. Since the Kasumori takeover, roads have been made and most villages now have a Insect Keeper, who is responsible for carrying messages and for maintaining contact with the other villages. This is led to an increase in trade efficiency, as well as an improvement in lifestyle for the fishermen themselves.


Shikurai has an abundance of Squid in the Sea of Darkness, which is used by the populace as its prime food. This is a Great Resource. Also, they have purple crystals found in the Spire of Eternity. This is a Minor Resource. However, due to the lack of wildlife or large plants in the region, they do not have alot to make clothing with. Therefore, they import fabrics (Furs, silk, cotton and the like).

Also, Shikurai, because of it's rough terrain, is a loved training ground for Huroshan practitioners of the combat arts. Because of this, Shikurai is home to a Good amount of Martial Adepts.


For some strange reason, the majority of the elves worship Ashmar, with a spirit worship minority, who worship the Spire mainly.


Great Lift (5000)

The city founded at the base of the structure of the same name, Great Lift is the town where most of the colonists from the Hurosha Empire live. It is a lively place, bustling with trade and is by most inhabitants considered to be the underground counterpart or even part off Earthhome. The Ambassador of Shikurai, Irion, also lives in Great Lift, so the people there may come visit him. This is the largest city in Shikurai.

Darkhearth (3000)

On the outside, Darkhearth is only an overgrown fishersvillage. However, this was the capital of the area before the Eyrecradian-Kasumori takeover. During the takeover, this served as Kasumor's base of operations. In the current day however, the village has returned to its quiet state. Situated on the north-western shore of Shikurai, this town produces a large part of the squid that is traded and used for consumption in the rest of the country.

Sya'Noboth (1500)

A town situated near the Spire of Eternity, this town is dedicated to worshipping the Spire.
At the edge of town, near to where the Spire begins, lies a great temple, build of granite and the purple crystal of the Spire. Inside the temple, purple lightning continuesly crackles across the ceiling, lighting up the temple in an eery glow. At the back of the temple, on the main shrine, stands a statue made of the same crystal as the temple. The statue depicts a beautiful woman, combing her hair with her hands. The craftmenship is very skillfull and precise. What strikes visitors as weird though, are the huge wings sprouting from her back, appearently being made out of crystaline shards.....

WaylanderX
2015-01-01, 08:56 AM
Gwrîstîn
Region 7B

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A gentle giant, Grïend is the guardian of the newborn Menhîrin and one of the more experienced Menhîrin when it comes to fighting. Although he regards fighting more like protecting. A stout defender of Gwrîstîn, he was chosen by the rest of his people to represent them in the outside world. Inquisitive and a fast learner, he sets out in the wide world only known to his people as the "Void", to find their true place among these wonderous other life forms.

After a lifetime of Ambassador ship, Grïend resignes for personal reasons, being followed by Magnus, headmaster of the Academy of Culture and Prowess.

-LIFE MADE OF....FLESH.....HOW....UNUSUAL.....YOU INTEREST ME....NYLLANA.- Grïend's first encounter with Nyllana, Eienguard of Kasumor.


Anchor of Life
Located within the more remote regions of Gwrîstîn’s desolate north, this is where all the Menhîrin are born. When a Menhîrin dies, his life essence returns to this round, domelike structure, which looks something like a giant turtle shell. A new crystal then forms in around a year, at the end of which it starts to move and becomes a fully independent Menhîrin.

The Great One
A huge stalagmite found in the middle of Gwrîstîn. It looks like a frozen-over Menhîrin, with two differences: instead of ice, it appears to be incased in a meters-thick layer of opaque crystal and it is almost 400 meters high, making it far bigger then every Menhîrin encountered so far. What exactly this strange being/place is, that is still unclear. However, the locals insist that trying to wake the Great One is not a good idea. Other than that, it appears to have something to do with the Menhîrin’s enmity with dwarves, possible related to a conflict between the two.

The Lead Springs
Located in the south of Gwrîstîn, these springs boil with hot lead, making it both a very dangerous place and a very profitable one. Older Menhîrin seem to enjoy the springs, bathing in them to “relieve them….from all…the moss and dirt…that is growing…upon their bodies”, to quote Gwridnia, a former leader and elder of the Menhîrin. Needless to say, every other race should avoid bathing in these springs, lest they have a death wish. Even Lord Iconeh, who is a fire Berapi from Gunung, couldn’t stand near the springs for too long. Despite all this, with specialized equipment, it is possible to harvest the lead, for use in other, more normal, matters.



1 Menhirin = 50 standard humans

Gwrîstîn is habited by a race of strange beings called the Menhîrin. The Menhîrin are a race of creatures made of every kind of stone, mineral or metal you can imagine. They are as diverse as the races outside of their world. Their world, because they thought they were alone in it, having seen life other than them for the first time in millennia. They have some legends about what seem to be dwarves though, depicting them as evil creatures, bringing their spades and pickaxes with them to “harvest” them, as the Menhîrin themselves call it. Other than their enmity for dwarvenkind, they are actually very friendly towards other races. Just do not mention large scale mining when they are around. They seem to be immortal, their leader reportedly being more than 3000 years old. They say their immortality is due to a magical place in their country, called the Anchor of Life by the Menhîrin (Translated offcourse). Also, according to their stories of Menhîrin that venture to the “Void”, or the outside world, they say it took around 1000 years before their life essence returned to the Anchor. Apparently this Anchor is the source of their life energy, but even in absence of the Anchor they have a massive lifespan.
Their size and body size seems to differ both in age and in composition of their bodies. You have small, delicate chalk or limestone Menhîrin, being as small as a housecat. On the other side of the scale you have large, hulking beings made of granite or pure quarts, being as tall as Kasumori Dragonfly is long. Also, they can alter the very structure of the stone they are made up off, creating entire new limbs if they deem necessary. However, this takes a very long time to do. They can however, in a matter of minutes, blend in with their surroundings, provided the Menhîrin is in a rocky environment. Below some examples of individuals seen in the population.


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http://25.media.tumblr.com/908ed1785b440db1c10f7d3451ea8720/tumblr_n20xn9FHu11qjyqixo4_500.png
http://37.media.tumblr.com/5c5372c9292b5c8a15a7da534816413c/tumblr_n20xn9FHu11qjyqixo5_500.png
http://37.media.tumblr.com/420e9d81d4d034773da846ae041de351/tumblr_n20xn9FHu11qjyqixo6_500.png
http://37.media.tumblr.com/414d04ff87b233f08a838b451338c1ab/tumblr_n20xn9FHu11qjyqixo7_500.png

As for their personality, one would think beings so long-lived and made of stone to be slow to understand information and have a very slow form of communication. They opposite is true however. They have picked up the Common language very fast and although their speech is indeed on the slow side, it is still easy to follow. They are very inquisitive about the outside world and the wonders in it and are keen to learn and adept certain customs for their own, including religion. As such, a part of the population already worships Ashmar and another part the Calorum variant of the Lord of Fire. However, they have trouble getting the social aspects of our society down, but they are also adapting in that area, albeit more slowly then purely scholarly studies.

Due to the Lead Springs, Gwrîstîn has a large amount of lead (Good Resource). Due to it being so deep, there is alot of quartz to be found as well. (Good Resource)

Import Necessity: Company (Creatures in general)

Most of them worship Ashmar, although he is know to them as Kenefrazira.
Also, there is a minority of the Calorum Lord of Fire faith among them due to Calorum's involvement with the colonisation. Calorum then converted again to a 50/50 diversion.
Ashmar (Kenefrazira) Sole



Azure Provinces

Cuan
Region U11

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Cuan, (Ocean in the native tongue) being an oceanic underwater region, slightly more than half of the seafloor area in the region is situated at a depth of more than 60 meters, allowing no sunlight to reach the seafloor.

Borb Aigeann Literally, the Ferocious Abyss, this place is located in the north-eastern part of the region, and was one of the first anomalies the Huroshan explorers first came across. A creature, named Which-That-Should-Not-Be, was encountered here, wiping out half of the expeditionairy force. A formidable feat, considering all of the expedition force were Menhîrin. The local also shun the place, calling its inhabitant the “Toirmisgte Dia” or the Forbidden God. Whatever those dark regions house, it is advised not to get within 10 miles of its crevaces.

Òrdha Machair: Literally, the Golden Expanse, these plains are located in the southern part of Cuan and lie at a depth between 10 and 40 meters deep. Due to this relative shallowness which allows a portion of sunlight to reach the ocean floor, the Maighdeann use this area to cultivate the Dearg Sreang kelp in large quantaties. The Òrdha Machair also harbors the largest part of the Maighdeann population.

Cuartan Cuan: Literally, the Ocean's Maze, Cuartan Cuan is a series of deep rifts in the rocky seafloor in the heart of the region, the most shallow rift being situated at a depth of about 150 meters. The Maighdeann avoid this place, claiming it to house the avatars of their eel-like god, Ribo.



A report about the Maighdeann of Cuan, Written by Rikjok, Bladescholar of Ashmar

Name: Maighdeann
Subgroup: Aquatic Fae

The Maighdeann are a strange folk. They have an eel-like tail, with the two tail-fins running all the way up to the nape of the neck and the chin. From the top of their head to the tip of their tail, they can grow to be 3 to 4 meters long, most of the lenght being in the tail itself, which comprises about 3/4 of their total length. Their forelimbs resemble fins aswell, abeit being more long and rounded at the end, with three fingerlike protrusions on the downside of each fin, enabling them to manipulate objects. The torso and head of a Maighdeann are remarkably like a Cloudiz', but are both entirely lepidoid (scaly) like the rest of the body. Long, tentacle-like protrusions grow out of the back of their heads, vaguely similar to hair. This "hair" can grow to about 1,5 meters length, mostly with the females of this race. Long "hair" is a status symbol in their society.

They are able to let water flow under their scales, under which lie organs akin to the Cloudiz' external gills, allowing them to essencially breathe through their skin. They can exhale excess gasses they have absorbed through their mouth, creating speech and sound. When first encountered, the Menhîrin said to have heard the most beautiful haunting singing they have ever heard, guiding them away from the terror it is said to have awakened within the Borb Trainnse, or Cruel Trench in the Common tongue. However, after inviting them to the floating village of Mór-ghaisge, it was found that they are unable to produce loud volumes above water, probably due to not being able to produce enough gas to produce said sound. Finally, the sensitive skin under the scales allows them to feel the ocean's currents with great accuracy, being able to find their way in complete darkness by analysing disturbances in the water-flow.

In addition to this rather unique breathing method, the Maighdeann have a strange organ in their abdomen which can generate a form of energy we have not encountered before. This energy interupts volantary motion of the muscles and generally makes victims unable to do anything but flailing around for a brief duration. The Menhîrin of Grwîstîn are immune to this energy, strangly enough.

The Maighdeann's body is supremely adapted to their underwater surroundings, but they can survive upon the land for quite some time before their skin dehydrated too much. Under Kasumori weather conditions, it will take three to four days before they are dehydrated. However, when doused or sprayed with water, they can sustain themselves pretty much unlimitedly on land, absorbing the air through their skin. Which they say is much more easier then doing the same thing in water.

From diplomactic interaction with the Menhîrin, they were found to be highly intelligent, on the same level as our brightest scholars. However, their imagination is lacking, using their intelligence to only solve problems that need solving. Their culture is quite basic as a result, with nothing that striked us as particularly advanced, except for their faith, which has striking simularities with the Bucka faith of Bori.

The depths of Cuan are mostly devoid of abundant resources, barring one:

The red-tinted kelplike plant the Maighdeann call Dearg Sreang (Red Scords). It is extremely abundant at the shallower regions, mostly because the locals cultivate the plant to use as their primary food source. They fill the rest of their diët with fish, clams and other sorts of kelp. However, the Sagepriests at the University of Prowess uncovered more properties of this red vegetation. When heated up without being exposed to salt water, the liquid in the plant turn extremely acidic, being able to damage and absorb alot of materials. When heated up while exposed to salt water, it becomes extremely basic instead, transforming the solution to a strong soaplike substance, slippery to the touch and only slightly less caustic than its acidic counterpart.

Despite the Maighdeann not wearing clothes, they do have a fondness for shiny jewelry. They do not really care for the material it is made off, instead grading the quality of the object by its ability to reflect light or “shininess” in short. (Import necesity: Shiny objects)


The majority of the population worships and entity called Ribo, which is mostly depicted as a giant eel hiding in the trenches. The teaching of this Ribo, together with the fact that it is an eel, abeit not in a hovercraft, led us to believe that they're actually worshipping the Great Eel Spirit Bori, a faith thought native only among goblins. While connections between the two faiths are very evident, nothing can be said with certainty.

The part of the population that doesn't worship Ribo often worships the sea itself. This can be considered general spirit worship.


Greis (9.000)

The name literally meaning Prowess, Greis is a city on and near the surface of Cuan, this city acts as the gateway of the underwater world to the surface world. A city adrift, it is constructed of many interlocking rafts, combined with mithril reinforced bridges to make it all one whole. Greis is bustling with tradesmen, acting as a exchange point for the traders who cannot go underwater themselves. The city makes heavy used of aquatic vermin from Kasumor, who are used as beasts of labor and fast transport around the city. Below the city, around 50 meters under the waves, Menhîrin work- and craftsmen live on the seafloor and in caverns in the seabed, providing more support.


Orha Cathair (13.000)

Meaning, the Golden City, Orha Cathair lies on the edge of the Orha Machair, or the Golden Plains. The capital of the region, it is home to many of the Maighdeann. Dearg Sreang is traded and distrubuted here, being crafted into meals or distilled into components used in Huroshan Alchemy. The city is also known for its cultural and scholary advancements. Although not having as large an institute as Kasumor, Orha Cathair has a blooming singing and dancing culture. Beautifull songs sung by the Ban-sheinneadair, or the Maidens of Song, can be heard all across the city, giving it a serene and peaceful feel.


The Abyss of Corraich

Region U12

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The Abyss of Corraich is situated south of Cuan and has on average a deph of 1.500 meters.

Cnuacach Cladh: Literally the Deep Trench, this chasm in the ocean floor reaches a deph of 8 kilometers. On the upper region of the Cladh, the Carrachan live in the city of Dachaighean, a city build into the walls of this great chasm. The Cladh is used as a refuse for the locals. It is rumoured that it is even deeper, its waters touching the very center of Telluris and even the spirit world.

Raointean á Beinne: Literally called the Fields of Spires, this field has the biggest density of Geotrophic Terraton spires in Corraich. They jut up from the seafloor like a forest. The spires themselves are home to a number of different species of sponge. These sponges in turn provide shelter for the fish species present.

Blàth Luidheir: Literally called the Vents of Warmth, these hydrothermal vents make life in the darkest dephs possible. Situated at a deph of 4 kilometers, the vents warm the water around them. These vents are the main habitat of the blowstars living in the region, feeding from the organic compounds that are expelled from the vents.




Name: Carrachan
Subgroup: Aquatic Animal-like Fae

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A Carrachan infant

The Carrachan are a folk adapted to living in the pitch black dephs of the Abyss of Corraich.
They resemble antropomorphic frogs, their whole physique attuned to living in the black pressured dephts.
A warlike people, they used to attack potential threat essentially on sight, a habit that backfired back upon them when the Watcher swam into their territory. 250.000 inhabitants went missing, together with the army that tried to drive the Watcher off when they returned. Since then, they lived in fear of the One who Watches returning. Only recently, with the Huroshan anexiation, have they started to come out of hiding.

The Carrachan can modify their skincollor to blend into their surroundings. Much like the Maighdeann, they are able to breathe both above and under water. They share the same language as the Maighdeann, suggesting at least some measure of significant interaction in the past with their northern neighbours.

Carrachan culture is extremely warlike, attributing a high rank to ones who have proven themselves in the waters of battle. They live in a tribal structure, in homes manufactured of corrals and other natural occuring materials. They can see extremely well in the dark, often taking blowstars with them for partial illumination when they need it.

Intelligence wise, they are not the most intelligent of races, but beneath their quite foolish-looking exterior lies a creature that knows a great deal about the world below the waves. The Carrachan are experts when it comes to survival, being able to remember whole lists worth of plant and animal life and which to take advantage of in which situation.

On land, they walk with a slow and wobly gait. They are able to live on the land for around 5 days before they need rehydration. When speaking the common tongue, they speak slowly and with lots of croaking.


The Abyss of Corraich has an abundance of exotic resources.

One of those are blowstars, a strange species of starfish that blow out bioluminescent particles that drift in the black dephs of Corraich. However, the particles are only able to emit light for around 4 minutes after expulsion, making them unfit for decorative purposes. The particles are thought to be a defense mechanism to distract would-be predators from the blowstar itself.

When the particles are eaten, they do allow a creature to see better in the dark and improves ones sight underwater if their eyes are not adapted to an aquatic environment. Even after they lose their bioluminescent properties this effect persists. The effects lasts for around a day. The locals carry large quantaties of these to help find food and materials in the blackness that they call their home.

Next is the strange metalic spires the Huroshans call geoscopic teratons. These metal spires, popping up all around Corraich, have very strange properties. When submerged, the material of which the spires are made of absorbs water at a rapid pace, storing far more than outside measurements would suggest. This makes them extremely heavy, more than twice the weight of adamantine. Hence the name, because it appears to weight teratons. A Bucka is to blame for the name though.

However, when colonists first brought chunks of this metal to the surface and dried it, they discovered something remarkable. When totally devoid of any liquid, the actual material is lighter than air, allowing to float. It retains this property when grounded down, but it loses the liquid absorbing properties. Tests have shown that the metal can absorb a wide array of fluids, including Heartwine, Sublime Scotch and Bracian Beer. One is asked not to question the research methods of the Bucka.

Finally, Corraich has an abundance of deep-sea fish species. These are the primary food source of the locals and the bigger species are often hunted for sport. Species found in Corraich include giant eels, sharks and huge schools of a blind fish species the locals call Oidhche Eun, or Birds of the Night.

Because of the eternal darkness that rules Corraich, sources of light are highly sought after.


W.I.P. The One who Watches/Bori stuff.


Doimhne's Requiem

Literally meaning Deph's Requim, W.I.P.


Dachaighean

Literally meaning Home, W.I.P.



The Crimson Provinces


Nyroth Province
Region 3, Hurosha Empire

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Terrain
The majority of Nyroth is covered in The Verdant Expanse[/I], a forest of stout oaks where the timber of the region is grown and where many of Nyroth’s inhabitants make their home.

The most prominent feature is the Barli Mountain Range, which blocks off the majority of the eastern border. It is within this mountain range that many of Nyroth’s impressive and ancient forts lay amid valleys, controlling access to the region from the east.

A curious feature in Nyroth is Blackrock Crater, and it's pretty obvious what this is. Rumors have it that all who enter to mine its rich minerals are never seen again. Survivors report a large monster in the mist, but these people are not the most trustworthy. An expedition sent to the crater discovered a small vein of Light Crsystals similar to those of Beregine, which may connect to a greater vein.

People/Culture/Population
Population Races: Lizardfolk, Fae, Bereginians)

There were historically in Nyroth, two peoples, the Fae and the Lizardfolk. The Fae of Nyroth are silvery-white skinned humanoids with pink hair and slightly pointed ears. They are extremely active at night, as they do not sleep and have developed night-vision. There are also tribes of lizardfolk in the forests and at the base of the mountains. The lizardfolk bear heavy resemblance to the lizardfolk of Alydaxis and Scla’Ca and are suspected to have immigrated to Nyroth in some forgotten age. After the disaster in Beregine refugees fled to Nyroth and integrated themselves into society there, filling in the lowest rung where the lizardfolk had once stayed.

For centuries the Fae of Nyroth ruled over the lizardfolk, using them as servants and warriors subservient to their Fae masters. Though not often cruel the system was one which saw injustices carried out against sentient beings daily. Khan Dyamus “Doomkhan” Ignato led a coalition force of Woodwind, Aloren, and Hrathanese troops to liberate the lizardfolk and add Nyroth to the growing Ignato Empire, a plan which succeeded and saw the deposition of the ruling Fae class the the reigns of leadership handed over to the long subjugated lizardfolk.

While the lizardfolk were well intended their leadership skills were often questioned and though as time went on they began to develop then Empress Syana Ignato granted a way to the Fae of Nyroth to regain their positions in the region, establishing the Dusk Knights. The Dusk Knights program allowed the former nobles of the Fae bloodlines to earn back representation and power through sending young Fae nobles to serve in the military as a specially trained Knight. The program eventually saw the many noble bloods of Fae in Nyroth restored to positions allowing them to once again hold power and now the balance between lizardfolk and Fae, while still stilted in the favor of the lizardfolk is beginning to swing back to equilibrium.

Weaving, as might be expected in a land which produces some of the finest silk in Telluris, is a popular leisure and art activity among the people of Nyroth province. The delicate art was long considered to be much to complex and precise for the lizardfolk to partake in and was held by the Fae of Nyroth as a symbol of their superiority that they were able to craft such fine pieces of art.

However, in the first year following Nyroth's acquisition by the Ignato Empire (361) a mysterious weaver began to create masterpieces unparalleled by anything that had been made before. Eventually in order to determine who this artist was a weaving competition was organized by a wealthy human merchant who had received a mysterious weaving depicting a unified lizardfolk and human holding hands in peace. The competition offered 1,000 platinum pieces to whoever took first place. All the finest weavers from across Nyroth and the rest of the Empire came to try and prove themselves to be the best, only one lizardfolk arrived, a young female named Dras-Ta hatched only within the time the Empire had absorbed the nation. The other weavers laughed at her, assuring one another they would at the very least not lose to that. It came as a shock to all when Dras-Ta weaved with perfect accuracy the pattern that had prompted the merchant to host the competition. She refused the money, asking instead that the merchant pay to send poor lizardfolk to study at the Enclave of Existence in Aloren and in exchange she would weave him more masterpieces. The merchant agreed and Dras-Ta was given the title of Mistress of the Weave, a title she would be challenged for again in 10 years when the second competition is set to be held. Ever single, her and hers defeated the competition and held the title.

Resources
Resources: Timber [Good] Spices [Good] Gossamer [Great]
Imports: Stone

All tradable resources in the region come from the forests, so, obviously, lumber is a primary export. But near the town of Lint, ginger plants are grown in the outskirts of the woods. These have a subtle scent that draw in moths from miles around. These moths' larvae produce a silky substance when cocooned, which, when woven, produces silk. Many other goods, such as metals and grains, are produced locally in low abundance. The Nyrothians are short on building materials and currently desire stone.

Religion
While many of the lizardfolk follow the Cult of the Sky of their Alydaxan and Scla’Ca brethren and older, traditionalist Fae households still pay homage to the Lord of Fire by and large the majority of the population are followers of Radurja. Specifically they follow a local spirit deity within the Radurjic pantheon, the Great Weaver Sericyx. An excerpt from the Radurjic Codex explaining the spirit is included below.

An Excerpt From the Radurjic Codex Dated in the Year 370
Nyroth Religious Beliefs – The Great Weaver, Mother Weaver, Moth Mother just names for the great spirit known as Sericyx. Sericyx is the spirit held in highest regard within the province of Nyroth’s Radurjan sect. Said to weave together the threads of the lives of all people, bringing them together and making the beautiful tapestry of life she is also known as Life Binder for her role as a matron of marriage and childbirth. Taking the form of a silk moth as well as a kindly woman of middle years, Sericyx is often prayed to by young women seeking to enter womanhood, as well as midwives. Due to this Sericyx is often seen as a feminine spirit and as such most of the watafiti and mashahidi in Nyroth are female. Yet, Sericyx is not strictly a spirit devoted to females, her domain includes planning and she is often revered by lords, senators, and commanders for her ability to navigate the threads that compose ones surroundings. She is seen as wise, guiding steady and slow hands to resolve the disparate threads of life into a tapestry worthy of awe.
The Great Weave, the competition held to determine the Mistress of the Weave is said by religious sorts to be discovering Sericyx’s champion of the era. As Radurja and its reverence continues to foster faith within the people of Nyroth this sentiment grows stronger and since Dras-Ta’s appointment as Mistress of the Weave this has allowed more and more reconciliation between the lizardfolk and human populations.
Portfolio: Destiny, Womanhood, & Unification
Domains: Weaving, Community, Craft, & Fate

As of the time Nyroth being part of Hurosha, cults of Ashmarism started spreading aswell, mixing Ashmarism Soul principles with Radurjic Spirit lore.

Government
Nyroth and Woodwind are together govered by a Khan and an Assembly of the People. A majority in the Assembly is equal in worth to the vote of the Khan. If the Assembly and the Khan disagree, they must talk it out or discard the notion, or they can request a third party from Kasumor to help settle the dispute. If the dispute is still not solved, the Emperor of Hurosha will take the best decision based on his insight.

Cities/Sites
Bel – Capital of Nyroth, the city of Bel lies on the coast of the region acting as an important trade port and economic hub. For centuries the Lilin family ruled out of Bel, and though the Fae no longer hold the Chancellor position or sit in the palace at Bel their influence can be felt throughout the city. Crafted of ancient stone before the quarries ran dry the city is a beautiful reminder of ancient Fae architecture and matches seamlessly with the styles of the Forts found throughout the rest of the province.

Lint – The primary production city in Nyroth, the city of Lint lies within the great Ginger fields and the nesting sites of the silk moths that produce the silk so prized throughout Telluris. While not the capital the sheer size of the workforce makes Lint the largest city in Nyroth and thus it is well guarded and protected sitting upon its hill surrounded by fields ringed by woods.



[B]Woodwind
Region 6, Hurosha Empire

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Terrain
Situated in a transitionary climate between the jungles of Aloren and the forests of Nyroth the land held by the Woodwind people has abundant natural resources and its oceanfront border encourages fishing and allows a solid barrier against overland armies on the western side.

Sapphire Shores- The beaches along the Western border are known as Sapphire Shores and are said to shine with the beauty of a thousand gemstones when the sun sets over the water. Housing many settlements, the largest of the Woodwind people the Shore is a jubilant and lively place. Sapphire Shores is home to the capital of the Woodwind people, a quasi-fort city known to the people as Water's Watch stands on the coast and contains about 1/6th of the total population and has housed the leading Chancellor of the region for all remembered and recorded generations.

Eurial Forest- Spanning much of the middle-north of Woodwind territory and running up against the Eastern border the Eurial Forest is home to a diverse group of animals and plants and provides lumber and good land for settlement. While the larger settlements along the shore dwarf those nearer the forest a plethora of hamlets and villages make up the interior lands.

Stonetable- A great monument situated near the northern border the Stonetable is a large rock plateau that towers over the land around it. Nearly two miles across from side to side the Stonetable is a strange natural phenomenon but its relative lack of useful material leaves it largely as a simple guidepost with which to discern the border and only a few settlements stand near it.

People/Culture/Population
Population Races: Humans, Bereginians)

Dark skinned and tall with sharp featured humans the people of the Woodwind are generally lithe but well built, natural hunters. Most have brown eyes though some are born with green and are said to be infused more deeply with the nature of the world around them.

The people of Woodwind have a relatively peaceful internal history. Coastal cities, established by the first settlers said to have arrived in ancient times rose slowly over the course of decades and the plentiful fishing kept the people there satisfied and allowed them to build. Ancient stories tell of a single great schism arising within the people and the banishment of a more militant and hostile faction of the Woodwind People away from the coastal lands and this banishment and push by the banishers led the Woodwind people to expand their holdings inland. As they expanded inward they encountered others with strong hunter gatherer traditions that had built up livelihood in the woods and established their own civilization. The coastal city state and the inner woodlands tribes coexisted and soon trade prospered between them and over time the more politically dominant coastal cities absorbed their inland neighbors into the fold establishing the dominion owned by the Woodland peoples.

The government of the Woodland people is one of inherited monarchy, led by the eldest child of the last reigning Khan upon his death this tradition dates back to the society's inception. No texts speak of the origin of this government but the legends say the first Khan was the first man to organize the fishing villages so that they could grow and support one another, guided by the light of Ignatumna and that he went on to build the great keep at Water's Watch that sheltered the people from the Great Storm and in so doing became their savior and their Khan and he being wise and disciplined dictated the laws of succession and of governance, stating that an Ignato would always lead the tribe and that under a Khan the people would become great.

The people of Woodwind had not been overly aggressive in their relations with outsiders prior to the year 330. Though their land was defended the borders were somewhat nebulous and interaction with outsiders was usually for trade. With the rise of Khan Dyamus Ignato the political nature of Woodwind changed. Borders were quickly defined and expanded and the relatively stagnant population of Woodwind was whipped into a powerful fighting and invading force. Aloren, the land to the south of Woodwind fell under the Khan's expansion first and intermarriage between the lower castes was encouraged, however the Ignato line remained purely Woodwind in stock.

When Nyroth fell to the Doomkhan it followed a similar suit as Aloren, its lower castes mixing and muddling time is quickly eroding provincial differences in people and many in Woodwind have begun to adopt Alorese and Nyrothian customs. At the time of the Triumvirate unification the people of Woodwind were already well integrated in working with their neighboring provinces and people.

Because of their longlasting friendships with the Kasumori, the intregration into the Hurosha Empire wasn't as troublesome as some other cases of changing goverments. Also, it's ancient system of Khan-dom was reinstated, while keeping some democracy intact.

Resources
Resources: Fish [Good] Dire Boar(Game) [Good] Timber [Good]
Imports: Platinum

Abundant dire boar for hunting, a coast for fishing, and a vast forest makes the Woodwind land a producer of food and timber. Unfortunately the land has been found largely lacking in mineral resources, notably platinum which is much prized throughout the province forcing the region to find a supplier of the precious metal.

Religion
The majority of Woodwind, having long been a member of the Triumvirate, follows the teachings of Radurja and the Shahidi Mkuu though a few traditionalists still hold onto the animistic ties of the past and a few preserve the traditions taught to them by the Calorum Reformation Priests decades ago. The primary Radurjic spirit in Woodwind is Ignatumna, explained in detail from this excerpt from the Radurjic Codex.

An Excerpt from the Radurjic Codex Dated in the Year 370
Woodwind Religious Beliefs – The Great Boar, The Conqueror, The Blazing Oak are epithets for the primary spirit followed within the province of Woodwind. Noted by Radurjan scholars to be officially recorded within texts as Ignatumna, this spirit in various forms has appeared in Woodwind history for as far back as recorded. Originally a simple spirit associated with nature and rites of passage for young men symbolized by the boar the spirit soon expanded when the Ignato family claimed power within Water’s Watch by claiming to be chosen by Ignatumna. Texts are unclear as to which direction the naming went. Needless to say the spirit saw some significant growth and interpretation as the oak leaf, already a symbol of the Ignato family, was taken to be associated with the spirit as well. So too with the rise in power of the Ignato bloodline the spirit came to be associated with conquest, the assimilation of the various Woodwind tribes into one. It is surprising then that until the rise of Khan Dyamus Ignato Woodwind, himself not overly religious, Woodwind remained relatively peaceful. Calorum Fire Reformation saw the Oak leaf of the Ignato line become the Blazing Oak and so too it entered into the portrayal of the spirit. Appearing in art most often as a mighty boar with great tusks or as a flaming oak leaf recent interpretations have seen Ignatumna portrayed as a Woodwind warrior bearing a marked resemblance to the Khan of Khans Dyamus Ignato. This has been adopted without much question and the Ignato clan has not spoken in favor or in opposition to this close association.
Portfolio: Conquest, Manhood, & Unification
Domains: War, Pride, Strength, & Courage

Government
Nyroth and Woodwind are together govered by a Khan and an Assembly of the People. A majority in the Assembly is equal in worth to the vote of the Khan. If the Assembly and the Khan disagree, they must talk it out or discard the notion, or they can request a third party from Kasumor to help settle the dispute. If the dispute is still not solved, the Emperor of Hurosha will take the best decision based on his insight.

Cities/Sites
Water’s Watch – Capital of the province, though small this city is little more than a wooden walled fort with a speckling of houses and shops surrounding it. The city has grown haphazardly over the years and many poorer sectors have run down into slums under poor care and mismanagement, though Beregine slums have seen a resurgence thanks to the efforts of Bereginian mercenaries. Despite this, the central fort palace itself remains in relatively good condition and it is from here the Governor of Woodwind wields his authority.

The Emerald City – Built by the Jeweled Cities in an agreement with the former Ignato Empire Emerald City is a bustling trade port that has attracted much business and merchants, foreign and domestic, to its walls. The administration of the city is split between Hurosha and AQUA, with Hurosha given power to appoint a Governor capable of enforcing Huroshan law and maintaining order and AQUA appointing a Baron-Administrator given leeway to handle the economic and AQUA based administration within the city, namely the post established to receive the Nyroth silk gathered by local Jeweled Cities traders in Nyroth. The city itself is known to be the one of the wildest within Hurosha owing to its Islander origin and while order is maintained for the most part crimes and dissidents can find relative safety within its streets.

WaylanderX
2015-01-01, 08:57 AM
NPC Vassals of the Hurosha Empire


The Alzeroth Collective


Alzeroth
Region 139
Lesser Vassal of the Hurosha Empire

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The terrain of Alzeroth is comprised mostly of vast expanses of grassland. However, intermixed with the grassland are patches of hills of varying sizes. Individually, these hills are not tall enough to impede movement, unfortunately, these hills are often clumped together, making the traversal rough.

In the eastern part of the lands, the area becomes much rockier and mountainous. While the "true" mountains extend beyond the borders of Alzeroth, traversal in this area is usually made via the pathways.

In the centre of Alzeroth flows a large and vast river known as The Contigrue, providing the citizens of Alzeroth all the freshwater and fish they need.

On the coastline of Alzeroth is a large, semi-natural structure called The Stone Port. Originally, it was a large, flat rock that extended about a kilometer out to sea, but water and labour have created inlets to allow ships and boats to dock.

In the eastern area is a large, natural cave mouth that has a constant orange glow. This is known as Firestone Mine and is where the two materials used to create Firestone come from. The mines are rumoured to be many miles long, corridors twisting in all three dimensions.(See Resources)

The Alzeroth people are Humans with a relatively tanned complexion. The miners are often darker skinned, due to their near-constant exposure to naturally mixed Firestone in the mines. They stand around 6 feet on average and their hair is usually some shade of brown.

Both males and females usually possess long hair, adorned with with metal bangles or coloured fabrics and the like. Some of the more "adventurous" have taken to wearing activated Firestone in small glass balls.

There is only one "major" city in Alzeroth, known as Oreth, where about 40% of the population live. There are several other towns and cities in Alzeroth, but are relegated to more military or production matters.

In Oreth, the people are more dedicated to art and culture, spending time and wealth creating and acquiring paintings, tapestries, stained glass windows and other things like that. This is also the home of the ruling body, where the five Great Houses vie for the position of Grand Minister (See Government).

One of the main resources of Alzeroth is called Firestone, so called because of its ability to generate both heat and light. It is considered safer than traditional fire because it cannot be easily used to ignite things. If a piece falls on a wooden floor, it'll scorch where it landed but won't cause the house to go up in flames.

As mentioned above, Firestone is a mixture of two different materials. A fragile orange crystal called Sun Fragments and a crumbly metallic substance known as Grey Flame. When the two materials are powdered down, a feat you can accomplish with your bare hands, and mixed together, the compound is then exposed to air and after about 10-20 seconds, starts to react creating both light and heat and coagulating into a hard material.

Once burned out, the resulting material is a worthless soft, charred-grey lump known as Stoneash that has no appreciable use.

Individually, the two substances have little value, the Sun Fragments being too fragile to sculpt into anything and Grey Flame having no effect either on its own or as part of an alloy.

As a by-product of mining for Firestone, Alzeroth produces a large quantity of Workable Stone.

Due to the Contigrue river, Alzeroth is able to capture quite a large number of Fish, one of the staples of their diet.

Although there are various trees dotted around, the lack of any actual woodland requires importation of Wood

The Government of The Alzeroth Collective is known as "The Six Ministers". The Six Ministers are made up of a representative of one of the five Great Houses and the Grand Minister.

Each of the House Ministers are tasked with creating arrangements, policies and the like. While these are supposed to benefit the realm first and foremost, each House Minister also works to make sure that his own house gets the best out of the deal, leading to the necessity of the Grand Minister.

The purpose of the Grand Minister is to adjudicate and decide upon the various proposals. Unlike the House Ministers, the Grand Minister's ONLY duty is to that of the realm and thus the Grand Minister decides which proposal is the best for the realm.

Male and female House Ministers are equally common, sometimes changing from meeting to meeting depending on who is free and who is not. There is no "real" honour attached to being House Minister, nor is there any stigma for being "demoted" from the position. They are simply the mouthpiece for their House.

The Grand Minister, however, is more often Male. This is not due to any inherent sexism (Far from it, "more often" does not mean "Almost always") but simply that the one chosen to become the next Grand Minister cannot have any attachments of marriage and females are more quickly married off to secure alliances and agreements between the Houses.

When the Grand Minster reaches thirty years of age, he selects a successor from one of the children to educate in the ways of managing the realm and the Houses within. The Grand Minister teaches in whatever method he deems appropriate. When the child reaches twenty years of age, the current Grand Minister steps down and the child takes over as Grand Minister.

The Alzeroth Collective worships a pantheon known as "The Guardian Spirits" , with each individual selecting a particular Spirit to be their patron. There exists a Spirit for almost everything, from sea travel to illness to crops. Small sects of Ashmarism cropped up in recent years (491) after vassalage by the Hurosha Empire.

Oreth: W.I.P.

Fireglow: W.I.P.

Sea's Rim: W.I.P

Considered an offshoot of the Kasumori Academy of Culture and Prowess by some, this Academy is build to educate the Alzerites in the art of tactical warfare, aswel as to teach children and young people the cultures of both the Alzeroth Collective and the Hurosha Empire. The Academy itself is quite a big fortress like building, so it can be used as a refuge for it's students when needed. Outside on the field, mock-battles can be held between groups of students to test what they have learned about tactics. Games are held every year to decide the best students of the year. Students of the Kasumori Academy of Culture and Prowess are also known to participate in the matches, provided they can reach Alzeroth.

W.I.P.


Hringboga
Region 139B
Alzeroth Collective
Lesser Vassal of the Hurosha Empire
Population: 60.000+Round 40 pop increase

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Home of the Naedre, Hringboga, or Coiled Serpent in the native's tongue, is a strange, hostile region. As far as sightseeing goes, there is not much to see in Hringboga. The whole region is covered in pitchblack darkeness and everything that lives down here is adapted to this harsh environment perfectly. However, for one with sufficient light and/or other means of observing their surroundings, Hringboga is a strange place indeed.

First of all, you have the Blóma, a massive lump of naturally formed Adamantine formations. Tree-like structures jut out from the main mass, giving the whole area an eery appearence. The majority of Hringboga's Adamantine reserves are gathered from this place. Locals revere this place for it's haunting appearence, seeing it as the first stage towards beauty.

To the south of the Blóma, one can find the Hwéol Sciell, a giant shell-like structure around a mile in diameter. Structured much like the spiraled shell of certain species of shellfish, the creature that left behind these gigantuan remains is unknown. In the middle of the structure, a big, 10 meter high adamantine monolith stands, partly broken, ancient enscriptions vaguely visible on it's surface.


http://www.worldsbestnaturestore.com/i-pics/giant-ammonite-fossil-c.jpg
A carving made by the Naedre, depicting the general layout of the Hwéol Sciell

Finally, sitting in the western regions of Hringboga, is the Ácolitus. This area is home to the only plant-life in the whole regions, massive collonies of soft mosses that cover an area more than trice the size of Earthhome. The reason plant-life is possible here is because of the strange fungi that cling to the cavern's ceiling, producing an soft light. Due to an unknown process, the fungi radiate red light when it is day at the surface, and green light when it is night. The reason for this is still unknown.


http://m1.i.pbase.com/g1/53/827553/2/97951571.GMEcwtHO.jpg
An area of the Ácolitus, when completely lighted up with the help of vallotake.



Name: Naedre
Subgroup: Giant-folk
Strenght Ratio: 10:1

[Picture goes here, WIP]

The native folk of Hringboga are a giant-like race called the Naedre. They possess the upper body of a humanoid, but their lower body is that of a gigantic snake. The Naedre are quite slimly build, to aid their nagivation through the treaterous underdark. They possess a fat reserve in their tales, keeping the upper body slimmer due to a lesser need for fat storage there. These snake-like giants are quite heavily muscled, although the males are moreso such than females. Because of the everlasting darkness, the Naedre have no eyes, instead relying on echolocation to find their way. To this end, large flaps of scaled skin crown their heads, much like a cobra's hood. They can widen or even hide the flaps if it proved to be needed. They typically stand around four meters high, with their tail reaching lenghts of around 7 meters.

Their echolocation allows them to find their way in absolute darkness, pinpointing obstacles, companions and so on. Their echolocation is extremely well developed. From the resonating frequency of a metal they encounter, they can deduce which metal it is, providing they have been teached how to do it. They also have the uncanny ability to sense a person's mood through bodylanguage alone, making hiding your real intent from them a problem in some cases.

Due to the absence of eyes, the Naedre have a bleak skin and dark scales, without much of a pattern present. Their hair, while a dull black in most cases, is grown long and well groomed.

The Naedre are a highly intellegent race, their intelligence being on par with that of humans and most types of Fae. They have a rich culture, oral traditions and folklore, which mostly focuses on the concepts of form, the creation of form, the perservation of form and the attainment of the perfect form. Both Naedre men and women are dressed quite extravagantly, but the concept of cloth clothing is rather unknown to them, seeing no need to hide the beauty of ones body. After their joining of the Alzeroth Collective however, diplomats started wearing the bare minimum of clothing to be considered appropriate, as the first few, more traditionally dressed, diplomats were met with confusion and awed gazes from their human compatriots.

In stark contrast to their harsh environment, or maybe because of it, the Naedre put a large emphasis on the beauty of shape and form, wearing all kinds of metallic jewelry and ornaments. Metals are held in high regard in this region, especially supernatural metal, and are used in almost everything during their daily lives. From houses to dinnerplates to roads, if it can be made of metal, it is made of metal. The metal most abundant in Hringboga is Adamantine, so the buildings found here are very solidly build and extremely sturdy.

In addition to their reverense of physical beauty, the Naedre also strive to perfect their inner beauty. As such, these giants are welcoming and very friendly to visitors. They are also keen on getting to know other beauty ideals, as some of the Alzeroth explorers, both male and female, discovered when visiting the Naedre capital of Cofa.

Hringboga is a desolate place, barren of any living resources. However, it is a host of a lot of metals, the most prominent being a rather Great amount of Adamantine. Most likely, more wondrous metals await deeper within the darkness.

Because of the Naedre's fascination with metals, they wish to collect more. As such, they require any Supernatural Metal, except Adamantine, so they can use it in their culture.

The Naedre are led by two leaders, namely the man and the woman that are found to be the most beautiful within Hringboga. As someone so beautiful, surely they also have the means and Prowess to lead the Naedre in their searches and endeavours. The rest of the Naedre are organized into families, with the youngest adults (30 years-40 years) lead the family.

The Naedre's pursuit for beauty is more akin to a lifestyle than an actual religion. Aside from that, most Naedre's worship their ancestors and it appears traces of the Guardian and Ashmar trickled in from above.

Cofa: The Metal City, home to around 60% of the Naedre population. The majority of the city is build from Adamantine, even up to the streets themselves. Buildings shaped into beautiful shapes, walkways and aquaducts curving elegantly through the city. However, although it's all clearly visible for the Naedre, for outsiders, the beauty is largely lost, due to the almost complete lack of lighting in the city. The only source of lighting being the soft glowing fungus sound at the Ácolitus, the majority of the city is pitchblack for most people's eyes. If one could see it, the Temple of Eoro Ár stands tall in the middle of the city, a testament of the Naedre's exploits.

Fréols: When Alzeroth explorers first came to Hringboga, they touched down upon it's rocky floor near this town. Situated near the eastern edge of the region, this town is actually one of the larger cities in the region, housing around 4.000 Naedre. It was here that the talks between the Alzerites and the Naedre took place, resulting in Hringboga joining the Collective.

This tall, lean structure is build from an array of materials, from adamantine to iron and granite. It is here that the greatest accomplishments of beauty are made immortal. Beautiful sculptures and engravings are displayed here, their inspirations made immortal. Besides life-like statues, also strange metalic statues can be found here, made for the sole purpose of reflecting sound as beautifully as possible. Normal creature cannot see this, but to an Naedre, the ways sound bounces off and vibrates through these statues is a thing of wonder indeed.


https://s-media-cache-ak0.pinimg.com/236x/f0/e8/70/f0e87059f4ee427893e04413ef359f6b.jpg
Some of the newest additions put on display, showing Alzeroth humans.

http://images.artparks.co.uk/sculpture/big_img/sculpture_artwork_plamen_yordanov_right_angle_mobi us_5.jpg
One of the more stranger statues found in the Eoro Ár, designed to reflect sound.


Hringboga: Coiled Serpent
Naedre: Serpent
Blóma: Metal Mass
Hwéol Sciell: Circle Shell
Ácolitus: Acolyte of the Light
Cofa: Den
Eoro Ár: Earthly Grace
Fréols: Free Will
Aeldu Brytengrund: Dark Earth



Former Regions of the Hurosha Empire


Keldagrim

Region 15B

Ambassador Helga Grimhammer and Ambassador Samu Eleljak.

Keldagrim, the great dwarven fortress under the mountains of Daviing.

Steep mountains and deep ravines, this craggy place looks a lot less strong than it actually is, cracks running over almost all rocks are the reason for that, but who knows what cracks are actually running deeper than a few inches?

Every now and then there is a clearing with mostly some small pools of water and some patches of grass, it was an inactive volcano after all, so the soil was fertile.
Pools of lava are also not a rare sight on and in the mountains.
Underground mushroom forest Greode, the toxins in these mushrooms are used to make special dwarven anti-toxins, some desperate adventurers who were very hungry couldnt resist to eat the tasty looking mushrooms.

There is also a small goblin kingdom, under the name of Fiddlesnarf, in exchange for peace with the dwarves, they volunteered to work for the dwarves, so that they might avoid the fate of the other Goblin tribe of Dravensnarf. However, with the takeover of Keldagrim by the Hurosha Empire, Bucka (Goblin) and Dwarf are once again equal. Only time will tell if this truce between the two races will hold though.

The gates to Keldagrim are huge, with doors made out of solid metal, ingenious contraptions make these doors open and close, but how is only known to dwarfkind.

Sturdy, bearded folk, even the woman have hints of beards, but the better a dwarf's beard the finer the warrior is according to legends.

On the mountains are goats roaming about, but where the real riches lie, is IN the mountain, gold and iron are most commonly found due to the work of eager young dwarfs, desperate to prove their worth to their king.
Every once in a while a small vein of Mythril is struck, but that is one of the resources Keldagrim refuses to trade.

A fine dwarven kingdom, yet there has never been someone who cared to count.

Ancestor Worship.


Decrees issued by Helga Grimhammer and Eleljak Jak-son, Ambassadors of Keldagrim:

1. Thy will not discriminate against one another, both Bucka and Dwarf will be treated as equals.
Thy who will discriminate against eachother will serve two year in the Keldagrim Guard, under the command of the opposite race: Dwarves who violate the law will be under a Bucka commander, Bucka who violate the law will be under Dwarven supervision.

Thy who violate this law for the second time will be sentenced to lifelong service to the family of the one who has been discriminated.

2. The Dead gate will be opened completely, allowing free travel between Zargrim and Keldagrim for all people.

3. All Bucka living in Keldagrim have the option to settle in Zargrim instead.


In 391, a counsel was formed: The Counsel of Havalder. This counsel consists of 3 Bucka members and 3 Dwarven members, selected personally by the Ambassador of Zargrim and the ruling Grimhammer on their fairness, generosity and their view on racial equality. These council members are circulated every 5 years. They serve as the judges for punishing racistic crimes.


Scálaísceir

Region U13

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Scálaísceir is quite a shallow stretch of ocean, allowing gigantic reefs to form, most of which are actually the remnants of the polip stage of the Cresent Jellyfish inhabiting the region. The rest of the region that is not covered with reefs are made up by large areas that have a sandy bottom, causing the visibility in these areas to be less than ideal at times.

The Great Cresent Reef

Formed by the exoskelatons of young Cresent Jellyfish, these beautiful reefs are actually giant collonies of infant Jellyfish. Made of a material similar in appearance to the inside of clams, these reefs shine in hundreds of collors when the sun touches them with her rays. The Cresent Jelliefish can be found in moderate amounts here, mostly young ones, before they migrate to the Underreef to life out the rest of their lives. Life flourishes on these reefs, and a multitude of species can be found here, both plant and animal. Although some Carrachan and Makrull say they have seen strange sightings of other creatures deep within the mazelike structures of the reef.

The Duststorms

In the northern part of Scálaísceir, where the Chasms of the Abyss of Corriach loom ahead, is a wide area where the rocky bottom is unable to sustain much plantlife. The currents that flow here take lose debree with them from the Great Cresent Reef. These factors combined make the area into a large expanse covered by sand that glistens and swirls like if it was made of pure magic. However, for all its beauty, when the sea is in turmoil, the sands are swept up into a fury, blocking sight for all being entering the area. These storms can last very long, even days on end when the conditions are right. Many creatures got lost and fell victim to these storm, hence the area's name.

The Underreef

A large sea under the bottom of the ocean spanning hundreds of miles, one would expect that this place would be completely dark. That it is not is due to the glow that thousands upon thousands of Cresent Jellyfish. They float here, feeding on the plankton present in the food-rich waters.



Races: Carrachan and Makrull
Flag of Scálaísceir
http://i23.photobucket.com/albums/b400/waywordfool/OotSAvatars/Maritumus-Reef-Crest3_zpssotk3two.png

The people of Scálaísceir are a laid back and worryless folk. The combination of Carrachan and Makrull culture led to a people that are both laid back, but at the same time, are very knowledgable of their surroundings. They mostly rely on the abundant Cresent Jellyfish for food and lighting.

They are led by the Tides-Counsil, a group of two Makgrull and two Carrachan that deal with diplomatic and militairy matters.

The culture itself is focused around the Cresent Jellyfish. The people of Scálaísceir revere them, seeing them almost as divine beings. They spend their time herding and cultivating them. When not doing that, they can commonly be found relaxing and seeking entertainment.

Scálaísceir has a good resource of Cresent Jellyfish. These Jelliefish have a cresent-shaped organ that emits a soft but bright silvery light. The Jellyfish's body itself is rather nutritionous, being used as food by the underwater folk breeding these animals. They do carry a rather poisonous sting in their many tentacles. The Cresent Jellyfish are born inside the Great Cresent Reef, emerging from the mysterious center of the place as tiny polips. They adhere to the top of the reef and construct a exoskeleton made of mother-of-pearl. After 3 to 5 years, they detach themselves from their protective shells, becoming young-adult Jellyfish. They migrate to the Underreef where they spend 10 to 15 years feeding of the plankton there. Thereafter, they swim back to the Great Cresent Reef and enter it's mazelike structure. Thereafter, they are never seen again. Never has anyone seen a Cresent Jellyfish die due to natural causes in the wild. The interior of the Reef itself guards it's secrets well. There are reports of swift creatures seen near the center, but those are still unconfirmed.

Due to their laid back attitude, the people of Scálaísceir require Entertainment.


The religions found in Scálaísceir include Bori and the Makrull's native beliefs.


Blueholme

The capital of Scálaísceir, the city is build upon the reefs the regions is famous for. It hosts the majority of the regions city-dwelling inhabitants. The buildings shimmer with all collors imaginable, although the buildings themselves are quite ordinary. Both the Makrull and the Carrachan are well represented here.


Makisport

The gateway to the surface, this town lies around 10 meters below the surface. A vast majority of the trade goes through here. The people are friendly, kind but yet distant. There is something happening right under the surface, just like the town itself is right under the surface of the waves above it.



Pryonia
Region 16A

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First leader (from 315): Herzog Cardion
Age:35
Gender: male
Disposition: Forgiving in any place except for religion, although as long as you don't actively blaspheme in front of him he wont rip you into pieces with his bare hands, just be annoyed with you. A good man to have at your back. He inherited the ashen crown in 315 in a bloody bid to take power from his mad brother.

Children: Herzog has one son, Rogar, and a daughter, Bertra. Rogar is only fourteen, but is famous for his learning about the myths of The Lord of Fire. Bertra is only eight. His wife died six years ago, after seven years of marage.

Current Ambassador: Ambassador Rogin Cardion (440).

In general across the Pryonian landscape, mountains are common, with snow being a constant factor in life. In the south, life is a bit more easier, with the landscape covered in forests and hills.

The Seer Caves

Caverns are surprisingly common, including the Seers Caves where Pryonian crystal grows and the seers say they can see into the future to what will happen. It's all rubbish of course, but the crystal is valued as a very reflective surface for mirrors, and holds a sharp edge. In other caverns, coal is common, as are ores like tin and lead. Historically, these ores have led to wealth for whatever clan holds them.

The Blackwood

A defining feature of the area is the Blackwood, where most of the lumber in the Pryonic lands comes from. But the black wood is dangerous, with things made of purest ice said to guard its heart.

The Temple of the Flame

The last important landmark is the Temple of the Flame, a huge temple to fire that took nearly a century to complete. It is one the most common pilgrimage sites, and known as the place where an army of heathens was defeated. This happened in the "distant past" and is likely exaggerated, but pilgrims still flock here to worship and await holy benediction.


The people in this land are fair skinned, dark haired, and relatively short. They are fiercely clannish, but less so in recent years.

Coal and Crystal can be found in great quantities in Pryonias mines, providing wealth for whatever clan held them in the past and it is these two resources that are the source of Pryonia's wealth. The crystals are unnaturally clear and have the unusual property to trap light within them if the gem is cut properly. In addition to it's earthly resources, the Pryonian craftmen fabricate a large number of Flame and Faith related objects. These are exported to those who hold the Lord of Fire close to their hart. In recent years, people have started growing Grains to compliment their food shortage.

Pryonia's main import is food. They could support themselves if they stopped mining, but that would make the country much poorer and damage their way of life. Hence they import food from outside.

The Pryonic lands are a theocratic hegemony with the Cardion clan in dominance. The Ambassador is also the current Cardion clan master, and thus leader of all the Pryonic lands. Somewhere in the third century, the then leader of the Cardion clan, Hertzog Cardion, managed to greatly reduce the power of the four clans, and eventually bonded them into one great whole, uniting the region as one.


The people of the Pryonic lands are very religious and dedicated to the lord of fire and his burning avatar. Some would even call them fanatic in some instances. With the passing of time and the different incursions of the fourth century, they grew less fanatical however, opening their eyes for different religions as well.

Pryonian armies are composed of a 6/2/2 ratio of spearmen to archers to combat engineers, who build fortifications and specialize in tunnel fighting.
Most spearmen are armed with: Long spear, large shield, short sword, mail with light helm. They fight in primarily in the standard phalanx, but are trained to exploit any opening in an enemy line. The other formations they fight in are the wedge and tunnel fighting formation which is in essence a much tighter, thinner version of the phalanx.
Archers function as skirmishers, and retreat behind the battle line once the close in fighting begins. They are tasked with recon and path finding, and are armed with: Longbow, short sword, leather with light helm, and two quivers with 60 arrows each.
Combat engineers build the walls, tunnels and forts that dominate Pryonian warfare, an also function as a reserve and tunnel fighting troops. They are armed thusly: Short sword, leather with light helm, small shield, and various digging and construction gear

WaylanderX
2015-01-01, 08:59 AM
Ashmarism

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Heraldry of Ashmarism


Origin

In the beginning, there was only Ryoku, the Primal Chaos that encompasses all that could, should and would be. Out of this energy, over the cause of countless eons, Ashmar arose, gathering the potential out of the Ryoku. He layed his will upon the Ryoku, molding it's limitless energy into small packages of endless potential: the start of the souls that would later become the inhabitants of Telluris. Souls arose, the world started to exist. This wonderous state of being would later be known as the Spirit world. Within each soul, the endless promise of unending Prowess.

However, with nothing to guide this potential, Ashmar breathed life into these souls, imbuing each of them with a small amount of his conciousness. To guide these newfound individuals and show them their potential, Ashmar created the One who Guards Fire. His task was to show each soul the fires blazing within them. Life itself was born.

Again, eons passed, the world as piece as the souls flowed into one another, were part of one another, each one full of promise.

However, over time, promises must be kept. The souls became uneasy, the power within them resonating with others in their surroundings. The world was on the brink of returning to the state of Ryoku once more. Ashmar, in his unlimited wisdom, set Progress in motion, introduction age into the world. However, as mightly as he might be, balance must be maintained. To achieve this, he called into being the Guardian of Earth, keeper of Progress. The souls learned to use their Prowess, Progressing beyond their limits, became wiser and stronger.

Eventually, their wisdom caused them to ascend into another state of being, gaining a material body. Ashmar, seeying their infinite potential, created a material world for them to mature. For the first time, the souls were able to fullfill their Promise and increase their Prowess. This world is now know as Telluris.

Ever since, Ashmar and his Guardians watch over us, looking at our potential, giving us Prowess, Life and Progress. After we completed our promises in life, we go back to the loving embrace of His and his Guardians, so we may show him what we have become.


Embrace Inochi, Hakobi and Gouyuu. If thee will do so, thee will shine forever.


The resurrection of Ashmarism

The Kasumori are a fairly religious people, who worshipped the Lord of Fire from the year 0 to the year 341 as a god of Renewal and the keeper of the cycle of live. However, they also strived for martial prowess and technological advance and believed that faith and technology go hand in hand when combined directly. By some it is even believed that they can be used to strengthen each other. As such, in ancient times, the Kasumori thought that another set of gods had to be present to complete the circle and to hold the balance.

In 341, a new religion was founded by Shïnguard Marius Earthguard, filling the void inside the hearts of the Kasumori people, solving the problem of balance. This religion focuses on scientific progress together with a great respect for life and life energy or souls. The deity the Kasumori worship is called Ashmar.


Ashmar

Faith name: Ashmarism
Diety name: Ashmar, the Lord of Progress and Life
Other Names: Guardian of Prowess, Keeper of Skill, Protector of Kasumor.
Portefolio (Major): Life, Progress, Prowess, Air, Water.
Portefolio (Minor): Fire, Earth, Metal

Ashmar is the god of Life, Progress and Prowess. In the Kasumori tongue, he is the one who guards the holy trinity of Inochi, Hakobi and Gouyuu (Life, Progress and Prowess). He keeps his aspects at his side, being called the Ones who Guard. At his one hand, the One who guards Fire, the guardian of the spark of life. At his other, the One who guards the Earth, the guardian that allows progress. Ashmar himself guards the means to use the other two, Prowess and guards the remaining two elements, Air and Water, keeping the balance.

Ashmar values skill over all else and it is believed that if you have the skills, the means to use those skills to the fullest will eventually present itself, being seen as a visit from reflections of the Ones who Guard. This includes martial Prowess, academic Prowess and craftsmanship.

The Lord of Fire is highly similar to the One who guards Fire, so scholars theorise that the Lord of Fire might be the same as the One who Guards Fire.


Priesthood

The sect of Ashmarism consists of three different branches of priests. These are the Odochi, the swordpriests, the Kogei, the craftpriests and the Gakusha, the sage-priests. The three sects work in harmony to achieve the highest level of prowess, the Choten.

All the sects are led by a priest of their order who is considered to have reached Choten, which in turn are under the one who is considered to be a master of all three, the Shinguard or Eienguard themselves. Before the Shinguard or Eienguard takes the Imperial throne, they must be schooled in all three the disciplines, which takes about 30 years in total. Training starts at a very young age, around 4 years old. It takes about 10 years to master each different segment. However, Ashmar dictates prowess comes from within and will show itself given the chance. Therefore, to not put too much pressure on the soul, the student is required to take at least a third of the day for self-enjoyment and relaxing. The Emperor or Empress is thereafter the head of the religion for the rest of his or her days. However, if a way to preserve the Choten of previous religious leaders, the spiritual leaders might just take that chance.

WaylanderX
2015-01-01, 09:00 AM
Academy of Culture and Prowess

The students of the Academy typically hail from one of the regions in the Hurosha Empire (Kasumor, Zargrim, Shikurai, Cuan, Pryonia or Gwrîstîn). Foreign students are possible, but they need to have permission from one of the Ambassadors or the Empress/Emperor her-/himself. Also, they need a supervisor, which may be freely chosen from the teachers. Every teacher can supervise a maximum of 5 students (the number of foreign students allowed on campus is about 300). The total number of students present on campus is around 1500.


The following subjects are being teached at the Academy of Culture and Prowess:


Culture:
Kasumor Culture
Zargrim Culture
Shikurai Culture
Gwrîstîn Culture
Cuan Culture
Pryonian Culture
Calorum Culture
Empire of Dawn Culture
Salterri Culture
Struggles and Shortcomings of the Concordat
Advanced Calculus
Advanced Writing

Prowess:
Fighting Style Master, First rank
Fighting Style Master, Second rank
Hurosha Creature Biology
Goblin Technologies
Geology
Basic Alchemy
Defense against the Jaaku Na

History:
Grand Coalition History
Union of the North West History
Ancient Cloudiz Customs
History of the Hurosha Empire
The Struggle for the Heartwaste
The War of Eyes

Faith:
Shikurai Spiritualism
On the subject of Bori
Ashmar, Origins and Teachings
The Lord of Fire
An Introduction to Radurjan Philosophy
The Demon of Ice


Academy Campus Map
http://i59.tinypic.com/29fcr3a.png
Dimensions: 800 meters by 700 meters

Legenda:

I-VI: Structure Name (Courses given there)

I: The Halls of Rest (Dormatories (The sexes are not seperate! (Foreigners have their own section)))

II: Temple of Ashmar (Prayers and Sword-Priest Training (Not a course))

III: The Halls of Faith (Faith Courses)

IV: The Great Dojo (Fighting Style master, First and Second Rank, Stables)

V: The Halls of Knowledge (History and Prowess Courses)

VI: The Halls of Culture (Culture Courses)

Green Area: Academy Gardens and Mount Training Court
Brown Area: Combat Training Grounds


Academy Expansions:

Throughout the Academy, quartz pipes filled with water connect the different buildings. These are made to allow the Maighdeann, Carrachan and other aquatic races to get around the Academy easily, so that they too can participate in the lessons. In addition, a multitude of stone channels and streams facilitate the process. The waterdwellers are housed in the Dome of Muir, an underwater crystal dome which can provide housing to up to 200 of the Maighdeann or other aquatic races if the need arises.

Another aspect of the expansion is the animal and plant reserve being made just outside the Academy walls, being named the Youji, or Cradle in the common tongue. Spanning an area twice that of the Academy itself, animals from all over Telluris can be found here, either in cages or in the reserve itself. Animals are kept contained and safe with the help of a small force of handlers and soldiers.

List of Animal Species currently found in the Youji:


Invertebrates
Kasumori Giant Insects
Wyrmar Wurms

Vertebrates
Zargrim Tanedhan
Zargrim Dire Wolfs
Zargrim Dire Bears
Keldagrim subterranian goats


Terrestrial plant's and plant based orgasms
Kasumori Hitsuji (Plant Sheep)
Kasumori Alchemical Plantlife

Aquatic Life

Dearg Sreang
Shikurai Giant Squid
Dearg Sreang (Aquatic)
Zargrim Electric Eels (Hovercraft not included)

http://i60.tinypic.com/ve5cms.jpg


Legenda
A: The Academy of Culture and Prowess
Red Dot: Forest Research Camp
Grey Dot: Plains and Rocky Research Camp
Blue Dot: Aquatic Research Camp
Grey Line: Youji Border Walls


Short introduction


Before you looms the great Academy of Culture and Prowess, a great mass of structures surrounded by a great obsidian wall, shaped like a pentagon. The walls shimmer in the moonlight, its great adamantine gates bustling with activity. You can see a great number of races, Cloudiz blooded humans, goblins, ore elves and even some Menhîrin, creatures made up of crystal in all shapes and sizes.

Inside the campus, the buildings are made of regular granite, smaller adamantine gates giving access to the rooms inside. The rooms are arranged in such a way that everybody can see and hear the lecturer. Students are seated on a sort of amphitheater like structure on one side of the room, while a stage-like portion on the other side allows the teacher full vision of the students who are listing to his lessons. The chairs for the students are grouped by race. Big chairs for the larger Menhîrin, normal chairs for the elves and humans, and smaller chairs for the goblins.

In the middle of the courtyard outside stands a great statue of a man, appearently in his late 30's, holding a basked-hilted greatsword, its tip on the ground. It's plaque on the bottom says:
“In honor of Marius Earthguard, first Shïnguard of the second era, may his name and Prowess live on forever.”

There are field on which a couple of dozen of students are practising their martial Prowess. You see all kinds of weapons, spear, greataxes, kusari gama. Even a couple of crossbows and hand-to-hand combatants. At the opposite side of the field, the Great Dojo stands tall, a traditional building made of both stone and wood, statues of great warriors standing guard at the entrance.

The Halls of Rest, or the dormitory, is the largest building on campus, enough to potentialy house 3000 students... or soldiers in times of need.

This is the Academy of Culture and Prowess. The place in the world where the best of the best gather, to learn, improve and eventually transcend themselves in Eternal Prowess.

WaylanderX
2015-01-01, 09:01 AM
Hênez a Hurosha


Scribed by Magnus, Bladepriest of Ashmar, in the year 416

In these scrolls, one will find the history of Hurosha, as interpreted by the bladescholars of Kasumor and the Academy of Culture and Prowess. Do take heed, for the information scribed here is only a reflection of the past. The past will forever be shrouded, as per the will of Ashmar. May your Prowess guide you to wisdom reading these findings.


On the rise of Faedin

The most ancients reading being found at present are the tablets which can be found within the depths of Gwrîstîn. According to local inhabitants, of which I am one, these tablets can be over 3000 years old, as some Menhîrin live more than that age and still remember them from the beginning of their lives. These tablets tell of a time when the Menhîrin lived above ground, under the blue skies, in harmony with the Cloudiz and another fiery race, whose descendants are believed to be the fire berapi presents in Gunung. To quote one of the tablets:

"Under the guidance of Kenefrazira, the one who Guards, the races of the elements lived under the skies.
One of Stone, one of Fire and one of Air and Water, living in balance, the people free from corruption.
From one ocean to another their realm stretched, encompassing all living creature within.
Alas, it was not to be, for the.........."

The rest of the tablet has been degraded over time and is unreadable, but it is clear that there once was a great empire, stretching from the eastern ocean to the western side. If we take current racial spread into account, it can be concluded that the empire, hereby doubled the Faedin Empire, stretched from as far north as Gunung to as far as the lands of Calorum, under which Gwrîstîn is located. Who founded the Empire and the emperors and empresses who rules it are unknown to us, their names lost to us, likely forever.


On the decline of Ashmar and Faedin

Around 1500 years ago, the tablets show us that the Menhîrin were forced underground by an unknown force, coming to inhabit what is now Gwrîstîn, the resting place of the Anchor of Life, a holy site dedicated to the One who Guards Earth and the birthplace of all Menhîrin. The tablets mention a sudden urge to go underground, a fear of the sky. After retreating under the ground, the tablets do not, logically, mention anything of the outside world. However, in Shikurai, stories passed down the generations might provide some clues about the happenings that occurred one and a half millennium ago. The stories tell us of a great Kingdom, inhabited by fairies and creatures of fire, who ruled the humans with a just and fair hand. For example the following childrens rhyme:

Hail to the Fairy Queen,
Her Eyes so Fair and Sweet.
Her Flaming Companions slay the Mean,
So that we may still eat.

Also, some myths talk about the land of the fairies getting smaller and smaller, until there were pretty much driven out of this world, into the spirit realm. The last part obviously did not happen, but we can be quite sure that the Empire collapsed, for records of just before the Cataclysm speak of an Empire encompassing the lands of Kasumor, the Heartwaste, some parts of Zargrim and most of Nyroth. Clues to Faedin can be found in all lands present, some even dating from after the Cataclysm, which is the next subject.


On the Matters of Shintouite and the Cataclysm

As passed down from generation to generation, it is known that presumably around the year 0, a grave disaster happened, commonly known as the Cataclysm. It is not exactly known what precisely happened, for there are no known scriptures found from that era yet, although it may be that the ancient libraries of the Guard fortresses in Kasumor and the folk tales of Shikurai may hold some key to this riddle. What is known however, is that a certain individual, with a thirst of power, tried to seize power from Ashmar himself, conducting a vile ritual aiming at cutting off the Guardian of Prowess from this world and take over his immeasurable power. Although that couldn't be accomplished, the ritual came close on laying waste on the entirety of Trevath, or the central continent, as it is called in this era. It is said that the sky was darkened by Cloudiz wings that day, all rushing towards the mountains in responds to something only they could sense. Oral tradition originating from that time speaks of a terrible scream permeating all matter, being heard even when one closes off his ears. People went mad, killed themselves and hallucinated during those times. When a search party was finally launched, they found nothing of the Cloudiz, the mountains turned black, a huge crater where the ritual had taken place. The black rock turned out to have unusual properties, getting tougher the more pressure was applied. The mountains were remained the Shintouite Mountains, which the strange rock labeled as Shintouite.
Putting all of these facts together with the fact that the four relic weapons besides Kuroyume are eerily similar with the four head priests of the Ashmarian faith in that era, it can be theorised that the souls of the Cloudiz that have sacrificed themselves to protect Trevath are bound to the stone, determined to forever shield the land against further corruption. Although if that is true, one question remains: What spirit dwells within the black depths of the Greatsword Kuroyume, Marius Earthguard's trusted weapon?

This concludes this scripture. However, much of the past remains clouded, so no doubts me or the ones who will follow me will uncover more of what lies below the shroud of history.



On The Body Of Those Made From Flesh


For a long time, the working of the body were unknown to us and even know we do not know all that there is to know. However, the Scholarpriests have uncovered a vital truth in this matter, researched in deph by some of our finest minds. This truth only applies to those beings made of flesh, for the workings of the Menhîrîn body elude us still and may elude us for quite some time.

The body is a unity between the four elements of Wind, Water, Earth and Fire. The flesh itself is given form by the forces of Earth, being solid and the source of our body's strenght. Water is what courses through the body in the form of bodily fluids, the Earth in the body giving rise to chanels to guide the Water within. However, the body is nothing without motion, without which action would not be possible, and warmth, which keeps the creature comfortable and keeps the body free of disease. Motion is made possible by the Wind residing in the body, while the warmth is generated by the energies of Fire. This is why you feel the wind blowing when swiftly waving one's hand before your face and the cause of a fever, which indicates that the Fire without oneself is fighting the illness, creating more and more heat to drive the sickness out.

All of them combined form the body, every element in balance, working together to accomplish great things. However, this unity does not last forever and the bonds between the elements slowly degrade over time, ultimately resulting in death. After death, one can observe the different elements returning to their neutral state, one after another and one at a time. First of all, the body is not capable of movement any longer, which indicates Wind has left the body. Sometimes Wind can be trapped by the remains of Earth, causing a bloated stomach. After Wind has left the body, the body rapidly cools down, indicating Fire has left the body. Thirdly, the body dehydrates, leaving only dried flesh and bones. When this stage is reached, Water is gone. Lastly, the bones and flesh decay, returning to the soil they came from. At this stage, Earth is returned and the cycle is completed once more.

WaylanderX
2015-01-04, 10:05 AM
The Scrolls of Prowess

Scribed by Pyrion Proudflare
In honor of the Great Shinguard of the first age, Marius Earthguard
May Ashmar preserve our prowess for all eternity

Inscribed in these scrolls are the martial schools and fighting disciplines of this world, compiled in one grand project by me, Pyrion Proudflare. In the long years of wandering this world, I've seen all the prowess this world holds. Ashmar has been kind to bless all our warriors with skill and wit, one style even stranger then the one encountered before. In these scrolls, the styles of my homeland, Kasumor.

Kasumor

Toukai Arashi (Destruction Storm, Sabrehandle Greatsword)

Origin: Developed to trick opponents who assume that heavy weapons cannot be fast, Toukai Arashi was first practised by a group of mercenaries in the south of Kasumor. Perfected over the timespan of multiple generations of mercenaries, these warriors, also known as the Eternal Storm, were enlisted into the army permanently because of their prowess and were gradually absorbed into it.

Principles: One of the two heavy styles of weaponmastery in Kasumor, Toukai Arashi focuses on gaining and keeping momentum with your blade, parrying your foe's attacks and delivering dreadfull blows in the same motion. The basic position is with your greatsword in two hands aside your body and letting the blade spin around. The basket on the hilt prevents your hands falling victim to piercing attacks, which would cripple an adept of this style even more than conventional greatsword fighters. However, adept of this style also use shoulder bashes and pommel hits to augment their repertoire to be more unpredictable.

Discipline: Adepts who practice Toukai Arashi are very proficient in whirling their blades with precisely the speed that the blade is where it needs to be. Masters can adjust the speed of the rotation so precisely that they can knock arrows out of the air, let an ally fire an arrow through the whirling of the blade and even disarm an opponent with a sudden burst of speed.

Notable Moves:

Eternal Nightmare
The ultimate move of the Toukai Arashi style, you start swirling your blade around like normal, then moving in perfect tandem with your blade, making use of every movement of your body to give your sword more momentum. After the adept gained enough momentum, he leaps in the air, giving his blade one final surge of speed, then launches a underhanded slash that is so fast and powerful, that with true masters, a pressure wave can be felt by bystanders. This move typically rips through all kinds of armor and most weapon can't withstand the impact well enough to block the blow. However, while executing this move, the adept has no time to defend, so this is mostly used as a finishing blow or in a moment of desperation. This move was used by Marius Earthguard during the duel at the Grand Ball, but was not launched at full force.

Sudden Gale:
One of the more utility based strikes in this style, the adept uses his strenght, together with the downward motion of sudden crouch to give the blade a sudden surge of speed during a parry, launching the blade upwards, hopefully surprising his opponent enough with the increased force of the impact to drop his weapon. This strike is usually followed by the Upcoming Storm strike.

Upcoming Gust
A followup strike, this is a strike which is used after an adept's weapon has recieved a burst in momentum, either by preparing it by swirling it in place or by using another Toukai Arashi technique. This technique is a quick horizontal slash at chest hight aimed to take the opponent offguard, striking and drawing blood before he can react. Most of the time, this is best used after a strike that is aimed at distracting or disadvantaging the opponent.

Sudden Hail
A dash with the hilt of the weapon, preferably against the head of the opponent, to daze him. This move is used when the adept loses momentum and needs time to start up again. However, this move combined with momentum makes for an impact rivaling that of a maul.

Notable Users:
Shïnguard Marius Earthguard: Currently Shïnguard of Kasumor in the year 346, Lord Earthguard is a master at Toukai Arashi. After learning it from his father, he aparently disappeared for 3 years at the age of 16, before returning as a great warrior whose prowess with the basket greatsword couldn't be matched.

Extra:
Notable Weapons:
Kuroyume, the blade of the black dream.
A basket greatsword with a blade made of pitch black shintouite and a basket made of ornate steel, this weapon has been in the Earthguard royal family for over 250 years. Its maker is unknown. Current wielder of the blade: Marius Earthguard (340).

Ketatamashii Yuugiri (Piercing Mist, Epée)

W.I.P.

Assai Hoshi (Crushing Stars, Two Handed Axe)

Origin: Originally develloped to cut through hard rock and wood, this style is one of the oldest styles known in Kasumor. Coming from Verandil Forest and the Shintouite mountain range, the militairy was impressed by the sheer destructive power this style puts forth. It has since been refined and made usable for combat. Although a very destructive style, this style is not seem alot due to its tendency to also cause lots of collateral damage.

Principles: The main principle is using the momentum gained from high swings together with the weapon's natural weight to deliver crushing blows. Together with the ability to judge the correct angle of the axe's cutting edge and focusing all its energy upon a weak point, there is not alot that can withstand a direct blow from an Assai Hoshi master. However, due to its requirement to lift the axe up high and the sheer weight of the weapon, this style requires a sturdy and powerful physique.

Discipline: Combining high blows with quick jabs with the end of the staff, this style is all about catching your opponent offguard for a moment, allowing you to lift the axe and rain destruction over your opponent. Once you hit somebody, even against his defences, it is most likely over. If the blow is blocked, it will still break and pulverise bones, as well as giving the Assai Hoshi master a second chance to deliver the deathblow.

Notable Moves:

Shooting Stars
By barraging the opponent with a flurry of quick jabs at his vitals, the enemy is rendered breathless or recovering for a short time, allowing the Assai Hoshi adept to launch a more devastating blow.

Half-Moon
A defensive strike, the adept grips the axe very close to the blade, enabling him to swing the blade around more easily, abeit with the sacrifice of valuable reach. The retaliatory blow is most often aimed at the head, aimed at causing a concussion to land a more powerful blow afterwards.

Meteor Strike
A slow strike, this strike is only advised to use against opponents who are recovering or against enemies with towershields, who cannot retaliate as fast. The Assai Hoshi adept lift his weapon high above his head and brings it down upon his foe, delivering a devasating blow that more often then not kills a foe outside when a direct hit occurs.

Passing Comet
The pinnacle of the Assai Hoshi style, the Assai Hoshi adept starts with his weapon high, then spinning around, changing his downwards blow in a sideways one. Due to the amount of momentum in this blow, it is even more deadly then the Meteor Strike. However, this attack puts an enormous strain on the adept body, so this attack is to be used with care. Also, due to the wide circular motion of this attack in combination with the inability to fully control this attack , it is unwise to use in combat with lots of allies nearby.

Notable Users:
Prince Wayve Earthguard: The son of Nyllana Earthguard, Wayve is a master of the Assai Hoshi style, even at a young age. Having a very sturdy physique, he is capable of effectively using the style in a variëty of situations, even when surrounded by allies. It is said that his strikes could even split 300 year old Shintouite.

Extra:
Notable Weapons:
Akaitaiyo, Battleaxe of the Red Sun.
A heavy weapon, it consists of a heavy Shinouite blade, together with a block of pure Shintouite behind it, giving it a deadly momentum when swung correctly. Its has a ornate staff section which is around 1.50 meters long. This weapon has been in the Kasumori royal family for at 250 years. Its maker is unknown. Current wielder of the blade: Wayve Earthguard (380). The weapon was destroyed in Emperor's Wayve fight with the Truth of Prowess, destroying a large portion of the lands around them as wel. Akaitaiyo is currently being reforged into another relic weapon, namely a bow (481).

Uzushio (Whirling Tides, Halberd)

Origin: Developed to accomodate the Cloudiz race for underwater and aerial combat, either mounted or unmounted. Being one of the more all round disciplines, it was created by Kasumori cooperating with the Cloudiz, eventually making its way into the armies of Kasumor. Because of its Cloudiz origins, many halberts are still adorned with carvings of Cloudiz.

Principles: A very broad and all-round discipline, it focuses on using the two different ends of the weapon to make the attacks unpredictable and being able to take on a large variety of foes without having too much of a handicap. Also, as with alot of the Kasumori disciplines, there is alot of swirling involved to make efficient use of both ends.

Discipline: The discipline itself focuses on using the two ends of the weapon in tandem with eachother. The axe-spike end is mostly used for mounted charges and crushing sweepes, while the other end is mostly used for aerial dives. These attacks are often combined, chaining a charge or dive with a sweep while the opponent is recovering.

Notable Moves:

Seagull's Dive/Seagull's Retort
An aerial maneuver, the adept flies high up into the sky, letting herself fall with the anterior tip of the weapon downwards, plunging the tip into the opponent, causing gruesome damage. This is followed by pulling the tip out, swirling the weapon overhead, using the axe to deliver the killing blow.

Piercing Waves/Bludgeoning Tsunami
A charging maneuver, usable either mounted or in flight, this attack requires alot of horizontal momentum. The attack consists of a normal charge with the axe-spike end, followed by a sweep of the posterior spike, which is meant to daze the opponent. The adept then used the momentum gained to use the axe part of the weapon to inflict major damage.

Whirlpool of Steel/Crashing Wave
One of the most difficult moves in the style to pull off completely, the adept sweeps her halbart in a circular motion, pushing back any opponents. She then uses the momentum plus her own strenght to use the entirety of her weapon as a jumping pole, holding on to her weapon upside down. She then makes a backflip, causing the axe to do a full rotation with the most momentum possible provided by her own weight and the length of the weapon, crushing any opponent unlucky enough to get hit.

Notable Users:
Princess Nyllana Earthguard: Current heir to Kasumor in the year 346, she is a master of the halbert, using it in tandem with her ability to fly to harry and outmanouver opponents. Word has it that she even defeated her father, Marius Earthguard once, which is a remarkable feat.

Extra:
Notable Weapons:
Aonami, the halberd of the blue wave.
A halberd with a slender, but sharp blade made of dark blue tinted shintouite and fitted with a sharp shintouite tip at the other end of the weapon, this 1,7 meter long weapon has been in the Earthguard royal family for over 250 years. Its maker is unknown. Current wielder of the blade: Nyllana Earthguard (360).

Tsuin Heikou (Twin Balance, Kusarigama plus Towershield)



W.I.P.

__________________________________________________ __________________________________________________ _____




As time went on, Hurosha encountered even more amazing fighting styles within its own foulds. Introducing here, the fighting style of the Menhîrin of Gwrîstîn.



Grwîstîn

Diasseth Nerth
(Everlasting Power, Menhîrin only)

Origin:A recent fighting style, Diasseth Nerth is based on the unique stature and biology of the Menhîrin, making effecient use of the unique properties of the Menhîrin people. The style was developed several Menhîrin working together with Blade-Masters from the Academy of Culture and Prowess in Earthhome.

Principles: Focusing on the inherent abilities of the Menhîrin, the advantage of this style is the unpredictability of it. Because Menhîrin are usually slow moving colossi if they fight at all, this advantage is necesairy to keep quick opponent guessing and on their toes. Due to their ability to swift their body into varying forms, they can fight of many different opponents.

Discipline: The adept of the Diasseth Nerth style is an expert at hiding his body language and striking where and when his opponent least expect it. From a quick jab with a sharp crystal to a crushing avalache of death, you cannot say for sure what the adepts next move will be. Also, because of the fact that most Menhîrîn are made of solid stone, the style also encompasses many defensive stances and counters that take advantage of the Menhîrîn's rock solid body.

Notable Moves:

Avalanche of Quartz:
Running towards the opponent, the adept shapes his body into a ball shape, rolling over his opponent in an attempt to crush him underneigh the full weight of the Menhîrîn. This attack is quite difficult to hit though, due to the Menhîrîn not being able to see where he is going.

Diamond Aegis:
The pinnacle of defensive moves, the Diamond Aegis counter consists of the adept transforming his forearms into a massive shield of rock, preventing most damage from getting through.

Curundum Hammer:
A simple but effective attack, the adept brings down his fist in a crushing blow, breaking most bones in a humanoid opponent.

Desert Rose's Fist:
The same type of attack as the Curundum Hammer, however, the adept includes sharp jagged crystals on the fist to inflict more damage.

Emerald Sweep:
A defensive attack, this unpredictable attack is meant to knock the opponent away from the adept with great force, allowing the adept to set up another attack or defense.


Notable Users:
Ambassador Grïend (379): Currently Ambassador of Gwrystîn, Lord Grïend is a large, crystal type Menhîrin adept at defense and delivering massive, but slow blows. His defensive skills are so great that they are speculated to be even a match against Lord Wayve's Assai Hoshi style.

Extra:
Notable Weapons: None

WaylanderX
2015-01-14, 09:31 AM
The Six Zoku of Hurosha


Earthguard

Accociated Primary Attribute: Militairy
Accociated Secondairy Attribute: Curiosity

Unchained Signature: Always brown hair. Hair somehow reflects more light than normal hair dust, giving the hair a somewhat crystaline appearance.

When the times are tough, the Cloudiz race and the races that live in their empire rellied on the rough survivalist attitude of the Earthguards to get them through. Focused on Militairy might and enginuity to survive, the Earthguard family consists of mighty warriors and proud tactitians, strong as the earth the family is named after. After the Cataclysm, the then fallen appart empire looking to this family for guidance. And guide their people they did. They may not be the most diplomatic or faithfull of the royal families and have the stubborness of a mountain, but none love their people more as the Earthguards. Through pride and might, they will grant their Prowess to everyone who needs it.

Earthguards of renown:
Marius Earthguard, Nyllana Earthguard, Wayve Earthguard, Rove Earthguard, Ridovo Earthguard.


Fireguard

Accociated Primary Attribute: Curiosity
Accociated Secondairy Attribute: Faith

Unchained Signature: Always red hair. Small spectral flames can be seen appearing and disappearing frequently on the hair's surface, becoming more frequent when the hair is moved.

The love for fire, Mastery of Alchemy and a insatiable lust for understanding the way of the souls. These are the common treats found in the Fireguard family. Being specialists on the subjects of Alchemy, the Spiritworld and supernatural phenomena, a significant portion of both modern and ancient Huroshan technology comes from this family. Due to their fascination with souls, the Fireguards are often found among the faithful, hoping that Ashmar will grant them more insight in the mechanisms of Telluris. The Fireguards are called upon regularly to provide assistance with combatting/researching supernatural or unknown creatures or phenomina. Individuals of the Fireguard family that specializes in this are called Onmyoji or Spirit Channelers.

Fireguards of renown:
Ryena Fireguard, Rin Fireguard, Sanell Fireguard, Tailin Fireguard.


Airguard

Accociated Primary Attribute: Diplomacy
Accociated Secondairy Attribute: Militairy

Unchained Signature: Silver or white hair. Always seems to be softly waving back and forth even without wind.

A multitude of great diplomats, scouts and spies hail from the Airguard family. Master's of diplomacy and the ones in charge of Mantid training and breeding, they provide a sizable part of the intel Hurosha recieves. Most of non-royal communications and dealings are done by this family. Also, it is said that the most aluring and seducing women hail from the Airguards.

Airguards of renown:
Orion Airguard.


Waterguard

Accociated Primary Attribute: Faith
Accociated Secondairy Attribute: Diplomacy

Unchained Signature: Flowing hair with a blueish hint. Always seems to act like if the whole mass of hair was a single fluid entity.

The Waterguard Zoku stands in the center of Kasumori Ashmarism worship. Most of the higher functions in the faith are taken by Waterguards. They lead the people with a soft, but determined hand, offering counseling and spiritual aid to those who ask for it. Because of their frequent interactions with people, they are often called upon for dealings with other faiths, relying on their diplomatic Prowess to try and find common ground with their colleages.

Waterguards of renown:
None....yet.


Voidguard

Accociated Primary Attribute: Faith
Accociated Secondairy Attribute: Curiosity

Unchained Signature: Always black hair. Will not shine when exposed to any type of light, always appearing as a deep, deep black.

Infiltrators, spies and assasins. Advisors on the occult and experts of creature supernatural. Guardians of the Void, keeping that what is dark on the right side of the dimensional rifts. These are the people of the Voidguard Zoku. Secretive and sly, these people take care of the darker sides of necesairy Huroshan matters. Although they seem untrustworthy at times, they are fiercy loyal to Hurosha and will use any trick in the book to make sure their Empire gets the upper hand.

Voidguards of renown:
Methis Voidguard


Brightguard

Accociated Primary Attribute: Faith
Accociated Secondairy Attribute: Militairy

Unchained Signature: Always blonde hair. Softly glowing with golden light, although it is only clearly visible in dimly lit or darkened places.

Seen as upholders of justice and honor in Hurosha, the Brightguards are a prominent family, seeing themselves as the rightous core of Hurosha. They are very straightforward in their actions, putting them as the direct opposite to the Voidguards. They have the repulation to be absolutely true to their word, although over time, they have become masters in interpretating those words to their best advantage. In combat, they make use of heavy, slow techniques while heavily armored.

Brightguards of renown:
None....yet.

WaylanderX
2015-01-14, 09:53 AM
(Great) Projects of Hurosha


*=affecting multiple regions

Kasumor:
Academy of Culture and Prowess (Cur, 5/5)
Academy of Culture and Prowess Expension (Cur, 5/5)
Renovation Shintouite fortresses (Mil, 2/2)
Insect Megafauna Research for Nyllana Ascension (Cur/Faith, 5/5)
Construction giant airship/carrier (Mil, 5/5)
Temples of Ashmar in all Major cities (Faith 5/5)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*
Reforging the broken Relic Axe into a Relic Scythe. (Cur, 5/5)

Zargrim:
Zargrim Shintouite defenses (Mil, 5/5)
Orichalcum research (Cur, 2/2 with help of Salterri)
Temples of Ashmar in all Major cities (Faith 5/5)*
Schools that teach the teachings of Ashmarism (Faith 2/2)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*

Gwrîstin:
Temples of Ashmar in all Major cities (Faith 5/5)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*

Keldagrim:
Temples of Ashmar in all Major cities (Faith 5/5)*
Schools that teach the teachings of Ashmarism (Faith 2/2)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


Shikurai:
Temples of Ashmar in all Major cities (Faith 5/5)*
Schools that teach the teachings of Ashmarism (Faith 2/2)*
Codex for laws and customs for within the Hurosha Empire (Dip, 2/2)*


Pryonia:
---
---
---



Cuan:
---
---
---


Abyss of Corriach:
---
---
---


Scálaísceir:
---
---
---

WaylanderX
2015-01-19, 04:22 PM
Trades

Kasumor

Shintouite (Great) (1 free)

To Rannara (Guilder) for Magnetite to Kasumor.
To Requiem (Serendel) for Pistolshrimp to Kasumor.
One Stack Transmuted to Flames of the Cataclysm.
To Region 125 (Carmine) for Vallotake to Abyss of Corriach.
To Caramel for Garb to Kasumor.
One stacks Available.
Trading Post Triumvirate.

Giant Insects (Good) (0 free)

To Woodwind (Triumvirate) for Boar Meat to Kasumor.
To Lyradis (Serendel) for Grain to Zargrim.
To An Nadur (An Nadur) for Wisps to Kasumor.

Cotton (0 free)

To Tekorva (Faedas) for Fish to Kasumor.
To Gunung (Calorum) for Adamantine to Kasumor.
To Guilder (Guilder) for Crops to Kasumor.

Alchemical Components (0 free)

To Tekorva (Faedas) for Brass to Kasumor.
To Raaneka (Triumvirate) for Heartwine to Kasumor.
To Guilder (Guilder) for Inventors to Kasumor.

Zargrim

Tanedhan (0 free)

To Moas (Guilder) for Dinosaurs to Zargrim.
To Pontensulae (Salterri) for Orihalcum to Zargrim.
To Gwistrin as a Gift (Import Necesity)

Furs (1 free)

To Keldagrim (Faedas) for Goats to Zargrim.
To Shikurai (Hurosha) for Squid to Zargrim.
One Free Stack

Gwristin

Lead (1 free)

To Kasumor (Hurosha) as a gift.
To Jewelled Cities (SC) for Tropical Fruit to Zargrim.
One Free Stack.

Quartz (1 free)

To Raaneka (Triumvirate) for Sandstone to Gwistin.
To Jewelled Cities (SC) for Tropical Fruit to Kasumor.
One Free Stack.

Shikurai

Squid (1 free)

To the Heartwaste (Faedas) for Precious Gems to Gwristin.
To Kasumor as a gift.
To Zargrim as a gift.
To Guilder for Efficient Building Tech.
To Farridon (Carmine) for Tomanuts to Kasumor.
One Free Stack.

Martial Adepts (3 free)

3 free

Pryonia

LoF Objects (2 free)

To Calorum (Calorum) for Marble to Pryonia.
Two Free Stacks.

Crystal (0 free)

To Gwristin as a gift.
To Cuan as a gift.
To Razdis (Razdis) for Mythril to Pryonia.

Grain (0 Free)

To Alzeroth (Alzeroth) for Fish to Pryonia.
To Shikurai as a gift.
To Sanglea (Carmine) for Skywhales to Kasumor.

Coal (0 Free)

To Gunung (Calorum) for Crops to Pryonia.
To Calorum for Cows to Pryonia.
To Galie-Noiret as a gift.

Cuan

Dearg Sreang (2 free)

To Elbaraz (Razdis) for Mushrooms to Cuan.
To the Clanships (METAL) for Black Cake to Cuan.
To Shikurai (Hurosha) for Squid to Cuan.
To Abyss of Corriach (Hurosha) for Deepsea Fish to Cuan.
2 free stacks.

Driftwood (2 free)

To Alzeroth as a gift.
Two free stacks.


The Abyss of Corriach

Geotrophic Terratons (2 free)

To the Makrull (Makrull) for Diamonds to the Abyss of Corriach.
Two free stacks.


Deepsea Fish (1 left)
To Zargrim as a gift.
To Cuan (Hurosha) for Dearg Sreang to the Abyss of Corriach.
One free stack.

Blowstars (2 left)
To the Makrull as a gift.
Two free stacks.

Scálaísceir

Cresent Jellyfish
To the Makrull for ???? to Scálaísceir.
Two free stacks.


Vassals

Alzeroth Collective

Alzeroth

Fish (1 free)
To Cuan (Hurosha) for Driftwood to Alzeroth.
To Pryonia (Hurosha) for Grain to Alzeroth.
One free Stack

Stone (3 left)
Three free stacks.

Firestone (2 left)
To Gwristin (Hurosha) for Quartz to Alzeroth.
Two free stacks

Firesteel
To Muluruhm for Mithril to Alzeroth.
Two free stacks.

Hringboga

Adamantine (3 left)
Three free stacks


Other Imports
Coal from Razdis for Hovercraft tech.
Abyssium from Serendel for Shintouite Tech
Tradingpost in Ayava for Scholars.
Blue Fire from Tletica as Tribute.


Total Foodsources per region/Import nececity met. Sewer Technology Present.

Kasumor: 7/Yes
Zargrim: 5/Yes
Shikurai: 3/Yes
Gwristin: (Mineral Foods) 4/Yes
Pryonia: 3/Yes
Cuan: 4/Yes
Abyss of Corriach: 2/Yes
Alzeroth:2/Yes

WaylanderX
2015-02-06, 05:21 AM
Tales of Different Worlds: Stories of Ashmarism and Beyond



Flux, In Spirit And Prowess Both.


426, First Solar Cycle, Pyrith of Kindness, Second Shou, Day of the Shield


This world, always moving, always shifting, for all eternity. But none can escape the will of Telluris itself, the need for balance. If not, one will only destroy itself. The scales must be balanced. Ashmar knows this. The ice spirits of the east know. From those of silvery sheen to those who dwell in the dephs of the earth to the fires of purgatory. Even the fallen dragon and the cruel shadow know this to be true. Without it, life is impossible. Life is forfeit. There is no upper god, no king. Even the god's are but pawns in the grand scheme of the dance.

Frowning, Nyllana put the scroll beside her down on the small table standing beside her. She leaned back into a long, well-made chair, looking around the room. Her personal study was a well-equiped room, with scrollcases full of precious old scrolls. On a Bucka-crafted desk, complete with hidden comparments, gadgets and traps only she knew about, stood a glass ornament, in which pieces of decayed pink cloth could be seen. The color and embroidery was faded and of a time long past. However, to her, it was still important. The pieces of cloth were once worn by the Doomkhan, a leader of the now destroyed Ignatio Empire. The last gifts her father gave her, more than a hundred years ago. Relics of a time long past. The Grand Coalition, the Great Tellurian War, PAIN. All those memories, all slowely desolving in the flow of time.

The Avatar's thoughts returned to the scroll laying besides her. She had received the scroll a while ago, reports on the objects claiming it to be found tucked away deep in the clothes of a corpse, it's body so mangled that the gender couldn't even be identified, let alone the writer. The killer couldn't be identified, but chances were he was after the scroll she now possessed.

“Balance...” She muttered, staring vacantly into the room. She was it's Avatar, the Avatar that upheld the balance. But so events were out of her control, her powers seemingly lacking. It was if something was missing, as if the picture was not complete. But what, she wondered. She, and Hurosha in general, was not seeing the whole picture. But why? How?

A knocking could be heard at the door. Shifting her thoughts to the unexpected visitor, she called him in. A guard humbly walked in, his head low, bowing a good distance away from her.

“Your Holyness, I bear news about the Watcher dilemma.”

Although her face revealing nothing, Nyllana grumbled inside. As of late, the people of Hurosha were taking a more and more negative stance about the Watcher. Crima's foolish persistance, rumblings from the Salterri and the outcome of the investigations all contributed to the unrest.

“Speak.” She simply said, her mood darkening.

“Yes, your Holyness. Empress Ryena in launching an all-out attack at the Watcher. External pressures are becoming excedingly great. The orders to deploy all aquatic troops are already on their way, as is the Empress.”

For a second, Nyllana's heart stopped. Ryena gave the order to attack the Watcher. Hurosha possessed about 3.000 to 4.000 aquatic forces. Even with militia supporting the main army, it would be a massacre, with Hurosha victory unsure. Ten's of thousands of lives would be lost. It would be an affront to the people that lost their lives to the Watcher.

She coldly stared at the guard, beckoning him to leave. The door slammed shut earily in the silence, a grim reminder of things to come. Without further hesitation, she leapt out of the window, flying faster than a Mantid towards the ocean. The fight had to be stopped. At all costs, even if it meant her own life.


426, First Solar Cycle, Pyrith of Kindness, Second Shou, Day of the Cloudiz

When Nyllana arrived at the waters of Corriach, the armies were already gathered, although from the state of the army and the amount of preparation, it would still be around two days before they began their assault. The One who Watches was currently residing in the deeper regions of Corriach, surveying the world from her dark den. However, even she had the right to live. She had to persuade her to stop spreading her influence any further. Had to put a stop to this. The Empress might not listen though. The rest of Telluris even less so.

Desperate, she made her way into the darkness, towards the Watcher and towards the unknown.

Meanwhile, it was in the deepest black of the Abyss that the Watcher had made her temporary home. A place so deep that no creature but the simplest could cling to life in the inky blackness of the surrounding region, but the Watcher did not see as mortal creatures saw and to her she saw not an unending blackness but instead a door, closed to the realm she resided in now but connected to where she had come from, where her children now resided, and where she would open up the door and let them through. She was aware the being belonging to the world feared her, but it was rightful that they did and she knew she acted with the blessing and cooperation of Hurosha who had fed her, who had protected her as she prepared to bring her brood through to their realm. She would be sure to return the favor, as she had promised their Nyllana, Hurosha would be a friend to her and her family, just as her Eyes were. The hubris of those who sought to kill her would be punished and her family freed from the torture of the realm she had left behind, welcome at last in the lush lands she had made her home in.

Those approaching the spot the Watcher now floated would be overwhelmed with images, destruction, black ooze seeping from wounds, the spires upon which the Radurjics were mounted like kebabs. Repeating over and over like some unworded chant and below her in the blackest depths of Corriach the swirling of the sea as it twisted around a pinpoint in the land below.

Nyllana swiftly approached the great being. Her body could withstand the pressures for a while, but she didn't have much time before her powers wouldn't suffice any longer. She came to a stop a fair distance from the great being she called her friend, unable to come closer due to the swirling waters. Her voice rang out across the inky dephs.

"Friend, I come with grave tidings. The world has finally crumbled under your greatness, fearing the influence you have gained. Hurosha's resolve has also finally gave way."

"Tomo, my friend, the world is forcing Hurosha to attack you. The world is threatening to invade our lands to try and stop you. All of my people will be lost. Troops are already on their way to here."

"Please, I besiege you. Stay hidden and conceal your presence, at least until the world's fury has subsided. There will be another day, another moment for this. Please postpone your ritual for now, before it will be the end of us both!"

After she spoke, images snaked their way to Nyllana's mind, furious red with blood soaked waters and rent limbs and bodies, some of them Huroshan. The water itself seemed to heat in their wake but then it abated and a new set of images arrived. The Watcher at the forefront side by side with Nyllana as they led Huroshan forces dominating the land and sea as one united force, unstoppable and unbreakable in the face of their combined force. The Watcher continued to work, awaiting Nyllana's reply.

For a minute, Nyllana stayed silent. Only the sounds of the currents swirling could be heard from the depths. Then, the Avatar slowly grabbed Aonami, the mystical halberd gloving bright blue at her touch.
The swirling water around her began to change direction. Instead of streaming downwards, it began streaming around her, mimicing the vortex below her.

Slowly, Nyllana herself began to grow in size, becoming bigger and bigger, until she was around half the size of the gigantic Watcher. Her flesh made way for rocks and liquid fire, the water boiling where it touched her skin. Her wings changed to fierce whirlwinds and rapids, making the currents produced from Aonami even stronger. When she finally glared at the Watcher, her eyes were cold, furious and full with hatred. A whisper, soft but painfully clear for the Watcher to hear streamed through the waters.

"You dare threaten my people? My family? We fed you. We cared for you. Consider you our friend. Yet, you repay our kindness with this?......."

Then suddenly, fierce images flashed through the Watcher's mind. Armies, hundreds of thousands strong, decending on the Watcher and her children, rending them apart with easy. The Watcher's head on a pike, being triumphantly held up high by a human of unknown origin, while a horizon stretching fleet cheered him on.

Nyllana's voice thundered, no longer recognisably mortal.

"So be it! Once regarded as a friend, you are fallen. I will erase you from this world, not for Balance, nor for any foreigner's benefit. This is personal. To the Bale with the Balance. YOUR LIFE IS FORFEIT!"

The next moment, she charged the Watcher, striking a massive blow with Aonami. Colliding with the Watcher, the two divine beings fought eachother, striking eachother with tentacle, tail, weapon and bite. The walls of the Abyss partially collapsed from the sheer force exerted. As fierce as the battle raged, it raged as fierce in the mental domain. The One who Watches continuesly assaulted Nyllana's mind, only to be repelled time after time by neverending hate and fury. For almost half an hour, the battle raged on, neither able to get a large advantage on the other. However, over time, the Watcher slowly overpowered Nyllana. She was larger, stronger and her mind began to tire against the relentless mental assaults. Meanwhile, the Avatar could see smaller shapes swim out of the portal, swiftly fleeing to safety. Four, five, no...eight in total. If this would continue any longer, the oceans would be swarmed with Watcher-spawn, all hungry for flesh.

An idea popped into her head. A reckless plan. A suicidal plan. The only plan. The only plan that could potentially get rid of both the Watcher and the portal in one fell swoop. Gathering her last strenght, she used all the power within her to charge the Watcher one last time. Behind her, the waters moved ever faster up to a current that could smash rocks. With this current behind her, she pushed the Watcher down into the blackness, closer to the portal. The Watcher, sensing her plan, lashed out once again, with all her strenght. Countless tentacles, both physical and mental, lashed at her, damaging her in more ways than one. Through sheer force of will, she clinged onto life. Twenty Mantid-lenghts, ten Mantid-lengts, five.....

Finally, the Watchers tail touched the portal. The portal grabbed a hold of it, seemingly eager, as if the Watcher was but a tiny fish on which it fed. With a horrifying mental screech, the Watcher began to disappear. Visions full of blood, gore and death filled Nyllana's mind. Nyllana impaled on a spire. Nyllana's head eaten by her children. All of Hurosha transformed into a feeding ground, only serving as lifestock.

And Nyllana smiled. She just smiled, slowly changing back to her regular form. Although heavily wounded, so bad a normal person would have died long ago, the avatar started to swim back up, back to safety. But the Watcher had other plans. Just as Nyllana thought herself safe, a tentacle snapped fast at the end of her tail, dragging her through the portal to her doom.

A last thought drifted through her head, moments before her inevatable demise.

Sorry...father...Ashmar...Forgive me....

A moment later, the portal swallowed her up.

If Nyllana had expected something similar to the Abyss on the other side she had been mistaken. There was no water here in this realm, but neither was there air. In fact it seemed almost as though there were nothing at all. Nothing except the Watcher who gripped her tight around the waist and the screams and bays of unknown but terrible things across the landscape. Landscape. There was land. Or something. It was grey like the color had been sucked free from the world around her. Looking down she saw the Watcher pale and grey now in this realm though Nyllana maintained her earthly color.

"We could have ruled as equals," it was a voice, completely unknown in tone but somehow Nyllana knew it was the Watcher, "We could have overthrown the opponents of Hurosha. Dominated your fruitful realm. For you the land and skies, for myself and my daughters your rich oceans. You threw it away. For what? Because the meek fleshlings around you told you to? Because they feared me? Feared us? You are weak Nyllana and you will remain trapped in the prison that contained me and all my brethren. Perhaps you'll escape as I did, as others did, but until then you'll suffer here in this cage, this forgotten point beyond time and space. Perhaps you may learn then why I came to your lands. Why what was done to your people was done. At least then should you return to see the slaughter my daughters will have wreaked you might understand why. You may kill me here if you wish. I would welcome it. It will only make this far worse for you. As weak as you are, as dumb and foolish and scared as you are you do understand power even if you are too afraid to use it and perhaps in time I might teach you the proper way to wield it. Kill me though and I promise you the other inhabitants of this realm will not be so forgiving."

Nyllana heard the Watcher's words. And she laughed. Her laughter rang througout the Bale Realm, an amused laughter.

"Oh, Tomo, how foolish you have been. Always without patience, failing to see the small before it's too late. Your plan was doomed to fail. There are forces moving against you that even you cannot comprehend. Your only fate was annihalition, and your daughters would have died with you. If you cannot see that, you're an even bigger fool than I have imagined."

"I must admit, I did think of killing you for a while. One does not threaten my family without consequence. However, you daughters need their mother. It would greatly disturb the balance to leave them without their mother. But you acted to fast, to sure in your own strenght. And now you are stuck here. Not me, you ask? No, I can go back as easily as I came here. This realm cannot trap me."

"Tomo, I have a proposal for you. We work together once more, but instead of two seperate entities, we act as one. The influence of the Spiritworld increases, and such, so much the influence of this Realm increase. I see that now. Bide your time here, gather your compatriots, and strenghten your influence, teach me your ways and of your powers. When the time comes, I will be the Chain, the Link that connects the realms together. I will be the Gateway."

"This doesn't need to end in hostility, Tomo. I can forgive, and I'm sure you can as well. Your children made it into the Material Realm. Work together with me, be my Chain, and I will take care of them until the time has come and be your eyes, so you can gaze upon your offspring once more and guide them."

"Tomo, what is your answer? Will you fight beside me, as an equal? Or will you be further imprisoned here, never to see the bountyfull world again?"

The Watcher, after some deliberation, agreed, granting Nyllana her blessing.
And there, the bonds and chains were forged and some others destroyed. For the Bale and the Material would be connected once more.


She didn't know for how long she lost conciousness, but when Nyllana opened her eyes, the sun greeted her, shining through the 8 Mantid-lenghts of water above her. Still partly stunned, she looked downward. The ocean-floor couldn't be seen. If she was back in Hurosha, she must be back in Corriach. She brought a hand towards her head, her ears still buzzing. Wait...buzzing. No, this wasn't buzzing.

The Avatar and Ashmar be bles......ive ships damaged...der what my wife is going to.....

Voices. So many voices. But it's was not confusing. Quite the opposite, it felt familiar, comforting. It was almost if she was born to this.

Her attention shifted to her own body, in particular her hands. Something was off. On closer inspection, it was not something on her hand that was off. It was her hand itself. She still had her normal, chitin covered fingers. But the back of her hand and her palms were covered in softer tissue.
The Avatar inspected the rest of her body. Her tail was longer, only the upper half covered by hard chitin plates, the lower half elongated into a tentacle like appendage, with a broad, eel-like fin at the end. Her breasts were covered in a green-red chitin-like exoskeleton, her stomach was free, exposing the purple, fish-scaled skin.
From her arms, two long, tail-like appendages jutting from her elbows, both extending about a meter and a half.
Her wings were also longer than they were before, still resembling dragonfly wings, but much more elongated and covered partly in chitin. Jutting between the two pairs of wings, two pairs of long tentacles, each as long as the wings, drifted gracefully on the ocean current.
As she brought her hands to her face, she felt that her hair was a swirling mass, consisting of long, slender tentacles.
Her face itself was normal for the most part, abeit scaled. She pressed her hand against her forehead, feeling a bump there. Suddenly, the bump opened, revealing a third eye in the middle of her forehead. Images came flooding in, images from Kasumor, Alzeroth, Cuan, from all across the Hurosha Empire.

She focussed more on her powers, feeling the balance has shifted within her. One part Cloudiz, one part Spirit. And one part Bale-creature. The material, creation and destruction. She understood now. All this time, she had denied herself Balance, only taking insignificant steps towards her goals. But now, she had come so much closer to her goal that is was basically within her grasp.

Nyllana let out a laughter, ringing throughout Hurosha, but in sound, in soul and in mind. She was brimming with power, sweet sweet power. And it felt so good.....



Timeline of the Faedin Era (Before the year 0)

1000 BCa: The six Zoku ruled Faedin with grace. The four elemental Zoku giving stability to the material world, Brightguard taking care of the Spiritworld and Voidguard safeguarding the connections to the Void. Everything was in balance, the scales tipping not to needless fortune and naively good intent, neither to senseless destruction and annihalition.

200 BCa: The Voidguard start to grow weary of their Brightguard compatriots. Eventually, the Voidguard elders decide Faedin can do without the Brightguard. The first assasinations begin. This marks the beginning of the Unseen Massacre.

150 BCa: The four Zoku of Telluris finally find out that Voidguard is behind the Brightguard assasinations. By this point, only a small handfull of Brightguard Cloudiz and Cloudizblooded remain. House Earthguard and Airguard declare war upon Voidguard. Waterguard and Fireguard try to stabilize the spiritual size of the situation by protecting the remaining Brightguards. Voidguard still insists that the Brightguards are pathetically weak and unneeded. The Final War begins.

120 BCa: With the help of deception and treason, the last of the Brightguard is slain in single combat against one of the Voidguard elders, using beasts summoned from the dephts of the Void to help bring him down. Waterguard and Fireguard officially join the war.

20 BCa: After a century of fighting, Faedin is only a shadow of it's former self, it's lands lost, its armies ruined. The armies of the four Zoku finally demolish the Voidguard's army of Voidbeasts. In the resulting slaughter, the whole of the Voidguards are wiped out. The Final War is finally at an end. However, only one Voidguard remains: A man by the name of Methis. Searches to out throughout the once great empire, trying to find this last remnant.

1 BCa: Methis Voidguard finally emerges, announcing that he will make things right again, that he will ressurect the Brightguard family and restore balance to Faedin once more. In what is now known as the Shintouite Mountain Range, he starts to prepare a ritual in secret. It's purpose: to channel Ashmar's power and bring the spirits of Brightguard back, which supposedly were still present in the Spiritworld.

0 BCa (two days before the Cataclysm): The battered forces of what is now Kasumor find Methis, already acting out his ritual. Wild energies surge around the area, making it impossible to approach. For two days, Spirit channelers and soldiers alike try to bust through the supernatural fall-out, but to no avail.

0 BCa: Something goes terribly wrong in the ritual. Due to the instability of the link between Telluris and the Spiritworld, to much unstable power flows to Methis. His body cannot take the influx and his body starts to disintegrate. The remaining families call an emergency meeting, deciding radical action must be undertaking, or else the impending blast would kill everyone within a 700 mile radius. By a miracle, the message reaches every full Cloudiz in Kasumor: Gather, Protect, Sacrifice, for it is needed for the ones you hold dear. Just as the majority of the Cloudiz reach the ritual site, Methis' body gives way, releasing huge amounts of energy, the likes of which is not ever seen before or since. The energies flowing into their bodies, the magic disintegrates their flesh and threatens their very soul. Thus, the Cloudiz' spirits take shelter in the only means available to them: The rock of the mountains themselves. The spirits are there today, forming what is now know as Shintouite. End of the Faedin Era.

WaylanderX
2015-03-31, 09:44 AM
Maps

Map of the Azure Provinces:

http://i60.tinypic.com/2mfx6bp.jpg

Old Map of Kasumor and Zargrim

http://i7.photobucket.com/albums/y287/athelassan/Empire/HuroshaMap_zpse5ccc3a6.png