Squee

I'm one of those "details and implications" guys.
Original poster
FOLKLORE MEMBER
Invitation Status
Posting Speed
  1. 1-3 posts per week
  2. One post per week
Online Availability
I work swing shift, schedule changes daily.
Writing Levels
  1. Adept
  2. Adaptable
Preferred Character Gender
  1. Primarily Prefer Male
Genres
Medieval Fantasy. Or pirates. Pirates are always good. When it comes to reading, however, a good steampunk is always great. Above all, however, I would definitely have to say my favorite is Dark Fantasy.
Introduction
Hello! I'm Squee, and I've been roleplaying for about 12 years now. Just like the rest of us, not only have I joined roleplays, but I've made some as well. I was roundabouts 15 when I started on my own full world concept and since then it's been almost 11 years. This world has been modified a considerable amount but over the last 6 or so years has remained relatively the same. It was unintentionally a massive project I undertook to create a world in which anything is possible while also making it seem like a real living and breathing world with an actual sense of realism within a work of fiction.

I'm posting this as a showcase and resource because I want people to be able to use my world for their own roleplays since I myself simply do not have the time (nor dedication) to run my own but still would like to see things happen within my world. However, fact remains that this world is a fantasy world, meaning there is magic and there are some typical fantasy races. I will explain in full detail over time each location I have developed and the features of each race. This includes their history, their government, and their inhabitants. I will also touch deeply on various artifacts my world has that could be used as potential plot points.

It is worth noting that as a resource I don't mind if things are altered to befit your own world, the purpose of this is to provide a base on which to build your own story. If you only want to use my races, go for it. If all you're after is a map with national backgrounds and borders, you can use that but change everything else. Do with this world as you see fit. My only request is that you credit me somewhere, as I did work for a very long time on this world and would very much like people to know where this came from. You do not need to ask for permission but I would appreciate knowing you are using it!

So...Let's get started.

Index

  • The Races
  • Locations
  • Elven Theology
  • Historical Conflicts (Coming soonish)
  • Magic and Technology (Going to be a bit)
  • Magical Artifacts (All good things to those who wait)
  • Creature List (This one is big and low priority)
  • Historical Figures (Probably never going to finish)

Changelogs

- 5/2/2018 - Added and complete races
- 5/3/2018 - Added and complete nations: Athal & Ethel, Mora Fane, Quartz Kingdom, Cruevania, Southern Sanctuary, Eastern Sanctuary. Added to-do list.
-5/4/2018 - Added tags, Expanded Index, Complete nations: The Begix Territory, Western Sanctuary, Valhalla, Vardēśa
-5/5/2018 - Complete nation Leonsill, Fixed up some formatting
-5/8/2018 - Complete nations Chatou, International Territory. Added Arcane Dimension and gods Riusen, Nesrin, Sifteel, Agbara, Qiling, Aitesar, Theslin, Crelt, Droxheel, Hexceel, Terasen. Added Elven Theology link.
-5/9/2018 - Did some formatting, complete brief summary of gods Nesareth, Gorbubara, Artenisen, Ylusrin, and Uliseel
-5/24/2018 - Complete nation Chatou, summarized Verteslin


To-Do List

  • Complete Nations
  • Compile a list and summary of major cities
  • Create historical conflicts and war list and summaries
  • Explain magic system and technology levels
  • Create Magical Artifacts list (Magic Stones and the Wargods Arms top priority)
  • List and summarize famous historical figures
  • Create creatures list
  • Expand on Deities
  • Expand To-Do List
 
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The Races​
  • Humans are the oldest race that roam the world. It's commonly believed that every race can be traced back to the humans, and there is more than archeological evidence to support this idea. While not only the most common race, Humans have the uncanny ability to replicate the magic of any other species with the exception of the Kindred and the Espers. Most believe this to be the largest piece of evidence of humans being the origin of all races as magic plays a pivotal role in a races features, and yet humans can even replicate Dragoon magic.

    However, most humans who practice magic do not use the same magic as another race. When a human is born they do not have an innate affinity with magic and must hone their skills. For this reason, even though they can learn to use other races magic, they have instead developed their own magic in the form of spellcasting or magical imbument. That is, if the human seeks to learn magic at all as they are also excellent physical combatants. Some can become powerful mages, others choose the way of the warrior, and some live a life of stealth and discretion.

    Human culture has not been dictated by its racial features but rather its location, meaning people from different parts of the world share different cultures. This is due to the sheer size of the human race and how they built their own societies in isolation of one another, connected only by trade and war. Being from all corners of the world, many great cities were made by humans, even ones no longer within the human domain.

    In history, the human race has had most of the political power, but they do not rule through war, but rather through trade and diplomacy. Humans are a race that inherently recognize that people are more valuable alive than dead, even if this means slavery. As such they mostly make their position in the world invaluable to the others, however their sheer size and various cultures have forged alliances, and with those allies, enemies.

    Most Humans will not act alone. In a world as dangerous as this one and with a race as plentiful as them there is no reason to take on any task alone. Humans are almost always in groups, housed together with multiple families in one building and large numbers in the military battalions. Strength in numbers very strongly applies to this race, but it would be foolish to think they stick with their own. While racial biases carry based on human culture, it is far from rare to find a human allied with the other races. A race so massive can easily see the value in befriending another regardless of their qualities.
  • The Elves are a common race scattered throughout the world of Estes. They can be distinguished by their particular facial features, slender bodies, and pointed ears. They share a lot of cultural properties with humans, however they have developed their own theology. A hierarchy of gods are often worshiped, making them and humans the only 2 races to build churches.

    Being noticeably more slender than humans, the Elves have become slightly weaker than humans in terms of strength but have gained a higher dexterity and innate understanding of magic. Most Elves learn to use magic in a form of worship, sticking to various magic types and casting methods that apply to different gods, often making the elves seem like elemental wielders. The Elven theology comes mostly from their study of the flows of magic as they are the race that most easily understands how magic moves throughout the world. Some few have even gained the ability to visibly see magical energies, making it far easier for them to observe the effects magic has on their world.

    Due to being the most religious race among Estes, the Elves tend to live closer to their churches and cathedrals in the cities, and usually the church is built at the top of a hill. Despite living close together, the Elven religion strictly forbids prejudice against races with but one exception; The Kindred. While the Kindred are not inherently evil, their believed origin has forever branded them heretics. Many Elves will overlook the Kindred race, but of all races to dislike the Kindred, the Elves are the most notorious. They would not even take a Kindred as a slave. Kindred magic is the antonym of their religion.

    Some of the greatest minds in the worlds history were the elves, usually studying what effects magic has on places and people. However, it's not only their innate understanding of magic that makes them brilliant scholars, but also their longer lifespans. The average elf will live for around 150 years before their body fails. This gives them a noticeably larger amount of time to further their own studies, making it far easier for one single Elf to do what it would take 2 generations of humans to accomplish, removing the step of training a protege.

    The Espers are highly respected by the elves as, despite being believed to have originated from Kindred design, Elves believe Espers to sometimes be avatars of the gods. While this is not a universal belief among their religion, it has spread to at least warrant some respect from the elves even if they do not believe it to be fact. Despite Berserkers being the only race to match their lifespan, their rarity makes Elves lean more towards Espers for interracial kinship. Humans make good allies, but many Elves that befriend this race end up watching their friend pass away, which causes some elves to avoid the pain altogether.
  • The Kindred are living proof of one simple fact about magic; it's genetic. While it's true that two individuals can produce an offspring that does not have similar magical abilities, the Kindred, much like the Espers, have their own unique brand of magic. However, above all evidence comes the origin of the Kindred. Genetically speaking, the Kindred are easily traced back to the elves. The Elves are a religious race with many beliefs and taboos. These beliefs, however, resulted in a particular group of elves to research the taboo. The taboo in question was the manipulation of the force of life. Members of this group made an oath to treat one another as family, resulting in their given name. Once enough research into magic was done, this group managed to find a way of imbuing the force of life itself into their bodies, enhancing their abilities. While they were not effected themselves, when a member of this clan had produced a child, the child was born with grey skin and yellow eyes. These were the first children of the Kindred race.

    Or so the story goes. The truth may never be known, however the myth is highly regarded as fact by all species. Genetically the Kindred are far closer to the Elves than the Humans, Dragoons, or Berserkers. Despite this fact, the magic they use has made them vastly different. Being a race with a history of forbidden arts, the Kindred are commonly considered outcasts and face an unfortunate amount of racism. To counteract discrimination they are raised in clans and typically do not associate outside of these clans with some exceptions such as employment. Marriages are often arranged for this reason, however the goal is never wealth or keeping "good blood". It is in a parents best interest to make sure that their children are with their own kind to assure that they will be happy together, though not every child agrees to this. Furthermore, the Kindred have their own theology, though they have no deity. It is widely believed by the Kindred that life is an energy that can be manipulated, both the living and the dead, but never one or the other.

    This belief comes from the Kindred magic itself. The Kindred have the greatest magical potential of any race, their magic could be used to destroy entire civilizations, but great power comes at a great cost. Kindred have a natural connection to those that are no longer alive, a natural connection to the forces of life itself. This connection is used in their magic. By using the life energy around them, the Kindred can enhance their own spirits, however they also must make the sacrifice of their own life. By using magic through this method, the Kindred shortens their own lifespan. Having the same life cycle and perception of time as humans and elves, this is a price most do not wish to pay. It is to be noted, however, that Kindred can still use magic without tapping into the forces of life. This magic, however, will be no more powerful than a humans magic.

    By manipulating the forces of life, kindred are capable of many varieties of magic. The most iconic manifestation, though also one of the more rare, is the ability of possession. A type of magic that can force living things to obey its will. The reason this particular manifestation is so iconic is due to one particular member of the race. A great necromancer seeking immortality. By trading in entire years of his life, he could raise a corpse from the dead and make it do as he said. While he is the only one to have accomplished this it did become a representation of what the Kindred meant to the other races. A species toying with life and lurking in the night, this creating most of the racial tension the Kindred have with the world. However, as luck would have it, living in a dangerous world means not everyone has the privilege of racism, and every once in a while a Kindred clan will be treated as equals, even if out of convenience and fear.

    Physically, Kindred are not extremely powerful. Having a natural affinity for magic means Kindred have sacrificed most of their physical capabilities. This has effected more than just the strength, stamina, and dexterity of the race, but also their height. Of every species, the Kindred or the shortest. It is a widely accepted fact that a Kindred will never best any of the other races in physical combat, but a Kindred who spent their life exercising their physical prowess should be able to keep up with most average humans and elves.
  • For centuries Dragoons have been the source of one of lifes greatest mysteries, a question that was far more complex than it first was lead to believe. How can two dragoons have a child that has less dragon features than both of its parents and yet also have a half dragoon take up even more dragon-like features than the dragoon parent? The answer was assumed to have come from their genetics, but such a belief led to extensive studying of dragoon studies, documenting their old and young and family trees. Unfortunately, there seemed to be no connection to the parents and the later generations, even if one accounted for traits skipping generations. The only features all dragoons seemed to have in common was their tremendous physical prowess and lack of magical powers. Little was it known that their one common feature was where the answer was hiding. It took generations of people accepting that it was just how dragoons worked for one person to refuse there was no explanation. This man was an elf that chose to measure a dragoons magical energies. At first the idea was publicly laughed at, Dragoons did not have magic and this was considered fact. As a joke, several dragoons went to him and volunteered expecting him to find nothing.

    Rather than the expected blank readings the public, and admittedly himself, had expected, his measurements found something rather strange. Dragoons held their own magical energies and they seemed to always be under stress. This meant their magical potential was constantly being used, but that made little sense since they could not expel any magic. It was theorized that perhaps the Dragoons physical appearance and various dragon features were dependent on the dragoons magical energies. Seeking more information, the one man crazy enough to attempt reading something nobody believed to even be there assembled a team and they documented the various magical properties of each dragoon and measured their magic potential, output, and stress levels. The results could not have been more clear, it was discovered that Dragoons had just as much magical energies as the Kindred but there was a particular property of their magic energy that was passed down through their DNA that made their magic sit in a constant state of release. Their bodies were not a result of evolution, but rather a generation passed flaw in their magic energies. This discovery lead into the golden age of magic study as it showed magic can influence the evolution of a species.

    However, the Dragoons as a species could not care less about these developments. Dragoons were full of energy, and from a certain perspective it could be said they were literally exploding with energy. Since their magic only allowed itself to be used on their bodies, Dragoons have the highest stamina of all the organic races of Estes. Of course, they cannot match the stamina of the Espers due to their lack of bodies, but they could easily best most Espers in their physical strength and brutality. Dragoons are powerhouses, capable of astonishing physical accomplishments. The typical dragoon has raw strength, but sometimes their bodies sacrifice their strength for speed and agility, and if the dragoon holds enough magic energy concealed in their bodies they can even grow wings at an early age and learn to fly. Truth is, however, that flight is more rare than the wings are, most winged dragoons are capable of a slight hover or glide.

    Dragoons have become associated with war and violence, and for simple reasons. Firstly, when it comes time to go to battle the Dragoons are famous for being the first ones into battle and the last (or only) ones to leave. Seeing the ferocity of a Dragoon in battle is certainly intimidating, their brutish nature makes them a force to be feared in battle. The Dragoons are great sources of capable hands in war not only because of their immense strength and stamina, but also their scales. Every Dragoon has scales and these scales have a wide variety of features they may carry, though it's rare to see more than 2 types of scales on the same Dragoon. Some types of scales resist blades and act as a natural armor, this being the most common type of scale for dragoons to grow. Other scales can resist temperature, electricity, friction, or sometimes even resist magical attacks on their own, though resisting magic is the rarest of the Dragoon scales as it can only grow from a dragoon with exceptional magic energies. These scales are so useful in combat it's sometimes wondered if Dragoons love to fight or if their bodies are simply causing people to want them to fight.

    However associated with war the Dragoons may be, they have far more features than just being constantly battle-ready. Their strength and other abilities makes them excellent sources of labor throughout the world, but they also carry another feature no other races seem to have. An instinct that drives them in directions not even they can explain. It is unwise for a dragoon to ignore their instincts, and the more powerful a dragoons magical energy the stronger and clearer their instincts are. It's widely believed that their magic also pours into their brains and helps to guide them, but this belief is sometimes dismissed due to resembling premonition so clearly. One thing is certain; ignoring a Dragoons first instinct is a mistake more often than it is not.
  • Far north beyond the mountains sits a land of ice and snow where life struggles to thrive. Forests of pine are a home to many predators that threaten to hunt out the prey if not kept in check. The Berserkers that call this land home hunt the hunters and have been doing so for so long that they have made their hunts essential to keeping the ecosystem in check. Living here is hard, but the race of gargantuan men and women would have it no other way. Where others see challenge, the Berserkers see opportunity.

    The origin of this muscular race of men and women is completely unknown as prior to founding Valhalla, the Berserkers never particularly cared for history. What is known is that they primarily lived in tribes constantly battling one another for resources such as land and food. Hunting grounds were more valuable than gold as food was scarce and difficult to kill. Due to the impotance of the hunt it has always been important for a Berserker to use every part of a corpse, sometimes even using the bones of their own dead to make weapons, armor, and even shelter.

    Berserkers rarely live outside of the Northern Harshlands as they have a prominant importance on tradition. So much so that within the citystate of Valhalla, their united home, each Berserker still considers themselves part of their ancestral tribe even despite their interbreeding over the years. Typically the tribe goes to the stronger parent, be it mother or father, and is decided by either social status or in some cases a spar. A Berserkers birth tribe can often, thought not always, be detected based on traditional tattoos made of their own enchanted ink. Many believe the ink helps the Berserkers by filling their bodies with energy, but it's hard to say for sure as Berserkers already have impressive amounts of energy and the ink fades off the other races.

    One might think their stature makes them forgo the parctice of magic, but it is a common mistake. While many do indeed ignore the practice of magic, each tribe typically has a style of magic passed down. Much like humans, Berserkers can emulate any other races magic, but they almost never dabble outside their own traditions. Usually their magical prowess comes in the form of enhancing their already impressive physical aspects, often making them stronger, faster, and simply mightier.

    Being natives of the hardest place to live, Berserkers have an uncanny resilliance to the forces of nature. Be it bitter cold or smoldering heat, the gargantuan people feel little impact from their surroundings. To match this natural defense comes a resistance to poisons and toxins. This feature is actually tracable to a Berserkers mightiest trait, one that makes them a horrifying race to wage war against. A Berserker can never be weaker than they have been in the past. This means any Berserker who remains active will always become stronger, making the elders die in their mightiest state. Their life spans run up to 160 years if they die a natural death simply because their organs will not fail them. However, they choose to live lives of danger and rarely get the opportunity to pass away from a tired body.
  • The Espers are a race found in Estes that have one of the most unique body makeups. Rather than being born of bone and flesh, the Espers are built from metals and stones. A race purely comprised of built beings crafted by their own kind. Living armor is made possible by imbuing a spirit into a suit of armor and giving it a sentience of its own. Traditionally the armor is built to suit the various races of Estes such as humans and elves, but it is entirely possible to build an Esper in any shape.

    Originally Espers were imagined by a Kindred seeking immortality. While this kindred mage did indeed fail, he did manage to create the first Esper out of stone and wood. This Esper had its own brand of magic and, thanks to this magic, was an accepted part in society, This Esper was able to create more Espers as well, and each of them used magic of the same type. It was soon realized that every Esper had the same brand of magic, unique to the race. Esper magic not only made the race capable of sensing rather than seeing or smelling, but also paved the path for the understanding of magic to move forward.

    Stripping down what an Esper is to its anatomy, the ignorant observer would see a suit of armor with nothing inside, yet still living. This, however, is not the case. While the Espers body would be rightfully seen as the hollowed out armor, there is not so much simplicity to their being. The armor that is the Espers body acts as a shell or casing to hold in raw magic energy. Esper magic does not ignite flames from nothing, it does not control the movement of the earth, it cannot make rivers run dry, but it can effect the material world in ways no other magic can do. While it's true Espers can still use magic such as fire, it is fundamentally different from the fire other races use. The fire for most races is made up of condensed magic energy, but in the case of the Esper, it is a chemical reaction that causes the fire. It is because this type of magic is so unique that the Esper is alive, it is as though a spirit is possessing the armor and manipulating it rather than the Espers body being a hollowed suit, and all of this energy is stored within the suit.

    Because the suit acts as a shell, when Esper magic is used in excessive amounts the casing that holds in the raw magic of an Espers spirit it can crack the armor. Espers die when their spirit has left the armor, the energy scatters and disperses back into the natural world. Should an Esper expel enough energy at once the armor keeping their spirits intact could shatter and all of the stored energy would diffuse, making it impossible to resurrect the Esper once the shell is broken. However, while using too much magic can crack an Espers body, they are capable of recovering. Not having an organic body means they cannot heal naturally over time, but should a piece of their body be damaged, if it is properly repaired then an Esper can infuse their spirit back into it, though it would make the Esper weaker for a period of time proportional to the damage repaired. There does, however, come a point where the damage received is too much. Not only can expelling too much energy kill an Esper, but if the armor making up their body is too damaged to sustain the energy then the same effect is achieved and the Espers spirit diffuses into the environment.

    However, armor is not traditionally an easy thing to break. Because of this, many Espers were built for the purpose of battle. Being made from a material that is specifically designed for combat, it was a natural direction to be stepped towards. Not only were Espers crafted from metal bodies, but iron and steel weapons themselves were also imbued with the Espers spirits. This was a double edged sword, while having a weapon that also acted as part of the Espers shell made the weapon stronger, it made the Esper vulnerable. Breaking the weapon damaged the Esper and made it significantly weaker. With this in mind, a group of Espers began to innovate with their designs. Open bodied Espers were being crafted, suits of armor that lacked in parts and left their spirits open. This form also had both advantages and disadvantages. There was less of a body to damage, but there was also less containment. These open bodied Espers were stable and capable of living and recovering, but they faced a very dangerous challenge. An open shell meant that their energy would slowly scatter away from their bodies which made casting magic impossible. Their natural emotions would impact just how much of their energy would leave their body, usually easily visible by a colored glow matching the Esper. The more intense the glow the better the energy stayed, a dim glow meant they were losing a lot of energy. This also made recovering from any damage very difficult.

    At a first glance organic life begins to think of the advantages Espers have on the battlefield, however the disadvantages are often not considered. While it is a fact that Espers do not suffer from fatigue, they also do not have adrenaline. Organic lifes greatest asset is its will to survive, a will so strong that in moments of extreme danger their bodies are capable of over-riding the most brutal of injuries and continue fighting. But when an Esper is injured, it's an injury that will hinder the Esper at all times. Though they may not have a will to die, they also do not have a nearly as strong will to survive. In a situation where willpower can make the difference between victory and defeat, the chances that an Esper will pull through become very slim. The grey zone between can and cannot becomes a hard line. This is the reason Espers keep themselves close to the other races, having a partner that knows when to push forward or to draw back is vital for them to be useful, both in combat and not.

    Though Espers were originally seen as hands in combat to fight off the brutal nature of the world, Espers began to craft others that were not destined for battle. Espers designed to be guides, designed to do the work humans ought not do. Particularly, charging Espers with the task of taking convoy between settlements. The world was at war with vicious monsters and anyone walking outside their settlement was in far more danger than they would be in should they have stayed in their village. The fact was that these monsters attacked for sustenance and as they could not feast on magic energy, the Espers were an ideal source for traveling long distances. Provided the cargo they carried didn't attract vicious beasts, Espers could travel the world undisturbed. The world had become a whole lot smaller as Espers began to map out everything they saw and record their findings. Espers became invaluable to the process of uniting the world.

    Despite initial assumptions, Espers are not a species that can live forever. One might easily mistaken them for immortal, however an Esper can become old enough to pass away of natural causes. The armor that acts as their shell can slowly become unable to hold the magic that is their spirit and their old age can cause the slow decaying of their soul. While ageless, time can kill this race. However, in death an Esper can still contribute to the fight for survival. When an Esper dies, its armor is left behind. Esper armor is rare and very powerful. Should a member of another race wear Esper armor they will find that their strengths are made stronger and their weaknesses fade ever so slightly. The armor may not be capable of holding in a soul made of magic anymore, but the residue of an Espers spirit will linger in the armor and enhance a wearers capabilities. The same holds true for Esper weapons. Anything that was once an Espers body part can hold the energy that made it once live. Unfortunately, finding an Espers body that has remained intact enough to hold magic is difficult, most Espers die from excessive damage or use of magic, and once the armor breaks to a point the Esper dies, it is impossible to restore its previous magic. A corpse is still a corpse.
 
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World Maps
World Map credit to Sheldonl from the Cartographers Guild.
Topographical map
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Link
Regional Map
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Link

Nations and Countries [Incomplete]
  • The largest and oldest nation in the world is none other than the massive and powerful Vardēśa. This nation seems to be equally populated with every race scattered about and as such has become a melting pot of cultures. While each race still holds to their traditional practices, they all seem to have adopted habits and beliefs from one another. Most notably, however, are the Elves and Humans. Usually the Elvish race is highly religious, but those born in Vardēśa are far less religious than those born in Cruevania. The opposite can be said for humans who aren't known for their religious beliefs but have also adopted some religious themes while living among other races.

    It would be difficult to discuss Vardēśa without also mentioning their capital, Rothendust. Not only is Rothendust the largest city in the world, but it is also widely considered the capital of the world, and to many it is a holy land protected by a divine force. This city acts as the central trade hub due to it's spectacular location and access to waterways, making it easy for trade ships to dock any time of the year. Vardēśa is rich in resources due to its massive size and has far more exports than imports.

    Vardēśa is a republican nation, as there are far too many people to hold a stable democracy. Different regions are split up to elect officials to represent each area and it is the duty of each representative to uphold the desires of the area in which they represent. Since the elections are held every 2 years and there's plenty of competition for said elections corruption is rare. That is not to say it doesn't happen, but it's kept to a minimum due to a non-political party always observing the legislative process and reporting back to the people everything that was heard. All citizens have access to see every part of legislature that is discussed.

    As a military power, Vardēśa is represented by The Paladins of Var. Based in Rothendust, these military figures consist of more than just armor-clad knights as they accept all manner of soldiers. What separates The Paladins of Var from the rest of the world is their oath to serve more than just country. Though not a god, the legendary figure Vat Atr whose spirit protects the city of Rothendust, this military force swears to serve his will. The representatives that control the legislature within Vardēśa do not have control over their military, instead they follow a moral code built by the legacy of Var Atr, a code that must never be broken under penalty of death.
  • No nation can claim to hold more churches than the famous Elven country of Cruevania. Their population consists of a vast majority being the Elves. Furthermore, there is no record or evidence of any mass movements of elves to this area, leading most to believe this to be the home of the Elves. For this reason it is widely considered the holy land of their religion, the place where it all began, touched and blessed by the gods. It's one of the only places in the world where churches have been built to not only their religion but also to individual gods, making their major cities covered in churches and religious symbols.

    So many churches scattered about has turned Cruevania into an architectural marvel as the design of each church to each god evolved separately as their design evolved into their own interpretations of each god. Many who seek to become great architects come here to learn of how their great buildings are designed. It's also common to see others traveling to this heartland of religion on a pilgrimage, claiming to seek enlightenment through their trials.

    With so many varying churches and such an importance on their religion it only seems natural that the acting government of Cruevania be that of a theocracy. Each god is represented by a priest and each priest is an elected official by the other priests of the same god. While those that lead the nation do have their peoples concerns in their hearts, if it comes down to aiding the people or doing what they might see as tribute to a god then their people will often be a secondary concern. While to some raised in a nation of different beliefs this may seem problematic, those who believe in their priests are not concerned by this way of thinking and would gladly sacrifice to those which they worship.

    In terms of military power, Cruevania is not particularly powerful, but they are quite influential. Their military force comes in the form of Crusaders, knights sworn to a singular god whose job it is to enforce the will of their deity. Some Crusaders are often criticized for their efforts as it is within the will of some few gods to push their will onto others, the most notorious of which is the god of war, Droxheel. After the nation had received much criticism and many threats, it is now a law that no knightly order shall enforce judgement beyond national borders, which did displease many knightly orders who now itch for a chance to spread their will.
  • Despite sitting in a mountainous and northern area, Chatou is not nearly as cold as one might think. The warmth can mostly be attributed to the volcanic magma that pours down the stony mountains and resting beneath the feet of its civilians. No trees can grow here, their roots would dip into the boiling stone and burn. Most of the ground is made up of volcanic ash and stone, making it difficult to grow crops at all. Not many live here for a multitude of reasons, but the largest being the scarcity of settlements. At any given time the ground may cave beneath ones feet should they stray off toe properly laid out paths deemed safe.

    The cities that do dot themselves across the landscape fall into one of 2 categories. One being that of a hot spring resulting from the magma boiling naturally occurring pools of water. This has become one of the main sources of revenue for this nation as these springs have become prime locations for excellent Spas that will gladly cater to the weary, each with their own hotels.

    The alternative locations are considerably more focused on export than tourism. Closer to the mountains are the forge cities. Weapons and armor crafted from Chatou are among the best in the world due to a combination of forging technique and smelting technology that utilizes their molten foundation. A weapon made in Chatou is more than a weapon, it is a status symbol that you can afford to pay for the best of the best.

    The fires of Chatou have called for a rather strange government focused solely on their infrastructure. The land itself would swallow up their cities if they were careless. As such, the nation is ruled almost entirely by private companies that share an interest in advancing forging and building safer, better roads. As long as they need to import crops for the people to stay nourished they will need to keep their forges running. Despite the lack of any incidents in the last 300 or so years some still fear the day the inevitable happens and a major city plummets into the fiery maw of the planet. This, however, has not truly impacted their main tourist spas as those sit further south, still resting in ashy lands but sitting just on the edge of danger.
  • Nestled between the nation of forges and the country of magical study rests Dunmor, a nation struggling to keep up with the economic advantages of its neighbors. Their solution was one that would prove fruitful, advancing instead in technology. Tools carrying magical properties and contraptions functioning in ways more mysterious than magic itself. The steam engine in particular was a creation of Dunmor, and their ability to combine their technology with magic makes anything they create a strange device.

    Among their more advanced technological developments, the people of Dunmor have a rather unique taste in music with a massive variety of sounds. This comes in part due to their experimenting with magical instruments to create unique sounds. Keeping true to the vision of artists, it is quite rare that any sound is rejected and most eventually find their creations being used so long as they make themselves available. While the main attraction of this country is its technology and intelligence, the music brings a fair bit of tourism, and as such Dunmor houses the heartland of music.

    Unfortunate for most civilians, technology ruling over their economy has created a noticeable imbalance of power, so much so their government has even formed into an oligarchy. Not only are taxes heavy for those that make a hard living, but the ruling class often syphons money from the working class through loans, offering to pay for their citizens education with interest, which more often than not turns into a contract for a lifetime of work. This has made living conditions decline and the nation has been teetering on the verge of collapse, but as long as technology rules their economy then there is nothing that the people can seem to do to fight back.
  • The study of magic is a long going study that has played a major part in the advancements of the world. At the heart of these studies sits Leonsill, a nation whose sole export is arcane knowledge and magical items, some as simple as handy tools. Arcane knowledge is common enough here that there is a noticeable lack in lanterns as the streets and homes are lit almost exclusively from enchanted items throughout the nation.

    Those that make Leonsill their home are usually the races more likely to study and wield magic. All races are welcome, but religion is rare and finding a church would be rather difficult. Despite this fact, many Elves, both religious and not, still come to study magic and develop their own uses for the mystical energy. It's location has also made it common to find Dragoons passing through to make trade with the Western world, but it is particularly rare to see any calling this land their home, as most have no interest in magic.

    Leonsill has managed to create a nearly perfect democracy via their creation referred to as a "Democratic Nexus". Curious though it's specification of being democratic may be, there is no evidence to show anything but a democratic version was made. It works through the consensual sharing of knowledge and ideas through civilians who use an optional rune on their foreheads to convey these thoughts. The Nexus absorbs all of the information it's given and constantly updates its policies and sends messages to anyone who would go against the law. Those that do are branded with a secondary rune based on the severity of their crime, one only the law enforcement can see. This Nexus also has no control over the penile system, that is left up to the law enforcement to decide.

    Compared to other great nations, Leonsills military is rather weak, hardly warranting them a direct threat. Despite this, in the past Leonsill has closed off trade of both goods and information in past wars and shared magical weapons with their allies, making them a desired ally. The nation has made itself desirable enough that allied forces will more often than not protect Leonsill if needed. Opinions and trade from the arcanely inclined nation have developed so far that it's not rare to find an emissary of Leonsill and its people stationed in each country it's currently allied with.
  • The desert that spans for miles upon miles makes up The Begix Territory. Most of the people that live here are the Dragoons as they thrive in the society they have created for themselves. Despite this land being commonly referred to as the homeland of Dragoons, all manner of other races live among them peacefully. Within its borders, Begix has absolutely no social class structure. If you are willing to pull your weight then you are an accepted and equal member of society regardless of race, birth, or capabilities.

    Begix is the only society that has no real acting government. Most of their internal affairs are a result of tradition and judgement by their peers. This socialist nation has made it so anyone who can work has a say in their lifestyle. You are expected to contribute, however, and you will not be given a chance to thrive if you do not put in your due work. Those that live here put no value on any currency other than the fruits of ones labor.

    Because there is no currency no individual has a formal occupation, forcing most efforts to be a community effort. This holds true even for their military prowess. While Begix has never needed a strong military force due to the desert having few resources worth gathering, they have also been a feared nation for some time. Dragoons have always been fierce battlers and with their population being so majorly Dragoon it becomes easy to see why another nation may avoid conflict. They'd have nothing to gain from the land and much to lose in an all out war.

    Despite having no formal government, external affairs are something the nation addresses. With no valuable resources to speak of Begix finds itself at the mercy of other nations willing to trade with them. A lack of currency makes it difficult to motivate trade with nations that demand it. As such an unfortunate black market has been a constant problem, manifesting itself in the form of slave trade. Straying too far from the various communities scattered about can be dangerous if you're alone, the risk of being captured for this trade increases as the size of your party decreases. For this reason most travels are done by caravan since a larger group would be too risky to take advantage of.

    Slaves are not all that comes out of Begix, as they do have their own trade. The sands are a resource the Dragoons have been able to forge into beautiful glass. The glass makers and blowers of Begix are considered some of the best artists to grace the land of Estes, and often times it is these pieces of art that are used for trade with other nations. If glass is not being traded then often they can trade away their salts that are mined from underneath the sand. The reason Begix is so rich in salt is contributed to the fact that the land Begix rests on was formerly part of the ocean floor. This is also why there are many dried up coral and bones from sea creatures scattered throughout the area.
  • Despite the territory of Valhalla spreading across the entire frozen north there isn't much to see. The land is frozen over in a permanent layer of ice and snow, the only trees to speak of are the evergreens and the animals that dwell in the territory are ferocious and deadly. In the western parts there sits a single city-state of Valhalla. Technically speaking this city spans from one edge of the territory to the other, but the city itself is where more than 90% of the population lives. Of all the races to live here it comes as no surprise that this is where the Berserkers are from, as only a race as durable as they could thrive in such a frozen wasteland.

    Valhalla is ruled by a queen and a council of tribal representatives. Berserkers put a large importance on their tribal history and so keep their tribal names and pass legislature based on their various traditions. Historically, the tribes were always at war with one another until they were united by the first Queen of Valhalla, Herleva Asler. This human woman is held in very high respects as the founder of Valhalla and uniter of the Berserker tribes, to speak ill of her is sacrilegious. Valhalla also has the most unforgiving penile system in the form of exile, which in any other location would be perfectly manageable. In these parts, however, the frozen north is hard to survive in. Despite the Berserker unity, there remain few tribes scattered along the land. Ones that did not wish to submit themselves to the human conqueror. Though these tribes are not represented in Valhalla legislature, they are respected and very rarely disturbed. Likewise, they also tend to keep to themselves and eachother as acting against Valhalla would be a grave mistake.

    In terms of social status, each tribe dictates the criteria for high and low status individuals. The only social status they share together is the royal house. While Valhalla does always have a queen, there is also occasionally a king. This king is not necessarily intimately involved with the Queen, but is instead a chosen or appointed right-hand man to the Queen. While the lady that rules over the land is a formidable warrior, traditionally the man ruling by her side is a master of warfare and has a higher understanding of how not only battles, but also wars are won and lost.

    The process of selecting a Queen is a brutal one. With more significance on a powerful figurehead than most other nations, the women of Valhalla are given the opportunity to compete for the crown. The tribal council decides the criteria, but it has always been consistent that the women's mind, body, might, will, and spirit are tested in a competition against one another. The competition is only held with either a Queen dies or is deathly ill. The winner of this competitive challenge for the crown is referred to as the Shahzadi until they are officially crowned as the Queen.
  • While often treated as separate countries, Athal and Ethel are both under the same rule. Both are countries consisting primarily of Espers, but the atmospheres between the two are vastly different. Athal is not only where the capital is but also where most legislature gets done. Most Espers that thrive in Athal do so by trade, crafting almost anything from their steel. Ethel is the less peaceful counterpart. An Esper in Ethel is likely training for war and honing their battle prowess. It is often seen as a necessary part of the collective Esper race for them to have such an area. In the past, Athal and Ethel were one nation with no distinguishable differences, originally founded to act as a safe haven for their people to find peace. Despite this, Espers accepted that there were always going to be Espers that thrived in battle.

    The main military force of Athal and Ethel is referred to as the Chorus of Wings. Espers are a mighty race as it is and the Chorus of Wings only takes the strongest, making the vast majority come from Ethel. Their military force is one to be both feared and respected, however the culture that fills Athal makes it rare to wish to invade the Espers. Most nations would rather see Athal thrive than fall since the main export comes in the form of arms. Anything made by an Esper craftsman is immaculate and highly valuable, and with their nation being centered around this idea they have been able to have an economic presence throughout their history.

    Originally, Athal was founded by a large movement of Espers seeking an escape from the other races who often misunderstood what it meant to be an Esper. They were not avatars of war, but a living people seeking full lives. For this reason, Athal is a very peaceful land with Esper settlements scattered around within the bright green plains that rest on their peninsula.

    Within Athal sits a structure that truly embodies what Espers are truly capable of creating. Their capital, Olhe Aethel, is more than just a castle crafted from steel and crystal, but the structure itself is a living Esper. It does not rule as king, it asks nothing of its people, and it welcomes foreigners. This capital is a symbol of strength, and the Esper that makes up the castles walls is its great defender.
  • Among all the countries of Estes, Mora Fane has earned one of the more infamous titles as it was the first nation to legalize assassinations. Within its own borders, most assassinations are legal with some exceptions and regulations. Firstly, no individual may ask an assassination of anyone of a higher rank than themselves. In order for someone of higher status to be subject to an assassination there must be a backing of a satisfactory amount of lower class civilians, to which the quantity is to be judged by the leaders among the assassins. Secondly, all payments are to be made up front and will not be refunded upon failure. This is justified by the fact that most failed assassins are killed and the price of a life must still be paid. And finally, contracts taking place outside of national borders must be justifiable by both the client and the assassin. While these are the only legal rules, many assassin guilds follow their own moral code as well.

    While legal assassinations put Mora Fane on the map, it is false to believe that is all they have to offer as a nation. While it is rather cold, the land does not get as cold as the territory of Valhalla, and they still can grow many crops as well as hunt the wilderness. Most notably, however, are their iron and coal mines in the side of the mountains. Many tunnels dug by the civilians run through the ore-rich stone structures, making it one of the worlds lead iron and coal exports. Not only is the ore high in quantity, but it is considerably easier to find ore of a high purity. Even still, though, mines are a dangerous work environment which simply adds to the negative stigma outsiders tend to get from the rumors around such a country.

    Mora Fane is a federation, meaning there are many states within its borders that rule over their respective areas independently. The federation is also split up into tiers of power, making it also mix slightly with a sort of make-shift monarchy within each state. Each state monarch, referred to as a Samraat, must attend Weekly meetings with the other Samraat to discuss federal matters. This is not only meant to keep the peace within each state, but also handle any foreign affairs that need tending to.
  • The Quartz Kingdom might very well be the most appropriately named nation due to its capital city. A castle made almost purely of quartz rests within a canyon lined with precious gems and shimmering stones. Truly a sight to behold, this country is one of the wealthiest nations due to its sheer abundance of precious gems. This has made it a country in constant fear of invasion as those stones become a very powerful motivator for those who would seek to take this wealth by force. It's for this reason that the castle itself is not actually a structure, but rather a hollowed out section within the canyon itself that was mined out.

    Within the castle walls, most of the most precious diamonds and jewels have been mined out, but the walls and floors that remain are still no less beautiful. Made from almost exclusively quartz and marble, the inside is vibrantly lit by magic spells that have the colorful light bouncing off various tine spikes of Citrine, Amethyst, Carnelian, rose quartz, and many other beautiful colors. Quartz itself makes a great conductor of magical energies which has caused many mages to settle in this massive canyon of riches.

    While the ruling family has always been human, the overall population of the Quartz Kingdom has remained an almost completely even split of humans and elves with very few of the other races settling in this location. Humans were the ones who originally founded the nation but it's the elves that believe the canyon of such immaculate beauty to be the work of the gods, though nobody can ever seem to decide on which gods. Just outside of the castle, above its entrance, sits a great cathedral as proof of this belief shooting out of the wall, held on by various magical spells. This is made possible due to the conductive nature of quartz and the Elven understanding of magic. While this cathedral celebrates the Elven theology, many humans have integrated these practices into their own lives.

    In their tradition, the king is elected by the lords of the country. Despite this, after election, the lords have no control until their king is to pass away. This along with its close proximity to Mora Fane has made public assassinations of the king a common thing for those that grow corrupt with their power. It would be ill advised to not have the peoples best interest in mind as they can always afford the price of another life with they plentiful valuables. Despite this reputation, corrupt kings are rare and many of the people would gladly lay down their lives for King and Country.

    The acting military of the country are various circles of knights, those sworn to an oath of loyalty to both their crown and their gods. In this society anyone that proves their abilities in combat may be allowed to attempt joining a knighthood, but it isn't as simple as proving their prowess in battle. Their mind, body, and soul will all go through rigorous trials to see just how strong their resolve truly is before officially being inducted into knighthood.
  • TBA
  • North of the Kindred Sanctuaries and bordered off by a mountain lies the nation of Abristan, noticeably more dry than its southern neighbors. Due to the wind patters, it cannot be qualified as a desert, but rain is celebrated. The mountains provide the best sources of water as the melting snow caps provide rivers which empty into lakes.
  • Omitted until I get permission from their creator!
  • Omitted until I get permission from their creator!
  • Traversing the Eastern Sanctuary is no easy task as the ground sits beneath a murky layer of water filled with many critters one would rather not encounter. To most races these critters are harmless, but their presence in tandem with the swampy forested area that covers this sanctuary makes travel rather difficult. Many plants that grow in these waters are poisonous and many animals that live in the trees carry venoms that can paralyze many unsuspecting victims. The Kindred clans that call this place home believe their lands to be the result of life energy that was corrupted by the outside threats of the world and the dangerous area is simply defending itself to those that would invade the forests.

    While Kindred do call this place home, they do not settle in the dirty and infested waters. Instead, their architecture sits them above the water with wooden bridges traveling along the trees and between houses to keep from stepping directly into the waters. Raising themselves above the ground also minimizes the risk of inhaling toxic spores. Though the toxic spores aren't always something one might encounter, it is significantly more calming to know there is no risk at all in the treetops.

    The Kindred here mostly farm the fruit from the trees in which they live, as it has not been touched by the toxic environment and is readily available for harvest most of the year. This harvestable fruit is mostly attributed to their protection from the Algalwillow, one of the great tree spirits that lives among their woods. The Algalwillow is the second oldest tree spirit and can be recognized by its drooping appearance and various fungi growing along its branches. Though few Kindred have ever seen it, there are still those alive that have witnessed its might. Once every month the Kindred host a tribute to their woodland friend and harvest the seeds from all of the fruit they have eaten and scatter it throughout the land. The seeds that do not grow into more great trees become food for the animals.

    The Eastern Sanctuary governs itself with 4 representatives. An election is held every 3 years to decide who should represent their people when they discuss their affairs with the other Sanctuaries. Only 3 are elected by the people, the remaining one is chosen by the Algalwillow to speak for him. The 3 that have been chosen by the people do not hold any power over those that live within the Eastern Sanctuary. Instead, it is the speaker of the Algalwillow that dictates their way of life. The role itself has become a figure of more honor than legislature as it is very rarely that the Algalwillow asks for the Kindred to change their ways.
  • Most outsiders think of the complete opposite of the Western Sanctuary when imagining anything worth of being called a Sanctuary. Just like the other 2 lands of similar title, this Western Sanctuary has a forest rich with life and resources, but unlike the others, this one does not seem so lively. The ground appears to be made of ash and the trees themselves look as though they've been charred and scorched with flame. The sun struggles to shine through the eternal smokey fog that drifts between the trees, but when it does it glows an eerie red with tinges of orange occasionally shimmering through. Many trees have fallen and burned themselves up.

    Despite its appearance, the Western Sanctuary does not have a problem with forest fires. The trees and other plants that grow here are often called "Blazing Plants" due to their own nature. The Kindred have been able to detect that this area of the 3 sanctuaries is where the energy from the other 2 goes to recycle itself. Within the 3 sanctuaries there is a circular flow of energy, as without the flow there could be no sacred forests at all. The result of this purification process flows down into the southern sanctuary and fuels their brilliant life while the Eastern Sanctuary fills this land with energy to be purified. It is the purification process that spawns trees that grow flames instead of leaves, and when the trees life has fulfilled its purpose, the tree falls and burns up to release the now pure life energy.

    It is believed by these Kindred that they must pay tribute to their ancient tree spirit, the eldest of the tree spirits, the Scorchedalder. Their form of tribute comes in the practice of the annually burning of all fallen trees. Nature often needs a little help and sometimes a fallen tree will not burn up to release its energy, and while the Scorchedalder is very much capable of compensating for this, the Kindred have taken it upon themselves to aid in this never ending struggle to release energies. Throughout the year any fallen trees are collected and stored for the great burning, often making the sheer size of the fire a sight to behold.

    Politically speaking the Western Sanctuary is mostly a class bases system. The largest 3 clans choose their representative who acts as a lord and lawmaker. The smaller clans do not go unheard, however, as they elect another individual who is tasked with representing the larger population. This Kindred council of 4 is sworn to an oat directly to the Scorchedalder to uphold the peace within their nation, which includes the Eastern and Southern sanctuaries as well. The blessing these Kindred get from the land makes them often seen as the main military force of the 3 Sanctuaries despite the symbol of peace that the very same sanctuaries have come to represent.
  • Usually when the Kindred Sanctuaries are being discussed the scenery described is that of a lush green forest filled with all manner of life. The Southern Sanctuary is the only one of the three to truly hold this scenery. Life in these parts is full of awe for those that would gaze upon natures creations. Not only do the plants grow large, but the wildlife has evolved to house bioluminescent plants and creatures lighting up the otherwise tree-shrouded landscape. The Kindred that call this place home often credit the beautiful lands here to the flow of magic energy through the area, one believed to house a large quantity of life energy.

    Thankfully, the forests and wildlife help to protect the land as such an area is quite difficult to traverse with large groups, making an invading army hard pressed to find a stable route to take while marching to battle. Many Kindred give thanks to these lands for their bountiful food and protection through festivals, during which the many clans get together and enjoy the monthly festivities. Depending on the season, these festivities can include feasts, music, and dancing. Often times the clans hold weddings during the festivals to show the Kindred bond to both their land and to eachother, making this territory one of the highest in morale.

    The Kindred in these parts pay tribute to the guardian of their forest, Kindhusk. One of three great tree spirits, Kindhusk is one of three sentient trees who protects the forests and its creatures. This ancient tree spirit is the youngest of them all and welcomed the Kindred into its heartland as children of its own. The only request it bestowed upon the Kindred clans that made it this far south was that they are not to harm the trees. They may use its wood to build houses, but should they cut down even a single tree needlessly, they will feel the wrath of the Kindhusk.

    The governing body in the Southern Sanctuary consists of 1 figurehead and 3 followers. The 3 chosen to follow their main leader are chosen by the eldest in the Kindred clans, though it's less of a vote and more of a discussion. As fir their primary leader, this is a Kindred handpicked by the Kindhusk to enforce the will of the forest. The Kindred that live here also share legislature with the Eastern and Western sanctuaries, making their overall governing body 3 leaders and 9 followers, each with beliefs and priorities of their own. For the Southern Sanctuary, their primary concern is the preservation of not only their forests, but all forests.
  • In the center of the world sits a set if islands that no nation would be so bold as to claim as their own. Not only are the waterways pivotal to trade between nations, but the islands themselves hold their own risk if one is brave enough to travel inland. Dark magic used to run through the islands before many nations got together to purify each island, though their work was never truly finished. It was a risk made to turn the world into a safer place, and it had paid off at the cost of their lives.

    In the interest of slaying any horrible abominations that roam the unsettled plots of land, each major nation had gotten together to discuss the possibility of a shared facility. Initially this was to be a shared military built to combat nature, but the idea quickly molded itself into a school instead. Nova University, founded to train students from a young age to fight against any foe, be it criminals, beasts, or even the Eldritch. Those that would teach these students would be forces to be feared on their own, making those learning here equally as fearsome.

    The school and its teachers also act as the government as a direct result of the majority of civilians being students. Housing is built to keep students close to the teachers and the castle that acts as the school. Not only are the islands themselves still dangerous despite the successful elimination of the source of their corruption, but the land itself seems to defy everything known about the physical world. Gravity is distorted, water flows incorrectly, and walking straight will put you in circles. The castle is built a safe distance from these treacherous areas and only the highest of graded students are taken in to test their abilities. It's the perfect proving grounds for any who would test their might and wit.

Notable Cities and Towns
 
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The Arcane Dimension
The Elves have thought years over about the world they live in. It's within their nature to feel magic and seek out its sources and hunt down an explanation for this. By far the most accepted justification for their world is their Pantheon of gods. Before explaining their gods, however, one must understand what the elves think of the role of magics and the gods. Anyone with the ability to detect magic will know that the energies referring to the source of magic can be found all throughout the world, in every object and every living being.

Magic is not the presence of a god, but it is believed to be the result of actions the gods have taken in the past. Many describe the abundance of magic energy as a second body, one taking up the same space as the physical world, yet separate. A part of everything that stays individual but still manages to flow with the world around it. Every person, every stone, every blade of grass, and even every grain of sand in the entire world has this second body, every flowing, individual, and changing.

It is here that the gods are believed to live. The Elven gods do not have physical bodies, they are astral beings existing on a plain of existence no mortal can see. This concept is officially named Arcane Dimension and is often depicted as a network of fibers, much like muscle tissue, that extend within a beings arcane space. The area within the Arcane Dimension taking up the space of a living being is what the Elves believe the soul to be. The gods would simply be a series of these fibers that exist without a physical body.

Existing with no real physical body does not necessarily mean a god cannot take up a body. The Elves believe the sun and moon to be bodies of the gods, along with the earth they walk on. It is most commonly believed not having a physical body at all is what makes these deities so powerful, as without bodies they are capable of connecting with the physical world in a way no normal person can.

Deities
Riusen, The Sun
The Sun is an important part of daily life. It warms the land, feeds the crops, and brings light to the days of Estes. The name of the Elvish god of the sun is none other than Riusen. Of all the gods, Riusen is the eldest. It is commonly believed that this particular god has no voice, as there was no need for a voice in this time. The god of the Sun is instead a listener and depicted as little more than an image of the sun with the rays of sunlight beaming off resembling that of open arms, welcoming its subjects with open arms, asking for its people to speak.

Though the idea of Riusen is easy to grasp, the god itself is not one would be likely to understand very easily. Inside the voiceless figure is a story of struggle with its younger siblings, trying so desperately to bring them all together but lacking the ability to communicate those thoughts effectively. The god who yearns for nothing more than to see the peace of its world once attempted to bring every being closer and unify the gods in an eternal peace, but those that would get too close to the sun found themselves burning to the ground. To never feel the embrace of those it loves so much will forever be the curse of a god who cannot speak. To live alone, yet crave for affection.
Nesrin, The Moon
The moon was the second god. Unlike Riusen, this god could speak. Having only the eldest of the gods to speak to for so long, Nesrin would talk for ages about its life, about its birth, and the fear of its death. Riusen loved Nesrin deeply, but never had the voice to speak it. Even still, Riusen constantly bathed Nesrin in its sunlight and kept the moon warm and visible to the world. They could not embrace, but the love of the sun could be spread through light and warmth.

However, all good things eventually come to an end. As Nesrin aged, the moon grew angry that Riusen would not speak. Nesrin was ignorant to the mute condition of Riusen, and with no voice how could the sun explain? After so many years of craving conversation and approval, all the seen ever did was shine, and Nesrin misunderstood this silent light for the act of being ignored, and chose to hide it's pale face out of the sunlight and found itself existing within the night.

In the Elven Churches, Nesrin is depicted as an eye in the sky as the god that watches over the night. The pale light that grows off the moon is all that Nesrin can see, and the god remains angry at the sun for its silence and still hides within.
Sifteel, The Void
More powerful than both the sun and the moon, the god of the void was born. Sifteel is the representation of the great nothingness, the hallow emptiness created from the rift between Riusen and Nesrin. This empty god is represented in Elven Theology as a black circle with a hollow center, the true representation of nothingness. It was Nesrins hate for the sun and the pain of rejction that Riusen had to face that birthed a god who represented the absolute nothing, the painful resulting of a family in strife. It is often believed that families who fall apart or the world of Sifteel, as this fissure of emotions is all Sifteel truly knows.

Very few times in Elven Mythology does Sifteel speak, and when he does the only thing he has to say is that he never has anything to say. This is a god of action, one who seeks to forever keep the sun and moon apart out of fear that their reunion would mean his undoing. Many who worship Sifteel in particular do so believing that if the sun and moon were to reunite it would also mean their undoing due to his role in the creation of the next gods. Without Sifteels ever-expanding nothingness there would never have been a need to fill the world with anything more than the sun and moon.
Agbara, Of Flame
The rift between Riusen and Nesrin left the sun in pain, but unable to say anything. Seeking companionship, the sun birthed the goddess of flame, Agbara. Much like Riusen, Agbara spreads warmth to all that would embrace her. However Agbara got far more than Riusen intended, and also was capable of immense rage. The wrath of this blazing goddess was capable of scorching the world and electrifying those who would oppose her. Despite this, Agbara remains a kind goddess who is benevolent to all of her subjects.

Agbara was also lonely, but never as lonely as Nesrin. Riusen found comfort in her child and enjoyed listening to the thoughts of her creation. With time it became obvious that her child was developing into a being of her own, one not needing her mother anymore. It was around this time that Agbara requested she speak to the moon in an attempt to seek peace.
Qiling, Of Water
While Nesrin remained upset by the sun for never responding to its words, the moon found itself lonelier than ever. Its solution was to create a child of its own, one that would speak to it. This child was named Qiling, the god of water. Though this god was arrogant, he was peaceful. This god was stubborn, but was taught by Nesrin of the suns apathy and betrayal. This upbringing made it all the more surprising when Agbara showed up to speak with Qiling and Nesrin.

It was an almost immediate denial from Nesrin to listen to Agbara, the envoy of her cruel sibling. Qiling was not so quick to dismiss the words of peace. The god of water found it peculiar that a god who was called so cruel by his mother would ever create someone who would seek peace. Disobeying his mother, Qiling listened to Agbara. It was here that a meeting between the sun and moon would occur for the first time in eons, but an unexpected event occurred. The birth of a new god.
Aitesar, Of Wind
When Agbara and Qiling met, their energies were entwined. Neither of the two had ever had to conceal their ethereal flow and it had caused an unintentional effect. A gust of wind was born, though at the time it was something completely new. This phenomenon was named Aitesar, and it would seen become the name of the child they did not know they'd birthed.

It was in Aitesars birth that Qiling and Agbara chose to delay their meetings with the Sun and Moon. They chose instead to raise their child, their son, the god of wind, and teach him a new peaceful way. One the sun would have smiled at and the moon would have grown to accept. Aitesar proved to be quite the handful as he was never interested in listening to his parents, but took a greater interest in his own freedom, always exploring and running off.
Theslin, Of Earth
Sifteel was growing nervous. With Agbara and Qiling meeting and even having a child of their own, the god of the absolute nothing feared his downfall at the uniting of the sun and moon once again. the solution Sifteel came up with was to have a child of its own, one he would call Theslin, the goddess of earth. It was simple to have a daughter, and even simpler to have the free spirited Aitesar stumble upon this daughter whom was taught how to take care of those she'd find.

Theslin is a sweet and tender goddess who fulfilled her purpose. To provide a means in which the other 3 children of the sun and moon could meet and dance for an eternity. If the meeting of the sun and moon could not be stopped, Sifteel would surely draw out its end as long as possible. This plan would go better than imagined, however, as Theslin began to care for more deeply for her 3 friends than he'd ever anticipated, and eventually all 4 of them would have a child of their own.
Crelt, Mother of Life
Once the Earth, the Fire, the Water, and the Wind were all able to dance among one another, a new spirit began to emerge. A child that was a mixture of all 4 dancing elemental gods. Crelt brought something new, something the sun and moon would both grow to respect and love. Crelt brought life. Anywhere the elemental gods met, Crelt would celebrate by dashing her own energy among those lands.

Most Elven churches show Crelt as an ethereal flow of energy, fibers that twist around all living things, embracing them as her own children. Of all the gods, she is seen as the most maternal, taking care of all that live as a result of her kindness. She also served a purpose to Sifteel as she made Agbara and Qiling forfeit their plans of unity between sun and moon and instead care for their new children, the inhabitants that Crelt created.
Droxheel, Harbinger of War
Despite Crelt aiding Sifteel in its success, the god of nothingness was uneasy. It was well known that both the sun and moon loved the goddess of life, making Sifteel fear once again that the nothingness may come to an end. The solution was to create 2 more children, 2 sons in the form of war and death. If life would bring the sun and moon together then it would need to come to an end.

Depicted as nothing more than a single spike splattered with blood, Droxheel is the god of war. He is vile and vicious, the cruelty of this god knows no limits. He and his brother death would rain terror upon Crelts creations forever, destroying the children of the gods. Droxheels sole purpose is to spread conflict and entice war among the living, and his restraint has yet to be found.
Hexceel, Harbinger of Death
Born with Droxheel, Hexceel would be the harbinger of death. Though he is far less cruel than his brother, Hexceel was also an enemy of those that would bring Sifteel to an end. The ultimate weapon, the destroyer of all, and the one who was feared the most. But no matter how powerful Sifteel may be, he could never predict what would come next, just as before when the goddess of earth was created.

Hexceel hated his purpose, and he hated his brother. Knowing that refusal of his duty would ultimately lead to his destruction at the hand of his parent, Sifteel, Hexceel met with Crelt in secrecy. Explaining to Crelt that he did not want to do as he was doing, they made an arrangement. Hexceel would destroy the lives Crelt created, but would not destroy the energy they had. Crelt could re-use them. This allowed Hexceel to make peace with his own actions and is the sole reason Hexceel is depicted as a heart with a single drop of blood dripping from a tear at its center.
Terasen, Bringer of Peace
As Crelt and Hexceel met in secrecy over and over, Hexceel began to fall in love with Crelt knowing that she would never be able to take him as he was. They could not even have a child of their own. Instead, Hexceel stole power from Sifteel, claiming it was to usher in more death than he'd ever done in the past. This was a lie. Hexceel used this energy to create Terasen, the goddess of peace.

With Terasen at his side, Hexceel met with Crelt for one last time and presented his creation. Crelt broke down into tears, fearing this would be the end of her love with Hexceel. While she was incorrect in thinking this would be his death, she was correct that she would never see him again. Sifteel would not allow it. However, Hexceels love for Crelt would live on as Crelt would raise the goddess of peace to battle in eternal warfare against the cruel god of war, Droxheel.
Nesareth, The Divine Beauty
After countless years, the Sun, Moon, and the Void remained silent. This allowed for the new gods to aid the growth of life and bring changes of their own. Occasionally these changes birthed a new deity. Nesareth was born of the desire for the gods to create Beauty. Most depictions of Nesareth consist of beautiful flowers and gorgeous landscapes. Nesareth is a god who changes the physical world to something he sees as a beautiful creation. This means more than life, but the mountains and cliffs themselves. The world was once flat and dull, but it was Nesareth who gave it color.

Though born of his own creation and necessity, Nesareth grew very close to Theslin. It is from here that flora was made the truly beautiful sight it is today. Theslin was born alongside Gorbubara, and though the two didn't always see eye to eye, they did create a more beautiful life for Crelts creations.
Gorbubara, The Grotesque
A god of flesh is one most would not want to lay eyes on. This belief is quite strict as any images of Gorbubara are considered sin, as this goddess has a figure most horrifying. Though it often seems like her image is shown in a negative light, it is Gorbubara who has given the creatures of the world a physical body to use. She is our blood, she is the flesh we feast upon, she is the fur that keeps us warm.

Without her brother, Nesareth, Gorbubaras creations would appear just as grotesque as she. Any creatures born without Nesareths image are hideous creations, often made in a time when Gorbubara would refuse to associate with her arrogant brother who sought only to make the world look less like her own image.
Artenisen, Eternally Ethereal
Flesh and beauty gave way for a new god, one who would give life a portion of the gods powers. Artenisen is often seen as the most generous of the gods as it was her who had given up part of herself to give the life within the world spirits of their own. With spirits came many more changes into the world, life had a higher purpose among the gods now as they could use powers from their creators and bring their own desires to life.

Giving souls to the living was not something to be taken lightly. Artenisen is the only god who has actually perished. The only way to give souls to the living was to tear her own asunder, rendering her energies emptied. Some magic remained, but with no sentience to hold it together, this energy found itself scattering into even the nonliving, filling the entire world with her own energy. It is because of her that living beings can manipulate magic.
Ylusrin, The Liar
The god if lies and deceit holds a special place among the many gods as he is the only one to be born of mortal action. With the living being able to change the spiritual world around them, Ylusrin was born from those who would spread betrayal and defiance. The other gods see this god of deception as a child and act as though he is beneath them due to his mortal creation

Ylusrin was, however, treated fairly by Nesrin, the moon. Nesrin quickly became the only god Ylusrin would not betray, and as such most imagery of Ylusrin is one in servitude of the moon despite there being no real sign of servitude anywhere within the Elven scriptures. Not all who worship Ylusrin practice the gods nature, but many worship him to earn his favor and believe this will prevent them from earning his deception. There are some still who believe even that belief to be of his deception. It is due to the nature of this gods lies that there are so many interpretations, as none of them are lies while all of them are false.
Uliseel, Born of Plague
The goddess of plague is one that has a peculiar origin. Uliseel was born from life and even has a body made up of the living. In the form of locusts, leeches, and disease, Uliseel does not necessarily bring death, nor does she intend to. It is her touch that corrupts all those she'd reach out to. A cursed life to be scorned by those she wishes she could help

Priests of Uliseel are frequently those that practice the art of healing. Uliseel is regretful that those she reaches out to become ill, making those that worship her wish to purify the ones that succumb to her sickness. The temptation of feeling the comfort of the living is far too great for her ti simply ignore.
Verteslin, The Stellar
Among the pantheon of gods, the god of the stars is the only one that stands outside the hierarchy. Verteslin is believed to be above the petty squabbles of the spirits beneath it, and it refuses to associate with those who cannot even seem to agree.Depicted as nothing more than the cosmic look that is the night sky. The followers and worshipers of Verteslin claim to be able to read the future in the starts.

This is done through their reading of the constellations. The future is never one can predict easily, and even those that claim they can insist the future is chaotic enough to never get an accurate reading. However, the past is also one can read through the stars, and those gifted with this ability are astonishingly accurate. Details are often hazy but the information they can discover is not to be underestimated.
 
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I do not mean for this to be taken as an insult whatsoever, but damn you sir! With how well you've thought this out and how much detail you've put in, it will make it hard for me to bring attention to my own story!

I will say though, I'm very impressed, it's not often that I see such a large project with so little flaws. I think that once you finish, a lot of people will be clamoring to use this new world of yours. I'd be lying if I said that I wasn't at all interested, though I am currently in the process of creating my own world.

Since you have done so well, perhaps you can aid me in my story? If you haven't looked at it, you should! Here's the link if you're interested, and though it seems like you've got everything pretty much figured out, maybe I can help you if you need it?
INTEREST CHECK - Author's Realm [Massive Group RP]
 
I do not mean for this to be taken as an insult whatsoever, but damn you sir! With how well you've thought this out and how much detail you've put in, it will make it hard for me to bring attention to my own story!

I will say though, I'm very impressed, it's not often that I see such a large project with so little flaws. I think that once you finish, a lot of people will be clamoring to use this new world of yours. I'd be lying if I said that I wasn't at all interested, though I am currently in the process of creating my own world.

Since you have done so well, perhaps you can aid me in my story? If you haven't looked at it, you should! Here's the link if you're interested, and though it seems like you've got everything pretty much figured out, maybe I can help you if you need it?
INTEREST CHECK - Author's Realm [Massive Group RP]
You flatter me, sir. Normally, with how good I see myself at world building, I'd love to help someone else build their world, but not this time. This project I'm undergoing is the largest one I've worked on yet. It combines 11 years of notes and 7 years of created roleplays and items. It's going to take quite some time for me to complete this so I'm going to refrain from biting off more than I can chew.

That being said...You'll notice there are some unlabeled nations on the regional map. If you do want to contribute then you're free to "claim" one of these territories and create a nation based on that location. Just send me a PM with all the details and I will add a tab in the locations and fit it into this world. I will be expecting about 3-5 paragraphs detailing who lives there, the nations role in the world, the governing body, and the military force. Also, the brownish territory right under Vardēśa has actually possibly maybe been claimed by an undecided party whom I know irl. So for now that one is off limits.

Like I said, just shoot me a PM if you want to make a nation. I'd also be happy to answer any questions.
 
You flatter me, sir. Normally, with how good I see myself at world building, I'd love to help someone else build their world, but not this time. This project I'm undergoing is the largest one I've worked on yet. It combines 11 years of notes and 7 years of created roleplays and items. It's going to take quite some time for me to complete this so I'm going to refrain from biting off more than I can chew
A shame, but I can't say I blame you, that is quite a lot of work.

That being said...You'll notice there are some unlabeled nations on the regional map. If you do want to contribute then you're free to "claim" one of these territories and create a nation based on that location. Just send me a PM with all the details and I will add a tab in the locations and fit it into this world. I will be expecting about 3-5 paragraphs detailing who lives there, the nations role in the world, the governing body, and the military force. Also, the brownish territory right under Vardēśa has actually possibly maybe been claimed by an undecided party whom I know irl. So for now that one is off limits.

Like I said, just shoot me a PM if you want to make a nation. I'd also be happy to answer any questions.
I appreciate the offer, and I'll probably take you up on that, but as of now, I have about 48 minutes to compile around 5,000 words, and that's no easy task. From tomorrow until late Sunday, I won't be on at all, so If you would truly enjoy my assistance, a quick message or post will get my attention and I'll be right on it.