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The Iron Dynasty, DeLaRose Role Play Group » Valerian Story's » Valerian Planet Info » Information on all continents

Information on all continents

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1 Information on all continents on Thu Jun 18 2015, 20:39


Info for All Major Citys

Last edited by Anaya on Fri Dec 30 2016, 21:48; edited 4 times in total

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2 Re: Information on all continents on Mon Nov 21 2016, 18:52



"There is a place to the far east, a place like no other here in the lands we live in now. It is along a sea, much the same way Firedor is, where the sun sets across the water, but it is not the same as the Firedor Sea. It is a land of fire and  stone and was so, even before the Valarian people came to its shores. The people there loved the sky. They had legends about the Sky and how they were kin to it always. And because they loved the sky so, people say they took to loving all things of the sky as well, especially birds. They tamed eagles and hawks and other fiercer things, and in exchange for sheltering them, these things helped them hunt and taught them their ways. It is said from these people a skill called falconry came, and it is the reason we know how to raise and train hawks and falcons now." 
- Crista Carvante Scholar

Located in the Eastern part of the Valarian Region where the Mountains touch the sky. The ground rises out to enclose part of the Bay and touch the eastern Ocean, Ignoros is a settlement built to the east  of an active but relatively quiet volcano, Mt. Naruga. Considered both breathtaking and remote, Ignoros is home of the Inarta people and their giant Wind Eagles.


The Main castle and City of Ignoros was created and settled post Valerian name, one of the first standing regions its people the Inarta claim the land  upholding the honour of the ancients and protecting it with there lives. In the first days of sun the people Orkota settled the land first, claiming there god Axure had placed footed hoof on the land marking it as there own. They held very little wealth and worth to the Inarta people who were dragged along as slave ship hide aways.  In the first years the  Emperor Galifor made his stance Suva a large imperial city caved into the side of the volcano Naruga. The Orika were always known for their falconry and their absolute love of the sky and in no time at all it had rubbed off on the Inarta people as well.

The northern Inforos region was well known for its vast amounts of hawks, falcons, eagles, and owls. These birds were all but worshipped by the Orika and treated as family. The Orika were so strongly bonded to these birds that they themselves were almost birds in truth. Zulrav, Syna and Leth were popular deities to these people as well. So when the ground started shaking and the world in the far east erupted with destruction – they assumed they would be untouched due to their distance. They were wrong. Though they were far away and involved, the battle came straight to them. And when the war of the gods came and those gods beloved to them asked for their help, they readily agreed. No one, not even the Inarta, remember what was asked of the Orika. Their favorite among the deities, Sylir, used the last of his strength to bind the Orika into a tangled web that none have been able to unweave since. Half their strong population died, and through the quick actions of the goddess Caiyha, those dead rose again in the form of mighty eagles. They rose just in time too, for the mountains shook and grand mountain ridge that divided the lands was born as well.

No one knows why exactly - no one, perhaps, but the Gods themselves. So it is that the name Inarta means risen. The whole word, including the volcano’s name (Nauga) means to rise and fall. The Orika gained the wings they’d always wanted and shed the burdens of their former lives as the Suvan nation died around them. It is said because their hearts were so big, and their sacrifice for the land so enormous, that they were reborn incredibly large as well – becoming the Wind Eagles and absolutely refusing to leave their former people. The Goddess not only granted them access to the sky, but gave them dominion over it as well. So to this day both eagles and the people of the Inarta live together one in the sky and the other on the land ruling over all within the mountainous range of Inforos. Without the birds, the simple truth is that the Inarta would starve. And without the Inarta, the Wind Eagles would die of loneliness for their kind are incredibly social and dependent upon scholarly interaction to thrive. And it is said to this day that  Ingoros once known as Suva holds a secret that the Inarta know but cannot remember.

City Overview

Ignoros is a large wonderfully built City. It is something between a bird colony and a  castle with how its people and residents live and travel. It is built a top a large cavern and upwards to small mountin ridges and walls. . The eagles and their riders have hollowed out enormous caverns under the city and into the internal walls of the cavern and its tunnles that serve as aeries for both single birds and mated pairs. These aeries are then connected by tunnels that lead to the kitchens, common areas, and other places within the city. Half cave system, half courtyards, the Inarta have an Impenetrable natural fortress at their disposal that is so remote that visitors rarely make the journey up the treacherous Sand scraped Valley and  Ignoros Road to visit. Only a few traders come seeking the Inarta’s amazing glasswork and bows as well as there weapons and rare found metals and gems. Ignoros welcomes visitors, but receives so very few of them. There is a small settlement on the shores of The Bay that is mostly a fish processing facility for the city. This settlement has no dock where ships can tie up, but further down the river there is another small port were there is a larger dock and where some of the lower caste Inarta keep vessels of their own.

“it is alright here, not to to bad, we grow things, water runs down here and the giant man eating vampire bats only steal our kids sometimes” -Elanor Voltime Mother of 2


As one can imagine being at one of the highest elevations in Valaria, the land enjoys extremes. Summers are hot and incredibly short, while winters are cold and drawn out. Snow falls early and stays late, often adding to some of the formidable glaciers that comprise the mountains of Inforos. Storms are fierce and often blow in from the northwest, having been born out in the middle of the Nothern Oceans. One of the main jobs of the Lookout rider is to spot storms and let other riders know they are coming in. Since the Lookout is always manned, its normal for Igonoros to be forewarned of bad storms coming in.

Underground within the city it is hot and muggy in the summer and cool and calming in the winter, snow and water dripping down as well as the small amount of rain they do have fulling the pools and underground waterways. Many residents never come to the surface enjoying the better temperatures down below.


In every society there are politics. Ignoros is no different. However, to have any true say in the city you need to be a Rider or an Artisan. If you are neither, politics are something best to keep out of. The hierarchy of  Ignoros is simply defined by the caste system of which The Tavinal or ruler leads. The Tavinal can be a singular rider and his or her eagle or a mated pair and their eagles. The current leadership of Ignoros consists of a mated pair, so the feel of the city is a bit more balanced than if a singular person leads. This pair is the oldest still fully functional adult riders in the city. They have the ultimate authority and the other ruling nations answer to them.

"Look, my love. The heavens greet us with a beautiful dawn. No doubt it is a sign today will be a day of many blessings."
"No doubt... Although I would settle for just one. Do you think the others would mind if we had some time alone?"
"Did we not have that the night before, and the night before last?"
"We did... although just this once I would like to know your warmth without feeling like others can hear our pleasure and watch us through thinly veiled canopies of modesty..."
"Oh... well, we could always just wander a little from the camp and..."
*giggles* "While it's raining?"
"Why not conjure up a shield over us, then?"
"Clearly you have no idea how much concentration is needed for one of those..."
"True... Then perhaps it would be wise for us to find a nearby cave and--"
"Husband... I said I only craved one blessing. Getting a little wet hardly bothers me."
-- Evaryr & Kalysia


There are no actual ‘markets’ or bazaars in Ignoros. Instead the Courtyard of the underground is turned into a market on market day which falls once every ten days. Market day is something of a festival for the Inarta for not only do they trade goods then, but they can also be found singing and dancing as well as feasting together. The Inarta do not use the Gold, since they are absolutely too far away from the Main land mint to get supplies of the coin. Instead, they use the pinion, a small glass coin in the shape of a feather. However, the pinion is rarely in use. Instead, most of Ignoros is driven by barter and trade.


Ignoros has one of the most unique cultures anywhere on Valaria. It's fluid nature - the ability to rise and fall in a heartbeat within its structure means one must celebrate when one can. The Inarta don't expect long lifespans, unlike other humans that live in softer climates, the drastic temperature and altitudes at which they survive takes a tole on their bodies. So their philosophy is simple. They embrace life, celebrate whenever and however they can, and live it to the fullest. They have no fear of heights as a general rule, and while other fears do drive them (fear of falling into a commoner or drudge cast for example), they have a bold wittiness to their personalities that are somewhat infectious. And though to an outsider they might seem cruel - for the most part the denizens of Ignoros enjoy a place rife with sparks of brilliance in the otherwise long and sometimes very mundane role of humanity on Valaria.


One thing Ignoros can say about itself is that its architecture is beautiful and simplified since so much of the panoramic views around the city are breathtaking. Almost every window sports an expansive view of Inforos or the caverns that seem to stretch on for days and lets the person enjoying the view know they are doing so at a safe and sacure point.  There are no trees in Ignoros - at least not at the higher elevations - so almost everything (even furniture) is made of stone. Wood must be imported or brought up the mountain by Wind Eagles who's time are better served finding food. Masons enjoy a rank higher in the Artisans than almost anyone because they very rarely are without work or out of high demand. Reimancers, as well, especially those that can mold earth and expand Aeries and commons are also highly regarded and well sought after. Plumbers that bring water to the hydroponics do so in pipe that has been carved out of stone and elegantly decorated to match the rest of the Ignoros style architecture.

The Beauty of Stone is found in any buildings and cathedrals. It is the normal way of all homes to have large arches and stunning pillars.


Starvation is a real threat in Inforos. While some hunting can be done for things like mountain sheep or goats, there is very little window in terms of weather to accomplish agriculture, farming, or the production of most meat and dairy animals. Hence, Ignoros has found a great solution. The Wind Eagles hunt, mainly fish and large marine mammals in the nearby Bay and Eastern Sea. That is why, by and large, the eagle riders are so important to the city. Without the food these eagles provide, the denizens would starve. The Artisans of Ignoros have also gotten very creative and have learned to grow food in the rich waters of Mt. Nura Since the volcano itself is active and constantly upwelling rich nutrients, once rainwater filters down through the rock of the mountain, it collects in vast undergrown pools that easily grow plants the Inarta need to survive.


The Inarta use any excuse to celebrate holidays. They use the standard excuses everyone else does... birthdays, deaths, marriages.. to celebrate holidays. They also hold The Death of Sura in special regard because it is their believe their people were truly created during that event. In addition to such things, the Inarta celebrate bonding, laying, hatching and fledgling when it comes to the Wind Eagles. It is especially important in a young person's life when they manage to link their lives to a newly fledged eagle who's suddenly moved into its own aerie to begin its process of choosing. Young people, mostly commoners and drudges, are always excused from their chores when an eagle fledges of their same sex in order to move into its new aerie and begin the process of linking with it. The competition is fierce, and while a newly fledged eagle may have upwards of ten or twenty 'guests' in its quarters, it will ultimately bond with only one. During these events, accidental deaths increase dramatically as the young people grow bolder and bolder in their attempts to gain the birds attention and affection or eliminate rivals. The Inarta tend to look the other way during the course of these events, knowing the survival of the fittest will only benefit their peoples in the long run.

In addition to the life events being celebrated, the Inarta also celebrate the summer and winter solstices and the spring and autumn equinox. These events are normally accompanied by dancing in a very formal setting in regards to the Solstices and informally so during the equinoxes.

All if not most of Inarta woman have red hair, it is called Touched with fire, to them it is a disgust to have anything less then red flame filled locks.


While Ignoros has no actual military to speak of, the Eagle Riders and the hunter class archers can act as military if necessary aswell as they hold rock golumes as tankers if the need arises for battle. Due to Mount Naru's near isolation and lack of resources, almost no one would consider attacking the facility militarily or conquering their lands. Instead, the Inarta face more environmental threats than anything else. The weather is harsh, summers short, and winters extremely cold. Those threats are far more real to the Inarta than invaders or even dangerous predators.

Places of Interest

Sanikas was the first Orika transformed into a Wind Eagle by Caiyha. The circumstances of her creation are still cloudy in the minds of the Inarta, but they do clearly remember her name. And as such, they honour her memory and her sacrifice by naming the prominent geographical features around them after her. And as the first, her name has been immortalized by the Gates to the very city itself, the River that flows from Mt. Naru, the road that travels along the river, and the valley the river itself has created.

The Valintar
Since Ignoros only has several thousand people, there is truly no need for separate offices for housing, employment, stores, and law enforcement. Instead, the highest non-riding member of the Craftsman class automatically becomes the Valintar and in that position they must completely and utterly run the city like a stewart runs a castle. They know whats in the stores, which areas need more workers, and which expansion or construction projects are underway. They are in charge of what passes for Ignoros's jail and acts as the judge and overseer of justice. It is a lot of power in one person's hands, but the upper castes in Ignoros make sure a suitable candidate is always in place. In fact, nearly from the beginning of the Inarta, one family has acted as all the Valintars.

The Communal Kitchens
While all youth and above ranks are allowed to go to the kitchens and use their facilities at any time, drudges are left to eat at very specific times of day. Twice daily there is a 'drudge meal' served of simple soup and bread along with water or hot tea that serve to facilitate the feeding of the underclass. All others, including visitors, can drop by the kitchens any time of night or day and either talk a cook out of a meal or prepare their own food using the resources available therein. The pantry and cold rooms where the food of the entire city is stored are carefully guarded by the Kitchen Storeroom Manager and Head Chef.

The Hydroponic Gardens
These large underground nutrient rich pools are used to grow most of the fresh fruits and vegetables of Ignoros. Most of this produce are either unique to the region or have been specially developed by the Hydroponists that dwell within. Most Hydroponists have at least a little water reimancy and bear the gnosis marks of numerous gods gifted with the ability to influence plants and breed them. One and all these terribly ingenious people have a vast working knowledge of plants.

The Glass Reverie
Ignoros is by and large most famous to the outside world (besides having giant eagles) for their incredible mastery of glass. Living right beside and partly in a volcano tends to give the Inarta a distinct advantage over other cultures that produce glass because they have a singular heat source that so far shows no sign of exhausting itself. Cultures all over Valaria tend to send Inarta some of the incredibly rare ingredients they need to color their glass or produce interesting effects in straight trade for finished products. Glass, and secondarily rare foods or spices, is one of the only reasons traders make it up the  Road to do business with the Inarta.

The Inner Warrens
The inner warrens are simply the network of corridors and hallways of Ignoros that link the common rooms to the aeries and ground levels. These warrens are made up of stairways, hallways, long chambers and storage areas.

The Tisuma Baths
One benefit of living beside an active volcano is the ever present hot water. This water, heated from the molten magma buried somewhere below, has been cleverly piped up and dumped into a pool that lies near the living quarters of most of the denizens of Ignoros. Each Aerie has its own pool where clean water is pipped in and dirty water is swirled away. But by and large, since less than 10% of the population rides eagles... most everyone else has to make use of the Tisuma baths.

The Enclave
The Inarta will never be known for their great scholarly pursuits and deep intellectual investigations. They are far too worried with survival to maintain large in depth scholastic institutes. That is not to say, however, that they don't educate their youth or keep a library. And the Enclave, along with its scholars, are the main source of knowledge and education in Ignoros.

The Stained Glass Gallery
This indoor meeting hall is the cold weather gathering spot for all the denizens of Ignoros. Festivals, weddings, even judgments are carried out within its elaborately showcased artwork. The walls and ceiling, where they connect to the outside of the mountain, are covered in stained glass to show off the sheer talent of the Inarta peoples.

The Courtyard of the Sky
This outdoor courtyard is located right off the Stained Glass Gallery and is home of the warm weather festivities and those events which include the Wind Eagles in their ceremonies. Rather large, the whole of Ignoros, excluding the drudges, can often comfortably fit within its confines.

The Arms Gallery
The forges and heavy craftsman of Ignoros are found all in this enormous self-heated cavern. Divided into fingers of offshoots of the main gallery, this cave system is home to most of the producers of metalwork, arms, armor, and fasteners among the Inarta. Artists and sculptures often work in this gallery rather than the crafts gallery if their chosen profession is too dirty to be located in the same place people paint fine art.

Skyhigh Stables
The Inarta are truly not horsemen and women. They do, however, keep a small stabling facility for visiting traders and commoners that might like to keep horses for trips outside of the region. The stables are nicely built and sturdy against winter storms, but lack a true food source for the horses. Riders must harvest grass hundreds of miles away and bring it in on the wing in order to feed any resident mounts. Junior riders are often stuck with this job and highly resent it, so horse keeping in Ignoros is definitely problematic except when the summer is in full swing and the high mountain grasses are growing. Otherwise, the city is mostly (and the road itself) locked in snow.

The Craft Gallery
Equivalent of the Arms Gallery, the craft gallery is home to seamstresses, weavers, painters, and any other form of craft one can think of that takes precision and a great deal of light. Stained glass artists often set up shop here, assembling their final products well away from the Glass Reverie.

Darniva Commonrooms
With the exception of drudges, who sleep wherever they finish working, the common housing of Ignoros all reside within the Darniva Commonrooms. There is actually plenty of space for everyone since the rooms were created with the advent of Ignoros and made numerous with the anticipation of a much larger city. Rooms can be rented or purchased by travelers or immigrants through the Steward for any duration of stay at any size requirement. People do not have to stay in the rooms they rent, often renting a small space and opting to move into a far larger one. The Inarta themselves, other than the drudges who do not get their own rooms, are free to occupy whatever space they'd like. Visitors that occupy spaces other than the ones they have leased or purchase run the risk of getting run out the first time someone else rents or leases the space they are in. Individuals are responsible for keeping their own spaces clean, though there are a number of drudges assigned to the Darniva to keep them all clean as well.

The Eagle Aeries
The Home of the Wind Eagles and their riders and family, the aeries are the richest most elaborate residences found in Ignoros. In order to access them, one must have an eagle as a bonded mount or be otherwise attached to a rider as part of his or her family. The Aeries are the only rooms in Ignoros that have their own bathing chambers.

The Edge Of The World
A famous climbing wall where many events are held, the Edge of the World is somewhat a rite of passage for the youth of Ignoros. Even as children, parents will take kids to The Edge to teach them how to climb and rappel. Young eagles will often dive off The Edge to train up their flight muscles after they have first fledged. So by and large the Edge of the World is a very busy location in and around Ignoros - even if for enjoying the view. The Edge is accessible through a small series of tunnels and then a small game trail that leads to it from the Inner Warrens of Mt. Naru

Tomb Of The Fallen
Lava pools and vents to the molten underground are common in and around Ignoros. The largest of these, The Tomb of the Fallen, is used to bury the dead of the city and execute criminals whose crimes merit capital punishment. Occasionally experiencing eruptions, The Tomb of the Fallen isn't always a quiet resting place. But it is a quick, merciful death and a very clean way of the Inarta to dispose of their dead where they live in an otherwise stone locked world.

The Twin Lakes
The Lakes within Mt. Nura's Crater are called Kanti and Shivias. Shivias is by and large the hotter larger of the two and spills into Kanti which is cooler and and has an assortment of odd fish that mysteriously appeared during one eruption of Mount Nura. The smaller lake is especially plentiful with life. Kanti and Shivias were among the first generation of Wind Eagles - those that died early making sure their people moved into Nura without trouble and thrived. Kanti gives birth to the Katshika Falls that plummet hundreds of feet down the volcano's flanks as the origin of the Sanikas River. Katshika was Sanikas' rider from the first generation.

The Underground Forest
In the bowels of Mount Nura lies a world of stalactites and stalagmites that spring forth an amazing amount of diversity brought about by the careful tending of Caiyha's chosen. This place is a secondary location of food production and considered to be a gift from the Gods to help supplement the Inarta's protein heavy diet. Nurtured by bird dung, the Underground Forest is rife with mushrooms and plant life that is both luminous and otherworldly in its strangeness.

The Lookout
Famous stone where the watchrider is always on duty, the Lookout is a very important feature to the Inarta. If they don't have a watchrider posted on the Lookout at all times, they cannot see storms and adverse weather approaching. Storms in Inforos are absolutely deadly and often merit getting everyone inside and all the birds in the aeries. The Lookout also provides a spectacular view of the  Valley so any visitors or caravans approaching are seen a great deal ahead of time. It is often the case that watchriders must summon other riders to get visitors to safety when storms catch them unaware on the road.

Inclement Weather
The Inarta aren't without their music. The whole of Ignoros is full of musicians which are always elevated to the Artisan Caste. Because they are holed up in a mountain of stone living a very harsh life, they often need an outlet to blow off steam and rejuvenate. Inclement Weather is one such place. Founded by an outsider who made his way to Mount Nura just after the founding of Ignoros, Davintas - a strangely ageless old man - brought music and prose to the world of the Inarta and leaves only rarely.

The Dreaming Lady
The Dreaming Lady is a relaxing spa where Mt. Nura's natural fumes can be inhaled and cause lucid dreaming and visions to occur. The Dreaming Lady employs healers and masseuses as well, being one of the only places in the city where people can come to relax, to heal, or to seek further guidance.

Mount Nura
Home of Ignoros - this mighty volcano is the tallest peak on Valeria and reported to be one of the last sites of the divine battles of the Valterrian. Divine Djed, released in epic proportions at Sylir's death, changed the citizenry that were living along the coastline and transformed them into something far different resulting in the Inarta people. The Inarta are prone to magics and are drawn to gods like Caiyha and Zulrav. They also have a deep reverence for Rhaus and Morwen. The Goddess of Winter is a frequent visitor and known to the Inarta.

The Katshika Falls
These falls spill from Ignoros's Twin Lakes down into the Sanikas Valley producing the Sanikas River which flows out into The Bay. Considered one of the tallest waterfalls in Valaria, it is by and large not one of the most beautiful. Riverfall's waterfall to the Far west in Roselack is far more impressive, as too is the waterfall outside of Inforos. Kat's stand in Firedor much like there people is angry, random, and completely unpredictable.


Ignoros is definitely divided into castes perhaps more so than any number of places that have social stratification. And while the memberships in these casts are firm, the ability to move from one to another is fluid. To rise in rank simply entails bettering ones life. If one does not have the ability to do so, perhaps because of physical or mental handicap, they remain frozen in their caste. Law in Ignoros is fluid and incredibly dynamic as well, applying to one caste while not being applied to a second.

Endal - The Eagle Riders
The Endal or Riders hold the highest position in Inarta society. They provide the food and protection the city itself needs to survive. The vast majority of hunting is carried out by the eagle riders, so they often eat the best food, have the best quarters (the aeries) and enjoy the spoils of their lifestyle. Endal are often some of the most telepathic members of Ignoros's society and tend to hold some of the highest intelligence and physical fitness as well. While they are incredibly gifted individuals, they also tend to have a strong sense of what is right and wrong, and aid the rulers and stewards in their day to day duties. Among the riders, there are rankings as well. Flightleaders have more rank than a normal rider, while the oldest still fully functional mated pair of eagles and their riders have leadership and rule over all of Ignoros. This position is called The Tavina (female) and the Tavinar (male).

Avora - The Artisans
These are people with a tradeskill that proves valuable to Ignoros. These are the glassworkers, tanners, chefs, blacksmiths, and other artisans of the city. These individuals work set hours, contribute greatly to society, and have a voice in how the city is run on a day to day basis. They are respected, protected, and considered important for the smooth operation of the city. Laws apply to the artisans protecting them from drudges and commoners. They answer to riders and see to their needs first and foremost. Artisans often pick the best of the best commoners and youth to teach their trades too. Very infrequently do they select drudges and elevate them. Oddly enough, hunting and hydroponics fall into the Artisan category as well.

Chiet - The Commoners
Commoners are citizens of Ignoros that have more status as youth and drudges but don't quite have a profession that elevates them to the level of artisan. They might mind the nursery or teach youth classes, or be trusted to copy or dust texts in the Enclave where a drudge would never be allowed. They are not ill treated, but they do tend to get the lesser quality living spaces and eat only after the riders and artisans have had their fill. It is from the commoner class that most artisans select their apprentices and most eagles choose their riders. So, in most cases, the commoner lifestyle is transitory. It is also to this class that riders fall if their eagles die and they become mountless. The partners of riders who do not ride eagles and do not know a trade are often considered commoners. Unless paired to a rider or artisan (in which case rank is borrowed), commoners have almost as little status as drudges, though both castes above them tend to treat them with respect. However, they understand where their livelyhood comes from and will often not refuse a polite request for service or assistance via an artisan or rider. They also have full authority over youth and drudges.

Yasi - The Youth
By and large the vast majority of 'youth' come from the ranks of drudges and commoners. Most are byproducts of liaisons (either wanted or unwanted) from riders and artisans taking advantage of fair looking drudge women. Children stay with their parents (unless their parents are drudges and thus have no time to raise children) until they are eight years of age. If they are unable to be raised by their parents, they are then raised by commoners in large nursery devoted to the task. At age eight, they are required to live in the youth section of the city under the supervision of commoners to learn to be independent. Classes at this point intensify and a youth is caste by age fifteen based on their performance in training and academic studies. It is thought that by age fifteen any talent would have manifested and the child would be well on the way to becoming what he or she was meant to become. Artisans generally pick their apprentices from the youth anywhere from age ten on up depending on skill demonstrated. If a student has not showed any aptitude for important skills within Ignoros by age fifteen, on their birthday they are assigned as a drudge and put to work. Some children are put into the drudge system earlier if it is evident prior that there is no way they will ever rise above the rank. If a Youth is not awarded an apprenticeship but is still intelligent and willing to learn, upon their fifteenth birthday the steward will assign them a 'position' among the commoners to work at for the rest of their life or until their circumstance changes.

Dek - The Drudges
This caste is the lowest of the low. They are unskilled, and hold no rank within Ignoros. Many drudges have physical or mental ailments or diseases that make them unsuitable for other castes. There are no laws to determine how they are treated or such things as hours of work, food allocation, or where they can sleep. If a drudge isn't elevated out of their state quickly, their life expectancy is generally very short. Drudges do all the work no one else in Ignoros wants to do. They clean hearths, wash pots, scrub stones, and are often victimized by higher cast members for they are not allowed to refuse service of any sort to someone of a higher cast. Conversely, most of the crime in Ignoros is carried out by the Drudge Caste. Drudges can work their way out of their class by bonding with an eagle, marrying higher, or learning a skill or trade. They must do this, however, on their own free time of which they have very little of. If they don't work themselves incredibly hard, they generally don't eat. Interestingly enough, drudges often have very few gifts in telepathy which is one of the reasons they are generally unable to bond with an eagle. Those mixblooded individuals that also have 'throwback' traits to purebred Inarta (meaning they lack red hair, abilities with birds, etc) are often automatically thrown into this caste and treated perhaps far worse than other cultures would treat their slaves.


Because the community is so small, crime is rarely a problem. Most of the crime is carried out by the drudge caste and punishment is swift with they are caught. Most crime falls into the category of larceny and involves stealing food and survival level items. Drudges aren't readily provided for, so often times they have to make up for their lack by resorting to stealing. Certain drudges even cling to their drudge status because it makes them invisible in society and thus gives them access to places commoners and artisans won't have. The Riders practice capital punishment and often drop offenders into the Tomb of the Fallen as a quick way to carry out sentences.

People of Inforos

The Inarta make up 85% of the city population, approximately 2,900 individuals. The vast majority of the rest of the population are various other forms of humans at 3% or about 160 individuals. Wind Reach, due to its remoteness, gets very few visitors other than traveling scholars and sometimes priests. The other 80 individuals, the 2% other, in Inforos - are from all different races - and make up an extreme minority and unless they are skilled are considered part of the lowest caste.

Dragons of Inforos

Within the lands three dragons walk the grounds, dragons can walk any land mass and are highly unstable beasts. This animals are not to me messed with and for scales and pelts meny will pay a very high price.

First Dragon

A larger adult female Silver dragon named Raziel can be found far east near Lancaster Stronghold. Many a day she will change into her humanoid form as a beautiful woman with silver hair and walk the streets gaining food and happily learning about the Incarta that dwell there along side humans and elves of every rank and stature. When in her true form she rests in the tree line hiding herself and enjoying peaceful reading of books she had gained from the market or threading her quilt she so properly named History of Man.

Silver dragon

Maximum Height: 22 feet
Maximum Weight: 1,280,000 pounds[6]
Maximum Wingspan: 150 feet
Breath weapon: Cone of Cold, Paralyzation Gas
Habitat: High Mountains (the colder the better)
Diet: Almost anything; love tasting new things
Preferred Treasure: Beautifully crafted jewelry or finely woven fabrics

Silver dragons are the second most powerful of the metallic dragons, and are true friends to all. The silver dragon enjoys the company of humans and elves so much that it will often take the form of a human or elf and live among them for the majority of its life. It should be noted that silvers, like all dragons, believe themselves the most superior creatures in the world. However, apart from the ability to fly, which they enjoy greatly, they tend to prefer the physical forms of humanoids for everyday life.

At first glance, the silver dragon appears very similar to the White dragon. The wings are more curved than a White's though, and the silver has two talons on its wings rather than the single talon of most dragons. The silver dragon also has a beautiful frill that begins at the top of its head and flows all the way down its neck and body to the tip of the tail. The frill is silver towards the body, fading to a purple hue at the edge. They have two long, smooth silver horns with black tips, pointing up and back from the head. They also have a pronounced sharp frill under the chin, which has the rough appearance of a goatee. They smell like rain.

Silver dragons lay their eggs in a bed of snow. A new hatched silver wyrmling has scales of a bluish gray, which change to silver over time. Silver wyrmlings are intelligent, kind, extremely curious, and adorable.

Unlike the gold or bronze dragon, the silver dragon does not usually go out of its way to bring justice on the world. Instead, it waits for others to ask them for help. They will attempt to right an injustice if they see one, but they have no inclination to intentionally seek evil out and destroy it. Silver dragons are more interested in protecting the humans or elves it has come to care for than in looking for evil. Like most metallic dragons, silvers do not enjoy combat, and are averse to killing. If forced to fight, however, they are as deadly as any other dragon.

A silver wyrmling’s scales are blue-gray with silver highlights. As the dragon approaches adulthood, its color gradually brightens until the individual scales are scarcely visible. The pupils of the oldest silver dragons resemble orbs of molten mercury.

They are very intelligent, more so than most humans, extremely powerful, breathtakingly beautiful, and have lifespans which can stretch up to 4,200 years

The silver dragon is regal and statuesque, an unusual trait they offer is the love of human dining, and will use the ability of alternate form to take part in large feasts.
Silver dragons employ a breath weapon of extreme cold similar to that of white dragons. They also have a second breath weapon, a cone of paralyzing gas.
Silver dragons are extremely rare and elusive, preferring to take the guise of kind and elderly humanoids or very attractive and young humanoids. They very much like to associate with elves and humans, not necessarily because they prefer their company over other races, but because they try to learn from the shorter lived humans.

Silver dragons' favored enemy are red dragons because these chromatic dragons are almost always evil and have a talent for destruction. Additionally, silvers and Reds favor the same sort of mountainous terrain for lairs, which leads to territorial disputes on top of having attitudes and philosophies at odds with the others'.

Dragons may live for millennia, while humans only live a few decades. This vast difference in time leads to inherent psychological differences concerning time. Dragons tend to think things through for years at a time, using their razor-sharp intellects to hone a plan to perfection, solve incalculable puzzles, or other such things. Silver dragons, however, note that humans are able to accomplish much in their short life spans because of their ambitious drive for success. When a silver dragon can combine its own long-term perspective with a quick and ambitious attitude, the benefit is undeniable.

Most silvers group together in "clans," a loose organization of dragons who choose to live together as a family. Clans take communal responsibility for protecting and raising their wyrmlings. A senior member of the clan may act as a leader, but no true leader actually exists. Silver dragons do not feel the need for a strict social structure, since they are most content to live as honestly as possible. However, many silver dragons leave their clans for long periods of time to live among nondragons. They tend to live for many years with the same group of humans or elves, having grown attached to them. As members of the family die, the silver dragon, grieved by the loss, often chooses to stay with the family, remaining a true and loyal friend and champion through many generations. If the dragon feels comfortable enough around these nondragons, it might even decide to reveal its true self.

A silver dragon's lair is typically found within an icy mountain, with the main entrance only accessible by air. The lair itself is similar to the gold dragon's in its sophistication and design, although the silver dragon's lair tends to be far less intricate. A typical lair will contain a main entertaining area, a storage room, a vault, a sleeping chamber, study, library, shrine, and two clinic rooms where the dragon can offer help and protection to those who need it. The lair will also have a concealed back entrance for use in emergencies.

Second Dragon

Within the sands east of the Capital City Ignoros, dwells a tyrant among scaled creatures, a medium aged blue dragon named Arceus walks the sands enjoying digging and hiding his body and spring attacking anything that comes within range of his jaws. Many times he has thought of leaving the safe sand dead land he calls home and finding a storm to follow into the centre lands, but he has come short on his wishes and never seems to gain the strength to leave, he may leave once older to torment and eat the residents of were ever he plants his claws.

Blue dragon

Breath weapon: Lightning
Habitat: Sandy Deserts
Diet: Meat from large animals such as camels, snakes, lizards, plants
Preferred Treasure: Sapphires
Alignment: Lawful Evil
Image: image
Blue dragons are the second most powerful of the classic chromatic dragons. They have single large horns protruding from their heads and large, frilled ears. The tail is thick and bumpy. The wings are more pronounced than most other species. They smell like ozone or sand.

They are more likely to be mocking and manipulative than outrightly cruel or murderous to 'lesser' creatures, aided by their natural talents for hallucination. They trick desert travelers into drinking sand or going miles out of their way.
Blue dragons are mostly carnivorous though they will eat plants on occasion. Camels are the preferred food. They are enemies of brass dragons.

Blue dragons are unusual for chromatics in that they keep fairly well-ordered, hierarchical societies.

Despite their evil nature, they are excellent parents to their young, and rarely leave their eggs unattended. Blue dragon eggs must be buried in warm sand to incubate. Blue wyrmlings are quick to taunt any other creature. They hunt small desert creatures for food.

The typical blue dragon lair is dug into desert rock formations with two entrances: one at ground level, hidden by the sand, and one opening onto a high ledge on which it can perch and survey its territory. Each lair also has a subterranean cavern with a pool of water and sandy beach, which its inhabitant will use for drinking and relaxation.

The blue dragon excels at aerial combat. They discharge lightning at aerial foes, or at creatures on the ground. They are powerful at spell craft and adept at burrowing in sand. They often lie in wait just below the surface of the desert for prey. When they are so burrowed, their large horns can be mistaken for pointed desert rocks.

Third Dragon

Fooling people is his game and he loves to play it, down on a small island lays a small only 11 feet tall adult copper dragon named Rheagos. He is water locked on his island but from time to time he torments the resident troll village and has even bin known to sink ships who come to try to find the hidden loot foretold to be on the island. He is also known to alow men on the island but once there ship is docked and tied and they leave to go treasure hunting the craft dragon unleashes there ship and sends it away to ride the waves with no crew. Trapping the sailors on the island so the dragon can pick them off later at his leisure.

Copper dragon

Maximum Height: 12 feet
Maximum Weight: 160,000 pounds
Maximum Wingspan: 80 feet
Breath weapon: Cone of Slow Gas, Line of acid
Habitat: Dry, rocky mountains or desert
Diet: Scorpions and other venomous creatures
Preferred Treasure: Valuables from the earth: metals, precious stones, finely crafted sculptures, well-made ceramics, et cetera

Copper dragons are the second weakest of the metallic dragons. They are born tricksters and jokesters. They are quite devious and clever, but their intent is purely benign. They do not seek to harm 'lesser' creatures, but merely wish to impress them with superior intelligence and wit, and to fool them with clever pranks.

Physically, the copper dragon is very striking, with scales of a warm copper color tinged with blue. Like the brass dragon, the copper dragon's wings connect to its body all the way to the tip of its tail. However, its wings have a pronounced bend to them, giving them the appearance of a "V" from below, rather than the brass dragon's triangular appearance. Copper dragons are powerful jumpers and climbers, with massive thigh and shoulder muscles. Their two horns are broad and flat, pointing backwards towards the tail from the top of their heads. They also have a distinctive frill protruding from either jaw. When the mouth is closed, the teeth are completely hidden. They exude a stony odor.

Copper dragons lay their eggs in a nest of cool sand or clay. Both parents watch over the eggs and raise the wyrmling until it reaches adulthood, whereupon the parents separate. When new hatched, the scales of a copper wyrmling are a muddy brown in color, which gradually shifts to a glowing copper as it matures. Adult copper dragons are quite social, mainly due to the desire to play tricks upon each other. A visitor to a copper dragon's lair can expect to be entertained at length, although the dragon will become angry if the visitor does not appear impressed with their tricks, riddles, and stories.

A typical copper dragon's lair is a cave, whose entrance is concealed by rocks and boulders. Upon entering, visitors find themselves in a huge labyrinth of tunnels. Copper dragons compete amongst themselves to see who can design the most confusing layout. If a friendly visitor becomes hopelessly lost (which is rather common), the copper dragon will rescue them before they are actually endangered. Once through the labyrinth, visitors find themselves in a spacious foyer, beyond which is the Main Entertaining Chamber, where the dragon will spend the bulk of its time. Opening off the MEC is a much more straightforward escape tunnel, whose outside entrance is often fiendishly difficult to locate even when one knows exactly where it is. The copper dragon will know, however, and often uses its 'back door' to get into its lair instead of taking the time to navigate the maze. Obviously, it is far easier for a visitor to enter via the secret door if they can find it, but doing so is considered impolite, especially if they are a first-time visitor.

When it comes to combat, copper dragons prefer to avoid it. Rather than fighting openly, they prefer to taunt, humiliate, and tease their opponents until they simply give up and run away. Their ability to dramatically slow opponents often gives them ample time to run away. When forced, however, a copper dragon will fight to the very end, and is an incredibly devious antagonist. Their acid breath is not to be taken lightly.

“When I think back about my immediate reaction to that redheaded girl, it seems to spring from an appreciation of natural beauty. I mean the heart pleasure you get from looking at speckled leaves or the palimpsested bark of plane trees in Provence. There was something richly appealing to her color combination, the ginger snaps floating in the milk-white skin, the golden highlights in the strawberry hair. it was like autumn, looking at her. It was like driving up north to see the colors.”

Last edited by Anaya on Fri May 05 2017, 21:32; edited 1 time in total

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3 Re: Information on all continents on Wed Dec 21 2016, 19:53



Rose Lake is the capital of Konti Isle off the West coast of  Piros which is populated with mostly humans with very few exceptions. Its reputation is almost legendary, the Konti being a highly artistic, intellectual and peaceful race of humans. Most other races will speak of them with respect and admiration, some with jealous suspicion and some with longing, but nobody can deny a certain fascination with the ‘Pearl of the White Isle’, as the city is often referred to.

While there is a harbour to organize trade and welcome visitors, the city itself is located further east. Built half at, half in the Silver Lake, the city is partly aquatic. The Konti use many of the sea’s and lake’s materials to beautify their buildings. Almost everything is a work of art, and everything is meant to harmonize with its surroundings. Nature is very important and must not be destroyed. Instead, everyone strives to live and act in harmony with nature which reflects on almost any part of daily life in Rose Lake.

While Rose Lake is known for beauty, art, intellectualism and it's vision water, there is an undercurrent of mystery and intrigue. Here, the merfolk can be seen regularly swimming the channels and even in the city itself at times. The tales of their murderous nature adds a definite raw and dangerous edge to to an otherwise peaceful Rose Lake. Certainly, what the merfolk are doing there has been a source of both wonder and suspicion and many tourists have visited the shores and watched from ships as they travel to and from Rose Lake to catch a glimpse of a merfolk, or even to encounter one within the city. Elsewhere, seeing a merfolk has been a source of alarm and generally avoided. But in Rose Lake, the dangerous nature of them only serves to fascinate the tourists and add a very real sense of something truly exotic and mysterious.

The Climate

Due to its close proximity to the Western sea, Konti Isle is blessed with a milder climate than the near mainland. Warm summers are followed by cool winters. During those, the temperature drops quite a bit and snow and ice are common, but it is nowhere near as cold as northern Taldera. Konti island gets a great deal of sunshine, although short and hard rainfalls can occur during Spring and Fall. While this might be disturbing to mainlanders, most Konti have learned to live with sudden weather changes and be flexible and effective when it comes to agriculture.
Furthermore, it is proved that the vision water of the Silver Lake somehow causes mosquitoes and flies to avoid the lake and the city since it is partly built on it. Because of that Rose Lake is mostly dry throughout the year, although there have been incredibly wet seasons in the past. However, nobody has ever been able to discover the secret of such unusual occurrences.


Although Konti Isle has no vast resources of raw goods, it is known to maintain trade connections with various cities at the mainland.
The main export good is vision water, known for its healing and spiritual abilities. It is said that frequent consumption of this special kind of water that only occurs in the Silver Lake can lead to cure from chronic illnesses and even a limited gift that is similar to Avalis’ gnosis mark. However, because of its rumored powers, the Konti are very careful in trading with vision water. They never give too much, and never to the wrong customers. They seem to know who will spend it wisely.

The water is about the only popular export good that is raw, apart from pearls. The pearls the Konti harvest are considered the most beautiful and expensive Roselake-wide. They usually travel half the world and can even be found at Inforos and Taldera. Apart from these, almost all worked products are traded with. The Konti are popular for their artistic expertise, producing beautiful poetry, paintings, songs, jewelry, ceramic products, weapons, armor and so on. Most of their goods can be traded for fairly high prices since they still are a small community producing a rather small amount of products.

Rose Lake usually imports many goods from the rest of the island such as wood and agricultural products, although there are materials they have to ship in from the mainland. Metal, for example, is not available at the island, and neither is stone. Only through extensive trade with inforos and other mountain cities have the Konti been able to build a whole city out of stone, shells and coral structure, although these connections have been partly abandoned with the rise of tourism.

Being the most recent addition to the trade sortiment of Rose Lake, tourism is a rich source of money and information. The city is mainly visited by artists and healers who want to expand their knowledge and skill by learning from the Konti culture. Other people often seek harmony and relaxation away from their everyday life. They usually don’t stay long, but spend the most coins, fascinated and enchanted by the fairytale atmosphere and slow pace of the city. Some also come there to enjoy the healing services of the Opal Temple or recover from past illnesses.


The Konti have a reputation as extraordinary craftswomen and artists bordering to perfection. Although many tales exaggerate, there is a large grain of truth in them. Almost all different forms of art are represented one way or another in Rose Lake, ranging from sculpting and masonry over the classical music and poetry to carving and metal smithing. Despite the fact that they appear fragile and delicate, the Konti have learned to create beautiful pieces by using both strength and dexterity.
Usually the finished pieces are as diverse as their creators, but a couple of trends and popular themes or styles can still be identified. Of course they tend to change and mix up as time goes by, forming new styles. Rose Lake is a hub of different styles and thus very popular among artists.

Many Konti love depicting mythological scenes starring Merfok, avian or even dragons, since these are the patrons of their race and city, although elemental and seasonal gods are popular as well. Although there is no universal appearance or style, the Konti often use clear structures and brilliant colors. Their art has more of a calm and structured beauty than surrealism. Another theme that is often incorporated are stories. The Konti have a love for storytelling, so they often draw inspiration from events that are personally valuable to them. The popularity of remittance works has been derived from that fact when the city government asked skilled artists to create reminders of very important and successful past festivals or competitions. However, even the remitters usually give much freedom in how to depict the theme. Usually, though, they prefer decorating their city in honor of the gods or in tribute to certain accomplishments they or those close to them have made. For example, if a Konti won a poetry competition, her sister would perhaps paint a picture about the piece she has won with or the winner herself would write about how she experienced the event.

It should also be noted that, while the Konti have written extensive literature and scrolls of history and folklore,  they more often share their stories and knowledge orally than not. This is because sitting together in a community and sharing their thoughts creates a feeling of belonging and support which is why the Konti society is a very close-knit one.

Eventually, more Konti than an outsider would probably expect are skilled in a particular craft as well as dedicated businesswomen. They love creating unique pieces and structures through masonry, sculpting and carving and hard work does not frighten them in the least. Animals and symbols are often included in such artwork and found in various shapes and sizes throughout the whole city, the most famous being the swan boats that are actually shaped not only like swans, but various other animals.


Firstly, the strength of Rose Lake’s beauty does not lie in architecture. Rather it is made up of the elaborate and diverse decoration and arrangement of gardens, sea products and plants everywhere. Carving and gardening are popular and respected skills. Since the inhabitants are a peaceful and close community, safety is taken for granted which is why most buildings are located with much space between them.

The core of the city is made up of shops and entertainment locations connected by paved streets, although it is obvious that the Konti do not mind the occasional tuft or small tree breaking through the surface. However, whenever cobbles are lying around, someone makes sure that they are collected and re-used somewhere else. At the outskirts of the core city the streets are soon replaced by pathways. The residential district is like a large belt surrounding the city to the edges of Silver Lake. White trees, meadows filled with grass and brilliantly colored wild flowers fill the spaces in between.
Another significant feature of Rose Lake is the close proximity to Silver Lake, if one could still call it that without understating. The Konti are equally comfortable at the surface and in the water which is why their city is built as a part of the lake itself. They embrace each other with the city stretching out into the lake and the water flooding many locations and buildings. When building Rose Lake, the Konti chose the most shallow area they could find to build their stone structures on- and into.

The buildings themselves are, as was already mentioned, rather simple. Most, if not all of them are made of white stone which is more often painted and dyed than not. The decoration, however, is added with never-ending creativity. Materials are often harvested from the sea or the lake: vast amounts of pearlescent shells, white shimmering pearls, colored glass, trees and climbing plants in pastel colors symbolizing the omnipresence of the wet element. Often just color and carved shapes are used, although these are created with breathtaking intricacy and detail. The whole city glitters in the sun  light like newly born which is the main cause of its nickname, ‘the Pearl of the White Isle’.

The Konti love everything that is related to water and the sea and regularly use it for decorating their city and homes with. Pools of fresh, clear water infused with the lake’s vision water can be found in many public places and it is not uncommon that elegant staircases lead below the water surface. Often plants are included in the inner architecture of bigger establishments, and little garden corners are a part of almost every private home. Complex and colorful coral structures, algae and surface as well as underwater flowers are very popular. Sometimes starfishes and sea horses add a special touch, but nobody except the Konti know through which hole they come and go. Animals are not kept in cages or pools, but rather freely roam the city and are often described as ‘living decorations’.

Although the Konti live both in and on the Silver Lake, footbridges and archways have been added to enable visitors to freely visit most public locations. In fact, most public establishments have been added or expanded after the ‘discovering’ in 497 AV, because more mainlanders started showing interest in a vacation in Rose Lake. Pretty little gazebos serve as resting opportunities while a couple of bigger exemplars have been built almost into the middle of the sea to watch the beautiful landscape.

However, the Konti soon invented a very useful vehicle to carry visitors through Rose Lake’s water canals, of which quite plenty exist at the outskirts and fewer at the city core: the swan boat. While these boats are not always carved like swans, but rather of a variety of different animals, they are used to offer sightseeing tours to small groups of visitors. The women who control the swan boats and lead the tours are called swan maidens and are often experts at and very passionate about their task.

All in all, Rose Lake is considered a masterpiece of art and craftsmanship and a manifestation of the most beautiful fairytales and natural phenomena. Many sailors and artists who have visited the city at least once spread the tales about its breathtaking charm and magic.

Culture and Goverment

to be added


Rose Lake is the origin of the Konti cuisine which is known to be very creative and diverse. Of course, being close to the water, the Konti use many products of the sea in their meals. They have discovered that almost everything in their environment is edible one way or another and thus grow and harvest most of the ingredients themselves. While vegetables are very popular and partly gathered (like berries or roots) and partly grown (like salad, algae and rice) most tend to use bigger amounts of the grown than of the gathered food. A special form of rice called Tol’uma is grown at swamps at the northern area of the Silver Lake. Although not always ingested for their nutritional value, other plants and herbs found around the Isle are gathered and used to enhance Konti life.

Meals consisting of both vegetables and fish are common, although sometimes meat is also included. Squid, conch, clams and oysters are often smoked and heavily spiced as well. This is because, although the Konti are good hunters and the forest inhabits many deer, birds and rabbits, they honor and respect life and feel uncomfortable with taking it away.

Spices are an important ingredient of every meal and the Konti use them excessively. Perhaps this is because they have access to a vast amount of exotic herbs. They are masters of arranging harmonic meals though and would never toss random ingredients together. Despite that a trend towards the hot and spicy should be noted.
In Rose Lake it is common to have two main meals with up to three courses that are consumed at midday and in the evening, although several snacks during the day are not looked down upon. Instead eating small amounts of food several times throughout the day is considered as healthy since the Konti’s fragile bodies are not made for digesting big amounts of food at once.

Major Holidays

Since the Konti always are in touch with the gods and nature, they celebrate each season and various other events throughout the whole year. They are known to create as much opportunities for coming together and sharing pieces of art as possible - although most festivals are partially ritualized and either not appropriate anymore or have never been (i.e. due to Rose Lake’s unique climate). Basically they know the value of free days and return to work with new energy and ideas afterwards.

The Flower Festival: Held at the 40th of Spring, this festival honors the sunfor making the first flowers grow. At this day the whole city is decorated with flowers. In the morning a Konti priestess traditionally asks the sun in a ritual for letting the planted seeds grow into healthy and tasty vegetables.
Lovers’ Day: This day honors gaia, the All-Seeing Mother, and Laviku, their bond and the gifts they gave to the Konti, their beloved children. A small divination and sea festival is celebrated at this day which is the 65th of Spring.

The Sun Festival: Celebrated at the 10th of Summer, the Konti thank the gods for bringing the light and warmth of Summer to their isle. Around midday they gather at Unity Circle to dance a special dance honoring the sun.

Day of Bright Colors: When the days are the longest at the 42nd of Summer, the whole Konti Isle holds a small festival dedicated to the art form of painting and drawing and admires the beautiful and bright summer colors. This festival is accompanied by a small procession around the Silver Lake.

Kuvali Natra’s Birthday: This day, the 77th of Summer, is not exactly celebrated, but the Konti gladly remember Kuvali Natra who was the first Konti who answered the ‘Call’ and became an advisor to Loris Dyres. She represents all those who are on their own ‘Call’ as well as a connection of the Konti with the origins of there land.

The Pumpkin Festival: This is held during the last ten days of Fall. Despite the fancy name, the festival is based on the serious reason of thanking the gods,  for another successful harvest. Various attractions are offered throughout the city and pumpkins are everywhere.

The Storytelling Festival: Held at the 30th of Winter, when the climate starts to get visibly colder, this festival honors  the snow and the comfortable coolness and peace it brings upon the world. Although there are still some vegetables that grow during Winter, the majority of the Konti take the cool season as an opportunity to sit together and share folklore and fairytales.

Anniversary of the Valterrian and Avalis’ Divinity: A festival is held at the last day of Winter to remember the Valterrian and share art related to that topic. For the Konti the Valterrian is a celebration, because the gods used the exposed magic to raise Avalis to divinity who later gave birth to the first Konti. At midnight countless swan boats are paddled to the middle of the Silver Lake to watch the elaborate display of fireworks created by local reimancers. This part of the festival is improved and renewed every ear and never stays the same.

Factions and Cultist Groups

Opal Order
The Opal Order is an organization founded by Konti that seeks to heal the physically as well as mentally injured and gather knowledge about new treatment methods. Their headquarter is the Opal Temple in Rose Lake. While they are primarily made up of Konti women and all members must have at least one mark of there god upon there flesh, other races are gladly welcomed into their ranks as well.

The Suviak or Tidalwave is one of the subgroups of the Azenth that exclusively worships Ivak. While other subgroups manage and control volcanos and earthquakes, the Suviak that has its headquarter at the northern edge of the Silver Lake focuses on the sea. Since they protect Rose Lake and the near mainland from cyclons, floods and the like, they operate with official permission from the Grandmothers’ Circle.


The Epiptons are a cult based strongly upon Lorain and the Divine and base their teachings upon the wisdom the Royals learned from what is at least officially to them unknown sources but in truth came from came from the Fae Dragon Grontis. Many suspect a good wise dragon as the source of the royals wisdom, but since no one alive today has ever seen a dragon among them they can not be certain and some even strongly doubt this suspicion. Their founder James Epipton was a magistrate very close to the royal family who concluded that the Divine must return to set things right on Valaria. He reasoned hat a new Sky Keeper would come and grant ascension to those who are worthy. But first, the dragons must be dealt with. Those dragons who are evil must be destroyed, and those dragons who are good would be given more wisdom to carry on the original purpose of the great first dragon. For this reason, James Epiton watched the sea and built the Epiton Sea Watch believing that the first sign that the world was about to be restored would be the Leviathan rising from the sea to bring judgement upon the evil dragons. The Epiptons strongly value ethics and morals, however they are not overly dogmatic. They run the Epiton Sea Watch and welcome others into it for friendly and scholarly debates and work with other cults to advance wisdom and understanding.

The Sauritons are a cult that believe the the Divine has deserted Valaria and that the best and last hope is to become a merfolk themselves as the sea is the only place not totally forsaken by the gods. They originated in the docks among the workers and the originator of the idea was a common worker named Jules Hence who lost one of his feet in a work accident. He died long ago and is now long forgotten. Today Sauritons have members in every class of people save the royals themselves. Their concepts about merfolk are false as the merfolk are not created from other races as they believe. They are seen as silly to many of the islands residents to be sure, but their devotion to doing good and standing against evil, their strict honesty, selflessness and genuine nature  has given them a sterling and respected reputation despite seeming absurd to many others. They frequent the Epiton Sea watch and have even been given chambers there as a head quarters and place to instruct their members. The Epiptons consider them devoted and good allies, even if they are a bit eccentric and wrong about a few things. They stress the need for honesty and selfless generosity, always assisting those in need and to always deal fairly in business and private matters.With the Fae Dragon keeping close watch and instructing the Royal family, lawful evil characters and even lawful neutral characters are easily identified and shunned for any authoritative office or public service.  Because of the Sauritons  devotion to good character they are often favored by officials and royalty. The Sauritons believe that the best way to be become worthy of becoming a merfolk is to observe their character and emulate their better qualities. Merfolk have no real wealth or possessions, desire nothing other than what the divine has given them, never seek dominion over their own kind or anyone else, and other qualities lacking in other races. They believe these traits were a prerequisite for their position as divinely sanctioned punishers of the world. They also hold that this position must not be assumed by anyone else, that only the merfolk should dare to assume such judgements on others and until one is made a merfolk to seek punishment upon another would ruin their hearts and souls and cost them the chance at ever becoming a merfolk. The rest they believe is a mystery one must solve for themselves for if told what it is, one would never be able to do the final requirement which is to solve the mystery for themselves, hence they believe is the reason menfolks consistently deny their beliefs as false. The mystery they claim is this, what makes one able to judge and punish another as the merfolk do and still be good and honorable with in? it is a question Sauritons meditate on day and night to find the correct answer. The merfolk normally take a dim view of anyone seeking to follow their ways, and to seek to be transformed into a merfolk they see as rather awkward and misguided. However, their teachings to never seek to judge others or follow their ways to this extent is their saving grace among the merfolk and because of that, they tolerate and even respect them for their character.

Locations of Interest

The White Harbor

The White Harbor lies about half a bell west of Rose Lake and is the main connection between the city and the mainland. It is the place where trade ships land and sailors as well as visitors catch sight of its breathtaking architecture of pearlescent and pastel decorations. Perhaps the most impressing structure is the massive archway that leads out of the harbor and to a path up to the city itself.

The Taviasa

One of the first buildings along the main street of Rose Lake, the Taviasa is where the city officials have their workplaces. Those new to the city are encouraged to inquire about housing possibilities or where to find a certain shop while residents often take conflicts to the Taviasa - they will then be discussed with a council in a hall that usually serves as a ballroom.

Unity Circle

If one follows the main street of Rose Lake, they will soon reach Unity Circle which is a large square located at the center of the city. Here the Konti flock together to share stories and artwork and trade wares against coin or other wares, since bartering is rather popular as well. Branching off into the opposite direction of the main street is the Bountiful Sea, a bazaar famous for its delicious fish.

The Opal Temple and Medical Library
The Opal Temple is located at the outskirts of Rose Lake and the edge of the Silver Lake, with quite many of its rooms flooded with vision water. The patron deities of the Konti, Avalis, Rak’keli and Laviku, are worshipped there, although minor shrines dedicated to elemental and nature deities can be found as well. The temple is also the headquarter of the Opal Order, an organization of healers and worshipers of Rak’keli. The Medical Library serves as their main storing place of knowledge about different plants, illnesses and treatment methods, although information about many other topics are available as well.

The Crystal Cavern

An extensive system of differently sized caves that lies in close proximity to the southern outskirts of Rose Lake is known by the residents as the Crystal Cavern. Rarely talked about to mainlanders, these caves form an incredibly sacred location for the Konti. They are rumored to house fantastic creatures, breathtakingly beautiful plants and vast amounts of special crystal that is infused with vision water. The Konti use this place for praying to the gods or performing rituals, since they believe that these divines often wander their mysterious depths.

The Merfolk Reception Building
This place serves as the port for merfolk. There, they are given vials of blood taken from legs of prisoners or offenders of minor infractions as a form of light punishment. The blood is sprinkled by the menfolk on their tails to begin transformation to legs. They are also given cloaks to wear that look like those worn by any number of religious cults or mages made from a tightly woven and rather thick silk material which will repel even the hardest rain and water. They are also given slippers or boots. The structure is considered public and anyone may come for a visit but it's not exactly on Rose Lakes tourist attraction list. The policy of leaving the building unknown to visitors is to keep it as private as possible, while not making it off limits reduces suspicion. Swan boats generally don't take anyone there, and there are special swan boat maidens who are specially cleared and trusted by the royal family to take merfolk to and from the building as getting their legs wet will instantly return a merfolk's legs to fins again. Swan boat maidens are reluctant to take anyone to the building, even if it is not forbidden because they hope to attain the license to transport merfolk. Such maidens must be trusted to never disclose the business of merfolk to anyone. The building is located in a remote part of Silver Lake, away from the city and prying eyes in a place over grown by cat tails and reeds. It is a remarkably beautiful and opulent structure built of white stone covered with white mother of pearl with bronze gilding and in a departure from the norm done in much fancier architecture with pillars and a much more open apnosphere. One one end of the building there is a well accessible to merfolk by swimming under the building. That end is where the cloaks and files of blood are provided by an attendee. The other end of the building is a lounge area where merfolk may discuss matters both with each other or with members of Rose Lakes security, Epipton Cult leaders or Sauritons in the know, or even members of the Royal Family on occasions. Joining the two rooms is a walkway and off to the side of the walkway a dock for the swan boats. Merfolk can easily access the building from the sea unseen by swimming through an underground river that runs through a hill and rock to the sea. The building and vials and cloaks are all provided for merfolk courtesy of the Royal Family.



as revealed by the words of Morgylla, renowned of the merfolk, Grandmother of Vexylla, 

to those merfolk youths in Ylla Village, deep in the Great Abyss near the gorges where the

 Leviathan broods, sent there by their fathers to the Black Merfolk of  Ylla for the 

furtherance of their education and preparations for their first meeting of the Leviathan.

 "You have heard of the world above, and it's history and fall from the will of the Divine, and how it saddened the Goddess Lorraine. You have been taught how evil and foul and even arrogant those wrenched dragons and their worthless offspring have become, even, even to slay their own who would do good and might resume the Divine will and council those upon land that they might become worthy. From these wrenches such a dragon has emerged and evaded the murderous attempts of his less noble kin. He now resides among the royal family of Rose lake in the Konti Isles. There, he gives them wisdom which that family records and spreads to the people residing within those Isles, and to as many who visit there who will give listening to them. Their story, is one that I know. I was there and bear witness to those events and I shall tell you. But we must never reveal what I say to you today to any not of our kin. For though the Sky Keeper has fallen, and those upon land have nowhere to ascend now, some dim hope, some meager assemblage of what was meant to be from the founding of Valaria is now forming upon the Isles of Konti. They do what we can never, and must never even hope to do for we must never teach those upon land. Should those ignoble dragons learn of this, that dim hope and rare good would surely be severely endangered.
Grontis, is a fae Dragon. Not one of mighty powers, nor one of any meaningful stature. He is no larger than a tuna. He is however adept at camouflage, not only of sight, but he can change his very scent as well and alter his sounds. He is cleaver and tricky. Grontis studied much, and in his studies wandered far and wide. He had a particular taste for studying the Divine and most desired what scraps and pieces of Divine Wisdom he could salvage. As he studied and acquired knowledge, wisdom was not far behind and he began to think that perhaps dragons rather than ascending, have fallen short of their true glory. "

"He began to pity those upon land, and began to teach them and council them as best he could. Among other things he taught them an incantation, a prayer of sorts he was most fond of from the bits of Divine Knowledge he managed to salvage. It is rather weak in power, but helpful in the lost world above and most importantly can be done by anyone sincere regardless of magical ability or learning. It creates a faint Aura of sorts, a holy one that helps to dispel darkness and invites light and understanding within them. It clears away greed and madness from the mind allowing the people upon land to see more clearly. His work was discovered however by his belligerent kin and soon they tried to search him out to destroy him as they have done with all dragons whose will is to be what they were meant to be by Divine Will. He easily tricked them all, none could find them. Their keen sense of smell nor their eye sight could avail them. But one dragon, a particularly evil and loath some black dragon of some considerable size and power which he used nefariously to no good ends, who we have latter learned was named Vorrok, found a way to follow him. In his fruitless search for Grontis he happened upon a poor family holding hands and reciting the incantation Grontis had  taught them. He knew only Grontis could have taught the people something that would have the effects of this incantation. He was enraged and maddened, and in his furry bathed that family in his acidic breath melting them to the bone. He could see the faint aura of Holy Light, and easily found all who had said that incantation to slay them. He formed a murderous trail of blackened bones that could only lead to Grontis."

"The humans Grontis was teaching at the time were family members of a Royal house tragically displaced by war. The royals were desperate, not only for their own fate but that of the few still loyal to them and they clinged to Grontises words and wisdoms he taught, feeling strongly that this was the basis of a Kingdom their followers and their descendants deserved, and one that somehow would stand above the madness of the world they lived in and invited Grontis with them as they reestablished themselves on the uninhabited Isles of Grontis. The Isles were even then, a place we merfolk gathered around and the people and even dragons feared them. But those Royals, Fenstien by name, became convinced after hearing the true history of the world, that they need not fear us should they avoid repeating the treacheries and misguided ways common upon Valaria. That we would not seek them for destruction. Grontis, on his part felt that those Isles would be avoided by his kin and he would have a safe place to study and hide as he continued his studies and meditations, and a people to impart his wisdom too wanting to be more than what his vile kin had become. And so, they journeyed to the Isles picking up such disenfranchised people as they came across along the way. They did  make it to the Isles of Konti without trouble as they were too many for common robbers and the most feared robbers, that is the Kings, Queens and Rulers were all too happy to be rid of unwanted people who sought nothing but to banish themselves upon what they called cursed Isles hoping they would all perish and they would be rid of them. To the contrary, we merfolk were curious as to this people and did not disturb them. They worked hard and were fair one with another, not one was abusive or exploitive of another and they built wisely under Grontis's guidance. They commonly had that aura about them from the incantation upon those Isles. We Merfolk found no opportunity to punish. The Fenstiens were right in their assumptions, we bothered them not. Such a rare sight, I myself hearing of it went to see for myself not being far from those Isles. But I  was not the only one journeying to see them. Vorrok was trailing them madly, and soon he laid a path of the desolation of those who used Grontises incantation to the very shores of Firedore, and across the channel to the isles was the only path Grontis could have possibly gone. I was there in that channel watching from the beneath the waves as Vorrok spread his leathery wings, and grinned madly with arrogant malevolence at the Isles with his acidic saliva dripping from his rancid teeth onto the crashing waves of our sea from a high cliff."

"Oh what a sight he was! I could see and feel the evilness of the energies of his wrenched soul and my desire to punish him was awoken and great. In my own journey to the isles, I had spotted a particularly large and strong kracken we know as pain killer, for he had once crushed an overly large and belligerent demon specializing in inflicting all sorts of unspeakable pain within his tentacles, the one with the whitish cross shaped scar over his right eye from the same battle with the demon calling itself pain. I summoned him in anticipation and waited for Vorrok to land in a more, opportune place. His desire to terrorize and kill was upon those of the Isle, it was written upon his face and the energies of his soul were diabolic and set upon those Isles. The air was charged that late day as a storm was passing to the north, there was so much electricity in the sky above, just waiting for me to call it down. As he took flight I prepared to call the lightning, such as I had never done before and swam beneath the fast currents of the channel. He out paced me  as he flew and set the stench of his acid breath upon what ships the people were building melting and sinking those in the water and even upon those being built dissolving the wooden structures into rooting black pools upon the soils. He obviously meant for there to be no survivors as he left them with no way of escaping the isle. Circling above he flew back to the cliffs facing the channel and landed there  for all to see. "What have we here? Loath little mice scurrying for their lives! Is there not a dragon to defend you? WIll Grontis leave you to die by my claws? Did you think that you could set a new order contrary to dragons being above all? Fools all of you, behold my might and know you shall all die!" That evil dragon said to them antagonizing them and instilled them with fear. He must have known that Grontis could still possibly evade him, and if he failed to kill Grontis, his words and actions would crush his will and leave his soul broken. But Vorrok knew not that I had my desire to slay him! Nor that a kracken had just arrived and his tentacles were waiting to drag him under. He had not seen nor sensed my presence and I had him perfectly in view and was ready to slay him! I let loose with all I had, and a lightning bolt flashed and for a split second out shinning even the sun. A single trail of electricity flashed from the sky down upon the black horned head of Vorrok even as the pain killers tentacles were emerging from the sea."

"The people screamed in terror, not only from the dragon but they did not understand the purpose of the lightning and feared it also.  The sound of the thunder was such as even I had not heard before and rattled the rock and waters. The kracken's tentacles wrapped about Vorrok's body after the lightning had struck, they had found  what they had sought and pulled him from the cliff upon which he had landed into the sea. As he struck the water I swam to his head and leaped upon face so that he could, if still alive see me. Oh how I wanted him to know it was I who had taken him to the deep! I thrust the end of my trident into the corner of his eye even till the fork prevented it from going deeper and pounded him between his eyes as they rolled back into his head and the tentacles of the kracken dragged him beneath the churning surface of the sea. Some of the braver of the new islanders ventured to the cliffs edge to see what they could. I heard them shout from above that it was the merfolk. I wondered if it was bravery, or foolishness that they came to see. Whichever it was, I decided I would not judge. Vorrok's bones still lie at the bottom of the channel to this day, a testament to the arrogance and stupidity of such evil. Grontis and the people were now free to pursue their desires, no other dragon had the knowledge to follow the trail Vorrok had make. As far as I can tell, the other dragons consider Vorrok to have gone mad not being able to find Grontis, perishing in the sea in his insanity. As for their search for Grontis they have surrendered it and probably think him to have died. 
Over the years the residents of the Konti Isles prospered, and continued in ways wiser than others upon the land. They are friendly to us, and the first merfolk to walk among them came back telling that they revered us, he was given blood to transform his legs and a cloak to wear while he walked among them. The dragon taught the true history of the world, and of true gods and goddesses. The Royals relayed the wisdom Grontis taught, but not of his existence. Nor of how Vorrok was slain. It is only recorded in pictures and statues the royals had made by the local artists, a record and reminder for those who understand the symbols kept in the castle and at the Epipton Sea Watch Tower. They built fine ships, and rather than ravage and use up life in the sea and on land, they integrate it into their existence and keep balance with it. A special water was discovered on the isle, they use it for healing and for insights uncommon for humans. 
Apart from the worship of gods and goddesses two cults have sprung up basing their beliefs upon the history of the world. James Epipton formed the Epiptons and built the Sea Watch waiting for the day when when they believe the leviathan would rise to slay all the evil dragons heralding the return of Lorraine to restore the Sky Keeper and ascension to the skids above. From the common workers and docks a belief was circulated that humans could become one of us, a merfolk, if only they could be deemed worthy and solve the mystery of why we are able to punish evil doers without spoiling our souls. I need not tell you how misguided such a belief is, but nonetheless they have refrained from following the ways of the Leviathan and have even been among the most noble on the isles. They are called the Sauritons and no matter how we deny such things they will never believe it, nor understand that we were created to follow after the Leviathan while such things are forbidden to them and all those who walk upon the land.
The Kontians began to trade, and make fine arts and crafts, collect pearls and silk to sell for the goods they themselves need. They are now respected among the vile nations, and recently many have come to visit them. And so they should! Let them come and see what wisdom they can learn, let them return and perhaps other nations will be inspired to seek their knowledge. The world above has no better hope."

"As for us, we also visit them. They have even made a building upon the lake easily accessible to receive us where they give us blood to sprinkle on our tails so we might have legs for awhile to walk among them and they give us cloaks to use. They will aid us and set us on our way should we seek to find evil upon the land to visit the Leviathans ways upon the evil, even giving us transportation and intelligence. We watch those isles and that channel closely, many adventurers patrol those waters waiting for any who would destroy those people and their tiny dragon. We have made that channel impassable for an invading army. Those on land have written agreements for what they call an alliance. Such foolery! We have no such contract, but benefit those upon those isles naturally, and they benefit us. They still value gold and wealth and lavish vain things, they are not a people who have achieved true worthiness, but they are by far, learning to follow the order prescribed by the Divine. Any who dare to spoil such a rare thing in such a monstrous world must eagerly be sought out by us and be destroyed. Keep the secrets of Grontis and the royals young ones, never betray that secret lest the wrong people or dragons learn of it. Do not speak to any not of our kin of the true history of the Konti Isles. No not even to a royal. Only to Grontis himself should he ever make himself known to you. Should you be adventurous and have powers, take head to patrol those waters every so oft and ensure that channel is impassable to those who would harm the islanders or their clandestine dragon. Should you walk the ways of the Leviathan and seek punishment upon one hiding upon the land, go first to Rose Lake, they will give you aid and council and needed knowledge of where to look and how to get there, of the people where you must go."


Last edited by Daya Autum on Sun Jan 08 2017, 03:17; edited 24 times in total (Reason for editing : Adding new material and making essential corrections needed for accurate storyline)

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4 Re: Information on all continents on Tue Jan 10 2017, 01:57


The Lands of Stoivania

The Castle of Stoivania sits proudly at the mouth of the Stoivania River, deep within some of the densest portions of the dark forest. Those arriving by way of ship, upon the choppy waters of the Sea, will often find that they need to drop anchor a little ways off from shore and ferry themselves - as well as their wares - in by boat. When approaching from the Road, which sits just south of the cityof Farquad, a traveler will make their way through a good number of the local plantations of the poorer families, before finally reaching the outer gates.
Those arriving from unknown places to the the west or thereabouts, will first see signs of the open fields of the Paille Family's Stormgrace plantation, followed by the bamboo-enshrouded Boldvine of Stoivania Those arriving from the general direction  in the east, will be offered a lovely view of the Askara's handsome Sweet Home first, the sweet sugarcane-rich Blacksugar fields next, followed by the Sitai's aromatic Bloodflower last. However, regardless of which path a traveler comes in on, they will inevitably end up in the middle of the ruling Family's Whitesnake plantation, which is where the main road leading directly to the city of Stoivania can be found.
Upon passing through the city gates, which are generally left open during the daylight bells, a traveler will continue to make their way north along yet another stretch of road before seeing signs of the actual city. Coming in upon the West Bank, a traveler will be pleased to find that many of the necessities needed to rest and resupply can easily be had. Time permitting, that same traveler can feel free to explore the rest of the city, starting with what the locals fondly refer to as 'The Six Sisters,' occasionally tacking on 'of Sin' when the mood strikes.
The center section of town is where most of the traditional shops, eateries, and entertainment venues can be found, with one or two fancier or unique locations mixed in for good measure. Assigned various personifications for a number of reasons - some holding significant historical value - these formations take the names of Blade, Dry, Fire, Oath, Point, and Sun Islands. Beyond these 'Six Sisters' is the East Bank, which offers - upon paying the toll at the single bridge that links this part of the city to the rest - the absolute best of the best in all of Stoivania. High-end boutiques, upscale restaurants, and luxurious living quarters blanket the bank from end to end, presenting the Dynasty members - and those who wish to be like them - the perfect motivation to not only achieve their lofty goals, but maintain their way of life


Traditionally speaking, a dark forest is a deep highly wooded area  that usually occurs around a broad waterway, although it can also take shape on the shores of a large body of water. It may consist of only a dense woodland area - which is often referred to as a 'true darkwood' - or it may be entirely made up of just low-lying vegetation - which is usually termed a 'transitional dark swamp.' Stoivania, to a degree, is all of this and more.

Located on the center shore of the of the Nazuvian lake, as well as along the great river that dips even further south until it reaches Ulvic Lake, the landscape of Stoivania is certainly a healthy mix of both true Dark forest and traditional swampland. Tall, often thickly trunked, but occasionally willowy, moss-covered trees litter the region, along with dense vegetation that opens up to fertile fields perfect for farming.
The terrain, for the most part, remains fairly level, more often than not slipping below sea level, before occasionally rising several meters above. Hills tend to be the highest the ground ever goes, never truly forming into anything even remotely mountainous. If anything, there is a far better chance of finding a muddy pit or tunnel that may or may not lead to an underground cavern.

The seasons come and go, almost without notice, seeing that Winter can be just as warm as any other season. On the rare occasion, a frost may occur when the temperatures drop to just above the freezing mark, but days like this are few and far between. Therefore, while rain is a constant occurrence, as is flooding, snow is something only spoken about in tall tales and legends.

Stoivania was originally a kingdom brought up by King Niervash Yugure, his ideal was to create a place of sanctuary for dark mythical creatures to inhabit in peace without scorn from the outside world. They lived for many years in peace under the rule of Niervash and all were happy and coexistent without war, famine, or pestilence. Then one day someone wanted to take the Kingdom and all the inhabitants there over and rule them with malice and cruelty. Niervash fought valiantly to keep his subjects safe along side his two generals Kenisis and Gremory. Alas he didn't survive the battle and was killed in action. Niervash had left a will naming Gremory the king  who is also known as The Lion  which was the name given to him because of how savagely he fought in the war. The war was won thanks to Kenisis because his ability to suck up souls within a small radius of himself. All he did was walk through the battle and suck up the souls of everything around him this unfortunately killed a lot of his own knights as well. This action was what named him The Death Bringer because he slaughtered an entire army without lifting a finger thus ending the war and killing the opposing side. After this the Kingdom became peaceful and has lived in a state as such until the present day.

Culture, Economics, and Politics
When one recalls the city of Farquad, they often speak of the intricate wood and bone carvings of the people. When one mentions Riverfall, powerful images of strong, towering structures, very much like the men who call the city home, usually come to mind. However, when an attempt is made to pinpoint the specific beliefs, values, and aesthetics that permeate the lavish castle and city of Stoivania, it become a bit of a challenge to simply draw upon the name of just one race, one clearly defined culture.
While the majority of citizens are indeed Human, even they hail from many different parts of the world. For example, one can easily find traits of a Piros carving on the face of a wooden boat being utilized by a Fidorian fisherman or discover a Drykas-designed pattern woven into a Konti-made tapestry. The distinct lines normally maintained in a blended city, have been purposefully blurred within the walls of Stoivania, so that the citizens can garner the best of the best, which is often preferred over a design that is traditionally associated with one race or another. So if a race is known for excelling in a particular craft or trade, they may be sought out and handsomely paid to work with an artist or builder from an entirely different background, all in an effort to create the best possible product. Therefore, the end result of all of this blending is a culture that is uniquely Stoivanian.

Ornate, but never overdone or gaudy, unless purposefully designed that way for a festival or party. Commanding, but rarely cold or uninviting, unless the need for function overrides form, which is rare. Stoivanian architecture knows exactly how to make a statement, without being too obvious or obnoxious.
Materials that tend to be utilized in construction include stone and wood, as well as brick and metal Structures are rarely more than three or four stories high, with the majority being only one or two; however, a good number of  buildings often include a fake or sub-basement, in an effort to combat the occasional problem.
Windows and doorways are often wide and tall in design, to allow ample sunlight in, but also the rare cool breeze, which then flows freely through the spacious rooms contained within. On both openings, heavy shutters or doors can be found to protect against the driving rains that can occur without warning.
Quarters for slaves, strictly designed for function, tend to be made from leftover, yet durable materials. They are usually one floor, box-style structures that house anywhere between a dozen to three dozen individuals. These buildings are also usually built in groupings, like small villages, to reduce the amount of overseers needed to patrol them.

Great food is always a wonderful compliment to great entertainment, and the people of Stoivania certainly know how to serve up some of the best home cooking there is!
With bountiful crops right outside their door, and rolling fields filled with a variety of livestock, the dishes that are often put forth tend to be healthy and nutritious, yet also manage to be flavorful and delicious, for fresh herbs and spices are also just a step or two away from most kitchens. Baking is also openly embraced, as is the crafting of sweet treats, such as chocolates and hard candies.
As for eating patterns, meals are generally shared three times a day - first thing in the morning, around mid-day, and at sunset - however, brunches, snacks, and evening dinner parties are also of the norm. Meals within the Dynasties tend to be large and lavish, while the slaves selection is often kept plain and simple.

Stoivanians are an interesting lot when it comes to what they wear. While many dress to impress, there are certainly those who prefer function over flash or form. Living in an often humid, sometimes muddy setting can certainly take its toll on an individual's clothes, as well as dictate the choices they make when dressing.
It is not uncommon to see a Dynasty member dressed one way at the start of the day, another way at some point mid-day, and yet a third way in the evening. Freeborns tend to be less flashy, opting to be practical when they can, unless they are gunning to catch the eye of a particular socialite. Slaves, as would be expected, have no say in what they wear and are usually supplied a type of uniform, but this varies from plantation to plantation, as well as role to role.
Fabrics run the gambit from locally produced cottons and leathers, to imported silks and satin. Heavy brocades can be found, but are rare, and lace is only for the upper class. Reptile skins are common and come in a variety of textures and colors.


Simply put, Stoivanians like to party when the time is right. They like to recognize everything from births to the passing of a revered Dynasty member. They'll throw an impromptu party just for sealing a potentially profitable business transaction or the launch of a new ware or service.
Festivals are numerous, yet, in some cases, fleeting. Just because one is celebrated this year, does not mean that it will return the next. If the reception is lackluster or the turnout is meek or the post-festival reviews are mixed, it is often put to rest and a new one is introduced in its place.
Holidays, on the other hand, are nearly written in stone and honored without fail. To turn down an invitation to a holiday celebration is akin to stabbing the host in the neck, with a salad fork, before the appetizers are even served. It's just not done.


Stoivania's economy remains fairly consistent and healthy, for the land wouldn't have it any other way. Trade is very important, both within the region and beyond. People need to change hands frequently and freely for the lands to be able to maintain their way of life, for without it, they would have to resort to living as others do, which is a horrible thought.

Obviously, Stoivania's primary business is farming. Its plantations are, quite literally, its bread and butter. With its crops of cotton and tobacco, sugarcane and cocoa bean, bamboo and hemp, the Stoivanians produce some of the richest crops in all the land. As a result of this, they then in turn produce some of the finest products, which leads them to their second largest business: the production and sale of luxury goods.
Fine linens and premium cigars, smooth liquors and luscious chocolates are just a few of the high-end items that the city produces. Add to the mix exquisite perfumes, expertly tailored garments, and beautiful, hand-crafted musical instruments and you have a dazzling treasure trove of worldly goods!
However, Stoivania is not entirely a city dedicated to the production of bountiful harvests and fine wares. As with any city, it still houses many of the traditional businesses needed to keep its citizens content and living well. Therefore, there are a fair share of eateries and inns, as well as clinics that provide care and shops that sell everyday items.
While the dark forest may not be the first setting that comes to mind when most are looking to launch a business, the entrepreneurs of Stoivania have managed quite well for themselves.

Work can easily be had in Stoivania if those looking for it are willing to give up their freedom for it. Joining the ranks of the slaves is the quickest way to secure a job, as well as shelter and one or two meals a day. However, by making this choice, work, at the end of a chain, is all there ever is and all there ever will be, which makes this option very unappealing to most, if not all.
Therefore, with the right set of skills, determination, and drive, an individual can earn a honest living in Stoivania and maintain their freedom. As a Freeborn, employment can be garnered either in one of the city's many shops, under the watchful eye of a land owner, or in a shop of their own, with the financial support of a  ruling member. The latter option is a bit more appealing, since it allows the individual to launch a business of their dreams, but it leaves them with a hefty debt hanging over their head.
As for the ruling party, it is required that each family member - blood related or associated through marriage - pull their weight within the city. While their plantations will always come first, their various business ventures are just as equally important and help define who they are within the community. Viewed as a double-edged sword, success of a business can easily bring a family both wealth and clout, while failure of a venture can certainly soil a family's reputation, bringing about the waste of coin and time, as well as a mark of shame.


Simply put, the Gold pent is the most commonly used and accepted form of currency in Stoivania, and it has been since the very founding of the city. At one point, the ruling familys toyed with the idea of minting their own coins, but the project never truly took flight, for the arguments had over what would be stamped on the face of the coin were numerous and heated. So the concept was dropped and the gold pent was embraced.


From the sale of crops to locals or luxury goods to foreigners, to the selling and reselling of slaves to anyone who will pay the right price, the people of Stoivania are certainly familiar with the art of the honest deal, but they are also usually savvy enough to recognize the signs of a scam from a mile away. That said, they are not above attempting to pull a fast one of their own if it can gain them the upper hand or bring them a sizable gain. On the whole, they know how to haggle and persuade until an agreeable transaction is made, but they also seem to have a knack for being able to hinder or completely evade any deal that feels off, if even just a little. Trade is a way of life for most Stoivaniaians. It's the backbone of their existence, the lifeblood that keeps them going. To deny it would be like denying them air.


The political landscape of Stoivania ebbs and flows rather freely from Magistrate to Magistrate and, in turn, season to season. For the most part, it is stable, and kept that way by the ruling families, both in office and not. The thought of chaos erupting at anytime, for whatever reason - be it big or small - does not sit well with any one of the rulers. Therefore, they do their best to keep things in order and in line, by privately overseeing their lands and publicly supporting the city with a revolving Magistrate. The Rules & Regulations of Stoivania are yet another tool that they use to keep things running smoothly.
Are there disputes? Yes. Do they get resolved in a timely manner? So far, they have been. However, Stoivania is starting to make a name for itself, not only within the area, but the region. So there's a very good chance that outside forces may start to apply pressure to those who have been living the good life for a bit too long.


With the changing of the Magistrate, comes the changing of the guard, which means the City of Stoivania and its surrounding territory - that which is not owned by a Dynasty and protected as they see fit - may or may not be patrolled, protected or defended to the same degree or in the same manner as it was by the previous administration or how it will be by the next.
Each Magistrate comes to the office with their own style of defence. For example, when a Magistrate of the Paille Family is in power, additional horse patrols are usually utilized, but when a different Magistrate rules, they tend to enlist their most trusted men as part of their guard.  many families, all with unique styles; however, they all share the common goal of protecting and defending the people of Stoivania, which they have managed to do for many years thus far and, hopefully, will continue to do for many more to come.

While the people of Stoivania may give off the impression that they are laid-back and carefree, when it comes to their laws and enforcing them, nothing could be farther from the truth.
Quick to react and even quicker to resolve an issue, it is rare when a criminal finds themselves in a state of confinement for longer than a day or two. There truly is no official prison in Stoivania because there has yet to be the need for one. Instead, criminals are held in a small cell within the building that houses the Magistrate's Office, they are swiftly brought before the Magistrate - or someone of the office, depending on the severity of the crime - and they are sentenced.
Expulsions from the city are common, but so are executions at the end of a rope. Dynasties tend to take care of their own and slaves are usually dealt with on the spot. Freeborns are the ones to watch the most, since they walk that fine line between the two worlds, but, again, even they are handled in a quick and efficient manner.

Last edited by Anaya on Fri Jan 27 2017, 22:31; edited 1 time in total

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5 Re: Information on all continents on Tue Jan 10 2017, 01:57


Continant Map

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6 Re: Information on all continents on Sun Nov 05 2017, 13:47


The north, Galandor Peak info will go here once done fully

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