ADDITIONAL INFO Guild Wars/Bergentrückung - Lore Repository

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If you aren't me, (or some co-gm I approve) please do not post here. This page is meant for storage of world info for the Guild Wars RP. If you have any questions, please refer to the OOC thread, or simply DM me.



Timeline:

  • 0001 - Humanity is in it's infancy. The world, or at least the continent of Urm, is in a barely habitable state, and has been for as long as humans have survived here. The climate in most of the country is ice cold, with the furthest reaches of the north being frozen under deep permafrost. Only the southern half of the continent is anywhere close to hospitable, and even then, dangerous monsters make survival and staying in one place to raise crops hard. Most of the lands are wastes due to being ravaged by Dragons.

    Humanity knows how to fashion weapons and raise crops, as well as build ships and lodging… they lack the knowledge of metalworking, but their technology and civilization could be likened to that of Vikings, albeit, ones confined to the lands of Urm.
  • 0010 - The celestial being, Oa, arrives upon a shooting star. Whether her arrival upon the planet was intentional is unknown, as is her life before arrival on Entas (the planet). Humans, curious of the shooting star that fell to earth come to investigate, and find the slumbering dragon-like being. Her likeness to the beasts ravaging the wastes of Urm frightens them, and they flee. Oa slumbers for a long time after.
  • 0070 - Oa awakens from her slumber to find humans have built a small encampment around her. Her body gave warmth from the cold and her aura caused the ground to flourish, as well as turned away monsters. The people living there are frightened once more when Oa wakes up, but she doesn't attack, instead studying the tiny creatures that have built their homes around her. After studying them, she uses her powers to mimic their forms, and learn their language by reading their minds.

    Using these abilities, she becomes the first "beastman", a humanoid being with traits and powers of wild creatures. Having read the minds of humans, she understands their plight and takes pity upon them, deciding then to care for humans, who begin to worship her as a god.
  • 0500 - Oa has taken great strides in making the land habitable for humans. Using her seemingly god-like powers, her touch alone has turned dead soil into fertile lands, and through methods unknown to man, has turned the very weather and climate to those favorable to man. Most of the thick snow of the north has given way to fertile land, and her protection and guidance have led to the first long-term (hundreds of years) habitations by humans.
  • 0850 - While the climate is more favorable to humans, Oa can not be in all places at once, and the human population is struggling to rise due to the population of beasts and monsters also rising, being a danger to man without the protection of Oa. So, to give humans the opportunity to defend themselves and learn with less of her guidance, Oa creates the Goetia. A tome of great magical power, containing a staggering amount of knowledge, from language and mathematics, to the arts of metalworking and craftsmanship, to how to unlock one's latent magical ability. With this, human civilization rocketed forward in it's advancements, fought back many of the dragons plaguing the land, and subjugated its beasts. Thus the chapter of human woe came to an end, and so began the age of human hubris.
  • 1000 - Oa, having been worshiped by man for so long, was treated as a godly, motherly being, and a specific sect of humans who had originally been blessed with the Goetia saw themselves as the leaders of man. A religion using Oa as its idol to subjugate their fellow man. While Oa cares about humanity, their treatment of her has somewhat warped her perception of herself, and she finds it difficult to relate to the "children" she once cared for. So, she creates her own children, after the image she took upon her awakening. The race of "Beastmen" is born from the departed spirits of the beasts of this land, and Oa cares for them as her children.
  • 1600 - Oa's attention to humans has somewhat waned. She spends ever more time looking after her flourishing race of children. Humanity began to grow jealous, and the religion that followed the "teachings of Oa" began to persecute the beastmen, slowly and steadily. Tensions begin to rise between the races, though Oa refuses to take sides, hoping that they can both reach an understanding.
  • 2200 - The ever persistent persecution of Oa's children reach a boiling point. Oa has not visited humans in over 200 years, instead quietly living in a city of her children, which have rejected human contact for their treatment. The humans, in their anger and jealousy, wanting their god back, declare open conflict with the beast races, using the magic and weapons Oa's Goetia had granted them to destroy the beastfolk's city while Oa is away.

    Enraged by this act, and feeling betrayal, but unwilling to openly strike out against the people she once called her children, Oa decides to create "the sacred land" for her people, a place where humans cannot do them harm.
  • 2400 - The beastfolk have scattered to secluded areas, but Oa completes her plan, creating the sacred land, a flying utopia humans may never reach, accessible by a gateway in the southeast of Urm, which she slowly guides her children to. It works, for a while.
  • 2600 - Oa's most fervent followers follow her to the sacred land, determined to rid the place of beastfolk and bring their god back. This time, Oa cannot contain her anger. She fights back against the invaders personally, but the invaders use a secret weapon given to them in ages past… Goetia itself. They utter a devastating curse upon Oa, destroying a majority of the sacred land and sending it plummeting to the earth, killing most of the beastfolk, and the invaders as well. Goetia is lost somewhere on the surface, and Oa suffers severe injuries, disappearing after the battle to heal.
  • 2800 - First contact with Hassoku, a small country/continent across the vast oceans to the west of Urm.
  • 3000 - Time marches on. Oa slumbers somewhere, inaccessible to humans, and fully recovers from the effects of Goetia. Goetia is still lost, and humans continue to bicker amongst one another. The beast folk once again live in scattered seclusion, this era being the darkest one for them yet, until Oa awakens.

    Eventually, she does, with a vengeance. Oa's rage knows no bounds. The once verdant jungles of the southeast (what would later be Illae) were reduced to naught but barren dunes as she unleashed her fury. Humanity was exterminated in the area, and Oa's wrath marched on. Towns and villages across the land were indiscriminately crushed, and humans fought back in vain. In under a year the human populace was systematically decimated, and it seemed all hope was lost.
  • 3001 - The hero king appears. After journeying to find the Goetia to create a weapon powerful enough to stop Oa, he succeeds, crafting the ultimate weapon, with which he laid low the mad goddess and saved the people.

    The betrayer, a close friend of the hero who had followed him his whole journey, struck him from behind during the hero's most critical moment, nearly mortally wounding him in the process. The hero king, enraged and betrayed by his friend, cursed him with Goetia before banishing him, unable to strike him down in his injured state, and unable to finish off Oa, he sealed the goddess into the earth itself, using the power of Goetia.
  • 3001-3800 - The reconstruction era begins with the hero king at the helm. Having saved Urm from Oa, the hero of the people eventually takes on the title he would be known for, the hero-king. From the ashes of a ruined civilization, he led the people to prosper once more, uniting the land and creating Venicia, the country that is still known today. He lived an unnaturally long life, and in the end created the prophecy of the hero's return, to save Urm from a great evil.
  • 4500 - Life goes on without the hero king, but without his leadership, men do what they naturally do, and begin to squabble among one another for things like land. Venicia, led from the north across the mountains, has difficulty keeping the southern regions in check, and eventually loses control. The Hero King is heralded as a religious figure whose bloodline flows in the royal family of Venicia, and Oa's following after her rampage in 3000 has nearly totally died out.
  • 4634 - The region to the southwest, separated by the belt of mountains to the north and a large river to the east, becomes the kingdom of Dunn.
  • 4642 - The region to the southeast, once called the "blasted lands" after Oa destroyed them, which the betrayer had been banished to, becomes the land of Illae, whose royalty mostly consists of the red-eyed "betrayers", resulting in tensions with the Venician people, who revere the hero king, and resent the betrayer for his actions.
  • 4800 - A war begins between Venicia and Illae, with Dunn remaining neutral, but secretly supporting Illae. Fighting across the difficult terrain puts Illae at a significant defensive advantage, though Venicia doggedly continues to fight in at least some capacity for 60 years, before finally giving up and calling a truce.
  • 4912 - The three-way peace treaty of Urm is signed. Over time, tensions begin to decrease, and while things are never perfectly OK between Venicia and Illae, Dunn acts as a good mediator to keep the peace in check, from it's strategic seat in South Gate.
  • 5000 - The era of long peace begins. New inventions are crafted, and magic is relearned by the general populace, despite the loss of Goetia. New, neutral peacekeeping factions rise up in the form of "Guilds". Namely the Red Lions of Dunn, the Champion's Guild of Venicia, and the Wyrm's Tear in Illae. In the wake of the three-way peace treaty, Illae, Dunn, and Venicia have all demilitarized for the most part, and especially refuse to send soldiers across borders, making paying third parties like the Guilds to take care of defense populace, ridding the lands of nuisance monsters, and defending supply lines and villages from bandits and beasts a wise choice.
  • 6200 - The Guilds have become a force all their own, and the kingdoms' overreliance on them has turned them into a possible threat to the kingdoms' leadership. The era of Guild Wars is soon to begin.
  • 63XX - The Guild wars Begin.
  • 64~6500 - The Guild wars draw to a close, with Wyrm's Tear being completely shut down, and the Champion's Guild being severely downscaled in power (along with The Red Lions to a lesser extent) Dunn's major cities were mostly reduced to ruins over the hundreds of years of disputes (mostly between Illae and Venicia, trying to vye for land in Dunn)
  • 7000 - With the Guilds either dissolved for the most part, or not existing as a third party arm for Venecia and Illae to slap-fight with, and the terrain being so unfavorable, Urm is once more existing in an age of peace.
  • 7500 - The Seal on Oa's grave has weakened considerably. Reports of increasing sightings of monsters, or more violent changes to wildlife are spotted, but nobody can pin down why. The Red Lions step up operations to cull back the monster population and protect the populace, mostly in the areas once occupied by Dunn, but they provide support to Venecia and Illae as well.
  • 7800 - The lands of the Tobun marshes/swamps to the northeast have turned poisonous. The cause for this, too, is unknown, but the people of the Tobun region evacuate for the most part, as significant swathes of the land are simply too dangerous to be inhabitable. Monsters begin to take up residence there, and the Wind orb is seemingly lost.
  • 7980 - Purn, the once capital of Dunn is decimated by a titanic beast that rises up from within the earth. After a long struggle with members of the Champion's and Red Lions Guilds, the beast is finally felled at a great cost to both Guilds, and the lands around what was once Purn. With the complete decimation of Purn, it seems the Earth Orb, too, had vanished.
  • 8004 - The Hero King returns.
 
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Glossary
Below is a list of important terms in alphabetical order. There will likely be more to come.​


Artifacts
Objects of great power or historical/technological significance from many years ago. Generally from the era before Oa's rampage. They have multiple classifications (mainly by guild associations) but are still highly sought after to this day. Indeed, the technology gleaned from reverse-engineering these marvels have resulted in recent advancements such as Airships! (levitation crystals) Below are standard classifications for artifacts:

Minutiae: Artifacts without much historical, scientific, or magical significance. While some may be powerful enough to be sought after by an adventurer, they are either common enough that they have been researched to death and could possibly have their functions replicated, or are simply not useful enough to be worth taking a second look at outside of niche applications. It's common for Artifacts to be reduced to Minutiae status after having been thoroughly researched.

Divulgatus: Similar to Minutiae, but rare enough to value once discovered either for its usefulness, or more commonly, because "complete" works of this artifact have yet to be discovered. Still, even incomplete works can have their purpose reverse engineered after some time, so this is the classification that most commonly becomes Minutiae after thorough research, or enough in-tact examples have been located.

Eximus: These are the real gems of artifact discovery. They are exceedingly rare finds, and coveted either for their value as a scientific discovery, or for their phenomenal powers. It's not uncommon for only a single example of its type of this class of artifact to be discovered once or twice in a lifetime.

Legendary: Artifacts without equal. There's no telling when one might show up, but these are objects of world-shattering significance. Examples include the Goetia, or the Ultimate Weapon. There are very few known examples of a Legendary artifact, and almost none of them are able to be studied.


Beastmen
Beastmen, also known as "Beastfolk" are the children of Oa, and while not many humans still worship the goddess to this day (the few that do are likely in scattered cults) many beastmen still revere their mother, but do not associate her with "the great evil" that rampaged and almost destroyed man. With the worship of Oa a nonexistent thing, the jealousy humans once held for the beast races has mostly vanished. Beastmen still remember how they were treated by humans long ago, however, and many still distrust them, and choose to live separate from humans in their own tribes, living naturally off the land.

Still, it's not too uncommon to find a beastman living among men, and they're often not treated any differently than a normal human, despite their appearances. Speaking of Appearances, their sizes and builds vary based off what "beast" they most resemble, but most males are significantly taller than humans, standing at around 7' on average. Females can be shorter, and even be small enough to hide beast traits and pass well as a human, but generally are larger than humans as well. Beastmen have developed their own sort of magic, harnessing their beastly origins to achieve a "true form" much like their mother, Oa, could turn back into her dragon form. These beastmen develop special stones that they attune themselves with, to temporarily transform into true beasts. Especially skilled beastmen can attune stones to the essence of other monsters to temporarily take their forms instead.

Beastman traits manifest in all sorts of ways, and no two are perfectly alike, though they most commonly appear closer to human than beast, bearing fewer beastly traits than one might expect. Dragon-like Beastfolk are exceedingly rare, and are most likened to their progenitor, Oa.

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Betrayers
A dirty name for the bloodline descending from "the betrayer" who once stabbed the hero king in the back (literally). Supposedly they are cursed with misfortune and short lives, and are easily detectable by their red eyes. Venicians especially dislike them, due to their veneration of the hero king, and they are often mistreated up north, often considered people you simply can't trust, or criminals and backstabbers in the making. Betrayers are most commonly found in Illae, with the royal bloodline still bearing red eyes to this day. Outside of their distinctive red eyes, they're no different than any other human, uncanny "unluckiness" some exhibit notwithstanding.

Bergentrückung
The prophesied return of the hero king, who would save Urm from a great evil in it's darkest hour, using the weapon the hero king left them, and the elemental orbs.

Dunn
A country a bit older than Illae. Dunn is actually separated into four regions, which all act together as a governing council. Power is less centralized, but still strong. The regions are Idunn, Jodunn, Halidunn, and Yoridunn. Idunn was the founding state, named after the woman who would have been queen, but decided on a different form of governance, instead giving equal power to the other states. Thus, there is no one "face" of Dunn. It still gets the job done, though. (pun not intended)

The capitol, Purn, and thus the location of the governing council, is in Halidunn. Idunn's capitol is South Gate, the major port of trade between north and South, squeezed right between the gap in Urm's Belt, the mountain range that bisects the continent. Jodunn's capitol is Bahmu, a trade hub with Illae, and the home of the Red Lion's Guild. Lastly, Yoridunn's capitol is Yorith, a major port that trades with Hassoku.

The Elemental Orbs
Powerful artifacts each fashioned from a portion of Oa, and containing parts of her vast power. Their true origin is unknown, and it's commonly believed that the Hero King created these orbs using his own divine powers. They were placed in their locations to both protect and sustain the places they reside in, as well as act as further seals to Oa's grave.
Eye: Water (located in South Gate)
Fang: Fire (located in the beast capitol)
Tongue: Wind (located in Tobun)
Claw: Earth (located in Purn, capitol of Dunn)
Heart: Spirit (location unknown)
The hero king divided these up before his passing around the continent of Urm. The locations of some are known, but they are destined to remain in their chosen locations until the return of the hero king.

Entas
The name of the planet our story takes place upon.

Geas Stones
Also known simply as "Geas", they are magical artifacts of various tiers which hold special powers that are not all fully understood, and still being researched, having recently been found by Shira Hariche of the Wyvern's Tear Guild. Typically Geas are easily identifiable as spherical stones or crystals about the size of a grape, with runes of Goetia inscribed across them. Each one typically holds a unique power, and their names are usually based on the magic they possess. Below is a list of known geas stones:

Command - Legendary Artifact. The first Geas discovered, alone it does nothing, but it can activate, deactivate, or enhance the magics of other geas stones at will. Most geas stones discovered are inert until activated by this command stone, and there is only one known in existence.

Peace - Eximus Artifact. This Geas can render the magic of a living target completely inert, seemingly no matter how powerful. It's thought that more of these stones might exist, but currently only one has been found.

Aura - Divulgatus Artifact. This Geas can seemingly detect any magical source, regardless of attempts at cloaking or the materials in between the stone and it's target. Skilled users can attune to specific targets, and these useful artifacts are typically used to dowse for buried ruins and artifacts.

Azoth - Divulgatus Artifact. This Geas can miraculously cure any illness or injury, no matter how seemingly severe, so long as the target of the Geas is still alive. They require no magic from their user or surroundings, but crumble upon restoring their target from a deadly illness or injury. Highly sought-after, and quite rare. All known examples of Azoth have been active upon discovery.

Lode - Minutiae Artifact. Also known as "Lodestones", these geas stones are unique in that they aren't easily portable like other geas stones, and are understood well enough to be replicated, though, the process is slow and costly. These stones are about the size of a watermelon, and their only use is for attunement with Pass Stones.

Pass - Minutiae Artifact. About as well understood as Lodestones, these stones are also known as Compass Stones due to them being part of the pair, though their functions differ from a compass greatly. These stones seemingly create a slip in space that transports the bearer (and individuals who are in contact with the bearer) to a Lodestone that the Pass stone is attuned to. If the Lodestone that the Pass stone is attuned to is broken, the Pass stone becomes inert. Pass stones break upon use.

Goetia
In our world, the concept of "Goetia" is to invoke angels and demons. In practice, using Goetia in Entas is much the same. Goetia is an ageless tome of great power, a gift to humanity which directly taps into the vast powers and knowledge of Oa. A great many advances in civilization and knowledge of magic were gained from this book, and just like Goetia in our world can invoke angels and demons, the tome Goetia can do both great and terrible things. It created the curse that wiped out the sacred land and injured Oa, but also created the blessed weapon that saved man from her. Goetia is a powerful thing, but a neutral one. The last person known to have had access to Goetia was the Hero King himself, who rightly secreted it away from man before his passing, knowing it's powers were too great for them to have access to.

Guilds
Commonly known or depicted as adventurer's guilds in other media, and in the time of the hero's return, their power has diminished to mostly act in this capacity. However, in the time of the Guild Wars, they were the most powerful societal forces on the continent of Urm, nearly equal to, if not more powerful than the governing bodies of the kingdoms they were home to. On their face, they acted quite like an adventurer's guild, but were more like a mercenary force, lead by charismatic "heroes" of their respective guilds. For the countries they resided in, they were quite like a private military company… just ones who slayed dragons and saved villages from dire wolves on the regular.

There are three major Guild factions listed below:

Champion's Guild: The main guild of Venicia, and generally operate within their territories. Of all the guilds, this one most aspires to the image of the Hero King, and the strongest members among them usually claim some lineage tracing back to the old hero, though actual royalty is barred from joining, considering their nature as a third party actor.

Red Lion's Guild: The 1# Guild in Dunn (and later, Urm). They are fiercely competitive with the Champion's Guild, though of all the guilds they are the most neutral, and least likely to involve themselves in political affairs with other countries. They have the strongest hold on trade between all regions, with their hand of control hovering over South Gate, and revolutionizing Airship technologies and services, which other countries and guilds have not quite caught up to yet.

Wyrm's Tear Guild: Situated in Illae, they're the smallest Guild, but considering the power of these guilds relative to the governing Kingdoms they inhabit, third is not a position that one should scoff at. Of all the guilds, they're the least scrupulous about getting their hands dirty in political affairs if it fills their pockets, which is fitting, considering they sit upon the lap of Illae royalty. This guild is also the one with the most access to artifacts from the Sacred Land, being situated on land that supposedly the lion's share of ruins fell upon. The only problem is finding and digging them up out of the sand.

Guild Wars
An age from around 6200 - 6500 of strife caused by the power imbalance between guilds and the countries of Urm, who used them as a third=-party military force to circumvent the three way peace treaty. It ended with the destruction of Dunn, and it becoming part of Venicia, as well as the reduction in powers of the Champion's Guild and Red Lion's Guild, and the dissolution of Wyrm's Tear.

Hassoku
A continent/Country far west across the ocean to Urm. They often land in Yoridunn to trade goods, but the trip there and back is somewhat perilous, (especially so, considering the sea monsters) making frequent visits difficult. It seems they got along just fine, or had their own tales of legends outside of what happened in Urm. It is exceedingly rare to find a Hassokan living among the citizens of Urm, as they typically prefer their home. They don't look much different from a human, but can be easily discerned from them by their pointed ears.

Hassoku is, for the most part, a cluster of large islands whose ownership constantly changes between feuding lords. During the return of the Hero King, it's one unified state, though during the Guild Wars, it was the most fractured it had ever been, divided into no less than 6 states each warring for territory.

Their culture can be likened to our world's Asia, rice is a staple food over there, weapon designs and smithing are far different from that of Urm, as are the clothes and building styles. Since the continent is broken up into large islands, their primary source of meat is from fishing and poultry, but trade with Urm has brought other animals and crops over.

Below are image references for a Hassokan. The Images are references for Wyverians from Monster Hunter, but Hassokans have some differences, that being they have 5 fingers and toes, and human feet, but all other traits, especially the ears, are spot-on.

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The Hero King
A great figure of the past who saved man from the rampage of Oa by summoning the ultimate weapon from within Goetia, after journeying to find it once more. He gravely injured Oa and sealed her within the earth using Goetia's power, and led humanity to prosper. He also created the elemental orbs from pieces of the felled Oa, to protect the land and further seal her after his passing.

Illae
A more recent kingdom, founded by the descendants of the Betrayer, tired of ill treatment, and wishing to make a name and home for themselves, which they did quite successfully. Still, they can't shake their titles, and their leadership's nature changes frequently from hostility towards Venicia to wishing to erase the Betrayers' bad name through good leadership and cordiality. The current ruler of Venicia is Solun Yillengare, a 64 year old king who has ruled for nearly 50 years now with an even hand, though one that typically disfavored Venicia. There are whispers that he may soon step down for his son to take his place, and it is known that the prospective future ruler might be the most spiteful towards Venicia that Urm has seen in generations.

Magic
Quite obvious, this, but it's an umbrella term. In the thousands of years since Oa has been felled, magecraft has come a long way, and all manner of magic under the sun have been studied and are in use. There are nearly as many ways to use magic as there are to cook an egg, perhaps more. Generally speaking there are some basic rules to it, however.

Mana is magic from outside the body. A crystal, an artifact, the earth itself, these are all sources of Mana.

Prana is magic from inside the body. Some call it spirit, ki, chi, "soul energy", whatever you wish to name it, all living things produce Prana. To be alive, to breathe, you are producing some amount of "magic". This magic flows through your body and the bodies of all things which produce it in a network not too dissimilar from your vascular or nervous system.

Oa
A "Celestial Being", also known as the dragon goddess, due to her likeness to the creatures that once plagued humanity before her arrival. She is a being with godlike powers who gave humanity much knowledge in all things, and literally shaped the world with her own hands to be more habitable. She is the progenitor of the race of "Beastmen", and after being felled by the Hero King, festers within the earth until the far future. The elemental orbs are pieces of her power.

During the time of the Hero King's reign, her worship was outlawed, and her name was not to be spoken. In fact, one could consider her treatment similar to "damnatio memoriae", latin for "Condemnation of memory". She was, for the most part, scrubbed from history, likely to strengthen the effects of the curse that kept her sealed. It is very rare to find anyone who knows anything about Oa in the age of the Guild Wars, and a nigh impossible feat in the time of the hero's return.

The Sacred Land
A land in the sky, created by Oa for her children to live in peace and prosper. It was supposedly entirely destroyed by a curse from Goetia, and the ruins of it's floating isles can be found half-buried in odd places around Urm, but most commonly in the sands of Illae, where it is said that the gateway to the sacred land was hidden. Many adventurers and researchers still seek out the gateway to the sacred land, not just because of the possibility of such a prosperous place, but the secrets it might still hold.

Venicia
The kingdom that once claimed the whole continent of Urm, and in the time of the hero's return, does control ⅔ of it, owning the lands that Dunn once presided over. Their first king was the Hero King himself, and one thing that hasn't changed throughout time is their claim to this "divine" bloodline. (because who else could fell an evil god, but another god?) In the time of the Guild Wars, the current reigning king is Istas Venii II, a 29 year old who has reigned for 3 years after the death of his father due to illness.
 
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Map of Urm, Circa 6300

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Map of Hassoku, Circa 6300

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Guild Champions
Among the guilds there are notable figures that stand out, "Champions" if you will. These individuals are widely recognized by society as the faces of their respective guilds, and have typically committed one deed or another that has shot them up the ranks of their guilds, as well as caused them to be spoken of and revered by the general populace. Below is a short list of such champion figures in each guild, at the time of the Guild Wars.

Champion's Guild
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Naturally with a name like the Champion's Guild, the guild has a fair few of these figures among their ranks, more than any of the other Guilds, certainly.

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Name: Lorelyn Vonstadt
Age: 61
Despite looking rather young, Lorelyn is the oldest champion still serving a guild in a champion capacity. She's also the most legendary. Heralded as the "spirit of the hero reborn" by Venicians with her blue hair, resembling the Hero-King of old. She is often described as the perfect warrior. She was around when the concept of champions started to become popular, and was in fact the person who popularized it with her otherworldly presence on the battlefield and absolutely perfect record. It is without question that no other single champion could face her in combat and live to tell the tale... perhaps not even multiple. It's hard to say for sure though, as Lorelyn has never tasted defeat.

Instead of focusing on any one field of magic, it's been reported that Lorelyn has used a variety too confusing to keep track of, seemingly having a spell for almost any occasion, when her impressive physical skills weren't enough to take care of a situation. Just because she has never tasted defeat however, does not mean she never takes damage... whether it's true or not, it has been reported that the champion of champions has gotten back up from any number of things from direct dragon fire, to a falling star. If one must face the azure knight in battle... it would be best to say your prayers.
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Name: Morde Haight
Age: N/A
This one's kind of a special case. How else do you describe an 8 meter tall hunk of possessed armor? In his greatest feat of magic work of all his life (and his last) the great wizard Morde Haight transferred his consciousness into this colossal suit of armor. Great power and immortality at a cost. Humanity. Those in the higher echelons know the true identity of the "colossus", but nearly none in the public or lower guild ranks know the truth. Morde is the Champion's Guild's secret weapon, and is only deployed in situations where excessive force is absolutely necessary. Most of the time, he is "sleeping" in the Champion's HQ, as deployment requires significant resources.
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Age: 26
The elder sibling of the "Gold Knights", a pair of sibling guildmates in the Champion's Guild. They both entered the Guild at around the same time, looking to make money and a name for themselves after house Roche was destroyed defending the ports around Tabun from a group of mercenaries that were rumored to have been under orders from Illae. Regardless, the siblings fought hard and while they don't have any particularly incredible feats to speak of, their track records speak for themselves, being second (and third) only to the greatest of champions, Lorelyn.

Elle is Valkyrie knight, capable of speeds that rival, or perhaps surpass the Wolf Knight, Shen. It's said her use of physical amplification magic is probably almost second to none, and her enchanted spear, Vel almost always misses it's mark... and if it doesn't, the strong spatial magic it is blessed with returns it to her hand for a quick second throw. Elle is a force to be feared, especially with backup from her brother, Alexander.
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Age: 23
Younger sibling of the famed "Gold Knights" of the Champion's Guild. Alexander in particular is rumored to be courting the Venician crown princess, Lila Venii.

Alexander is exceptionally skilled in defensive magics like barriers and healing fields. He also dabbles in construct magic, which is related to barrier magic, to create walls or platforms for agile combat and mobility. He works at his best when deployed with his sister Elle, as the two have fought together for so long that they perform actions in perfect synch even without words.
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Name: Lugh Roha
Age: 35
A beastman hailing from the no man's land that is the Beastlands, Lugh has had a hard life. He's the living example of "what doesn't kill you, only makes you stronger", having survived through a great many battles and only come out more skilled for it. He is a fierce warrior who stands for his people above all else, and insures peace between Venicia, the Red Lions, and his fellow beastmen living out in the beastlands. Of the champions in the Champion's Guild, barring the Colossus, Lugh speaks the least.

The Red Lions have their Crow Knight, and the Champions have their Hawk Knight. It's hard telling who would win in a fight though. While one goes for firepower above all, the other moves at blinding speeds with the aid of wind magic, and fires volleys of weapon constructs that can make short work of a group of soldiers. The day might come when we see who is the lord of the skies, but it has not yet.

Red Lion's Guild
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Considering it's rivalry with the Champion's Guild, it only stands to reason that the Red Lions would have their own examples of excellence. While their numbers might be less, these individuals are no less legendary, the four heavenly knights being the strongest examples one might find anywhere.

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Name: Mora Haligh
Age: 27
Race: Crow Beastman, "Betrayer" blood.
Known most prominently for her position as one of the "Four Heavenly Knights", Mora is the only one among them that often goes without her helmet, the populace generally treating her as the leader, despite the lack of any statements from the knights to back up that suggestion. There are few betrayers in the champion class of Guild Members, but Mora is the most prominent, often due to her lack of helm when not in battle. Even Venicians, who generally dislike "betrayers" for the most part like Mora. She's a prime example of what a champion should be. Her most notable feats include assisting Hewe in defeating an ancient dragon, and stopping a massive rockslide, primed to destroy a village, by blowing a giant crater into the mountainside, which is a landmark now in Urm's belt.

She is most known for her explosive fire magic, summoning a magical ring from underneath her hellfire mantle (the fireproof cloak she wears over her wings and armor) to use as a catalyst, coupled with her sword, for aiming and firing devastating fire spells. Her most notable spell, which reduced part of a mountainside to a deep crater, is "Abyss Nova", a spell that seemingly creates a miniature sun at a fixed point, which feeds on surrounding material and explodes. She's skilled with a sword, too, but typically prefers casting fire spells, unless it would cause too much collateral damage.
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Name: Blythe Stoneheart
Age: 32
Race: Human
Blythe is likely the second most popular heavenly knight after Mora, and followed closely by his friend and rival Hewe. He's most well known for taking on a mercenary company of 300 men from Wyrm's Tear all by himself, earlier on in his career for the Red Lions. Despite being the Lion Knight, and working for the Red Lions, he isn't the guild leader, but he does do more "management" work than the other heavenly knights. He's often busy these days smoothing out relations between the other guilds, which, in times like these, is a feat worthy of bragging about.

He is most commonly known for his thick armor and defensive "Lion" stance. He's skilled in using earth magic to manipulate the terrain to his advantage or defend himself or targets, and is a skilled, strong close range combatant with his large shield and great sword. Despite his feats not being as incredible as the other knights, he is still a force to be feared.
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Name: Shen
Age: 28
Race: Hassokan
The "Lightning" Wolf Knight charged onto the scene in a flash two years ago, defeating the previous wolf knight, Leland Vass in a fair duel, and with ease, snagging his position with his unorthodox sword techniques. He is the only champion in history thus far to have become one directly from having been a non-guildmember before, and one of the very rare few notable Hassokan guildmembers as well. It's rumored he used to be a prince in his homeland, but instead he turned to guild life for adventure and fame.

His style involves quick-draw slashes from the exquisite sword at his side, forged with hassokan secret techniques. It is often said that if you can't see him draw his blade, you are better off not facing him. Among the four heavenly knights, he is without question the fastest, and a master of lightning magic as well. He once felled a Roc with a single draw of his sword, which called forth a thunderclap that struck the beast and killed it instantly.
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Name: Hewe Adler
Age: 33
Race: Human
It's hard to say at times whether Hewe or Blythe are the second most popular knight of the Red Lions, but it's easy to tell who has the most incredible feat, considering Hewe wears his proof into battle. Hewe wasn't the dragon knight until he defeated the ancient dragon Valofnir with assistance from Mora, spearing it directly in the heart using his fabled spear Terebrare.

Unlike the other knights, Hewe does not have an elemental specialty, instead focusing solely on pure and enhancement magics. It was these abilities he used to leap up and plunge his spear directly into Valofnir's breast, drilling through scale and bone to destroy the beast's heart. He may not be able to destroy a mountainside or raise one, or summon thunder, but sometimes enough muscle is all it takes to get the job done.

Wyvern's Tear Guild
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Seeing the elevation of individuals to "hero status" as they put it a negative thing, the Wyvern's Tear's Champions aren't officially named as such, but the populace adores them no less.

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Name: Shira Hariche
Age: 27
Race: Human
Unlike most of the other Champions, whose renown typically come from achievements in combat, or other feats of strength, Shira is renowned for her prowess in the magical arts, as well as her contributions to science in the research and discovery of various artifacts. More specifically, she is the mage who both discovered the first Geas stone. Peculiar stones with various magical properties, though none stronger than the Legendary "command" Geas, which can, as the name would imply, control other Geas stones. There is only one command Geas known in existence, and Shira possesses it, as well as the "peace" stone, another Eximus-tier Geas which can nullify spells.
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Name: Kalias
Age: 31
Race: Beastman (Lion)
Outwardly, Kalias is a brute with the power to shatter armor and walls with his gauntlet and beastman strength. However, image is specially crafted for his enemies and political opponents to believe in. In reality, Kalias has put his magical focus into telepathy and the ability to detect weakpoints in inanimate objects and people. His windups are for show; all that's required for most inanimate objects is a delicate touch of focused magical energy at the shatter point. It's similar for his living enemies. He uses words as weapons, taunting his enemies to attack their insecurities and goad them to make mistakes, masking that there's magic in those words. For those weak willed, he can shatter the mind and reduce a person to a babbling mess. In the political arena, Kalias coaxes loyalty from many, convincing them he is as simple as them, and interested in rebuilding Illae and expanding the Wyrm's Tear Guild. In reality, he looks only to amass a horde of mana-based artifacts for himself, destroying what he cannot possess in the process. His most notable feat was single handedly destroying an ancient magical barrier in some uncovered ruins, that was said to be impossible to break, to gain access to artifacts under its protection.
Credit for Kalias goes to @foodforpigs .
 
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