AND WHEN MY 𝐂𝐔𝐑𝐒𝐄 BURNS ME INTO DUST , I ONLY WISH THAT YOU 𝐑𝐄𝐌𝐄𝐌𝐁𝐄𝐑 MY VOICE THROUGH IT ALL .
TIME , 𝐃𝐄𝐕𝐎𝐔𝐑𝐄𝐑 OF ALL THINGS , WILL 𝐀𝐋𝐖𝐀𝐘𝐒 CATCH UP .
♬ ┆ a deeper look into the condemned & into the characterization of ( 𝐍𝐈𝐀𝐌𝐇 𝐒𝐍𝐎𝐖 ) for the closed ⎯ friend's only universe of orion. born of 𝐒𝐄𝐀𝐅𝐎𝐀𝐌 and ice , curated by the careful hands of 𝐍𝐘𝐌𝐁𝐑𝐀𝐋𝐈𝐒 , chased by a father's 𝐖𝐑𝐀𝐓𝐇 , heavily inspired by the classic 𝐌𝐀𝐍 𝐕. 𝐒𝐄𝐋𝐅 conflict.
🐋 ⎯ brought back to life by the 𝐃𝐑𝐀𝐆𝐎𝐍 , the 𝐏𝐑𝐈𝐍𝐂𝐄𝐒𝐒 , the 𝐒𝐔𝐍 & the 𝐌𝐎𝐎𝐍 .
↘ ❇ ﹕ for jesse , from caishen .
starring: the cloudseekers .
𝐡𝐨𝐦𝐞 𝐢𝐬 𝐚 𝐬𝐭𝐫𝐚𝐧𝐠𝐞 𝐜𝐨𝐧𝐜𝐞𝐩𝐭. one that leaves caishen bitter - and he tries not to be, honestly, but it often feels like the grounds of myrithen were made to reject him. for every step he makes, there is a push back. every breath he takes feels like one he has stolen from the land: it shows up in his dreams, this feeling of dread. the land saved him, once, it had been a blessing. he heard it in his mother's cries and in his father's soft snoring by the bedside. the one he didn't leave until caishen got better - not once.
not once.
but the blessing eventually began to feel like a curse. the cries of joy turned into snide remarks over the dinner table, and caishen isn't even sure if his father sleeps, now. the only place where he doesn't hear the land bargain for payback is in the forge and even on his way there, on some nights, he could swear that the dirt beneath his boots tries to drag him within the ground.
but there is light is what he forces himself to believe. there is light in the little things, isn't there? tonight, his light manifests himself by the entrance of the forge, and no matter how loud the metal clangs, jesse's voice is louder. always louder. "hey," he breathes back instantly, tools put down and his attention fully on his twin. he is eager to know more, and his heart skips worryingly once he notices the bags. it's the first thing he notices.
the parting, he has imagined it many times. it was bound to happen, and to claim that caishen was oblivious to it would be useless. he doesn't lie, always been bad at it. he just never expected it to feel this way. he never expected the surge of hope upon seeing the two bags. two: like them. a pair. and sure, jesse only has one bedroll, but that doesn't matter. caishen can sleep on the ground - they can take turns - he can buy one.
he expected it to hurt, but he didn't expect it to steal the breath of his lungs so violently. i'm setting off soon. i'm setting off. i'm. alone. he didn't think betrayal could feel so heavy, so dizzying.
"what?" caishen says, or whispers, shaking his head a little as he stares at his mirror. "you can't leave tonight." he adds after a good second of processing, laughing a little. for a split second, it feels like they are younger and jesse is telling him some silly idea that caishen used to be so good at dismissing. "you don't even have a sword - or a bow - " he adds, dread rapidly filling his stomach. "is that why you're here?"
𝐂𝐋𝐎𝐔𝐃𝐒 GATHER , AND NOW MY LIFE 𝐁𝐄𝐆𝐈𝐍𝐒 .
IT SHALL 𝐍𝐎𝐓 END UNTIL MY 𝐅𝐀𝐓𝐄𝐃 DEATH .
♬ ┆ a deeper look into the feather & into the characterization of ( 𝐀𝐒𝐏𝐄𝐍 𝐂𝐎𝐔𝐑𝐓𝐄𝐌𝐀𝐍𝐂𝐇𝐄 ) for the closed ⎯ friend's only universe of orion. born of 𝐂𝐋𝐎𝐔𝐃𝐒 and a soft glow that follows her wherever she goes, crafted by the careful hands of 𝐀𝐔𝐑𝐄𝐕𝐈𝐀 , chased by the will to do 𝐆𝐎𝐎𝐃 no matter the cost , heavily inspired by 𝐀𝐑𝐈𝐄𝐋 's wonder .
🗡️ ⎯ brought back to life by the 𝐊𝐍𝐈𝐆𝐇𝐓 , will be put onto the path of the 𝐃𝐑𝐀𝐆𝐎𝐍 , the 𝐏𝐑𝐈𝐍𝐂𝐄𝐒𝐒 , the 𝐒𝐔𝐍 , the 𝐌𝐎𝐎𝐍 & the 𝐂𝐎𝐍𝐃𝐄𝐌𝐍𝐄𝐃 .
visual concept: a place where the night reigns, elyria is known for its silver rivers that flow all throughout the town. while its main way of transportation are little boats heavily inspired by gondolas, it is also known to be a very beautiful city to walk through. also known as the realm of the dead, it is common knowledge that dark magic and necromancy were born within the streets of elyria. most visitors describe the realm heavy with magic that they can sense and even taste at times, and that the silver water often shimmers under the moonlight.
portal : il ponte di rialto in venice, italy, is the most commonly known portal to elyria, and the easiest to get to. while any elyrian would be able to cross with no issue, it is the opposite for earth humans who would have to know and master an incredibly difficult set of dark magic incantations. however, if said incantations are successful, the visitors would be able to cross over to the realm by swimming right under the bridge.
rulers : elyria is currently ruled under a minister and its council.
sigil : to be added !
motto: to know the bird by its song.
the realm of elyria : elyria's realm is known to be the on of the darkest: both literally and conceptually. it is the one where the night reigns: in this realm, the sun never rises. mythology implies that such a phenomenon is a punishment from the gods: the dark arts have been so rooted in elyrian magical practices, to the point where the gods felt a strong need to put an end to it. centuries ago, when one of the first rulers accidentally mishandled a dark spell and triggered an everlasting night to cast upon the realm, the gods decided not to reverse it. they had hopes, then, that the darkness would serve as a constant reminder of who truly is in control, and who reigns above the realms. the society of elyrian, however, learnt to embrace the night rather quickly and grew to love it.
in hopes of retaliation, the gods had attempted many tricks on elyria in order to put them back in place, such as their second most permanent one (after the night), floods. they began to happen a few years after the everlasting darkness laid on the realm: strange floods that would appear out of nowhere and drown the streets of elyria. its people, however, aloof and dreamy by nature, embraced that as well. thanked the gods, even, as they began to build boats in order to transport across the realm. the rivers that formed through the flood never took the appearance of normal water: they show to be silvery and glistening under the moonlight. when the town calms, when everyone goes to sleep at last, it is said that you can hear the water speak to you; most people hypothesize that the river is made out of the dead souls of elyria who are waiting to cross to the after life.
in the present time, it is now a place where people would mostly transport themselves on boats, though there is still walking space. it is a walkable city, especially when we stray away from the main city. the elyrian society puts a lot of focus on dark magic, and most people visit it when in need of dire assistance in the fields of mediumship, necromancy, dark arts, and so forth. however, elyria is renowned for its arts and culture. since the night has been reigning for centuries now, the population of the realm put a lot of emphasis on turning the curse into nights of endless fun: when visiting elyria, you will find opera houses and open string quartets in town centers. it has been proven, also, that a lot of common operas and classical literature on earth has been inspired on stories from elyria.
locations : il ponte delle stelle ( the bridge of stars ), which is essentially the mirror of elyria's portal. upon crossing over, you will be under this bridge, which is situated in the middle of the city center. the opera house, destined to show the history of elyria and its extravagance through plays, operas, and orchestras. the river of stars, the very one that has flooded the large streets of elyria years ago. its silvery, transluscent and shimmering water makes it seem like it is enchanted - or perhaps haunted by the spirits that drowned during the floods. the night market, a dark market by the outskirts of the city, where countless items are sold during the last week of every month. this renowned market brings in a lot of visitors from other realms: scholars, criminals and curious minds who are in need of various objects riddled in dark magic. remember - if something sold there seems to good to be true, it often is ! the forests of elyria, enchanted little woods where weird little creatures live. a few houses past the forests can be found, ones where hermits of elyrian society like to settle. it is said that the darkest of sorcerers live there : elyrians know to proceed with caution.
how to reach elyria : enchantments and dark arts incantations are what need to be told under the bridge of rialto in order to cross over. however, the presence of an elyrian is necessary in order to facilitate the crossing: a normal human would not be able to even get their hands on the incantations necessary.
population : elyrians make up the population of elyria, though it is also divided with specters.
jobs : dark arts practitioners, mediums and necromancers are the most oversaturated jobs in elyria. it is quite hard to be successful with these skills in the realm, considering the amount of people who attempt to practice it. be careful, though! a lot of them are not exactly what they sell themselves to be. actors, playwriters, musician and play techs are also rather popular.
elyria, a society :
elyrians : elyrians are known to be rather air headed and day dreamy. they are a very nice population and never quite act like they are better than anyone else. in fact, outsiders often describe elyrians to be a very happy group of people: they are often tipsy or under the influences of whatever is offered to them inside of operas and cabarets, sure, but there is. . . like a veil of magic over them, constantly keeping them in a cheery, easy going mood. they are also known to daydream a lot, to be caught in their own reveries. a lot of outsiders like to say that the sorcerers within the minister's council actively charm the realm in order to keep everyone happy, considering the endless darkness that could easily throw them into a pit of despair. truly, it seems like most of them are enchanted. necromancers and sorcerers who practice the dark arts, however, tend to be a little grumpier. somehow, being exposed to such a powerful magic offers them immunity to whatever. . . happiness flows through the streets of elyria.
spettri : spettri ( spettro in singular ) make for another part of the elyrian population: these entities are also known as ghosts, poltergeists, or tormented souls. this is a percentage of the population that is dead but unfinished. ( think of the ghosts in harry potter! ) spettri who are a part of the peculiar society are entities who are still not able to cross to the afterlife. whether it is because they still have something to fulfill before fully leaving, or because something within themselves is stopping them from doing so, they are stuck on earth up until they resolve it. naturally, this population is known to be solitary and often keeps to themselves.
on a physical standpoint, spettri look and seem like elyrians, though they are entirely transluscent. while they can still appear like other elyrians ( which is to say, not transparent ), a lot of them give up on that construct soon into their new lives as spettri since it takes up a lot of energy from them. spettri do not need to sleep as they aren’t alive, but a lot of them do so anyways considering how used to it they are. they do not need to eat either, but it isn’t uncommon for them to engage in meals with others. elyrians do not particularly engage with them - they tend to ignore them, pretend like they do not exist. the only people who truly interact with them are necromancers and dark arts sorcerers. the only job that spettri can accept are to ride the boats on the river of stars. they are naturally not paid for it, and are forced to wear various masks ( like the ones in the moodboard !! ) in order to hide their identity.
the fashion : see phantom of the opera during big events , interview with the vampire , a haunting in venice ( !!! ) , as well as large dark robes that most sorcerers and necromancers wear , crow and harlequin masks to cover people's faces - which is a rather common practice.
𝕾𝖎𝖗 𝐋𝐈𝐋𝐀 𝐌𝐎𝐎𝐍𝐒𝐓𝐎𝐍𝐄 of 𝐀𝐔𝐑𝐄𝐕𝐈𝐀, a physical description.
ꫂ ၴႅၴ 𓂃 a 𝐆𝐋𝐈𝐌𝐌𝐄𝐑𝐈𝐍𝐆 rose . . .
♯┆ face claim : for all intents and purposes of having a picture in mind, lila’s face claim is argenti of honkai star rail. there is no affiliation to the character in-game or in-game canon.
♯┆species && attributes : lila is a vinge, which is the native species of aurevia. because of this, she has large wings on her back, which has a wingspan of 32ft. her back wings are larger than normal, and drag on the floor when she walks. because of her vinge ancestry and her family, moonstone vinges are born with 2 extra pairs of wings, one pair right under her ears ( imagine sunday of hsr ), and one pair on her ankles. both pairs are useless in flight and are much smaller than her back wings.
♯┆gender && pronouns : vinges are a non-binary species, with no emphasis on gender and a shared biology. because of this, vinges have both sexual reproductive parts ( imagine ryo asuka’s demon form in devilman crybaby ). vinges typically do not assign themselves to any set pronouns, however, lila associates herself with she/her or they/them pronouns. she does not like he/him pronouns.
♯┆build : due to the fact that lila is a knight, she is rather fit with a bigger build. although they are on a bit on the leaner side, she is still incredibly toned with a nice amount of muscle. their back is probably the most muscular due to the fact that their wings are so heavy. she has a rather flat chest, which she is thankful for due to not having to modify her armour too much.
♯┆height : vinges are a naturally tall species, with their standard height being 6ft, 5in or above. lila stands at a typically normal height of 6ft, 8in.
♯┆hair && eye colour : lila’s hair is a bright, almost cherry red. it is long and wavy and rests at the very bottom of her lower back. she has only cut it once, and despite how long it is, lila has mastered doing her hair in under 10 minutes. their eye colour is an emerald green. however, she has a central heterochromia in her eyes which is a gold colour and does not affect her vision.
♯┆notable features : despite her fiery long hair which constantly gets her unwanted attention, lila also has very long and thick eyelashes, as well as multiple moles on her face. she has one under their left eye, one above her lip, one on her nose, and one on her jaw. she has a few scars along her arms and legs due to knight training as well.
♯┆outfits : in the majority of cases, lila is wearing her standard knight’s uniform, which is armoured in a form of protection. on days where she is not on duty, she is not someone who enjoys dresses or dressing incredibly formal. she enjoys a relaxed style of clothing ( imagine prince eric from the little mermaid ).
⠀⠀🪸⋆ adisorn nerina; crown 𝑝𝑟𝑖𝑛𝑐𝑒𝑠𝑠 of nymbralis !!
.ೃ࿔ , a mermaid found a swimming lad, picked him for her own, pressed her body to his body, laughed; and plunging down forgot in cruel happiness that even lovers drown.
.͙͘͡★ a private, closed verse of adisorn "adi" chakrii nerina, written for orionverse. follow the crown princess on a journey of self-expression, letting go of pre-dated ideas, exploring the skies, taking your first step on dry land & giving love a chance.
— encompassed by the 𝐃𝐑𝐀𝐆𝐎𝐍 𝐁𝐎𝐍𝐃𝐄𝐃 , like the 𝐒𝐄𝐀 hugs the 𝐌𝐎𝐎𝐍.
⋆ story : adisorn chakrii, otherwise known as adisorn nerina, is the current standing crown princess of nymbralis, second in line for the throne to her brother. she is known across the realm of nymbralis for her beauty and quiet, reserved nature, along with her particular gift in healing. although nymbras are a closed off, somewhat secretive community, adisorn is spoken about between hushed whispers and sung in drunken songs within the many taverns across orion, and spoken as if she is the crowned jewel of the house of nerina; one is considered eternally lucky to set their eyes on her. from pouring her powers into nymbralis' many healing coral reefs, to attending foreign affairs to be 'easy on the eyes' during talks smothered with tension, to going on walks throughout the realm with her promised husband of house celesmaris, there is rarely a time she has a moment to herself, but, in the quiet of her pearly white room at the top of the east tower, adisorn wishes, hopes for a life she's never had; one filled with adventure.
⋆ appearance : adisorn was born "traditionally" male, but identifies as female since her 16th birthday, and is referred to as such; gender is not upheld to such high standards in nymbralis. she is slightly below in height (roughly 5'4), and is thin in her build. her hair is a washed out brown, her lower nape fins bringing flashes of iridescent green between sections, and the fins on her ears are quite large, iridescent and sea foam green in color. unlike other traditional kelpian mermaids, adisorn's tail is sea foam green in color due to her proximity to the surface, as well as her eyes that are big, and doll-like in nature. the scales across her skin glitter under both sun and moonlight, but only hug her waist and shoulders, and her nails, although longer than the usual human, are kept well trimmed and tidy. adisorn primarily stays within her mermaid form, so when she does change to her humanoid form, her skin is nearly clear of any scales manifesting, though her hands are webbed, translucent in color.
⠀⠀⠀𑁍ࠬܓ ⋅𓂃⠀⠀# 𝓓𝐑𝐀𝐆𝐎𝐍𝐁𝐎𝐍𝐃𝐄𝐃⠀...⠀alternate universe portrayal of original character jingse jesse zhuiyun — cloudseeker of the wood, closed for the orionverse. exploring wanderlust and restlessness, found family, constant trial and error, a boy as a blade, the myth of winged icarus, fate as a gilded cage.
⋅𓂃 .𖥔 fated to the moon, the steed, the princess, & the condemned.
𝒎𝐢𝐧𝐝. 𖥔 bull-headed and stubborn, with a short temper. has a tendency to punch down. heavily guarded, and he hides his emotions when he can; sometimes he is not good at it. blind and clumsy in most social situations, though he commands a certain charm. has a tendency of bottling things up until he reaches his breaking point, to the detriment of everybody around him.
𝒃𝐨𝐝𝐲. 𖥔 myrithine — characterized by elongated, leaf-shaped ears and a spry body, honed from a youth of playing sports in the wood. possesses hazel eyes and light sun freckles dappled on his cheekbones and nose. his bond with zane keres has begun to slowly alter his physical form, leaving him with oddly sharp canines, excess heat thrumming under his skin, and explosive strength. possesses a silver bonding mark in the center of his left palm, shaped like a many-pointed star, which glows faintly in the dark.
𝒔𝐨𝐮𝐥. 𖥔 wishes to see the world beyond myrithen, yearning for a simple life on the back of his dragon, eating every realm's signature dishes, the shackles of fate and prophecy left behind on the ground.
cloudseeker, cloudseeker, how the sky calls your name .ᐟ
creative insp. from eragon, httyd, atla & final fantasy.
I WILL SEARCH THE 𝐖𝐎𝐑𝐋𝐃, I WILL 𝑭𝑨𝑪𝑬 ITS HARMS
‘TIL I FIND MY 𝐇𝐄𝐑𝐎'𝐒 𝐖𝐄𝐋𝐂𝐎𝐌𝐄 WAITING IN YOUR ARMS.
♯ ⋮ 𝕯𝐑𝐀𝐆𝐎𝐍𝐒𝐅𝐈𝐑𝐄 、[ . . . ] private && selective, friends only original character 𝐙𝐀𝐍𝐄 𝐊𝐄𝐑𝐄𝐒, THE DRAGON BEHIND THE ADVENTURER, for the closed orion universe. heavily influenced by 𝐟𝐥𝐲𝐧𝐧 𝐫𝐢𝐝𝐞𝐫 and numerous 𝐠𝐫𝐞𝐞𝐤 𝐦𝐲𝐭𝐡𝐨𝐥𝐨𝐠𝐢𝐜𝐚𝐥 𝐭𝐚𝐥𝐞𝐬.
a comprehensive study on 𝐓𝐇𝐄 𝐔𝐍𝐃𝐘𝐈𝐍𝐆 𝐒𝐄𝐀𝐑𝐂𝐇 𝐅𝐎𝐑 𝐆𝐑𝐄𝐀𝐓𝐍𝐄𝐒𝐒, running from your 𝐇𝐎𝐌𝐄 and neglecting your 𝐃𝐔𝐓𝐈𝐄𝐒, and learning 𝐇𝐎𝐖 𝐓𝐎 𝐋𝐎𝐕𝐄 with a 𝐅𝐀𝐌𝐈𝐋𝐘 𝐅𝐎𝐔𝐍𝐃. penned and hopelessly loved by 𝕾𝐎𝐋, continuously devoted to the 𝐑𝐈𝐃𝐄𝐑, the 𝐍𝐄𝐂𝐑𝐎𝐌𝐀𝐍𝐂𝐄𝐑, and the 𝐏𝐑𝐈𝐍𝐂𝐄𝐒𝐒.
the 𝐄𝐒𝐂𝐀𝐏𝐄𝐃 𝐏𝐑𝐈𝐍𝐂𝐄 and 𝐒𝐄𝐂𝐑𝐄𝐓𝐈𝐕𝐄 𝐃𝐑𝐀𝐆𝐎𝐍 of heliava, a distant and forgotten land on the world of quirth by the people of orion. the power seeps beneath his skin, making his ears ring and nose far too sensitive. shuffling between the streets of 𝐌𝐘𝐑𝐈𝐓𝐇𝐄𝐍, his story begins once again. his gold coloured pupils - a rarity here, makes him stand out more than intended. this foreign world takes him in kindly, mainly due to the fact that he keeps his true identity a secret. whispers of him flood the busy streets; 𝐙𝐀𝐍𝐄 𝐊𝐄𝐑𝐄𝐒, they call his name. a mysterious fellow with an intriguing accent. a wandering adventurer with a penchant for meeting interesting people. the 𝐍𝐄𝐂𝐑𝐎𝐌𝐀𝐍𝐂𝐄𝐑 on the street who senses his differences. the 𝐘𝐎𝐔𝐍𝐆 𝐌𝐀𝐍 at the bar who somehow connects with him through a few spilled tears. a 𝐏𝐑𝐈𝐍𝐂𝐄𝐒𝐒 he hears of through drunken whispers and song-like melodies. though he knows not where this new path may take him, he knows now, a rush or thrill is certain by their side.
icon border by : lazulitear. divider by : sweetmelodygraphics.
🐚 : nymbralis concept + lore guide !! ( by jude and rain. )
visual concept: since it is the realm that reigns over the oceans of orion, nymbralis expands over a large area of the planet. by every shore of the sea, one will be able to find little houses made by the people of nymbralis: while some will see it as a simple way for them to house themselves outside of the sea, most interpret these houses as a warning. a clear sign that they are near nymbra borders, where the rest of orion cannot protect them as well as they might need them to.
read about the history of nymbralis. ( by jude. )
read about the merfolks of nymbralis and their magic. ( by rain. )
portal : located in the coast of southern spain, where ruins of what seemingly is a lost city with huge walls is where the main portal to nymbralis is. however, while that one is the most commonly used, portals to the realm are scattered all over it. typically, where one can find deeply hidden ruins of an important historical event, they can also find a portal to nymbralis. however, the chances of living after crossing over are slim to none, considering how inhabitable the realm is for anyone who isn't a nymbra.
ruling house : house of nerine.
heir : ( name reserved for rain to decide here )
sigil : an octopus, a sword fish, and a sea shell ( rain if you hate it please feel free to change it. )
motto : tempus edax rerum / time, devourer of all things.
the houses of nymbralis : nymbralis is the largest realm of orion, ruler of the sea and fresh waters. it is considered like an equal to orion, almost, with its countless city and diversity of terrain, environment, and people. upon finding their new home within the sea, the people of nymbralis decided very early on to explore as much of the sea as possible in order to ensure that orion would not take it away from them. such a plan naturally caused the population to expand and create their sub-populations and cultures. in the present time, nymbralis holds a count of six houses - each with different magical abilities.
( it is said that the magic of nymbralis is far more potent and powerful than the rest of the realms, and it is also rumoured that nymbras consistently try to improve their magics in the hopes of fighting for independence one day. )
each house of nymbralis lived within a bubble made by its people: while the waters are free to roam, in order to enter the bubble of a certain house, you must either be a nymbra, or have extensive paperwork from orion which can somehow justify your place in the city.
locations : while each houses holds their own important locations, the most known one of nymbralis is the healing coral reefs alongside the nost western coasts of orion. the kingdom of nerine is a location that attracts a lot of visitors as well, considering that the rulers of nymbralis currently reside there. while their actual residence is closed-off for visitors, the town center of the city is often lively with performers and markers. the sea shore markets are also a very popular locations. located at the shores of orion's land, they are large markets that sell numerous findings that can only be obtained within the depths of the realms, from nymbra hands only.
how to reach nymbralis : it is absolutely impossible to reach nymbralis without the help of a nymbra. because of how deep within the water most of the bubbles are, it is obligatory to have a nymbra not only accompany you, nut also share some of their own magic in order to allow you to breathe under the water. said magic translates itself as a thick, slimey bubble created from a nymbra's hand, which the visitor must sip from within the hour. during said hour, little gills will form themselves on each side of the visitor's neck. the visitors must drink from the bubble every day for as long as they are staying in nymbralis to survive.
population : if you are from nymbralis, you are a nymbra. read about the merfolks of nymbralis and their magic here!
jobs : ( currently plotting with rain )
mythology : ( will add later! )
nymbralis, a society : nymbralis is the most ruthless realm of the orion. known for its brutality how closed-off it is to the rest of the realms, the people of orion typically are known to fear nymbras and their 'barbaric' ways of handling conflict. in politics, nymbralis is known to always stand neutral when it comes to anything but their realm, a simple way to show that they have no interest if it doesn't concern them. within themselves, there is a common respect that they uphold. due to the brutality and injustice that they have lived through from the people on land, they try their best not to hold judgement and stereotypes in between each other. there is an irony in this: while they are seen to be dangerous and mean, they are actually quite serene and peaceful within their own communities. in regards to outsiders, however, they will typically be cold, rude, and closed off. more often than not, a nymbra will simply not acknowledge you and will not make any efforts into communicating with you. . . unless they need to!
realm protector : the family of nerina, alternatively known as the ruler of the realm, is known to be its protector.
visual concept : quirth is the sister planet of orion, though not much is known about it due to the planets rocky history. because of this, there are very few and very rare quirthians in orion, due to them not exactly being received kindly (and sometimes, hunted) by the philosophers of orion. besides their antagonistic history, quirth mimics orion in almost every sense of the planet, with distinct realms, their own gods, and even portals to travel around the universe. the planet mimics depictions of ancient greece, with each realm incredibly different from the next.
portal : there are only two known portals in quirth. the first one is to access the human world, which is located in heliava’s catacombs, while on earth, it is located in corfu, greece. the second portal is located deep in the forests of quirth, no longer in use and completely forbidden to use, and leads to orion.
note : although housing many realms similar to orion and they will be talked about, the main focus of this lore guide will be heliava, the country of dragons.
the timeline of creation : heliava, situated in the world of quirth, is a small country island which is hidden from the rest of the world. truth be told, it is a very hard island to find. it is also quite unknown to the rest of the world and the other worlds similar to quirth, as the island of heliava has done quite the job keeping itself out of the heaven's eye. for those that do know of the country, all they can say is that it is the island of dragons. the inhabitants and locals of the island are extremely protective of their home and somewhat closed off to outsiders. it is not a port city. it is a country of wonder and enchantment for those who wish to see it. but how did the country come to be? how did the world of quirth come to be? well, the history of it is one to wonder. if you happen to find a native outside of the country, they will give you different stories; for only a heliavian knows the true story of heliava.
quick key : BH — before helio, DH — during helio, MT — modern times.
—﹒ BH; quirth is formed due to an asteroid combining and hitting orion. it forms a smaller sister planet, revolving around the sun yet with 7 moons of it's own. the climate of quirth mimics orion, and it becomes a habitable planet.
—﹒1DH; helio is born from the salts of the asteroid, and is made the god of quirth. he is the creator and god of all gods.
—﹒2DH; helio creates the land, separating them into continents. in such, he creates the five kingdoms: imista, the kingdom of the stars, opriris, the kingdom of the sea, ucadia, the kingdom of the sun, baelesta, the kingdom of sacrifice, and heliava, the kingdom of knowledge.
—﹒3DH; helio creates his siblings to rule over their kingdoms. he creates luria, the goddess of the moon to rule over imista. he creates omarion, the god of water to rule over opriris. he creates hemiya, the goddess of the sun to rule over ucadia. he creates delian, the god of death to rule over baelesta. helio himself rules over heliava, the kingdom of knowledge and the main region within quirth.
—﹒3DH, MONTH 5; helio allows his siblings to craft their kingdoms as they like. luria crafts a kingdom above the clouds with floating mountains, omarion creates a kingdom beneath the waves enchanted with gold, hemiya drafts a golden kingdom filled with life, and delian makes a kingdom of asphalt and obsidian.
—﹒4DH; luria creates the stars to reside over quirth. omarion creates the animals of the sea; seals, fish, sharks, whales, jellyfish, sponges, and plant life. hemiya creates land animals; deer, birds, wolves, horses, butterflies, etc. helio creates the concept of knowledge, and the island of helivia, where the kingdom heliava is located.
—﹒5DH; hemiya asks her brother, helio, to create man, as her animals are lonely. helio creates man and erects temples in his siblings honour. hemiya gives them the chance to be kind and fair. delian gives them the traits to be selfish and envious.
—﹒6DH; helio constructs the worship of the gods, and allows man to see them as leaders and counsel rather than overseeing gods. the 5 siblings reign over their realms in earnest. omarion takes humans from hemiya and turns them into fishmen -- a breed of human that has tails like a fish and allows them to see perfectly and breathe under water.
—﹒7DH; as man dies, helio creates the underworld and gives it to delian to rule. delian creates a puppet of himself, lian, to rule baelesta in his stead as he rules the underworld. omarion begins to tire of his reign in the sea and sets his site on hemiya's kingdom, ucadia.
—﹒8DH; tensions rise between hemiya and omarion, as he begins to take animals and humans from her kingdom and drown them in his sea. this infuriates and saddens hemiya, and ucadia begins their long-night.
—﹒9DH-10DH; the sun does not shine on ucadia, as hemiya has shut herself away in sadness. omarion takes over as ruler of ucadia, and merges his sea and the kingdom together. the longer in exile, the angrier hemiya grows. she consults her sister, luria, to help her take over omarion.
—﹒11DH; luria, against the counsel of helio, creates iaoth, an angel of the stars and protector of imista. with luria's word, he begins to slaughter omarion's counsel and fellow rulers, which leaves him helpless. however, in retort, omarion stars the war of the sun and sea, and kills hemiya's first son, adros.
—﹒12DH; driven in her madness in the loss of her sun, hemiya creates dragons, and therefore creates irisi, the goddess of dragons to serve waste on the kingdom of ucadia and opriris.
—﹒14DH; after 2 years of war, irisi, with her dragons, banish omarion back into the sea for eternity, and cleanse ucadia of his filth. because of this, all humans originally born in ucadia perish, and helio grants hemiya the chance to reign again over a new population which is indebted to her. hemiya's wrath lessens.
—﹒17DH; irisi and her dragon is brought to heliava to be helio's wife and ruler of heliava. helio then grants the rulers peace, and he crafts a home of the heavens for the gods and himself to retire.
—﹒18MT; the gods step down from their ruler position and allow humans to take over as rulers so they can live out there days comfortably. although the gods still interact with humans, they spend the majority of their time in their temples (getting drunk and throwing parties)
the gods : the sole creators, the watchers of quirth. unlike it’s sister planet, there are no protectors, as the gods, although still retired, are willing to come to the aid of it’s people in times of need. they are older than time itself, and completely devoted to their people.
* not pictured : adros, hemiya’s first born son (takes ulis’s place in the family tree).
helio : the god of creation. takes the animal form of a phoenix, is the current king of gods. appearance: white hair, golden eyes. wears whites, golds, and light blues.
irisi : the mother and goddess of dragons, the queen of the gods and helio's wife. takes the animal form of a dragon. appearance: black hair with purple hues, purple eyes. wears purples, whites and blues.
asotheus : the god of peace. helio's first son. takes the animal form of a dove. appearance: white hair, purple eyes. wears whites, golds and purples.
ises : the god of time. helio's second son. takes the animal form of a moth. appearance: white hair, golden eyes. wears whites, golds and blacks.
iliria : the goddess of music. helio's 1st daughter. takes the animal form of a mockingbird. appearance: black hair, golden eyes. wears blacks, golds and yellows.
bielia : the goddess of knowledge. helio's 2nd daughter. takes the animal form of an owl. appearance: black hair, golden eyes. wears blacks, golds and purples.
luria : the goddess of the moon. takes the animal form of a raven. appearance: dark blue almost black hair, crystal blue eyes with star shaped pupils. wears different shades of blue.
lumira : the goddess of night. luria's 1st daughter. takes the animal form of a bat. appearance: black hair with dark blue hues, grey eyes. wears blues and golds.
edia : the goddess of the sky. luria's 2nd daughter. takes the animal form of an eagle. appearance: black hair, golden eyes. wears greys, blues and golds.
valena : the goddess of stars. luria's 3rd daughter. takes the animal form of a crow. appearance: grey hair, blue eyes. wears blacks, golds and blues.
omarion : the god of water. takes the animal form of a barracuda. appearance: blonde hair, striking teal eyes. wears teals, golds and yellows.
halia : priestess of hemiya. omarion's first captured wife. has no animal form. appearance: blonde hair, grey eyes. wears teals, golds and yellows.
milea : the queen of atlantia. omarion's second captured wife. is a mermaid, so has no animal form. appearance: blonde hair, yellow eyes. wears teals, golds and pinks.
yonthean : the god of war. omarion's 1st son. takes the animal form of a stallion. appearance: blonde hair, striking teal eyes. wears teals, golds and yellows.
yuxia : the goddess of eternity. omarion's 1st daughter. takes the animal form of a rabbit. appearance: blonde hair, striking teal eyes. wears teals, golds and yellows.
olian : the god of the heavens. omarion's 2nd son, and a direct descendent of iaoth. takes the animal form of a hummingbird. appearance: blonde hair, striking teal eyes. wears gold and white. has big white wings.
hemiya : the goddess of the sun. takes the animal form of a male peacock. appearance: blonde hair, grey eyes. wears golds and yellows.
lukas : the demi-god of weaponry. hemiya's husband. was granted to be a god by helio after the long night. takes the animal form of a wolf. appearance: fiery red hair, green eyes. wears greens, golds and whites.
adros : the god of law. hemiya's first son who was murdered by omarion. took the animal form of a crane. appearance: blonde hair, grey eyes. wore golds and yellows.
makore : the god of wine. hemiya's second son. takes the animal form of a pegasus. appearance: blonde hair, red eyes. wears golds, greens and yellows.
elios : the god of spring. hemiya's third son. takes the animal form of a deer. appearance: blonde hair, blue eyes. wears golds, greens and yellows.
aloite : the god of love. hemiya's fourth son. takes the animal form of a mourning dove. appearance: red hair, green eyes. wears golds, greens and yellows.
haxia : the goddess of fertility. hemiya's first daughter. takes the animal form of a hare. appearance: blonde hair, green eyes. wears golds and pinks.
hafoth : the goddess of light. hemiya's second daughter and delian's wife. takes the animal form of a butterfly. appearance: red hair, green eyes. wears blacks, reds and golds.
lana : the goddess of animals. hemiya's third daughter. takes the animal form of a tiger. appearance: blonde hair, green eyes. wears greens, teals and golds.
alora : the goddess of land. hemiya's fourth daughter. takes the animal form of a cow. appearance: red hair, grey eyes. wears neutral colours.
delian : the god of death. takes the animal form of a fox. appearance: black hair, red eyes. wears blacks and reds.
hamithea : the goddess of chaos. delians's first daughter. takes the animal form of a hyena. appearance: red hair, red eyes. wears reds and blacks.
halor : the god of rebirth. delian's first son. takes the animal form of a hawk. appearance : red hair, green eyes. wears reds and golds.
the families : due to the god's retirement, it is now in the hands of man to rule over quirth's five kingdoms. each ruling family had been hand selected by the god who resides over the kingdom, and continuously rules today.
imista : ruling house, house of rhotarr. king vasolus and queen phetia. heir, shinas rhotarr. other children, ceorriya rhotarr. sigil, a golden moon and star with a feather down the middle. motto, "the heavens forgive."
opriris : ruling house, house of izlan. king aties and queen diena. heir, nyrena izlan. other children, robin izlan, theione izlan, adon izlan. sigil, a merwoman holding two swords. motto, "omarion protects us."
ucadia : ruling house, house of qhather. king lymes and queen rulena. heir, lxyen qhather. other children, vekra qhather, evphine qhather. sigil, the goddess hemiya with the sun behind her as she holds a sword. motto, "the sun does not die."
baelesta : ruling house, the house of kruaris. king morus and queen ehtia. heir, xemis kruaris. other children, iotl kruaris. sigil, a knife dripping in blood. motto, "death becomes you."
heliava : ruling house, the house of keres. king dionsef and queen isi. heir, nikolas keres. other children, ajax keres, zane keres, helia keres. sigil, a white dragon burning red fire. motto, "burning bright."
the story of orion and quirth : in the universe filled with planets, quirth became a sister planet of orion only after the asteroid had created it. however, when the gods of orion appointed the philosophers to rule over the realms, the philosophers asked quirth to become a territory of orion: to surrender their gods, and teach of orion's gods. helio refused this ridiculous proposition, and after a few years of back and fourth, he sealed shut the portal between the two worlds and forbid anyone, man or god, to go through it. for centuries, the portal was guarded by soldiers of yonthean, but after such a long time and such progress of quirth, the sealed portal was simply .. forgotten.
however, not everyone had forgotten about it. the youngest son of the keres family, in a means to escape his duties, had found the portal in the catacombs underneath the city, and had somehow been able to go through it and enter a mysterious new world. he had somehow made it to the human world, which was strictly forbidden to any quirthians. although he kept his identity (and species) a secret, he had once again stumbled upon another portal in india, leading him to orion's realm myrithen. because of this being the first person of quirth to enter orion in over 20 centuries, deep magic within the forests of quirth had begun to arise .. once again unsealing the portal between the two worlds.
visual concept: myrithen is located in the heart of orion's dense wood, known to be a mysterious place full of whimsy and magic. here, trees grow hundreds of times larger than normal and are hued with odd colors year-round. denizens of myrithen live in harmony with nature, with their places of residence built into the hollows of the wood, or nestled within the crooks of the branches. passageways are built into the trees, which are all intricately connected to one another.
portal: the valmiki national park in bhutan, india, deep within one of its dense forests. outsiders would find it difficult to access due to its surrounding terrain, but it is possible with the proper gear, a good compass, and determination. the portal takes the form of a wooden doorway suspended in the middle of the forest.
ruling house: house of avalon, under elected queen titania.
heir: (name reserved for jude to decide here).
motto: from life comes life.
the city-state of myrithen: myrithen is a small realm vastly closed-off from outsiders, and much of their culture is kept a secret. however, they highly value the perception of the world around them; when they do allow visitors into the main city, they are known to prepare for the visit for months in advance. they're infamous for throwing the most extravagant, picturesque parties on the edge of the wood, which is about as far as most tourists are allowed to get when they visit myrithen. myrithen houses many races, and if you are a denizen of myrithen you may call yourself myrithinian.
locations: the edge of the wood houses a vast artisanal market filled with stalls selling food and trinkets for the tourists; the arbor hotel is quite popular for those looking to experience living inside a tree. deeper inside you may find vast libraries with books on every subject, flower gardens, workshops for artisans-in-training, sports fields and tracks, farms with animals and agriculture, apothecaries, and a large river cutting through the wood.
how to reach myrithen: the trees at the edge of the wood are readily accessible to outsiders, with elevators (on a pully system) built in. however, trying to slip past security to go deeper is nigh-impossible, especially if you do not have a silver bond mark on your palm.
population: sylphs and myrithines make up the majority races living in the wood. myrithen also houses an overabundance of magical flora and fauna.
jobs: artisans of all kinds (blacksmiths, instrument-makers, painters, craftsmen), farmers, musicians, athletes, scholars and academics, authors, chefs, fishermen, those elected to the government, healers.
mythology: a deep reverence for all of nature's gifts, including every plant, animal, and beast. many myrithinians choose to abide by vegan diets, but you won't be judged if you eat meat.
myrithen, a society: the society of myrithen is very active and relatively free, unrestricted by old-fashioned customs (besides the ever-valued practice of bonding). there are always boisterous events held in various parts of the wood; even the elderly in myrithen are blessed with the energy of the young. it is a bit merit-based, and having flashy accomplishments (like making the best steamed buns in the wood) makes your life so much easier. people will be more inclined to invite you to parties or give you discounts if you're cool like that. they hold sporting events in high regard. some parts of myrithen's society can be quite cutthroat, as word travels fast amongst the trees -- falling out of favor can mean immediate changes to the way you're treated.
the myrithines: the native race of myrithen are known as myrithines - characterized by sharp features, a point in their ear, and often some other strange animalistic trait (elves with a bit of plant/animal mixed in, basically). above all, those living in myrithen value their relationship with nature, life, and earth.
the sylphs: the second majority race of myrithen. the sylphs have actually been there longer than the myrithines, so technically they should be called myrithines, but... well... the person who writes history first makes it! the sylphs are humanoids, and are slightly smaller in size. they possess insect wings, large eyes, and boundless energy. they are able to fly, which makes them indispensable in the upkeep of myrithen's tree-based society. they are proficient in light, air, and illusion magicks.
the practice of soul-bonding: myrithines practice a form of magic known colloquially as soul bonding, wherein the user extends their life force outside of their body and interacts with the energies around them. this has an effect on their physical bodies, often giving them some trait from their bond partner.
bonding: basically establishing a life partnership with an element of nature, whether that be plant or beast. this bond is a highly valued part of the culture, which everyone is eventually expected to complete, usually by the time they come of age (twenty cycles). myrithines are highly discouraged from leaving myrithen before having bonded.
the process of bonding leaves the myrithine with a characteristic silver mark on the palm of their hand, and establishes a psychic link of sorts between the myrithine and their partner. they are able to freely share life energies with one another and understand each other's communications. when one comes to harm, the other will feel it in some manner. over time, this relationship has a visible effect on the physical body of the myrithine, and they develop traits from their bonded.
bonding must be consensual from both sides, and may happen with plants or beasts outside of myrithen, although that is rare and discouraged, as the nature of this magic is a guarded secret. bonding cannot happen between a myrithine and a member of a humanoid race of equal standing.
bonded creatures or plants are off-limits from being harmed in any manner. more vulnerable bond partners (like bugs) often must be kept in protective enclosures, although the status of being bonded gives them magical protection too.
only one bond may be made in a myrithine's lifetime. a myrithine and their bonded usually expire around the same time, as they share life energy with each other. however, there have been cases of a myrithine double-bonding after their bonded passes away.
life energy manipulation: this is the magic practiced by those of the wood. denizens of myrithen are more sensitive to the vital energies of everything around them. with practice, talented individuals can draw that energy into themselves to channel into other types of magic, although that comes with the decay of their source.
hunters, fishermen, farmers and the like must pass a series of tests in order to obtain their license for taking life. only those skilled with life energy magic are qualified to do this on a mass level; this also ensures that no one's bond partners are accidentally harmed, as this status can be sensed in a creature or plant's aura.
dragons: one of myrithen's most highly guarded secrets are its dragons, creatures unique to the realm, born out of the abundance of natural energy. no one really knows much about them, except that they exist and tend to make their homes at the very tops of the realm's tallest trees and mountains. they range in size, shape, and color as much as precious stones found in the earth and are highly intelligent. most are scaled creatures with fire in their gullet.
it is possible for myrithines to bond with a dragon, and those who have dragonbonded are highly valued. often they come away from the bonding with tougher bodies, bright jewel-like eyes like their dragon partners, and sharper teeth.
bonding with a dragon is an arduous, dangerous process that involves journeying to a mountain’s peak to present oneself to the dragon population. only those chosen may bond. if you are met with disapproval, you may be thrown from the peak — but glory is granted to those who succeed.
dragonbonded individuals learn to love the sky as much as their dragon, flying with them on their backs. with their vast amounts of life energy, they are able to perform more impressive feats of magic.
the realm’s protector: a dragonbonded individual by the name of varshahn, and his dragon nasuada.
🗡 : altus concept + lore guide !! ( by rain ft. kaz )
visual concept : the entire region is seemingly stuck in the 19th century architecture wise, france, and, in a lot of ways, it mirrors real life france of that time. stained glass windows, churches running down streets, cobbled walkways fit for horse and carriage, markets and dimly lit bakeries attached to living apartments on top floors, along with there being no modern vehicles. altus is under nightfall at all times, specifically under a blood moon, painting the sky under a constant dark, red hue.
portal : notre dame d’amiens, somme, hauts de france. while not exactly hidden from the human population, it is near impossible to access altus from this portal unless one is a vampire themselves. vampires will access this portal with their portal manipulation, usually within one of the empty doorways of the building.
ruling house : currently under astérisque rule, with the crimson moon clan acting as a decoy, leading figure of the state.
heir : non applicable.
sigil : an illustration of the asterisque rose.
motto : when moonlight rises, when daylight falls.
the city of altus : altus is a realm nestled between the dense forest lands of asterres and the mountainous range of (name here). the main hub of the city resembles that of paris in the 19th century. the capital of altus, noirère, is based on what is known in the human realm as the seine. it's first inhabitants gave it this named based on the mirror image of the seine itself, calling it the region of the black river (rivière noire), thus birthing the name noirére; an amalgamation of the two french words. although the first inhabitants of altus were indeed french, it has since become a haven for all vampires, leading to it's "globalisation". the main inhabitants of the city of noirére belong to the crimson moon clan, save for those of the asterisque clan sitting at the vampire council's leading seats. those of the asterisque clan are generally not welcome at the city of noirére, and are expected to live within asterres in a secluded community. although humanoid in appearance, the people of altus are vampires through and through, with some showing their true appearance under certain circumstances. whilst those of the crimson moon clan are generally off putting in appearance, those of the asterisque clan are uncanny, scary. although ran by a government, the region of altus is heavily ingrained with religion and faith of the moon.
locations : the vampire council's headquarters : conseil des vampyr (notre-dame de paris), an array of churches littered among streets, the citadel (for those who devote their lives to the old teachings of altus, based on the citadel, game of thrones), large, open markets, many, many theater houses, musée de nous (an extremely large exhibition space for the arts, resembling the once standing crystal palace, london) and asterres.
jobs : sittings on the vampire council (including various titles), noblemen, priests, bards, artists, musicians, stage actors, opera singers, market place merchants, doctors (currently in high demand!!) the common folk.
mythology : faith in the moon, and the moon alone.
noirére, a society : although noirére remains in constant nightfall, flora and fauna grow much like on earth, if not more. astérisque flowers are a plant that is native to altus, and appears as the nations national symbol, blue in color, emitting a light hue.
society within noirére can be described as something rather old fashioned. despite vampires being able to lead ordinary lives within their own world, they are heavily controlled by the vampire council that watches their every move. there is a rather sharp difference in the classes, upper class being nobility, and everyone else falling below it. everyone however, is entitled to an education within altus, and most are encouraged to take interest in the arts.
culture within noirére is rich and dense, particularly in music, art, and dance. most in altus grow up with the inclination to compose, perform, and write classical music, along with creating artistic masterpieces some would think impossible to fathom, and performing theatre. most wear clothing that takes direct inspiration from 19th century clothing, but instead incredibly modern; think blouses, tight fitted pants, boots, dresses and adorned hair without countless underlayers and effort. as most vampires have no access to human blood within noirére, they eat to rely on energy. their food consumption can be heavily related to parisian food; wine, bread, cheeses, steak, fish, soups, etc. the population of altus worship their moon, and find comfort in the red light it emits, mostly due to the fact that it powers vampires themselves. for most, religion is passive more than anything, despite a few that pledge their lives to such a thing, and the loudest voices leave the more lasting impressions.
out of all of the realms, inhabitants of altus are known to step into the human world more often than others, and this is simply based on their need for human blood consumption. this however, is heavily monitored by the vampire council, and as of recent years, there has been a ban on human blood altogether. this isn't to say that altuins haven't found a way around this, no matter how dangerous it may be.
asterres, a society : astérisque moon vampires have a rocky reputation within altus. while revered for their beauty and rarity, they are also distrusted and feared due to previous incidents. most, excluding members of the council, live in a small isolated community on the outskirts of noirére, within the dense forests of asterres, marked by tall wrought-iron gates. crimson moon vampires are discouraged from entering. despite outward appearances, the community of asterisque vampires live within a self-sufficient, safe, and nature based community. they are incredibly more religious than their crimson moon alters, and dedicate their lives to the hopes that one day, the blue moon will shine once more. walkways are simply desire paths between grassy lands, candle lit lamp posts dust them, and asterisque flowers are at a near constant bloom; a meadow hugging every corner. buildings, white in color (thought to repel red moonlight), are nestled between large trees and an abundance of foliage. there is no money system, instead, inhabitants share and barter with one another. whilst seemingly warm and inviting, those who live within asterres are odd, and off putting, inducing the feeling that all will be well as long as you don't slip up.
visual concept : a city of white, gold and baby blue. lots of intricate details and clouds in the architecture and a bit of a glowy atmosphere. city above the clouds with residents that seem otherworldly with their big white wings. takes inspiration from ancient greece, the floating mountains and the palace of versailles.
portal : the temple of artemis in ephesus. located in modern day turkey. has been kept relatively hidden away from any humans. besides the portal, accessing aurevia requires a bit of hidden (and forbidden) knowledge that is very hard for outsiders to access.
ruling house : house of (name reserved for jude to decide here). (monarch status here) (monarch name here).
heir : (name reserved for jude to decide here).
sigil : a sword and wings on a golden crest (this kinda vibe.)
motto : wings banded together.
the city of aurevia : aurevia is a medium-sized realm that resides on floating mountains in the clouds. every mountain is connected by long bridges, but it is not exactly needed due to its citizens. although aurevia is a realm full of different beings, the main population that resides in aurevia is the native population: vinge. they are a population of rather humanoid creatures, however taller in stature and their most notable physical difference .. their large white wings. however, you can find many other species in aurevia!
locations : the temple of the old gods, the house of orion, the white keep (knight's quarters & training center), an array of shops and restaurants, the castle, the philosophical temple of clouds (closed for maesters/philosphers only), numerous taverns, the whispering woods, the floating waterfalls of aurevia, the sacred watchtowers. heavily inspired by mondstat (layout wise!!)
how to reach aurevia : due to it’s extremely high altitude and almost impossibility of reaching the city without wings, the native population of aurevia created a pulley system that mimics modern day elevators. there is a ground floor of aurevia which functions as a visitor’s centre. in this centre, non-natives will get visas to access the city, as well as other permits and things. then, they may purchase a ticket to board the golden pulleys of aurevia, which can fit 100 individuals at a time, and work from 5am-5pm. after this time, outsiders may not access aurevia without the help of a native.
jobs : bard, maester, philosopher, knight, forest watcher, tower keeper, seamstress, royal courts, travelling merchant, master of whispers, town shouter, interpreter, master of coin, court jester, circus ring leader.
mythology : 'old god' mythology - typically only followed by the common folk, though the royal family does follow and promote the religion.
the old gods : the sacred 5, said to have created the realm of aurevia and any other realm that may exist. this religion has slowly began to fizzle out in the times due to the slow progress of technology, but the majority of the common folk and the royal family still follow it.
nelros : the queen of gods, mother of creation. life started with her, and she created her siblings. takes the form of a golden dove.
sotlir : the god of death, the ruler of the other side. life ends with him. takes the form of a black raven.
lilyan : the god of time, the son of eternity. life goes on with him. takes the form of a white deer.
iesis : the god(dess) of love. life is loved through them. is also the god(dess) of food and harvest, in charge of controlling the elements. takes the form of a swan. has no confirmed gender, and is seen taking both male and female forms.
miona : the goddess of justice. the all seeing eye of life. takes the form of a male lion.
the white keep : the home of the rosen knights, which are the sacred knights of aurevia. incredibly skilled fighters, both agile in the sky and on the ground.
the oath : (almost completely stolen from the night’s watch oath….) clouds gather, and now my life begins. it shall not end until my fated death. i shall take no wife, hold no lands, father no children. i shall wear no crowns and win no glory. i shall live and die a rosen knight. i am the shimmering sword in the light. i am the angel that rises in the ashes. i am the shield that guards aurevia. i pledge my life and honour to the rosen knight’s, for this day and all days to come.
armour : typically dripped in gold and silver to show off stature, has open slits for their wings and extra armour available for them as well. their headpiece has wings on the sides, mimicking the greek god hermes. their main chest plate has a red rose ethched into it, along with other red rose symbolism engraved throughout their armour, symbolising their status of being rosen knights.
weaponry : all rosen knights are extremely skilled in both ground and aerial combat. all knights typically have two swords at their disposal, a longsword made for intense warfare that hands from their sheath, and a smaller sword for any everyday usage. a longsword is not permitted to be used in any other combat outside from war, and is hand crafted to be held by none other than the knight it belongs to. (a lot like thor's hammer), it is almost impossible to lift a rosen knight's longsword unless magic has been gifted to you. however, besides their swords and rigorous sword training, they are also taught to hold numerous other weapons: the longspear, the bow and arrow, and from the witches, occasional magic to help summon creatures for their aid - but only if absolutely necessary. all knights have the option to choose which other weapons they may like to use, but are trained in all of them until they can perfect it.
fighting skills : it is a known fact that it is extremely difficult to defeat a rosen knight in any sort of combat, however, it is not impossible. they are extremely skilled fighters in both aerial and ground combat, and typically train from the moment they are able to stand to the moment they are sworn in, and even so, they are still trained throughout their service when there is time to do so. however, they do not believe in senseless violence. it is extremely frowned upon for a rosen knight to use violence unless absolutely necessary, and only one knight has ever been dismissed from service for using excessive force when it was not needed (which was rumoured to be suggested by the philosophers).
origin : many common folk have wondered where the rosen knights even originated from, as their history is not well known by many outside of the knights themselves or the philosophers. however, it is said that nelros created the first rosen knight after a particularly gruelling war. there was ash everywhere due to raging fires, and yet, a single red rose had survived, and it stayed planted on the ground, almost shining. from that single rose, nelros created the knight from its petals. she created his sword from it’s stem and the blade from it’s thorns. from then on, a godly and prestigious knighthood was created to protect aurevia from any harm.
symbolism : the rosen knights are a tight-knit brotherhood rumoured to be created by the sacred rose of aurevia themselves. they are knights that embody beauty in every sense of the word, and although are skilled fighters, value fairness and gentleness above violence. although they are appointed by the gods, the philosophers are the ones that they directly report to. however, the rosen knights seemingly have their own government and way of selecting their commanders and officers. all rosen knights are said to be a beauty that is otherworldly, however, they rarely ever show their face unless they are in the presence of their sworn brothers.
current commander : hugh (41) the strong, of house ravenwood. there are currently 32 rosen knights in aurevia.
familiars : as soon as you are sworn to be a rosen knight, you are visited by the rosen witch. this witch is a woman who is appointed by the philosophers, and gives the knights their familiar (imagine megumi's dogs). a familiar is chosen typically at random, but follows the heart of what the knight is truly capable of. all familiars are different despite them sharing a species sometimes, and each familiar comes with their own unique abilities.
familiar symbolism : the pegasus - a horse typically larger than average horses, with a large wingspan, typically around 8.5 meters (27 feet). every pegasus has a different coat colouring and unique special ability, but represents aerial grace and freedom. is typically rode with knights that choose the bow as their main weapon.
familiar symbolism : the cat - (imagine a bob cat/maine coon type) typically larger than house cats. every cat has a different coat colouring and unique special abilities that typically deal with close combat (ex. stunlocking the enemies). they represent strength and force. they are typically beside knights that choose the sword as their main weapon.
familiar symbolism : the phoenix - a rare, but rather interesting familiar to have. they are larger than most birds of prey, and are all a normal shade of brown, only lighting itself on fire during combat. they represent sacrifice and honour. they are typically with knights that choose the bow as their main weapon.
familiar symbolism : the wolf - extremely larger than normal wolves (cough.. cough… twilight wolves….), and come in a range of coat colours and special abilities. these familiars deal with long ranged ground combat. they represent bravery and duty. they are typically beside the knights that choose the longspear as their main weapon.
familiar symbolism : the banshee - a unique familiar that resembles a woman. are also known as sirens. appears from the elements of nature (ex. comes from tree bark), and uses their voices to lure in their enemies. they represent deception and dishonesty. they are more difficult to claim as a familiar, as they choose who they become tied with. however, they have been known to be with knights that choose the sword as their main weapon.
familiar symbolism : the demon - the most dangerous type of familiar to get, as the knights must go through a trial in the underworld and become possessed by a demon and survive it (imagine seraph of the end - attaining a cursed weapon). there has been very few cases where it has been successful, so not many try for this familiar. however, if successful, the demon takes home in their chosen weapon, and once released during combat, become almost a shadow of their knight and act as a second, more stronger version of them, while also giving the original knight enhanced strength, speed, and agility. however, it is a constant battle to control their demon, and if a wrong move is made, or a weakness is shown, the demon will most likely devour their soul. there is no pattern for the knights they choose besides whoever was brave enough to try.
note : if you have an idea for a familiar, feel free to tell me or add it and i’ll format it!! :D
the protector of aurevia : hand picked from the gods themselves, this person is a protector of the realm in all sense of the word.
origin : the protectors of the realms of orion are a sacred force as old as the gods. they are the sole protectors of the realm and the first one to be used as sacrifice in order to conserve the realm. they are typically individuals of high standing that have proven themselves to the gods with their deeds done as mortals. once chosen as a protector of the realm, there is infinite knowledge, power, and help at their disposal. for the protector of aurevia, they are ranked above the rosen knights, the royal family, and even the philosophers. they are regarded as gods to the common folk.
current protector : as of today, aurevia is currently unprotected with no named protector due to the unusual and mysterious death of the previous protector of the realm (it is rumoured that the philosophers got rid of them due to being threatened in power). as of now, the gods are trying to come to terms with who should be the new protector of the realm, however, the philosophers are attempting to overrule the gods by nominating their own protector of the realm.
acting protector of the realm : as for now, the commander of the rosen knights, hugh ravenwood, is the acting protector of the realm until the gods can decide on a new one.
the philosophers : the knowledgeable philosophers of aurevia, and the corrupt secret society that pulls the strings of the realm behind the god’s eye.
origin : once again, a system set up by the gods. however, this time, it was the goddess miona, the goddess of justice, who came together and selected a chosen one of each of the 6 realms to ultimately watch over orion as a whole, and make sure that each of the realms stayed safe. she placed them in a golden sept in aurevia, the capital realm, and named them the philosophers. she granted them the ability to see into the future and look into the past, and gave them the ultimate test of fairness. throughout history, numerous philosophers have come and go, changing from holy maesters to highly ranked philosophers, but their previous love of fairness and honesty has long gone. now in the modern times, it is easier to find one of the gods than it is to find a philosopher who isn't corrupt.
current philosophers : the philosopher of elyria, (name reserved for jude here) of house (name reserved for jude here). the philosopher of lyriel, (name reserved for jude here) of house (name reserved for jude here). the philosopher of aurevia, rob of house black. the philosopher of myrithen, (name reserved for kaz here), of house (name reserved for kaz here). the philosopher of altus, (name reserved for rain here), of house (name reserved for rain here). the philosopher of nymbralis, (name reserved for jude here), of house (name reserved for jude here).
their corruption : it all started when a philosopher of aurevia had secretly murdered all of the other philosopher's and replaced them with a tainted 5. due to the philosophers being anonymous at the time, no one had known that they were feeding the other realms complete deception. because of this, the philosophers are no longer a just force feigning for fairness and equality (imagine the betrayal of the academia in sumeru).
the species of aurevia : aurevia was once a closed off realm, only open to their native population and the 5 other philosophers. however, as time progressed, the capital realm has become extremely open and a central hub for all sorts of different species.
vinge : the native population of aurevia, known for their extravagant and rather large (and super fluffy!!) white wings. if a vinge allows you to touch their wings, the tips of your fingertips will tingle in the slightest euphoria, and being gifted a feather off of their wings is known to be a lucky charm. however, if a feather is taken without their consent or knowledge, extreme bad luck is known to befall those who make that mistake. for the majority of vinges, they spend their lives in the sky, as their wings are far too big and drag on the ground when they walk. befriending a vinge means that you'll never have to walk anywhere again (a sign of companionship is to carry their partners while they fly!).
centaur : another large majority in aurevia due to the floating mountains that are actually rather expansive. a majority of the centaurs have a horse form along with their human half of their body, and are matching in size with the pegasus that fly around in the skies. typically, centaurs are in charge of breeding pegasus (and unicorns if they're lucky).
nymphs : a product of the forest in aurevia, these are creatures of the forest, also known as forest watchers of aurevia. they take the forms of nature, and create a humanoid form when they would like to be seen. the nymphs may come from the tree bark, the petals of flowers, a running creek, a thorny bush, or even the dirt. they are known to have a gender non-confirming form, with their anatomy shared between men and women. however, due to being such an isolated population in the forest, not a lot is known about them except for the fact that they protect the forest.
misc : besides the natives of aurevia, there are numerous other types of species in the realm from different realms!