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This thread is for Lore Construction
When the Lore, including gameplay system, is completed
It will then be released for Role Playing
When the Lore, including gameplay system, is completed
It will then be released for Role Playing
Lands, Places and Areas
Daarmar, Sands of the South
Daarmar, during the First Age, the Age of Thunder, was Aramas', the Goddess of Compassion, favorite place, her secret place of solace where she would wander about and fashion it to her own likeness. However, Daarmar was also the stage for the Great Corruption, where Irunis, the God of Deceit, had hidden away the stolen Stones of Taer among the lush green hills and forest glades. It is there, the elf Tharamerylphys, the seventh of the nine first Elven Lords, and the Leader to the Norric Branch, took the greatdragon Larionis, who was mortally wounded, to heal him using the accidentally found Stones of Taer. Larionis was healed but at the price of his morality. Larionis, instead of being grateful was enraged at his near-death at the hands of petty mortals and in his anger, ravaged much of he land of Daarmar. As a result, Daarmar was reduced to an inhospitable wasteland of sand and heat, feeling the full force of the Sun's cruel light. Only small hidden places of it's former lush greenland still exist, but Aramas had hidden away these places, granting them to only those who were noble at heart and needed it.
Today, Daarmar still exists as it is, a desert wasteland. But, several human nomadic tribes had managed to set up settlements within the desert, sustaining one another. These people, the Tel'kis people, hated the outside world and did not meddle in the affairs of others. Fiercely protective of both land and people, the Tel'kis were men and women of brave and noble heart, but with a deed grudge against the rest of the worlds. The Tel'kis worship Aramas, and shared in her mourning of the great loss. Only a select elite of the Tel'kis known the whereabouts of the Stones of Taer, as they have promised their goddess to protect it from doing further harm.
The Tel'kis people are, as mentioned before, a nomadic people, constantly on the move. They constant move in sizable numbers, some even reaching up to thousands, always lead by a tathrias, the leader of a nomadic group. Generally, these on-the-move groups are of different clans, especially the larger ones, but smaller groups of the same clan may choose to have broken away from the larger group. Relationships between clans vary from friendly to brotherly and from neutral to hostile. The Tel'kis survive by always moving about looking for the elusive small patches of lush greenland where they can take refuge from the heat of the sun. Their methods of finding these oasis have been kept secret from outsiders for as long as anyone can remember. Some Tel'kis have, as mentioned previously, set up small settlements based around underground sources of water, however, only a handful of these exist, and are populated by very little of the Tel'kis. The Tel'kis speak Desert Speak, Lower Common and Telllic
Daarmar, during the First Age, the Age of Thunder, was Aramas', the Goddess of Compassion, favorite place, her secret place of solace where she would wander about and fashion it to her own likeness. However, Daarmar was also the stage for the Great Corruption, where Irunis, the God of Deceit, had hidden away the stolen Stones of Taer among the lush green hills and forest glades. It is there, the elf Tharamerylphys, the seventh of the nine first Elven Lords, and the Leader to the Norric Branch, took the greatdragon Larionis, who was mortally wounded, to heal him using the accidentally found Stones of Taer. Larionis was healed but at the price of his morality. Larionis, instead of being grateful was enraged at his near-death at the hands of petty mortals and in his anger, ravaged much of he land of Daarmar. As a result, Daarmar was reduced to an inhospitable wasteland of sand and heat, feeling the full force of the Sun's cruel light. Only small hidden places of it's former lush greenland still exist, but Aramas had hidden away these places, granting them to only those who were noble at heart and needed it.
Today, Daarmar still exists as it is, a desert wasteland. But, several human nomadic tribes had managed to set up settlements within the desert, sustaining one another. These people, the Tel'kis people, hated the outside world and did not meddle in the affairs of others. Fiercely protective of both land and people, the Tel'kis were men and women of brave and noble heart, but with a deed grudge against the rest of the worlds. The Tel'kis worship Aramas, and shared in her mourning of the great loss. Only a select elite of the Tel'kis known the whereabouts of the Stones of Taer, as they have promised their goddess to protect it from doing further harm.
The Tel'kis people are, as mentioned before, a nomadic people, constantly on the move. They constant move in sizable numbers, some even reaching up to thousands, always lead by a tathrias, the leader of a nomadic group. Generally, these on-the-move groups are of different clans, especially the larger ones, but smaller groups of the same clan may choose to have broken away from the larger group. Relationships between clans vary from friendly to brotherly and from neutral to hostile. The Tel'kis survive by always moving about looking for the elusive small patches of lush greenland where they can take refuge from the heat of the sun. Their methods of finding these oasis have been kept secret from outsiders for as long as anyone can remember. Some Tel'kis have, as mentioned previously, set up small settlements based around underground sources of water, however, only a handful of these exist, and are populated by very little of the Tel'kis. The Tel'kis speak Desert Speak, Lower Common and Telllic
Turien, Greatoaks of Gaear
Turien, during the First Age, the Age of Thunder, was the meeting place of the gods and deities, where the greatest of all their creations were brought to reality. It was also here that the first lords of the Seven Elven Branches awoke from their slumber after being made, and where the first of the Elves made their home. Turien is also home to the fabled Greatoaks of Gaear, massive ancient oaks which were thought to hold a hidden magic, yet to be discovered. The Greakoaks were large in numbers during the early years of the Age of Thunder, but when the mortal races of Andor rose in power and took charge over the dealings of the world, the people, in their greed, sought out the pwoer of the Greatoaks, each for his own selfish ambitions. Many of the Greatoaks were cut down, but by that time, many more of them were hidden away from the world by the First Elves, in order to prevent a misuse in such an ancient power. The Greatoaks that did manage to be cut down were proven to act just as ordinary wood, but some people still say that there is still a magic in the remaining Greatoaks.
Today, Turien is still a lush woodland, with flourishing flora and fauna, and life clearly evident in the land itself, with rushing streams and deep green leaves. A sight which can take most breaths away. The land itself, a sacred place to the elves, is rich in nutrients and minerals. Turien is bordered by the Mountains of Tarlloc, a massive mountain range which served as a barrier for Turien form the rest of the world. The range was brought up when Tarahellaras, the first and greatest of the elven sages, shook the earth and brought it up from the ground to prevent mortal races from entering the sacred homeland of the elves once more, during the Second Age, the Age of Fire. Turien is also one of the last, and the last known place, where a pure portion of Saramar's Sea still exists, made clean by the purity of the soil of Turien itself. It is because of that does it make Turien a challenge for adventurers and bandits alike.
Turien is inhabited by mostly woodland creatures. Some say a small number of the First Elves still live there protecting their homeland from outsiders. An ancient bear-like race, the Garamogs, serves as ancient guardians of the land itself, from both mortal and immortal foes. In the same way, the creatures native to the land also protect it from foreigners. Little information had been gathered about the inhabitants of Turien itself, due to the seclusion from the outside world.
Turien, during the First Age, the Age of Thunder, was the meeting place of the gods and deities, where the greatest of all their creations were brought to reality. It was also here that the first lords of the Seven Elven Branches awoke from their slumber after being made, and where the first of the Elves made their home. Turien is also home to the fabled Greatoaks of Gaear, massive ancient oaks which were thought to hold a hidden magic, yet to be discovered. The Greakoaks were large in numbers during the early years of the Age of Thunder, but when the mortal races of Andor rose in power and took charge over the dealings of the world, the people, in their greed, sought out the pwoer of the Greatoaks, each for his own selfish ambitions. Many of the Greatoaks were cut down, but by that time, many more of them were hidden away from the world by the First Elves, in order to prevent a misuse in such an ancient power. The Greatoaks that did manage to be cut down were proven to act just as ordinary wood, but some people still say that there is still a magic in the remaining Greatoaks.
Today, Turien is still a lush woodland, with flourishing flora and fauna, and life clearly evident in the land itself, with rushing streams and deep green leaves. A sight which can take most breaths away. The land itself, a sacred place to the elves, is rich in nutrients and minerals. Turien is bordered by the Mountains of Tarlloc, a massive mountain range which served as a barrier for Turien form the rest of the world. The range was brought up when Tarahellaras, the first and greatest of the elven sages, shook the earth and brought it up from the ground to prevent mortal races from entering the sacred homeland of the elves once more, during the Second Age, the Age of Fire. Turien is also one of the last, and the last known place, where a pure portion of Saramar's Sea still exists, made clean by the purity of the soil of Turien itself. It is because of that does it make Turien a challenge for adventurers and bandits alike.
Turien is inhabited by mostly woodland creatures. Some say a small number of the First Elves still live there protecting their homeland from outsiders. An ancient bear-like race, the Garamogs, serves as ancient guardians of the land itself, from both mortal and immortal foes. In the same way, the creatures native to the land also protect it from foreigners. Little information had been gathered about the inhabitants of Turien itself, due to the seclusion from the outside world.
Algrost, Lands of Thunder
In the Days of the Ancients, when the building of Andor was almost complete, Taragon, the Lord of the Titans, had wanted to make his mark upon his greatest of creations. It was thus, in secret, had he made the dwarves, without the knowledge of his kin or the Gods. Taragon had made the twelve dwarves of old, each to be the father of a dwarven branch. However, the presence of the dwarves was quickly discovered, and the Gods waged a war upon the Titans claiming they had blemished Andor with a mark upon the perfect face of the world. The Titans were defeated, but before the Gods could destroy the first of the dwarves, eradicating them from the face of Andor, Arasir, the God of Balance, had proclaimed that the dwarves the remain on Andor, to keep the balance in check. It was then did Taegen, the God of Craft and Workmanship, took the dwarves as his own and changed his image into theirs. The Dwarves were then born into Andor, just after the Elves themselves.
Algrost is comprised of rocky mountains and harsh winds. Much of the land of Algrost is covered in rock, with a bare face dotted only by a small number of stray bushes and stunted trees. However, within the mountains of Algrost, a whole new world awaits. The dwarves, overtime, had carved their home out of the mountain, turning cliffs into works of unmatched masonry and hollowing mountains to transform them into grand halls. Underneath the ground, incredibly long tunnels serve as a method of transport and communication among the dwarves and as such, dwarves are rarely seen above ground. Only a handful of dwarves remain above ground.
Deep beneath Algrost surface, the mighty dwarven kingdoms lay untouched by the sun and hidden away from prying eyes of man and elf called Therranas. The dwarven kingdom is a complex subterranean underground home which the dwarves of old and new have and are expanding. Each dwarf is designated their own clansgrounds, where there are four clans in total. While each of the clansgrounds are separate areas of their own, built each with it's won unique architecture, much of the kingdom comprises of mostly common grounds, where all dwarves mingle freely. Even deeper beneath the underground kingdom lays an ancient, possibly destructive, unknown force that has yet to be awoken. Many archaeologists have tried to explain the mysterious power emitted from the ground beneath their feet, but to avail. The mystery still remains at large and expeditions to venture into the Old Kingdom are held back by fear of a calamity. On the peaks of the mountains of Algrost live the hill dwarves, cousins to the dwarves themselves. Living high above the ground, where they are out of sight by others, the hill dwarves used to be exiles from Therranas. But over decades of both war and fights, the hill dwarves are now finally accepted as cousins to the dwarves themselves. The dwarves of Algrost speak Commonspeech and Dwarven.
In the Days of the Ancients, when the building of Andor was almost complete, Taragon, the Lord of the Titans, had wanted to make his mark upon his greatest of creations. It was thus, in secret, had he made the dwarves, without the knowledge of his kin or the Gods. Taragon had made the twelve dwarves of old, each to be the father of a dwarven branch. However, the presence of the dwarves was quickly discovered, and the Gods waged a war upon the Titans claiming they had blemished Andor with a mark upon the perfect face of the world. The Titans were defeated, but before the Gods could destroy the first of the dwarves, eradicating them from the face of Andor, Arasir, the God of Balance, had proclaimed that the dwarves the remain on Andor, to keep the balance in check. It was then did Taegen, the God of Craft and Workmanship, took the dwarves as his own and changed his image into theirs. The Dwarves were then born into Andor, just after the Elves themselves.
Algrost is comprised of rocky mountains and harsh winds. Much of the land of Algrost is covered in rock, with a bare face dotted only by a small number of stray bushes and stunted trees. However, within the mountains of Algrost, a whole new world awaits. The dwarves, overtime, had carved their home out of the mountain, turning cliffs into works of unmatched masonry and hollowing mountains to transform them into grand halls. Underneath the ground, incredibly long tunnels serve as a method of transport and communication among the dwarves and as such, dwarves are rarely seen above ground. Only a handful of dwarves remain above ground.
Deep beneath Algrost surface, the mighty dwarven kingdoms lay untouched by the sun and hidden away from prying eyes of man and elf called Therranas. The dwarven kingdom is a complex subterranean underground home which the dwarves of old and new have and are expanding. Each dwarf is designated their own clansgrounds, where there are four clans in total. While each of the clansgrounds are separate areas of their own, built each with it's won unique architecture, much of the kingdom comprises of mostly common grounds, where all dwarves mingle freely. Even deeper beneath the underground kingdom lays an ancient, possibly destructive, unknown force that has yet to be awoken. Many archaeologists have tried to explain the mysterious power emitted from the ground beneath their feet, but to avail. The mystery still remains at large and expeditions to venture into the Old Kingdom are held back by fear of a calamity. On the peaks of the mountains of Algrost live the hill dwarves, cousins to the dwarves themselves. Living high above the ground, where they are out of sight by others, the hill dwarves used to be exiles from Therranas. But over decades of both war and fights, the hill dwarves are now finally accepted as cousins to the dwarves themselves. The dwarves of Algrost speak Commonspeech and Dwarven.
Yerrel, the Shattered Strands
During the days of old, Yerrel was once an entire landmass on it's own. But the war between the Seelie and Unseelie Courts of Elves had shattered the once lush green plainhills and peaceful communities were driven to destruction. The shattering of Yerrel is still widely known as one of, if not the most, cataclysmic event in the past Mortal Ages. Yerrel was reduced to hundreds of tiny islands, each with a fragment of it's past wholeness. It was when Yerrel was still a whole did the Gods craft their greatest objects of power, such as the Stones of Taer and Irruzeil, the living manifestation of each of a portion of the gods own power. It was also here did the first of the humans were formed and given thoughts of both evil and goodness. During the ancient days, the elves used Yerrel to teach the humans of craft and speech.
Despite Yerrel being divided into literally hundreds of tiny isles and stretches, much of Yerrel had retained the old pastures and greenhills. Yerrel however, is shrouded by a huge dense mist, which makes it nearly impossible for sailors to venture into the waters of Yerrel. Only the locals, many of which are barbarians, understand the water well enough to sail the sea that flows through it, the Bal'dic Ocean. There have been many explanations and guesses concerning the heavy mist that cloaks Yerrel, but most if not all have come to a dead end.
Yerrel is mostly inhabited by humans, divided between barbarians and local men. The barbarian tribes of Yerrel have been entrenched in the history and culture of Yerrel deep enough that it is even speculated that the first barbarians were formed on the shores of Yerrel. The local men of Yerrel serve no king or lord, each a man for his own. In Yerrel, it is dangerous to not know the seas and as such, majority of the people who live on the isles understand the waters. The barbarians of Yerrel speaks Lowertongue while the local men speak Elvish, Commonspeech and Dwarvish. A small number of dwarves live on the shores, but these were mostly outcast dwarves who have lost all love for the earth and it's craft and have learnt to sail upon perilous waters. These strange dwarves, small in number, call themselves Sea Dwarves. In Yerrel, minotaurs can still be found in more abundant numbers, some even accumalating to form marauder or pirate groups and some turning rogue and offering their strength in return for money as mercenaries. Not all minotaurs are of evil intention though, some minotaurs aid the Sea Dwarves and humans alike as hardy sailors and versatile rowmen. One thing is for sure however, Elves are despised in Yerrel to the point of bloodthirstiness where are foolish elf to be found on the islands would be lynched by great angry mobs. The reason for this hatred towards the elves is because they were the very people who destroyed Yerrel. The presence of the gods in the ancient days are evident. Many ancient runestones can be found scattered across the shores while in the sea, large unknown stone structures of ancient craft could be found preserved by the cold waters.
During the days of old, Yerrel was once an entire landmass on it's own. But the war between the Seelie and Unseelie Courts of Elves had shattered the once lush green plainhills and peaceful communities were driven to destruction. The shattering of Yerrel is still widely known as one of, if not the most, cataclysmic event in the past Mortal Ages. Yerrel was reduced to hundreds of tiny islands, each with a fragment of it's past wholeness. It was when Yerrel was still a whole did the Gods craft their greatest objects of power, such as the Stones of Taer and Irruzeil, the living manifestation of each of a portion of the gods own power. It was also here did the first of the humans were formed and given thoughts of both evil and goodness. During the ancient days, the elves used Yerrel to teach the humans of craft and speech.
Despite Yerrel being divided into literally hundreds of tiny isles and stretches, much of Yerrel had retained the old pastures and greenhills. Yerrel however, is shrouded by a huge dense mist, which makes it nearly impossible for sailors to venture into the waters of Yerrel. Only the locals, many of which are barbarians, understand the water well enough to sail the sea that flows through it, the Bal'dic Ocean. There have been many explanations and guesses concerning the heavy mist that cloaks Yerrel, but most if not all have come to a dead end.
Yerrel is mostly inhabited by humans, divided between barbarians and local men. The barbarian tribes of Yerrel have been entrenched in the history and culture of Yerrel deep enough that it is even speculated that the first barbarians were formed on the shores of Yerrel. The local men of Yerrel serve no king or lord, each a man for his own. In Yerrel, it is dangerous to not know the seas and as such, majority of the people who live on the isles understand the waters. The barbarians of Yerrel speaks Lowertongue while the local men speak Elvish, Commonspeech and Dwarvish. A small number of dwarves live on the shores, but these were mostly outcast dwarves who have lost all love for the earth and it's craft and have learnt to sail upon perilous waters. These strange dwarves, small in number, call themselves Sea Dwarves. In Yerrel, minotaurs can still be found in more abundant numbers, some even accumalating to form marauder or pirate groups and some turning rogue and offering their strength in return for money as mercenaries. Not all minotaurs are of evil intention though, some minotaurs aid the Sea Dwarves and humans alike as hardy sailors and versatile rowmen. One thing is for sure however, Elves are despised in Yerrel to the point of bloodthirstiness where are foolish elf to be found on the islands would be lynched by great angry mobs. The reason for this hatred towards the elves is because they were the very people who destroyed Yerrel. The presence of the gods in the ancient days are evident. Many ancient runestones can be found scattered across the shores while in the sea, large unknown stone structures of ancient craft could be found preserved by the cold waters.
Lathir, the Plainlands
During the ages of old, Lathir was the battlefield of much of the war between the Dark Alras and the Alras themselves. A cataclysmic battle had left the once prestigious hilltops reduced to flatland, where the land lay uneven and scarred. The greatest mark the battle had made upon the land was the Scars, three separate canyons of different shape and size scattered around the land of Lathir itself like deep wounds of agony. These gorges span hundreds of meters deep, where long sprawling tunnels which interconnect with one another lay like an undiscovered labyrinth beneath Lathir. On the surface, Lathir is made up of small patches of forest and low hills, all blanketed by a green sea of grass and wildflowers.
Lathir is the home to mostly humans and hill dwarves. The occasional elf could be found wandering the plains of Lathir, in search of something. But the majority of the inhabitants are humans. Among these other races, small tribes of goblins and orcs lay scattered about the plains. THe humans of Lathir are one of the most prominent and skilled cavaliers of the land. While this is true, many of them sell their skill in exchange for gold, making Lathir a land of mercenaries. While some order has been restored among the humans, many of Lathirs native fighters have turned to the way of being a sellsword. Only a handful of humans out of the rest have chosen to defend their own land. The dwarves and humans of Lathir hold a good relationship, each selling different goods to one another in exchange for a different good. But the elves of the land are, like many other places, despised, although not as severe as other places. The tension is evident and growing, but nobody is doing anything about it.
During the ages of old, Lathir was the battlefield of much of the war between the Dark Alras and the Alras themselves. A cataclysmic battle had left the once prestigious hilltops reduced to flatland, where the land lay uneven and scarred. The greatest mark the battle had made upon the land was the Scars, three separate canyons of different shape and size scattered around the land of Lathir itself like deep wounds of agony. These gorges span hundreds of meters deep, where long sprawling tunnels which interconnect with one another lay like an undiscovered labyrinth beneath Lathir. On the surface, Lathir is made up of small patches of forest and low hills, all blanketed by a green sea of grass and wildflowers.
Lathir is the home to mostly humans and hill dwarves. The occasional elf could be found wandering the plains of Lathir, in search of something. But the majority of the inhabitants are humans. Among these other races, small tribes of goblins and orcs lay scattered about the plains. THe humans of Lathir are one of the most prominent and skilled cavaliers of the land. While this is true, many of them sell their skill in exchange for gold, making Lathir a land of mercenaries. While some order has been restored among the humans, many of Lathirs native fighters have turned to the way of being a sellsword. Only a handful of humans out of the rest have chosen to defend their own land. The dwarves and humans of Lathir hold a good relationship, each selling different goods to one another in exchange for a different good. But the elves of the land are, like many other places, despised, although not as severe as other places. The tension is evident and growing, but nobody is doing anything about it.
Darish, the Solace
Darish used to be a part of Turien, but with the summoning of the Mountains of Tarlloc, Darish geography and fauna and flora have changed entirely. Cut off from the pure magic of the elves homeland, Darish quickly began to degrade in life after being dependent on the elvish magic that kept the land alive for so long. Had it not been for the intervention of humans, Darish would surely have been Evil's greatest staging point. When Darish was a part of Turien, it served as an entrance to the lands of Turien, where all sorts of beings have tread upon it's ground, only to be turned around. Darish was also the place where the elves first and greatest sage had summoned the mountains, in the process making him lost forever. Some say that he still resides in Darish, looking for a way to restore it to it's old beauty instead of abandoning it like the rest of his people.
Darish is now inhabited by all sorts of creatures, from dwarves to humans and goblins to fauns. However, no elf has been ever seen in the lands of Darish because of the blood spilled upon the land. Even now, mortal races vy for supremacy. Darish is so wanted because of the large range of biomes that inhabit the land, from hills to rivers to forests to caverns. Darish, despite it being the smallest of lands, has one of, if not the, most diverse of both biomes and peoples inhabiting it.
Darish used to be a part of Turien, but with the summoning of the Mountains of Tarlloc, Darish geography and fauna and flora have changed entirely. Cut off from the pure magic of the elves homeland, Darish quickly began to degrade in life after being dependent on the elvish magic that kept the land alive for so long. Had it not been for the intervention of humans, Darish would surely have been Evil's greatest staging point. When Darish was a part of Turien, it served as an entrance to the lands of Turien, where all sorts of beings have tread upon it's ground, only to be turned around. Darish was also the place where the elves first and greatest sage had summoned the mountains, in the process making him lost forever. Some say that he still resides in Darish, looking for a way to restore it to it's old beauty instead of abandoning it like the rest of his people.
Darish is now inhabited by all sorts of creatures, from dwarves to humans and goblins to fauns. However, no elf has been ever seen in the lands of Darish because of the blood spilled upon the land. Even now, mortal races vy for supremacy. Darish is so wanted because of the large range of biomes that inhabit the land, from hills to rivers to forests to caverns. Darish, despite it being the smallest of lands, has one of, if not the, most diverse of both biomes and peoples inhabiting it.
This it only the West side of Andor. The East is still being formed
Kingdoms
*To be added*
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