Post by Dusty Ghrian on Aug 16, 2016 20:12:51 GMT -6
So, here's just a collection of the different things I've come up with for my fantasy world, as well as things I'm considering or working on. I'll organize it by section.
Abilities: How They Happen and Work
Pantheon:
Main Characters + Allies, their Positions, and their Abilities
Antagonists:
Organizations and Groups:
Important Locations
Magic and Magic Types
Ruby Sentinels Army Structure
Weaponry
Important Symbols and Markings
Noble Houses
Humanoid Species Present in Tyrancia
Timeline
Conflicts in Tyrancian History
Heroes and Villains of Legend
Legendary Weapons
Calendar System
Things I'm Currently Working On:
- Timeline. Will be organized by different eras based on shifts in power or ideology or major catastrophes or events. Counts down in a sort of BC/BCE manner before reaching the event that triggers "Year One" for the calender, then counts up. Finished!
- Legendary weapons wielded by heroes throughout history
- Just how much the gods interact with humanity and how much they can manifest themselves on Earth Determined!
Things I'm on The Fence About:
- Beast People (people able to shift forms between human and animal) native to Tyrancia Added!
- Mythological creatures (pegasi, wyverns, other monsters and beasts) Will be sort of included!
- Demigods (based on how well the gods can manifest themselves) Not doing!est themselves)[/s] Not doing![/spoiler]
Abilities: How They Happen and Work
Catalysts
• A brass colored gauntlet constructed from a metal known as “Reverbium,” the catalyst is the most important piece of equipment any soldier can have. Metallurgists who studied reverbium found it very subtlety vibrates and these vibrations can be “tuned.” Experiments have resulted in soldiers who were wearing a catalyst have yielded astounding results, with many of the test subjects gaining enhanced strength, speed, stamina, durability, agility, and reflexes. Soldiers trained more extensively with the catalyst have even gained the ability to create and manipulate the elements. Lords and generals began scrambling for catalysts and reverbium mines to equip their soldiers with, prompting a new profession to start: “Tuners.” Tuners are extremely skilled at tuning catalysts to vibrate at a frequency that matches their users. Many were hired on as members of each kingdoms’ army to arm all of their current soldiers and new recruits with this incredible tool.
Divine Blessings
• While not likely to be directly active in daily events of human life, the gods are known to pick and choose their favorites amongst their mortal subjects. Their reasons for choosing such people are generally unknown, though speculations are always occurring when someone is chosen. The blessed are granted incredible abilities that range to any number of things: the human body can be further improved on top of what catalysts grant and supernatural abilities that require nothing more than the blessed’s thoughts to work. If the god is feeling generous enough, they may grant their chosen a hereditary blessing, something that may be passed down through their line. Usually this only occurs in royal lines and no regular soldier has been given one to date. The oddest thing that a blessing grants, though, is the symbol of the god being branded onto the skin of the chosen. It shackles them to their blesser and, as most of the gods work more in self-interest, it is often used as a debt. A debt that is expected to be repaid.
Apotheosis
• Sometimes, the stakes become so dire that the gods themselves become threatened. This is when they decide to become actively involved against the threat and they do so by taking control of their champions’ bodies. The symbol brand on the blessed’s body not only serves as a reminder of which god blessed which person, but as an bridge and anchor from the godly realm to the mortal one.
• A brass colored gauntlet constructed from a metal known as “Reverbium,” the catalyst is the most important piece of equipment any soldier can have. Metallurgists who studied reverbium found it very subtlety vibrates and these vibrations can be “tuned.” Experiments have resulted in soldiers who were wearing a catalyst have yielded astounding results, with many of the test subjects gaining enhanced strength, speed, stamina, durability, agility, and reflexes. Soldiers trained more extensively with the catalyst have even gained the ability to create and manipulate the elements. Lords and generals began scrambling for catalysts and reverbium mines to equip their soldiers with, prompting a new profession to start: “Tuners.” Tuners are extremely skilled at tuning catalysts to vibrate at a frequency that matches their users. Many were hired on as members of each kingdoms’ army to arm all of their current soldiers and new recruits with this incredible tool.
Divine Blessings
• While not likely to be directly active in daily events of human life, the gods are known to pick and choose their favorites amongst their mortal subjects. Their reasons for choosing such people are generally unknown, though speculations are always occurring when someone is chosen. The blessed are granted incredible abilities that range to any number of things: the human body can be further improved on top of what catalysts grant and supernatural abilities that require nothing more than the blessed’s thoughts to work. If the god is feeling generous enough, they may grant their chosen a hereditary blessing, something that may be passed down through their line. Usually this only occurs in royal lines and no regular soldier has been given one to date. The oddest thing that a blessing grants, though, is the symbol of the god being branded onto the skin of the chosen. It shackles them to their blesser and, as most of the gods work more in self-interest, it is often used as a debt. A debt that is expected to be repaid.
Apotheosis
• Sometimes, the stakes become so dire that the gods themselves become threatened. This is when they decide to become actively involved against the threat and they do so by taking control of their champions’ bodies. The symbol brand on the blessed’s body not only serves as a reminder of which god blessed which person, but as an bridge and anchor from the godly realm to the mortal one.
Pantheon:
Lucelle – Queen of the Gods. Rules over light, medicine, healing, and life.
o Symbol: Spread angel wings
o Known Blessings
Saving Grace – Superhuman durability, immunity to disease and poison, and a minor healing factor. Those blessed also have the inherent ability to heal diseases, poisons, and minor wounds without the need for a catalyst or staff.
Dunken (M) – Judge of the Gods. Rules over darkness, justice, revenge, and death.
o Symbol: Ram’s Skull
o Known Blessings
Judge of the Damned – Those bless have the ability to act as Dunken’s proxies and pass judgment on evil doers. The more horrible and numerous the sins, the worse the punishment inflicted is, with the worst of the worst’s souls being completely burned away. The act is done by the blessed locking eyes with the victim. Punishments range from being stricken with disease, horrible hallucinations, being driven to insanity, wounds being inflicted on the body, and limbs being amputated.
Valeur (M) – Merchant of the Gods. Rules over roadways, travelling, thievery, commerce, and messages.
o Symbol: Fox Head
o Known Blessings
Shade of the Thief – Grants those blessed with incredibly nimble fingers and the lightest touch any man could have. This gives the blessed unmatchable skill in thievery, pickpocketing, and lock picking. It also grants the blessed the ability to create a shadowy doppelganger and deaden any sound they make.
Harcanna (F) – Warrior of the Gods. Rules over war, bloodshed, and military service.
o Symbol: Crossed Spears and Shield
o Known Blessings
Red Reckoning – Grants the blessed superhuman strength, durability, speed, and reflexes. By giving themselves over to the chaos of battle, the blessed are filled with an insane lust for conflict and killing. A red aura surrounds them and their physical capabilities are overcharged, making them a completely unmatched soldier. The effect does not last very long and the blessed are left incredibly fatigued after.
Artanus (M) – Strategist of the Gods. Rules over battle strategy, negotiation, and generalship.
o Symbol: Twin Headed Eagle
o Known Blessings
Blue Resurgence – Grants the blessed superhuman strength, durability, speed, and reflexes. By calming and controlling themselves in the heat of battle, the blessed are filled with unwavering willpower and fortitude. A blue aura surrounds them and they provide their comrades with the will to go on, standing as a pillar to rally around. The user is left incredibly tired afterwards, though their comrades keep the fortitude they gained.
Forga (F) – Blacksmith of the Gods. Rules over metal, forging, smithing, metal working, armor, and weaponry.
o Symbol: Anvil with a Hammer in the middle
o Known Blessings
Thick Hide – Grants the blessed with superhuman durability. When enough focus is used, the blessed can thicken their skin and armor, allowing them to shrug off otherwise lethal blows. The effect remains for as long as the blessed can focus on maintaining it or until their energy gives out.
Magike (M) – Alchemist of the Gods. Rules over science, magic, learning, knowledge, and wisdom.
o Symbol: Eye w/ Alchemic Circle in the Center
o Known Blessings
Magical Affinity – Grants the blessed with superhuman stamina. The blessed is also able to channel elemental magic without the use of a catalyst and they are able to create any of the six elements available to magic users.
Arcia (F) – Duelist of the Gods. Rules over archery, sharpshooting, competition, luck, victory, and defeat.
o Symbol: Coin, Half Heads, Half Tails
o Known Blessings
Foresight – Grants the blessed superhuman reflexes. The blessed also have incredibly sharp instincts and sense of danger, allowing them to react to attacks that they wouldn’t have otherwise seen coming, as well as short glimpses into the future.
Zietum (M) – Hermit of the Gods. Mostly unknown save a few cults that worship him. Rules over time and space.
o Symbol: Half Moon/Half Sun Dial
o Known Blessings
Eagle Eye – The blessed is granted the ability to take a bird’s eye view of the area around them and send telepathic messages to people who are in the area.
Time Keeper – The blessed is granted with a limited control over time. This includes various abilities, such as being able to reverse someone’s timeline to allow mortal wounds beyond the capabilities of healers to be healed, accelerating themselves forward in time to quickly change positions, speeding up their perception of time to slow it down the world around them and allow for split section decisions, and very rarely, reset time back a day with no negative effects or memory loss for the blessed.
o Symbol: Spread angel wings
o Known Blessings
Saving Grace – Superhuman durability, immunity to disease and poison, and a minor healing factor. Those blessed also have the inherent ability to heal diseases, poisons, and minor wounds without the need for a catalyst or staff.
Dunken (M) – Judge of the Gods. Rules over darkness, justice, revenge, and death.
o Symbol: Ram’s Skull
o Known Blessings
Judge of the Damned – Those bless have the ability to act as Dunken’s proxies and pass judgment on evil doers. The more horrible and numerous the sins, the worse the punishment inflicted is, with the worst of the worst’s souls being completely burned away. The act is done by the blessed locking eyes with the victim. Punishments range from being stricken with disease, horrible hallucinations, being driven to insanity, wounds being inflicted on the body, and limbs being amputated.
Valeur (M) – Merchant of the Gods. Rules over roadways, travelling, thievery, commerce, and messages.
o Symbol: Fox Head
o Known Blessings
Shade of the Thief – Grants those blessed with incredibly nimble fingers and the lightest touch any man could have. This gives the blessed unmatchable skill in thievery, pickpocketing, and lock picking. It also grants the blessed the ability to create a shadowy doppelganger and deaden any sound they make.
Harcanna (F) – Warrior of the Gods. Rules over war, bloodshed, and military service.
o Symbol: Crossed Spears and Shield
o Known Blessings
Red Reckoning – Grants the blessed superhuman strength, durability, speed, and reflexes. By giving themselves over to the chaos of battle, the blessed are filled with an insane lust for conflict and killing. A red aura surrounds them and their physical capabilities are overcharged, making them a completely unmatched soldier. The effect does not last very long and the blessed are left incredibly fatigued after.
Artanus (M) – Strategist of the Gods. Rules over battle strategy, negotiation, and generalship.
o Symbol: Twin Headed Eagle
o Known Blessings
Blue Resurgence – Grants the blessed superhuman strength, durability, speed, and reflexes. By calming and controlling themselves in the heat of battle, the blessed are filled with unwavering willpower and fortitude. A blue aura surrounds them and they provide their comrades with the will to go on, standing as a pillar to rally around. The user is left incredibly tired afterwards, though their comrades keep the fortitude they gained.
Forga (F) – Blacksmith of the Gods. Rules over metal, forging, smithing, metal working, armor, and weaponry.
o Symbol: Anvil with a Hammer in the middle
o Known Blessings
Thick Hide – Grants the blessed with superhuman durability. When enough focus is used, the blessed can thicken their skin and armor, allowing them to shrug off otherwise lethal blows. The effect remains for as long as the blessed can focus on maintaining it or until their energy gives out.
Magike (M) – Alchemist of the Gods. Rules over science, magic, learning, knowledge, and wisdom.
o Symbol: Eye w/ Alchemic Circle in the Center
o Known Blessings
Magical Affinity – Grants the blessed with superhuman stamina. The blessed is also able to channel elemental magic without the use of a catalyst and they are able to create any of the six elements available to magic users.
Arcia (F) – Duelist of the Gods. Rules over archery, sharpshooting, competition, luck, victory, and defeat.
o Symbol: Coin, Half Heads, Half Tails
o Known Blessings
Foresight – Grants the blessed superhuman reflexes. The blessed also have incredibly sharp instincts and sense of danger, allowing them to react to attacks that they wouldn’t have otherwise seen coming, as well as short glimpses into the future.
Zietum (M) – Hermit of the Gods. Mostly unknown save a few cults that worship him. Rules over time and space.
o Symbol: Half Moon/Half Sun Dial
o Known Blessings
Eagle Eye – The blessed is granted the ability to take a bird’s eye view of the area around them and send telepathic messages to people who are in the area.
Time Keeper – The blessed is granted with a limited control over time. This includes various abilities, such as being able to reverse someone’s timeline to allow mortal wounds beyond the capabilities of healers to be healed, accelerating themselves forward in time to quickly change positions, speeding up their perception of time to slow it down the world around them and allow for split section decisions, and very rarely, reset time back a day with no negative effects or memory loss for the blessed.
Main Characters + Allies, their Positions, and their Abilities
Cameron Takiter
o Description: A smart and clever young man just beginning to stretch his legs in the field of battlefield tactics. Cares deeply for his comrades and innocents and is easily torn up by death and loss. Typically very open and nice, but becomes deathly serious in battle. Doesn’t enjoy killing members of the Calletia Army, instead impairing them or convincing them of the truth.
o Student, Fayford School of Strategy and Battle Tactics (Former)
o Tactician and Insurgent, The Ruby Sentinels
o Enhanced stamina, reflexes, and durability. Can use and channel Thunder magic.
o Defining Marks: Birthmark of Zietum’s symbol on his right forearm.
o Bears a hereditary blessing from Zietum, granting him Eagle Eye and Time Keeper.
o His eyes and gemstone glow green whenever Eagle Eye and Time Keeper are used.
Juniper Lanaci
o Description: A short, quiet girl that can be very self-conscious about herself. Has a very distinct scar below her right eye. She dislikes it being pointed out and becomes very distressed when someone does or when someone brings up the day she received it. She prefers to fight side by side with Noah, where her confidence is boosted immensely and she becomes a very fierce and effective fighter.
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced strength, agility, reflexes, and durability.
o Defining Marks: Scar underneath her right eye
o Later blessed by Harcanna, granting her Red Reckoning.
o Curls of red energy come out of her scar and her scar glows red when Red Reckoning is used.
Serana Insata
o Description: Very calm and reserved, as well as kind and caring towards her soldiers. She is still very affected by the betrayal she suffered at the hands of her generals and has a hard time trusting others. She, very quietly, appreciates how dedicated her soldiers are to her. When she fully trusts others and is relaxed, she opens up quite a lot, nearly becoming a different person from her usual self.
o Heir Apparent, Royal House of Insata, Calletaia
o Leader, The Ruby Sentinels
o Enhanced speed, agility, reflexes, and stamina.
o Defining Marks: None
o Later blessed by Artanus, granting her Blue Resurgence.
o A blue, shimmering image of Artanus’ symbol glows behind Serana’s head when Blue Resurgence is used.
Noah Sonair
o Description: Very confident and sarcastic with an arsenal of quips ready at all times. He acts like he doesn’t care for anyone but himself, but the way he treats Juniper is contrary to this. Enjoys fighting and battle and fights best with Juniper. He is very secretive about his time with the Lightningmanes and refuses to tell anyone about what he did as a mercenary.
o Mercenary, Lightningmanes (Former)
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced strength, durability, speed, and stamina.
o Defining Marks: A ram’s skull (Dunken’s symbol) is branded on his left tricep
o Later blessed by Dunken, granting him superhuman strength and durability, as well as Judge of the Damned.
o Every time he tries to wear clothing with a left sleeve, the sleeve is instantly destroyed. Dunken’s symbol glows purple when Judge of the Damned is used.
Daniel Kasin
o Description: Not one for words, preferring his actions to do his talking for him. Very protective of his fellow soldiers, often throwing himself in the path of weaponry to save them. Enjoys down time with the Sentinels and always the first one to break out the alcohol.
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced strength, durability, and stamina.
o Defining Marks: A hammer and anvil (Forga’s symbol) is branded onto his chest
o Later blessed by Forga, granting him Thick Hide.
o Forga’s symbol shines through his armor in a bright yellow light when Thick Hide is used.
Austin Detten
o Description: Relaxed and funny, though has the tact to be serious at the right moments. Almost too ready to jump at tasks that can help the Sentinels or save people. Openly admits that he did some bad things with the Righteous Hooligans and aims to make up for them by serving Serana. Readily steals from the Calletaia army if it inconveniences them, but refuses to put people in danger or murder in cold blood. Fighting in battle does not apply to these values.
o Thief, Righteous Hooligans (Former)
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced speed, agility, stamina, and reflexes.
o Defining Marks: A black fox head (Valeur’s symbol) is branded on the right side of his neck
o Later blessed by Valeur, granting him superhuman speed and agility, as well as Shade of the Thief.
o Valeur’s symbol expands with black energy to cover the lower half of his face when Shade of the Thief is used.
Annette Mestalov
o Description: Serious with sharp instincts and a sharp eye. Very quick on the trigger and has a bunch of one liners on hand. Has a natural instinct for danger and is typically right about her gut feelings. When given the order to spare lives, she finds her job harder as her natural instinct is to hit the head or heart as opposed to capping knees.
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced speed, agility, and reflexes.
o Defining Mark: A coin design (Arcia’s symbol) resides over her left iris
o Later blessed by Arcia, granting her Foresight.
o Arcia’s symbol glows silver whenever Foresight is used.
Tomas Feuchimie
o Description: Nervous and lacks in self-confidence. Stutters somewhat often, but is a kind person. Readily listens to advice and help from people older than him. Very skilled with his magical abilities and has good control over the power and intensity of his attacks. Easily frightened and finds himself the butt of most jokes among the regular soldiers of the Sentinels, though is respected by other magic users and the other eight original members.
o Student, Mosstree School of Magic (Former)
o Insurgent, The Ruby Sentinels
o Enhanced stamina and reflexes. Can use and channel Fire magic and later, all types of magic
o Defining Marks: Magike’s symbol is branded onto the back of both of his hands.
o Later blessed by Magike, granting him Magical Affinity.
o When he attempts to wear gloves, they are instantly burned into ash. Magike’s symbols glow orange whenever he uses magic.
Peter Sanc
o Description: Quiet and selfless with a kind word for everyone. Enjoys a good joke and has a good eye for when people have chemistry, often joking about when the wedding was. Has a very calming presence and is gentle when treating wounds. Very dedicated to serving the gods, especially Lucelle, and is often found praying before battle and in his tent.
o Priest, Holy House of Lucelle at Lastacre
o Insurgent, The Ruby Sentinels
o Enhanced stamina, durability, and reflexes. Can heal wounds and injuries.
o Defining Marks: Angel wings (Lucelle’s symbol) are branded in the center of his back
o Later blessed by Lucelle, granting him Saving Grace.
o Lucelle’s symbol shines through his clothing in bright white light when Saving Grace is used.
Graham Dayton
o Description: An older man, loyal to his town and country. Very patriotic and becomes incredibly angry at any sign of dissent or intention of harm towards Calletaia. Usually acts as a mentor figure for younger people that he meets and likes, though acts very stern towards them.
o Captain, Mosstree City Guard
o Insurgent, The Ruby Sentinels
o Does not wear a catalyst, relying on his natural abilities alone
o Defining Marks: None
Anabel Harding
o Description: Laid back and flirty. Always has an eye open for valuables with fingers quick enough to snag something without people even noticing. Advances are usually directed towards Austin Detten, though she is confused by his change of ways. Sees nothing wrong with stealing and isn’t afraid to get her hands dirty in pursuit of what she wants.
o Leader, Righteous Hooligans
o Insurgent and Spy, The Ruby Sentinels
o Enhanced speed, agility, and reflexes
o Defining Marks: None
Reginald Insata
o Description:
o Lord, Royal House of Insata, Calletaia
o Defining Marks: None
o Deceased
o Description: A smart and clever young man just beginning to stretch his legs in the field of battlefield tactics. Cares deeply for his comrades and innocents and is easily torn up by death and loss. Typically very open and nice, but becomes deathly serious in battle. Doesn’t enjoy killing members of the Calletia Army, instead impairing them or convincing them of the truth.
o Student, Fayford School of Strategy and Battle Tactics (Former)
o Tactician and Insurgent, The Ruby Sentinels
o Enhanced stamina, reflexes, and durability. Can use and channel Thunder magic.
o Defining Marks: Birthmark of Zietum’s symbol on his right forearm.
o Bears a hereditary blessing from Zietum, granting him Eagle Eye and Time Keeper.
o His eyes and gemstone glow green whenever Eagle Eye and Time Keeper are used.
Juniper Lanaci
o Description: A short, quiet girl that can be very self-conscious about herself. Has a very distinct scar below her right eye. She dislikes it being pointed out and becomes very distressed when someone does or when someone brings up the day she received it. She prefers to fight side by side with Noah, where her confidence is boosted immensely and she becomes a very fierce and effective fighter.
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced strength, agility, reflexes, and durability.
o Defining Marks: Scar underneath her right eye
o Later blessed by Harcanna, granting her Red Reckoning.
o Curls of red energy come out of her scar and her scar glows red when Red Reckoning is used.
Serana Insata
o Description: Very calm and reserved, as well as kind and caring towards her soldiers. She is still very affected by the betrayal she suffered at the hands of her generals and has a hard time trusting others. She, very quietly, appreciates how dedicated her soldiers are to her. When she fully trusts others and is relaxed, she opens up quite a lot, nearly becoming a different person from her usual self.
o Heir Apparent, Royal House of Insata, Calletaia
o Leader, The Ruby Sentinels
o Enhanced speed, agility, reflexes, and stamina.
o Defining Marks: None
o Later blessed by Artanus, granting her Blue Resurgence.
o A blue, shimmering image of Artanus’ symbol glows behind Serana’s head when Blue Resurgence is used.
Noah Sonair
o Description: Very confident and sarcastic with an arsenal of quips ready at all times. He acts like he doesn’t care for anyone but himself, but the way he treats Juniper is contrary to this. Enjoys fighting and battle and fights best with Juniper. He is very secretive about his time with the Lightningmanes and refuses to tell anyone about what he did as a mercenary.
o Mercenary, Lightningmanes (Former)
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced strength, durability, speed, and stamina.
o Defining Marks: A ram’s skull (Dunken’s symbol) is branded on his left tricep
o Later blessed by Dunken, granting him superhuman strength and durability, as well as Judge of the Damned.
o Every time he tries to wear clothing with a left sleeve, the sleeve is instantly destroyed. Dunken’s symbol glows purple when Judge of the Damned is used.
Daniel Kasin
o Description: Not one for words, preferring his actions to do his talking for him. Very protective of his fellow soldiers, often throwing himself in the path of weaponry to save them. Enjoys down time with the Sentinels and always the first one to break out the alcohol.
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced strength, durability, and stamina.
o Defining Marks: A hammer and anvil (Forga’s symbol) is branded onto his chest
o Later blessed by Forga, granting him Thick Hide.
o Forga’s symbol shines through his armor in a bright yellow light when Thick Hide is used.
Austin Detten
o Description: Relaxed and funny, though has the tact to be serious at the right moments. Almost too ready to jump at tasks that can help the Sentinels or save people. Openly admits that he did some bad things with the Righteous Hooligans and aims to make up for them by serving Serana. Readily steals from the Calletaia army if it inconveniences them, but refuses to put people in danger or murder in cold blood. Fighting in battle does not apply to these values.
o Thief, Righteous Hooligans (Former)
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced speed, agility, stamina, and reflexes.
o Defining Marks: A black fox head (Valeur’s symbol) is branded on the right side of his neck
o Later blessed by Valeur, granting him superhuman speed and agility, as well as Shade of the Thief.
o Valeur’s symbol expands with black energy to cover the lower half of his face when Shade of the Thief is used.
Annette Mestalov
o Description: Serious with sharp instincts and a sharp eye. Very quick on the trigger and has a bunch of one liners on hand. Has a natural instinct for danger and is typically right about her gut feelings. When given the order to spare lives, she finds her job harder as her natural instinct is to hit the head or heart as opposed to capping knees.
o Soldier, Calletaia Army (Former)
o Insurgent, The Ruby Sentinels
o Enhanced speed, agility, and reflexes.
o Defining Mark: A coin design (Arcia’s symbol) resides over her left iris
o Later blessed by Arcia, granting her Foresight.
o Arcia’s symbol glows silver whenever Foresight is used.
Tomas Feuchimie
o Description: Nervous and lacks in self-confidence. Stutters somewhat often, but is a kind person. Readily listens to advice and help from people older than him. Very skilled with his magical abilities and has good control over the power and intensity of his attacks. Easily frightened and finds himself the butt of most jokes among the regular soldiers of the Sentinels, though is respected by other magic users and the other eight original members.
o Student, Mosstree School of Magic (Former)
o Insurgent, The Ruby Sentinels
o Enhanced stamina and reflexes. Can use and channel Fire magic and later, all types of magic
o Defining Marks: Magike’s symbol is branded onto the back of both of his hands.
o Later blessed by Magike, granting him Magical Affinity.
o When he attempts to wear gloves, they are instantly burned into ash. Magike’s symbols glow orange whenever he uses magic.
Peter Sanc
o Description: Quiet and selfless with a kind word for everyone. Enjoys a good joke and has a good eye for when people have chemistry, often joking about when the wedding was. Has a very calming presence and is gentle when treating wounds. Very dedicated to serving the gods, especially Lucelle, and is often found praying before battle and in his tent.
o Priest, Holy House of Lucelle at Lastacre
o Insurgent, The Ruby Sentinels
o Enhanced stamina, durability, and reflexes. Can heal wounds and injuries.
o Defining Marks: Angel wings (Lucelle’s symbol) are branded in the center of his back
o Later blessed by Lucelle, granting him Saving Grace.
o Lucelle’s symbol shines through his clothing in bright white light when Saving Grace is used.
Graham Dayton
o Description: An older man, loyal to his town and country. Very patriotic and becomes incredibly angry at any sign of dissent or intention of harm towards Calletaia. Usually acts as a mentor figure for younger people that he meets and likes, though acts very stern towards them.
o Captain, Mosstree City Guard
o Insurgent, The Ruby Sentinels
o Does not wear a catalyst, relying on his natural abilities alone
o Defining Marks: None
Anabel Harding
o Description: Laid back and flirty. Always has an eye open for valuables with fingers quick enough to snag something without people even noticing. Advances are usually directed towards Austin Detten, though she is confused by his change of ways. Sees nothing wrong with stealing and isn’t afraid to get her hands dirty in pursuit of what she wants.
o Leader, Righteous Hooligans
o Insurgent and Spy, The Ruby Sentinels
o Enhanced speed, agility, and reflexes
o Defining Marks: None
Reginald Insata
o Description:
o Lord, Royal House of Insata, Calletaia
o Defining Marks: None
o Deceased
Antagonists:
Spencer Geroja
o Description: Leader of the three generals. Believes that the house of Insata was unfit to rule, though had to resort to lies to get her out of power. Very serious, very rarely smiling or laughing. Very condescending to his enemies and subordinates, often insulting or chastising them during a fight. Oddly, very honorable in battle, despite the treachery he committed against Reginald Insata.
o General, Calletaia Army
o Military Dictator, Calletaia
o Enhanced strength, agility, durability, and stamina
Prescott Netley
o Description: Originally, a noble warrior, but became twisted by war, ending up sadistic and cruel. Finds enjoyment in the suffering and despair of others and readily tortures his victims. Not above resorting to cheap or dirty tactics in battle. Always has a mocking, yet cruel, smile on his face.
o General, Calletaia Army
o Military Dictator, Calletaia
o Enhanced speed, agility, reflexes, and durability
o Defining Marks: A long, jagged scar reaching from his left eyebrow to his right cheek
Vanessa Gartside
o Description: A quiet woman who typically keeps to herself and rarely speaks to her allies and subordinates. Doesn’t believe the house of Insata was fit to rule, but was unsure about overthrowing Reginald and framing him for treason. Regrets what she did, but unwilling to stand opposed to Spencer.
o General, Calletaia Army
o Military Dictator, Calletaia
o Enhanced speed, reflexes, and agility
o Defining Mark: Stench of Betrayal symbol is branded into her right palm and upper right back as penance for overthrowing Serana unjustly.
Maxwell Brisley
o Description: A bulky, intimidating man who runs the Lightningmanes with an iron fist. His face rarely reflects emotion, but in his eyes, one can see the madness that lurks within. He keeps a tally on how many people each member of the Lightningmanes have killed and rewards them based on this number.
o Leader, Lightningmanes
o Enhanced strength, durability, and reflexes
o Defining Marks: Small, tick-like scars all up and down his arms. Used to keep track of how many people he has killed.
o Description: Leader of the three generals. Believes that the house of Insata was unfit to rule, though had to resort to lies to get her out of power. Very serious, very rarely smiling or laughing. Very condescending to his enemies and subordinates, often insulting or chastising them during a fight. Oddly, very honorable in battle, despite the treachery he committed against Reginald Insata.
o General, Calletaia Army
o Military Dictator, Calletaia
o Enhanced strength, agility, durability, and stamina
Prescott Netley
o Description: Originally, a noble warrior, but became twisted by war, ending up sadistic and cruel. Finds enjoyment in the suffering and despair of others and readily tortures his victims. Not above resorting to cheap or dirty tactics in battle. Always has a mocking, yet cruel, smile on his face.
o General, Calletaia Army
o Military Dictator, Calletaia
o Enhanced speed, agility, reflexes, and durability
o Defining Marks: A long, jagged scar reaching from his left eyebrow to his right cheek
Vanessa Gartside
o Description: A quiet woman who typically keeps to herself and rarely speaks to her allies and subordinates. Doesn’t believe the house of Insata was fit to rule, but was unsure about overthrowing Reginald and framing him for treason. Regrets what she did, but unwilling to stand opposed to Spencer.
o General, Calletaia Army
o Military Dictator, Calletaia
o Enhanced speed, reflexes, and agility
o Defining Mark: Stench of Betrayal symbol is branded into her right palm and upper right back as penance for overthrowing Serana unjustly.
Maxwell Brisley
o Description: A bulky, intimidating man who runs the Lightningmanes with an iron fist. His face rarely reflects emotion, but in his eyes, one can see the madness that lurks within. He keeps a tally on how many people each member of the Lightningmanes have killed and rewards them based on this number.
o Leader, Lightningmanes
o Enhanced strength, durability, and reflexes
o Defining Marks: Small, tick-like scars all up and down his arms. Used to keep track of how many people he has killed.
Organizations and Groups:
The Ruby Sentinels
o An insurgent group consisting of the last of the soldiers from the Calletaia Army still loyal to Serana Insata.
o Original seven, save Serana and Cameron, are promoted to military advisors and generals of the Calletaia Army.
o Constantly recruiting new members to fight against the generals.
o Led by Serana Insata
Calletaia Army
o Active duty army of the Kingdom of Calletaia.
o Originally had three generals that oversaw all military operations until these generals conspired and overthrew the house of Insata.
o Led by Spencer Geroja, Prescott Netley, and Vanessa Gartside.
Mosstree City Guard
o A simple city guard meant to defend their town. Do not wear catalysts.
o Allied with the Ruby Sentinels in the rebellion against the generals.
o Originally believed the usurpers lies and tried to arrest Serana for treason, but later used to spread the word of her innocence.
o Led by Graham Dayton.
Righteous Hooligans
o A guild of thieves that Austin Detten used to be a part of.
o Mostly disbanded with a few scattered branches and abandoned hideouts remaining.
o Allied with the Ruby Sentinels in the rebellion against the generals.
o Rise back to their former strength with the help of the Ruby Sentinels, so long as they promised to abandon their thieving ways and work as spies for Serana.
o Led by Anabel Harding
Lightningmanes
o A mercenary band that Noah Sonair used to be a part of.
o No job is out of the question for them, so long as the buyer has the coin to pay for it.
o Allied with the Calletaia Army against the Ruby Sentinels
o Generally regarded as terrible individuals who have no concept of boundaries or “going too far.” Because of this, Noah refuses to speak about his time with the group.
o Led by Maxwell Brisley
Allocated Reverbium Treaty Institution (ARTI)
o An independent organization that mines, controls, and distributes Tyrancia’s reverbium supply.
o Run by a coalition of ten people, two from every country.
o An insurgent group consisting of the last of the soldiers from the Calletaia Army still loyal to Serana Insata.
o Original seven, save Serana and Cameron, are promoted to military advisors and generals of the Calletaia Army.
o Constantly recruiting new members to fight against the generals.
o Led by Serana Insata
Calletaia Army
o Active duty army of the Kingdom of Calletaia.
o Originally had three generals that oversaw all military operations until these generals conspired and overthrew the house of Insata.
o Led by Spencer Geroja, Prescott Netley, and Vanessa Gartside.
Mosstree City Guard
o A simple city guard meant to defend their town. Do not wear catalysts.
o Allied with the Ruby Sentinels in the rebellion against the generals.
o Originally believed the usurpers lies and tried to arrest Serana for treason, but later used to spread the word of her innocence.
o Led by Graham Dayton.
Righteous Hooligans
o A guild of thieves that Austin Detten used to be a part of.
o Mostly disbanded with a few scattered branches and abandoned hideouts remaining.
o Allied with the Ruby Sentinels in the rebellion against the generals.
o Rise back to their former strength with the help of the Ruby Sentinels, so long as they promised to abandon their thieving ways and work as spies for Serana.
o Led by Anabel Harding
Lightningmanes
o A mercenary band that Noah Sonair used to be a part of.
o No job is out of the question for them, so long as the buyer has the coin to pay for it.
o Allied with the Calletaia Army against the Ruby Sentinels
o Generally regarded as terrible individuals who have no concept of boundaries or “going too far.” Because of this, Noah refuses to speak about his time with the group.
o Led by Maxwell Brisley
Allocated Reverbium Treaty Institution (ARTI)
o An independent organization that mines, controls, and distributes Tyrancia’s reverbium supply.
o Run by a coalition of ten people, two from every country.
Important Locations
Hammerridge Hideout
o Former Righteous Hooligans hideout, used by the Ruby Sentinels as main operating base in the early parts of the rebellion
Fort Brancheley
o New operating base when the rebellion has gained a foothold in Calletaia
Calletaia Stronghold
o The castle that the ruling lord of Calletaia, their family, and servants live in.
Thesonia Grove
o A holy spot that is said to hold a direct connection to the gods. A natural, freshwater spring with a single statue in the center is the only defining feature of this place.
o Former Righteous Hooligans hideout, used by the Ruby Sentinels as main operating base in the early parts of the rebellion
Fort Brancheley
o New operating base when the rebellion has gained a foothold in Calletaia
Calletaia Stronghold
o The castle that the ruling lord of Calletaia, their family, and servants live in.
Thesonia Grove
o A holy spot that is said to hold a direct connection to the gods. A natural, freshwater spring with a single statue in the center is the only defining feature of this place.
Magic and Magic Types
What is magic?
o Technically, magic is not inherently magical as it doesn’t require spell books or potions to work. Magic can only happen when someone is wearing a catalyst and has been extensively trained in manipulating their catalyst to its fullest potential. Typically, most mages can channel one of five elements, with an even fewer number being able to channel light or dark, and rarely, all types of magic through a blessing from Magike. Healing magic is different however, as it requires specialized training, as well as access to a stave. Blessings from Magike do not allow the use of healing magic without a catalyst or stave. Instead, a blessing from Lucelle allows for this ability. Light and dark magic are also not inherently good or evil respectfully.
Types
o Fire
o Water
o Thunder
o Earth
o Wind
Special Types
o Light
o Dark
o Healing
How magic types are determined
o Mages do not have the type of magic they can channel determined randomly or by chance. Most trainees can have their magic type predicted based on what mages perceive as the trainees’ most dominant personality traits. Typical traits for each magic type are as follows:
Fire: Determination, conviction, ambition, courage, recklessness
Water: Calm, thoughtful, passion, adaptive, prone to emotional outbursts
Earth: Honest, loyal, serious, patient, stubborn
Wind: Carefree, fun loving, social, easy going, shifts opinions and stances too easily
Thunder: Steady, leader, firm in beliefs, inspiring, typically have something that can limit the full extent of their abilities
Light: Optimistic, idealistic, cheerful, protective, naïve
Dark: Reserved, realist, self-assured, perseverance, self-righteous
o Technically, magic is not inherently magical as it doesn’t require spell books or potions to work. Magic can only happen when someone is wearing a catalyst and has been extensively trained in manipulating their catalyst to its fullest potential. Typically, most mages can channel one of five elements, with an even fewer number being able to channel light or dark, and rarely, all types of magic through a blessing from Magike. Healing magic is different however, as it requires specialized training, as well as access to a stave. Blessings from Magike do not allow the use of healing magic without a catalyst or stave. Instead, a blessing from Lucelle allows for this ability. Light and dark magic are also not inherently good or evil respectfully.
Types
o Fire
o Water
o Thunder
o Earth
o Wind
Special Types
o Light
o Dark
o Healing
How magic types are determined
o Mages do not have the type of magic they can channel determined randomly or by chance. Most trainees can have their magic type predicted based on what mages perceive as the trainees’ most dominant personality traits. Typical traits for each magic type are as follows:
Fire: Determination, conviction, ambition, courage, recklessness
Water: Calm, thoughtful, passion, adaptive, prone to emotional outbursts
Earth: Honest, loyal, serious, patient, stubborn
Wind: Carefree, fun loving, social, easy going, shifts opinions and stances too easily
Thunder: Steady, leader, firm in beliefs, inspiring, typically have something that can limit the full extent of their abilities
Light: Optimistic, idealistic, cheerful, protective, naïve
Dark: Reserved, realist, self-assured, perseverance, self-righteous
Ruby Sentinels Army Structure
Leaders
o Serana Insata, Commander
o Cameron Takiter, Second in Command/Strategist
Divisions
o Assault – Serve as front line soldiers when the battle reaches close quarters fighting. Can be used to either attack the enemy head on, guards for ranged fighters, and defend the back and sides of phalanx formations.
Led by Noah Sonair and Juniper Lanaci
Four Squads – One squad leader, one assistant squad leader, ten squad members.
o Vanguard – Serve as a defensive front with heavy armor and large shields. Can be used as walls to defend chokepoints against enemy attacks and squads of range units and for phalanx and turtle formations for forward progression.
Led by Daniel Kasin
Four Squads – One leader, one assistant, ten members.
o Scouting/Stealth – Serve as fast and quiet troops meant to get past enemy lines unseen. Can be used as scouts, thieves, saboteurs, and spies, as well as laying out booby-traps.
Led by Austin Detten
Three Squads – One leader, one assistant, five members, names used to designate specific role
• Recon – Scout ahead to determine enemy position, troop strength, and equipment.
• Ghosts – Steal, sabotage, and incapacitate enemy army under the cover of darkness before battle.
• Infiltration – Infiltrate enemy army and act as one of their own to learn enemy secrets and weaknesses, as well as serve as aids to the Ghosts.
o Barrage – Serve as a supportive attack role with rifles, pistols, and bow and arrows. Can be used to rain arrows down on the enemy army, shoot from behind Vanguard squads, or used to flank and ambush enemy armies quietly.
Led by Annette Mestalov
Ten Squads – One leader, one assistant, seven members, three rifle squads, three pistol squads, four bow squads.
o Shock Troopers – Serve as a long range offensive or supporting role with magical attacks. Can be used to halt enemy troop movement, support assault and vanguard troops from behind, or combat other magical troops from a distance.
Led by Tomas Feuchimie
Five Squads – One leader, one assistant, five members, have a user of each type of magic.
o Medical Corps – Serve as support troops using healing magic. Can be used to heal troops mid battle.
Led by Peter Sanc
Six squads – One leader, one assistant, four members, one for each division and one back at the Sentinels’ camp.
o Serana Insata, Commander
o Cameron Takiter, Second in Command/Strategist
Divisions
o Assault – Serve as front line soldiers when the battle reaches close quarters fighting. Can be used to either attack the enemy head on, guards for ranged fighters, and defend the back and sides of phalanx formations.
Led by Noah Sonair and Juniper Lanaci
Four Squads – One squad leader, one assistant squad leader, ten squad members.
o Vanguard – Serve as a defensive front with heavy armor and large shields. Can be used as walls to defend chokepoints against enemy attacks and squads of range units and for phalanx and turtle formations for forward progression.
Led by Daniel Kasin
Four Squads – One leader, one assistant, ten members.
o Scouting/Stealth – Serve as fast and quiet troops meant to get past enemy lines unseen. Can be used as scouts, thieves, saboteurs, and spies, as well as laying out booby-traps.
Led by Austin Detten
Three Squads – One leader, one assistant, five members, names used to designate specific role
• Recon – Scout ahead to determine enemy position, troop strength, and equipment.
• Ghosts – Steal, sabotage, and incapacitate enemy army under the cover of darkness before battle.
• Infiltration – Infiltrate enemy army and act as one of their own to learn enemy secrets and weaknesses, as well as serve as aids to the Ghosts.
o Barrage – Serve as a supportive attack role with rifles, pistols, and bow and arrows. Can be used to rain arrows down on the enemy army, shoot from behind Vanguard squads, or used to flank and ambush enemy armies quietly.
Led by Annette Mestalov
Ten Squads – One leader, one assistant, seven members, three rifle squads, three pistol squads, four bow squads.
o Shock Troopers – Serve as a long range offensive or supporting role with magical attacks. Can be used to halt enemy troop movement, support assault and vanguard troops from behind, or combat other magical troops from a distance.
Led by Tomas Feuchimie
Five Squads – One leader, one assistant, five members, have a user of each type of magic.
o Medical Corps – Serve as support troops using healing magic. Can be used to heal troops mid battle.
Led by Peter Sanc
Six squads – One leader, one assistant, four members, one for each division and one back at the Sentinels’ camp.
Weaponry
- Swords
o Standard blades and most common weapon seen on the battlefield. Can be made from any material, range from lengths of two to four feet in length, be forged in multiple ways, and can be single or double edged.
- Daggers
o Shorter blades no longer than a foot in length. Are always a straight blade ending in a tapered edge and can be single or double edged.
- Lances
o Long, polearm weapons that edge in a spearhead or pointed tip. Typically a thrusting weapon, but variants and precise swinging can allow for slashing attacks. Can range from four to six feet in length, as well as most spears having reinforced shafts to prevent breaking.
- Axes and Hammers
o Heavier weapons consisting of a handle with either sharpened or blunt heads attached. Can vary anywhere from one to six feet in length with reinforced shafts to prevent breaking.
- Maces and Clubs
o Heavier weapons that consists of a handle with a blunt head on the top. The head can be spiked or studded and the entire weapon can be crafted from metal or wood and are typically no long than two to five feet in length.
- Bow and Arrow
o Long ranged weapons crafted from wood with projectiles capped in metal arrow heads. Bows can vary in size and length, changing the abilities and drawbacks of said bow depending on its make. Arrowheads can also vary, such as being barbed, hook, or thin. The quietest of the long range weapons.
- Rifles and Pistols
o Reletively new long range weapons. Require a catalyst to use due to the inner mechanisms requiring the vibration of a tuned catalyst. Pistols are smaller and don’t pack as much punch, but can be fired and reloaded much faster, while also being good in close range. Rifles are better at a distance with the capability of being used in barrage fire when many riflemen line up and fire all at once. Both are constructed from wood and metal, though designs generally stay the same. Rifles and pistols are tuned to the specific frequency of their user, so only they can use it.
- Siege Weaponry
o Very special weaponry allowing for slow, but high damaging attacks. Can range from cannons to ballistae and typically are used for clearing out large groups of enemies or in castle sieges.
o Standard blades and most common weapon seen on the battlefield. Can be made from any material, range from lengths of two to four feet in length, be forged in multiple ways, and can be single or double edged.
- Daggers
o Shorter blades no longer than a foot in length. Are always a straight blade ending in a tapered edge and can be single or double edged.
- Lances
o Long, polearm weapons that edge in a spearhead or pointed tip. Typically a thrusting weapon, but variants and precise swinging can allow for slashing attacks. Can range from four to six feet in length, as well as most spears having reinforced shafts to prevent breaking.
- Axes and Hammers
o Heavier weapons consisting of a handle with either sharpened or blunt heads attached. Can vary anywhere from one to six feet in length with reinforced shafts to prevent breaking.
- Maces and Clubs
o Heavier weapons that consists of a handle with a blunt head on the top. The head can be spiked or studded and the entire weapon can be crafted from metal or wood and are typically no long than two to five feet in length.
- Bow and Arrow
o Long ranged weapons crafted from wood with projectiles capped in metal arrow heads. Bows can vary in size and length, changing the abilities and drawbacks of said bow depending on its make. Arrowheads can also vary, such as being barbed, hook, or thin. The quietest of the long range weapons.
- Rifles and Pistols
o Reletively new long range weapons. Require a catalyst to use due to the inner mechanisms requiring the vibration of a tuned catalyst. Pistols are smaller and don’t pack as much punch, but can be fired and reloaded much faster, while also being good in close range. Rifles are better at a distance with the capability of being used in barrage fire when many riflemen line up and fire all at once. Both are constructed from wood and metal, though designs generally stay the same. Rifles and pistols are tuned to the specific frequency of their user, so only they can use it.
- Siege Weaponry
o Very special weaponry allowing for slow, but high damaging attacks. Can range from cannons to ballistae and typically are used for clearing out large groups of enemies or in castle sieges.
Important Symbols and Markings
- Various holy symbols
o Used to denote what god is the patron of a person, place, or group
- Righteous Hooligan marks
o Used to denote whether a building has anything of use to steal and whether or not they are to be stolen from
- Stench of Betrayal
o A brand used only on people who commit treason against Calletaia. It is designed to look like a dagger and is always branded in two places: the person’s palm and the person’s back near the right shoulder, literally meaning “backstabber”
o Used to denote what god is the patron of a person, place, or group
- Righteous Hooligan marks
o Used to denote whether a building has anything of use to steal and whether or not they are to be stolen from
- Stench of Betrayal
o A brand used only on people who commit treason against Calletaia. It is designed to look like a dagger and is always branded in two places: the person’s palm and the person’s back near the right shoulder, literally meaning “backstabber”
Noble Houses
- House Insata
o Founder: Emrys Insata/Agilis, the Wings of Tyrancia
o Country: Calletaia
o Symbol: Eagle Head
o Weapon: Hebaciem, the Sky Razor
- House Balcomb
o Founder: Josiah Balcomb/Hahkun, the Claws of Tyrancia
o Country: Panthalassa
o Symbol: Helmet with a crack diagonally along it
o Weapon: Mostator, the God Fist
- House Woodyer
o Founder: Evelyn Woodyer/Spaan, the Scales of Tyrancia
o Country: Baltica
o Symbol: Shield with crossed swords
o Weapon: Lapitem, the Mountain’s Hide
- House Gallomere
o Founder: Arabella Gallomere/Sil, the Head of Tyrancia
o Country: Laurentia
o Symbol: Rising Sun
o Weapon: Acunum and Petrassima, the Claws of Nature
- House Rutherhope
o Founder: Gwyneira Rutherhope/Fen, the Fiery Breath of Tyrancia
o Country: Avalonia
o Symbol: Dragon Head
o Weapon: Deissula, the God Splitter
o Founder: Emrys Insata/Agilis, the Wings of Tyrancia
o Country: Calletaia
o Symbol: Eagle Head
o Weapon: Hebaciem, the Sky Razor
- House Balcomb
o Founder: Josiah Balcomb/Hahkun, the Claws of Tyrancia
o Country: Panthalassa
o Symbol: Helmet with a crack diagonally along it
o Weapon: Mostator, the God Fist
- House Woodyer
o Founder: Evelyn Woodyer/Spaan, the Scales of Tyrancia
o Country: Baltica
o Symbol: Shield with crossed swords
o Weapon: Lapitem, the Mountain’s Hide
- House Gallomere
o Founder: Arabella Gallomere/Sil, the Head of Tyrancia
o Country: Laurentia
o Symbol: Rising Sun
o Weapon: Acunum and Petrassima, the Claws of Nature
- House Rutherhope
o Founder: Gwyneira Rutherhope/Fen, the Fiery Breath of Tyrancia
o Country: Avalonia
o Symbol: Dragon Head
o Weapon: Deissula, the God Splitter
Humanoid Species Present in Tyrancia
- Humans – The most common race in Tyrancia. Not native to the continent, but it has been so long since its colonization that everyone believes they are native. In a word: average. Average lifespan, average physical abilities, but able to adapt to almost any environment and situation with relative ease. Possess the unique ability to wear a catalyst and maximize its benefits.
o Slurs Against: Smoothies, Poachers, Furries (named used by humans to refer to other humans in a relationship with a Daggdyr)
- Daggdyr – A race of beast people not as commonly seen around Tyrancia, though they are just as populous as humans. Native to Tyrancia, though they have forgotten as well. Possess the ability to shift between a human form and an animal form along with heightened physical prowess that reflect their animal form, but cannot use catalysts due to the vibrations being too much for their animal senses to handle. Their origins and how their abilities came to be is unknown, but many have theorized over the years that they are related in some way to the Beast that the founders slew. There are variations between the Daggdyr, as different progenies (a group of Daggdyr) can change into different animals. The beast forms make the Daggdyr incredibly powerful and each different kind of form resembles different animals, though they are all human sized. Oddly enough, humans and Daggdyr can interbreed and produce fertile offspring with the animal abilities of their Daggdyr parent and the capability of wearing a catalyst with no ill side effects. These instances are rare at best, however.
o Progenies
Koir – Progeny with a wolf-like form
• Animal Attributes in Human Form: Lean and muscular. Fastest of the three Daggdyr progenies that resemble big predators. Typically have wolf ears, fangs, claws, and tails, with a thick patch of fur on their chest.
Kisan – Progeny with a mountain lion-like form
• Animal Attributes in Human Form: Daggdyr with a good balance of strength and speed that serves as a middle ground between Koir and Kar Daggdyr. Typically have mountain lion ears, claws, fangs, and tails.
Kar – Progeny with a bear-like form
• Animal Attributes in Human Form: Large, imposing, and heavily muscled. Strongest of the Daggdyr that resemble big predators. Typically have bear ears, tails, claws, and fangs, with a thick patch of fur on their chest.
Orav – Progeny with a squirrel-like form
• Animal Attributes in Human Form: Very small and slight. Not very physically imposing. Typically have squirrel ears, buck teeth, claws, and a bushy tail. Incredible good climbers.
Ket – Progeny with a fox-like form
• Animal Attributes in Human Form: Smaller than wolf Daggdyr, but only slightly. Very cunning and smart. Typically have fox ears, fangs, claws, and a tail.
Kan – Progeny with a rabbit-like form
• Animal Attributes in Human Form: Very small and slight, but with powerful legs. Incredibly fast and nimble. Typically have rabbit ears, buck teeth, tails, and claws. Have the largest population of any Daggdyr.
Sauk – Progeny with an otter-like form
• Animal Attributes in Human Form: Very small and slight. Incredibly good swimmers and don’t stay wet for very long. Typically have otter ears, fangs, claws, and tails. By far, the friendliest of all the Daggdyr towards humans.
o Slurs Against: Furs, Pelts, Livestock, Pets (name used by Daggdyr to refer to other Daggdyr in a relationship with a human)
o Slurs Against: Smoothies, Poachers, Furries (named used by humans to refer to other humans in a relationship with a Daggdyr)
- Daggdyr – A race of beast people not as commonly seen around Tyrancia, though they are just as populous as humans. Native to Tyrancia, though they have forgotten as well. Possess the ability to shift between a human form and an animal form along with heightened physical prowess that reflect their animal form, but cannot use catalysts due to the vibrations being too much for their animal senses to handle. Their origins and how their abilities came to be is unknown, but many have theorized over the years that they are related in some way to the Beast that the founders slew. There are variations between the Daggdyr, as different progenies (a group of Daggdyr) can change into different animals. The beast forms make the Daggdyr incredibly powerful and each different kind of form resembles different animals, though they are all human sized. Oddly enough, humans and Daggdyr can interbreed and produce fertile offspring with the animal abilities of their Daggdyr parent and the capability of wearing a catalyst with no ill side effects. These instances are rare at best, however.
o Progenies
Koir – Progeny with a wolf-like form
• Animal Attributes in Human Form: Lean and muscular. Fastest of the three Daggdyr progenies that resemble big predators. Typically have wolf ears, fangs, claws, and tails, with a thick patch of fur on their chest.
Kisan – Progeny with a mountain lion-like form
• Animal Attributes in Human Form: Daggdyr with a good balance of strength and speed that serves as a middle ground between Koir and Kar Daggdyr. Typically have mountain lion ears, claws, fangs, and tails.
Kar – Progeny with a bear-like form
• Animal Attributes in Human Form: Large, imposing, and heavily muscled. Strongest of the Daggdyr that resemble big predators. Typically have bear ears, tails, claws, and fangs, with a thick patch of fur on their chest.
Orav – Progeny with a squirrel-like form
• Animal Attributes in Human Form: Very small and slight. Not very physically imposing. Typically have squirrel ears, buck teeth, claws, and a bushy tail. Incredible good climbers.
Ket – Progeny with a fox-like form
• Animal Attributes in Human Form: Smaller than wolf Daggdyr, but only slightly. Very cunning and smart. Typically have fox ears, fangs, claws, and a tail.
Kan – Progeny with a rabbit-like form
• Animal Attributes in Human Form: Very small and slight, but with powerful legs. Incredibly fast and nimble. Typically have rabbit ears, buck teeth, tails, and claws. Have the largest population of any Daggdyr.
Sauk – Progeny with an otter-like form
• Animal Attributes in Human Form: Very small and slight. Incredibly good swimmers and don’t stay wet for very long. Typically have otter ears, fangs, claws, and tails. By far, the friendliest of all the Daggdyr towards humans.
o Slurs Against: Furs, Pelts, Livestock, Pets (name used by Daggdyr to refer to other Daggdyr in a relationship with a human)
Timeline
- History in Tyrancia can be divided into “Ages”. These ages can be varying lengths, as they usually are based more around a major shift in power, ideology, or after a great catastrophe or event. For reference, UB stands for Uder Bestten, which means “In the Shadow of the Beast,” and WD stands for Wehmit Dracassen, which means “With Dragon’s Fire.”
o Dragon Age: 23 UB – 51 WD
23 UB: Scout ships from Heinner discover Tyrancia
15 UB: Ten thousand colonists leave Heinner for Tyrancia
12 UB: Colonists arrive at Tyrancia; Freak storm destroys all of the colonist ships soon after colonists first arrive; first human town is established
8 UB: Colonists have spread further inland, founding four more towns; colonists numbers have fallen by about 1,500 people, mostly due to hostile predators; First sightings of the Beast
6 UB: Beast becomes larger threat; leaders of expedition killed; five founders take charge
5 UB: First instance of divine intervention; Five founders blessed with super human abilities, power weapons, and dragon forms
4 UB: Beast in slain; Deissula forged and first ship back to Heinner is launched; further exploration of Tyrancia begins; 7,984 of the original colonists remain
1 WD: First human-Daggdyr interaction; two species begin working together to tame the wildlands of Tyrancia; Five kingdoms established by founders
9 WD: Second wave of colonists arrive at Tyrancia; Prejudice against Daggdyr begins, caused by 2nd wave colonists
18 WD: Colonists arrive regularly; Daggdyr forced back into the Wilderness and tensions begin between both races
48 WD – 51 WD: Five founders pass away, ending the Dragon Age
o Age of Gold 52 WD – 212 WD
Age of peace and prosperity; no notable conflicts or events
o Age of Steel 213 WD – 367 WD
227 WD: War breaks out in Heinner; word of independence on the rise due to difficulty of contact between Heinner and Tyrancia and regional governors beginning to infringe on the five rulers’ power
234 WD: Heinner’s war progresses, heavy taxes and forced conscriptions placed on colonists
235 WD: Five rulers convene to determine course of action; ultimatum sent to King of Heinner: End unfair treatment or go to war with Tyrancia
239 WD: King’s response arrives, denying the rulers’ request. One week later, a surprise attack is launched against the Heinnerian occupied Fort McKinnon. War for Tyrancian Independence begins
247 WD: War for Tyrancian Independence ends; last of Heinnerian soldiers ousted or killed and regional governors executed
256 WD: Heinner wiped out as a country due to strained resources and losing the war on their soil
257 WD – 434 WD: Period of peace; Rumors of a strange cult begin to surface
435 WD: Panthalassan Barbarian War begins
448 WD: Panthalassan Barbarian War ends
449 WD – 576 WD: Peace time
o Age of Reverbium 577 WD – 997 WD
577 WD: Reverbium is first discovered
587 WD: Physicality enhancing effects of reverbium discovered
591 WD: First catalyst created
602 WD: First time magic is used
616 WD: Magic becomes widely used and mastered
627 WD: Countries begin arguing over who controls what reverbium sources
633 WD: The Reverbium War begins; countries utilize mercenary groups and their armies to gain control of reverbium mines and raid caravans and storehouses that belong to opposing countries
663 WD: Reverbium War ends with the signing of the Unshakable Accords, which created the Allocated Reverbium Treaty Institution (ARTI)
682 WD: The twin sons of the house Gallomere begin fighting for control of Laurentia, starting a civil war
686 WD: Laurentian Royal Sibling Rivalry ends with Campbell Gallomere defeating his brother, Edgar
687 WD – 743 WD: Period of peace; Heinner fades out of history books and more cult rumors are cropping up
744 WD: Bandits takeover ARTI headquarters and cut off Tyrancia’s supply
757 WD: Bandits defeated and ARTI reclaimed
758 WD – 997 WD: Peace time; cult rumors prove true as the Bearers of Stemolnen’s Truth come out of hiding and launch plan to bring Stemolnen, King of Schrickset, the Realm of the Damser, beginning the False God’s Deliverance War
o Age of War 998 WD – 1037 WD
998 WD: The False God’s Deliverance War begins; four horsemen pledge themselves into Stemolnen’s service; the countries of Tyrancia fight back as one army led by Simon Rutherhope
1002 WD: The horsemen recruit seven people to serve Stemolnen, with the seven becoming known as the Saligia. Soon after, the gods chose seven individuals to stand opposite of the Saligia, known later as the Murgras
1017 WD: Current leaders of the five kingdoms no longer physically able to fight; Ephraim Rutherhope, Bella Insata, Oscar Balcomb, Rosalind Gallomere, Albert Woodyer, and an unknown tactician with a blessing from Zietum take over the war effort
1021 WD: The Bailiff suddenly appears with in the One Tyrancia Army, bearing a blessing from Dunken
1025 WD: The four horsemen inexplicably perish for unknown reasons
1029 WD – 1034 WD: The Saligia are slain and their opposites in the Murgras retire from the war
1037 WD: Stemolnen summoned forth from Schrickset; final battle between the One Tyrancia Ar-
1037 WD: One Tyrancia Army defeats cult and prevents the rise of Stemolnen; End of the False God’s Deliverance War
o Age of Renewal 1038 WD – 1214 WD
Period of peace; tactician disappears from history; tensions between Daggdyr and humans reemerge after Daggdyr leaders claim they were not given proper credit for aiding the One Tyrancia Army
o Age of Invention 1215 WD –
1215 WD: Skilled blacksmiths begin experimenting with reverbium; most weapons crafted from reverbium not very useful
1236 WD: The revolver is invented, utilizing reverbium gears tuned to a marksman’s catalyst
1244 WD: The first rifle is invented, using similar gears as the revolver
1252 WD: Siege weaponry such as cannons and ballista invented utilizing reverbium gears
1253 WD – 1438 WD: Many technological advances are created using reverbium; Annual continent wide competitions started to curb war between countries; Peace time
1439 WD: Surprise attack on human town by Daggdyr fed up with prejudice begins the War of Daggdyrian Aggression
1447 WD: End of War of Daggdyrian Aggression; Daggdyr defeated with leaders and human conspirators executed; Daggdyr territory reduced as penalty for attacking humans
1519 WD: Penelope Rutherhope, the youngest daughter of House Rutherhope, and Archibald Woodyer, the youngest son of House Woodyer, simultaneously disappear, leading to the two Houses to turn against each other with scattered conflicts between their armies as both thought the other had to do with their respective member’s disappearance
1526 WD: End of Rutherhope – Woodyer conflict upon discovering Penelope and Archibald had eloped to Laurentia without anyone finding out
1619 WD: Reginald Insata, current ruler of House Insata, exposed for treachery against Calletaia; Reginald is executed and top generals in the military take over the position of ruler; Heir apparent Serana Insata and her siblings flee
o Dragon Age: 23 UB – 51 WD
23 UB: Scout ships from Heinner discover Tyrancia
15 UB: Ten thousand colonists leave Heinner for Tyrancia
12 UB: Colonists arrive at Tyrancia; Freak storm destroys all of the colonist ships soon after colonists first arrive; first human town is established
8 UB: Colonists have spread further inland, founding four more towns; colonists numbers have fallen by about 1,500 people, mostly due to hostile predators; First sightings of the Beast
6 UB: Beast becomes larger threat; leaders of expedition killed; five founders take charge
5 UB: First instance of divine intervention; Five founders blessed with super human abilities, power weapons, and dragon forms
4 UB: Beast in slain; Deissula forged and first ship back to Heinner is launched; further exploration of Tyrancia begins; 7,984 of the original colonists remain
1 WD: First human-Daggdyr interaction; two species begin working together to tame the wildlands of Tyrancia; Five kingdoms established by founders
9 WD: Second wave of colonists arrive at Tyrancia; Prejudice against Daggdyr begins, caused by 2nd wave colonists
18 WD: Colonists arrive regularly; Daggdyr forced back into the Wilderness and tensions begin between both races
48 WD – 51 WD: Five founders pass away, ending the Dragon Age
o Age of Gold 52 WD – 212 WD
Age of peace and prosperity; no notable conflicts or events
o Age of Steel 213 WD – 367 WD
227 WD: War breaks out in Heinner; word of independence on the rise due to difficulty of contact between Heinner and Tyrancia and regional governors beginning to infringe on the five rulers’ power
234 WD: Heinner’s war progresses, heavy taxes and forced conscriptions placed on colonists
235 WD: Five rulers convene to determine course of action; ultimatum sent to King of Heinner: End unfair treatment or go to war with Tyrancia
239 WD: King’s response arrives, denying the rulers’ request. One week later, a surprise attack is launched against the Heinnerian occupied Fort McKinnon. War for Tyrancian Independence begins
247 WD: War for Tyrancian Independence ends; last of Heinnerian soldiers ousted or killed and regional governors executed
256 WD: Heinner wiped out as a country due to strained resources and losing the war on their soil
257 WD – 434 WD: Period of peace; Rumors of a strange cult begin to surface
435 WD: Panthalassan Barbarian War begins
448 WD: Panthalassan Barbarian War ends
449 WD – 576 WD: Peace time
o Age of Reverbium 577 WD – 997 WD
577 WD: Reverbium is first discovered
587 WD: Physicality enhancing effects of reverbium discovered
591 WD: First catalyst created
602 WD: First time magic is used
616 WD: Magic becomes widely used and mastered
627 WD: Countries begin arguing over who controls what reverbium sources
633 WD: The Reverbium War begins; countries utilize mercenary groups and their armies to gain control of reverbium mines and raid caravans and storehouses that belong to opposing countries
663 WD: Reverbium War ends with the signing of the Unshakable Accords, which created the Allocated Reverbium Treaty Institution (ARTI)
682 WD: The twin sons of the house Gallomere begin fighting for control of Laurentia, starting a civil war
686 WD: Laurentian Royal Sibling Rivalry ends with Campbell Gallomere defeating his brother, Edgar
687 WD – 743 WD: Period of peace; Heinner fades out of history books and more cult rumors are cropping up
744 WD: Bandits takeover ARTI headquarters and cut off Tyrancia’s supply
757 WD: Bandits defeated and ARTI reclaimed
758 WD – 997 WD: Peace time; cult rumors prove true as the Bearers of Stemolnen’s Truth come out of hiding and launch plan to bring Stemolnen, King of Schrickset, the Realm of the Damser, beginning the False God’s Deliverance War
o Age of War 998 WD – 1037 WD
998 WD: The False God’s Deliverance War begins; four horsemen pledge themselves into Stemolnen’s service; the countries of Tyrancia fight back as one army led by Simon Rutherhope
1002 WD: The horsemen recruit seven people to serve Stemolnen, with the seven becoming known as the Saligia. Soon after, the gods chose seven individuals to stand opposite of the Saligia, known later as the Murgras
1017 WD: Current leaders of the five kingdoms no longer physically able to fight; Ephraim Rutherhope, Bella Insata, Oscar Balcomb, Rosalind Gallomere, Albert Woodyer, and an unknown tactician with a blessing from Zietum take over the war effort
1021 WD: The Bailiff suddenly appears with in the One Tyrancia Army, bearing a blessing from Dunken
1025 WD: The four horsemen inexplicably perish for unknown reasons
1029 WD – 1034 WD: The Saligia are slain and their opposites in the Murgras retire from the war
1037 WD: One Tyrancia Army defeats cult and prevents the rise of Stemolnen; End of the False God’s Deliverance War
o Age of Renewal 1038 WD – 1214 WD
Period of peace; tactician disappears from history; tensions between Daggdyr and humans reemerge after Daggdyr leaders claim they were not given proper credit for aiding the One Tyrancia Army
o Age of Invention 1215 WD –
1215 WD: Skilled blacksmiths begin experimenting with reverbium; most weapons crafted from reverbium not very useful
1236 WD: The revolver is invented, utilizing reverbium gears tuned to a marksman’s catalyst
1244 WD: The first rifle is invented, using similar gears as the revolver
1252 WD: Siege weaponry such as cannons and ballista invented utilizing reverbium gears
1253 WD – 1438 WD: Many technological advances are created using reverbium; Annual continent wide competitions started to curb war between countries; Peace time
1439 WD: Surprise attack on human town by Daggdyr fed up with prejudice begins the War of Daggdyrian Aggression
1447 WD: End of War of Daggdyrian Aggression; Daggdyr defeated with leaders and human conspirators executed; Daggdyr territory reduced as penalty for attacking humans
1519 WD: Penelope Rutherhope, the youngest daughter of House Rutherhope, and Archibald Woodyer, the youngest son of House Woodyer, simultaneously disappear, leading to the two Houses to turn against each other with scattered conflicts between their armies as both thought the other had to do with their respective member’s disappearance
1526 WD: End of Rutherhope – Woodyer conflict upon discovering Penelope and Archibald had eloped to Laurentia without anyone finding out
1619 WD: Reginald Insata, current ruler of House Insata, exposed for treachery against Calletaia; Reginald is executed and top generals in the military take over the position of ruler; Heir apparent Serana Insata and her siblings flee
Conflicts in Tyrancian History
- War for Tyrancian Independence
- Panthalassan Barbarian War
- Reverbium War
- Laurentian Royal Sibling Rivalry
- The War for ARTI
- The False God’s Deliverance War
- War of Daggdyrian Aggression
- Rutherhope – Woodyer Conflict
- Panthalassan Barbarian War
- Reverbium War
- Laurentian Royal Sibling Rivalry
- The War for ARTI
- The False God’s Deliverance War
- War of Daggdyrian Aggression
- Rutherhope – Woodyer Conflict
Heroes and Villains of Legend
- Caleb Wellard: A man who served in the Panthalassan Barbarian War on the side of House Balcomb. He was a member of the Royal Guard after having killed the House’s best guard dog and offering to take its place in exchange. He proved a fierce warrior on the battlefield, falling into a battle rage more often than not as he charged through enemy troops wielding his mighty spear, the Gae Bolg. Some say he survived on the mere act of bloodshed itself and, with the way he seemed to grow stronger and more powerful the more enemies he slayed and the more wounds he was inflicted, many believed these tales. Though, no tall tale could keep death from his door. Many speculate about the true nature behind his death, whether he had fallen out of favor with the gods or had been poisoned before the battle, but the only certainty is that he suffered a mortal spear wound and tied himself to a stone so he would die on his feet. He continued to fight bravely until the numbers simply became too much for him to handle and he was slain. The rock where he made his final stand later came to be known as Caleb’s Stone and etched into it is a memorial to the legendary Panthalassian hero. The spear, however, was stolen right out of Caleb’s grave and has not been seen since.
o Immortalized Weapons/Equipment: Gae Bolg
- Percival Fisher: An Avalonian man who fought during the False God’s Deliverance War. While not a particularly strong warrior, Percival was one of the swiftest men on the battlefield. Many claimed he flew with winged shoes as he fought cultists and Damser alike. He wielded a with a unique design consisting of a straight, double-edged blade that ended in a protruding curve, and a shield that was so meticulously polished, it was incredibly shiny and reflective. Both would prove pivotal in his true claim to fame that permanently etched him into history. A Stelenger, a type of Damser with the power to turn its victims to stone simply by the victim looking at it had been a key member of the Bearer of Stemolnen’s Truth’s army, with none able to slay it for many battles until it met Percival on the battlefield. Utilizing the reflective surface of his shield, Percival was able to look at and fight the monster before finally decapitating it, killing its mortal form and banishing its spirit back to Schrickset. After the war, Percival married and lived out the rest of his days in peace. A descendant of his, however, wanted a share of some of his ancestor’s glory, taking up Percival’s sword and shield in a foolhardy quest that ended in his own death and the two weapons vanishing from the world.
o Immortalized Weapons/Equipment: Harpe and the Shield of Mirrors
- Harvey Wildma: A Laurentian man who fought in the Laurentian Royal Sibling Rivalry. While not a soldier by trade, Harvey was acting as a servant for his cousin, Campbell Gallomere, to serve as punishment for his accidental murder of his wife and children during a fit of poison induced rage. He would have been put to death if his cousin hadn’t show mercy and let him cleanse himself through servitude. A wise decision on Campbell’s part, for Harvey was a man of incredible strength, wit, and skill, with many tales detailing how he saved himself and his twin brother from snakes as children by strangling them and having slain a feral Kisan Daggdyr while it was in beast form with nothing but his bare hands, along with various other heroics. He proved instrumental in winning Campbell sovereignty over Laurentia, taking to the battlefield with his monstrous strength, lion’s skin cape, and club. Alas, he was not fated to live a long, happy life after serving penance. Harvey remarried, though his new wife, Delilah Titchener, was uncertain of her husband’s faithfulness. An alchemist, upon hearing of her predicament, gave her a potion that would reaffirm Harvey’s love for her, which she gratefully took and spread upon one of Harvey’s shirt. Unfortunately, the alchemist had been hired by Edgar Gallomere and the potion was actually a poison that Edgar would use to take revenge on Harvey for aiding Campbell. Harvey perished because of the poison and there are varying stories on what actually happened. Some say the gods took pity on the hero with the unlucky lot in life and ascended him to heaven to serve as the gatekeeper to the godly realm. Some say justice for Harvey’s first family was not yet served and Dunken took him down to the Underworld to serve as his enforcer and to keep souls in line. Still others say nothing divine happened and, in his last words, he said he was ready to see the wife and children he had killed so long ago and finally apologize for what he did. Two things were certain, though. One, Edgar Gallomere had stolen Harvey’s club and cape and hid them away, with no one ever having found them and two, as he lay on his funeral pyre, there was the faintest of smile on Harvey’s lips, as if he were happy that his suffering was finally over.
o Immortalized Weapons/Equipment: The Nemean Cape and Puertuste
- Simon Smestad: A Calletaian man who fought in the War for ARTI on the side of Tyrancia. A nobleman by birth, but very humble, often serving in in lowly positions in different courts after the death of his father. While he was well known for his battlefield prowess, he also had a strange, empathetic ability and could easily discern people’s true intentions. What etched him into legend was not his empathy, of course. As the War for ARTI was nearing its end, he went toe to toe with the leader of the bandits, a giant of a man known as Frankfurt Drekla who many claimed had skin like iron, and slayed him, reclaiming ARTI for the countries of Tyrancia to use once again. He later served in the Calletaian court as the Minister of Justice, using his innate empathetic ability to serve rightful justice towards criminals. Yet, as with many heroes, his life could not be a happy one. He had pledged himself to a woman that he’d rescued from a fire, Brianna Hildegarde, during his adventures, only for an alchemist hired by another noble house’s daughter, Gwendolen Vinje, to craft a potion that made him forget all about Brianna and instead marry Gwendolen. He was later tricked into aiding Gwendolen’s brother, Gavin, win Brianna’s hand in marriage, to which she reluctantly agreed, only for Gwendolen to reveal their entire plan to Brianna. Brianna was, naturally, furious as this revelation and had Simon murdered in his sleep, stealing and hiding his sword, and committing suicide so she could be burned on the same pyre as her true love. The gods immortalized the poor hero’s sword in honor of his achievements and as a memorial to his own unfair death.
o Immortalized Weapons/Equiment: Balmung
- Benjamin Malmstrom: A Laurentian man who fought during the False God’s Deliverance War. Hailed as one of the greatest heroes to ever grace a battlefield with incredible strength, endurance, physical durability, and honor. More of a show pony before the war than anything else in terms of his feats, it does not dismiss the fact that many of them were still quite impressive. His legend truly began during the war when he went up against a Damser known only as Trundal. The monster wielded no weapons and wore no armor, so Benjamin, wanting to boost his own glory and to fight on more even ground, tossed his own weapons and armor to the ground and wrestled the giant beast. The fight was long and vicious, but Benjamin prevailed, tearing Trundal’s arm clean off and beating its head in with it as an improvised club. That is not the end of this hero’s tale, however. Trundal wasn’t the only one of its kind, as Mumdal, the Damser that spawned Trundal, came to the mortal plane with a vengeance. It sought out Benjamin, tearing soldiers to shreds to reach its target. Benjamin’s sword had been broken only moments before and his ally in the battle, Terence Unferth, instead of choosing to kill Mumdal himself, gave his sword, Hrunting, to Benjamin for him to use. Benjamin managed to slay the monster and send it back to Schrickset, but only just, though it was not with Hrunting. The sword failed to kill Mumdal and it took the sword of a fallen noble man to kill the beast. After the battle, Terence was dismissed from the One Tyrancia Army for cowardice and Hrunting placed in the Laurentian Crypt of the Unworthy, where cowardly soldiers killed in battle and their weapons are placed for all time. The war progressed and Benjamin found himself in the middle of the battlefield once again, this time against a dragon-like beast. He went into battle against the monster alongside his ally William Norberg. During the battle, Benjamin struck the monster with Naegling, the sword used to kill Mumdal, only for the sword to shatter against its scales from the man’s own incredible strength, and received a bite on the neck from the monster. Benjamin and William together managed to slay the beast, only for Benjamin to perish from the creature’s venomous bite. Naegling was reforged and buried with the great Laurentian hero, as well as immortalized by the gods in honor of Benjamin’s deeds. It, and Hrunting, were both stolen from their resting places and were never seen again.
More to come!
o Immortalized Weapons/Equipment: Gae Bolg
- Percival Fisher: An Avalonian man who fought during the False God’s Deliverance War. While not a particularly strong warrior, Percival was one of the swiftest men on the battlefield. Many claimed he flew with winged shoes as he fought cultists and Damser alike. He wielded a with a unique design consisting of a straight, double-edged blade that ended in a protruding curve, and a shield that was so meticulously polished, it was incredibly shiny and reflective. Both would prove pivotal in his true claim to fame that permanently etched him into history. A Stelenger, a type of Damser with the power to turn its victims to stone simply by the victim looking at it had been a key member of the Bearer of Stemolnen’s Truth’s army, with none able to slay it for many battles until it met Percival on the battlefield. Utilizing the reflective surface of his shield, Percival was able to look at and fight the monster before finally decapitating it, killing its mortal form and banishing its spirit back to Schrickset. After the war, Percival married and lived out the rest of his days in peace. A descendant of his, however, wanted a share of some of his ancestor’s glory, taking up Percival’s sword and shield in a foolhardy quest that ended in his own death and the two weapons vanishing from the world.
o Immortalized Weapons/Equipment: Harpe and the Shield of Mirrors
- Harvey Wildma: A Laurentian man who fought in the Laurentian Royal Sibling Rivalry. While not a soldier by trade, Harvey was acting as a servant for his cousin, Campbell Gallomere, to serve as punishment for his accidental murder of his wife and children during a fit of poison induced rage. He would have been put to death if his cousin hadn’t show mercy and let him cleanse himself through servitude. A wise decision on Campbell’s part, for Harvey was a man of incredible strength, wit, and skill, with many tales detailing how he saved himself and his twin brother from snakes as children by strangling them and having slain a feral Kisan Daggdyr while it was in beast form with nothing but his bare hands, along with various other heroics. He proved instrumental in winning Campbell sovereignty over Laurentia, taking to the battlefield with his monstrous strength, lion’s skin cape, and club. Alas, he was not fated to live a long, happy life after serving penance. Harvey remarried, though his new wife, Delilah Titchener, was uncertain of her husband’s faithfulness. An alchemist, upon hearing of her predicament, gave her a potion that would reaffirm Harvey’s love for her, which she gratefully took and spread upon one of Harvey’s shirt. Unfortunately, the alchemist had been hired by Edgar Gallomere and the potion was actually a poison that Edgar would use to take revenge on Harvey for aiding Campbell. Harvey perished because of the poison and there are varying stories on what actually happened. Some say the gods took pity on the hero with the unlucky lot in life and ascended him to heaven to serve as the gatekeeper to the godly realm. Some say justice for Harvey’s first family was not yet served and Dunken took him down to the Underworld to serve as his enforcer and to keep souls in line. Still others say nothing divine happened and, in his last words, he said he was ready to see the wife and children he had killed so long ago and finally apologize for what he did. Two things were certain, though. One, Edgar Gallomere had stolen Harvey’s club and cape and hid them away, with no one ever having found them and two, as he lay on his funeral pyre, there was the faintest of smile on Harvey’s lips, as if he were happy that his suffering was finally over.
o Immortalized Weapons/Equipment: The Nemean Cape and Puertuste
- Simon Smestad: A Calletaian man who fought in the War for ARTI on the side of Tyrancia. A nobleman by birth, but very humble, often serving in in lowly positions in different courts after the death of his father. While he was well known for his battlefield prowess, he also had a strange, empathetic ability and could easily discern people’s true intentions. What etched him into legend was not his empathy, of course. As the War for ARTI was nearing its end, he went toe to toe with the leader of the bandits, a giant of a man known as Frankfurt Drekla who many claimed had skin like iron, and slayed him, reclaiming ARTI for the countries of Tyrancia to use once again. He later served in the Calletaian court as the Minister of Justice, using his innate empathetic ability to serve rightful justice towards criminals. Yet, as with many heroes, his life could not be a happy one. He had pledged himself to a woman that he’d rescued from a fire, Brianna Hildegarde, during his adventures, only for an alchemist hired by another noble house’s daughter, Gwendolen Vinje, to craft a potion that made him forget all about Brianna and instead marry Gwendolen. He was later tricked into aiding Gwendolen’s brother, Gavin, win Brianna’s hand in marriage, to which she reluctantly agreed, only for Gwendolen to reveal their entire plan to Brianna. Brianna was, naturally, furious as this revelation and had Simon murdered in his sleep, stealing and hiding his sword, and committing suicide so she could be burned on the same pyre as her true love. The gods immortalized the poor hero’s sword in honor of his achievements and as a memorial to his own unfair death.
o Immortalized Weapons/Equiment: Balmung
- Benjamin Malmstrom: A Laurentian man who fought during the False God’s Deliverance War. Hailed as one of the greatest heroes to ever grace a battlefield with incredible strength, endurance, physical durability, and honor. More of a show pony before the war than anything else in terms of his feats, it does not dismiss the fact that many of them were still quite impressive. His legend truly began during the war when he went up against a Damser known only as Trundal. The monster wielded no weapons and wore no armor, so Benjamin, wanting to boost his own glory and to fight on more even ground, tossed his own weapons and armor to the ground and wrestled the giant beast. The fight was long and vicious, but Benjamin prevailed, tearing Trundal’s arm clean off and beating its head in with it as an improvised club. That is not the end of this hero’s tale, however. Trundal wasn’t the only one of its kind, as Mumdal, the Damser that spawned Trundal, came to the mortal plane with a vengeance. It sought out Benjamin, tearing soldiers to shreds to reach its target. Benjamin’s sword had been broken only moments before and his ally in the battle, Terence Unferth, instead of choosing to kill Mumdal himself, gave his sword, Hrunting, to Benjamin for him to use. Benjamin managed to slay the monster and send it back to Schrickset, but only just, though it was not with Hrunting. The sword failed to kill Mumdal and it took the sword of a fallen noble man to kill the beast. After the battle, Terence was dismissed from the One Tyrancia Army for cowardice and Hrunting placed in the Laurentian Crypt of the Unworthy, where cowardly soldiers killed in battle and their weapons are placed for all time. The war progressed and Benjamin found himself in the middle of the battlefield once again, this time against a dragon-like beast. He went into battle against the monster alongside his ally William Norberg. During the battle, Benjamin struck the monster with Naegling, the sword used to kill Mumdal, only for the sword to shatter against its scales from the man’s own incredible strength, and received a bite on the neck from the monster. Benjamin and William together managed to slay the beast, only for Benjamin to perish from the creature’s venomous bite. Naegling was reforged and buried with the great Laurentian hero, as well as immortalized by the gods in honor of Benjamin’s deeds. It, and Hrunting, were both stolen from their resting places and were never seen again.
More to come!
Legendary Weapons
- As with the history of most countries and continents, there are always men and women who prove themselves to be far superior soldiers and mercenaries than their comrades. These people, if they make the correct choices in their lives, can etch themselves into history as heroes (or villains >:3), often becoming more shrouded in legend and myth than fact. One thing that is known for certain, though, is that many of the heroes’ weapons are immortalized for all time by the gods as a legacy to the heroes and their feats of greatness. Often times, the weapons bear abilities that are reminiscent of the heroes’ abilities or greatest deed, granting future wielders the powers that are contained within the weapon. Each royal house has their own weapon, as well, with their abilities being granted to them by the gods at the same time as the five founders were blessed with their own powers. Royal house weapons are also forever bound to the bloodline of the original wielder.
o Royal House Weapons
Hebaciem, the Sky Razor – A wicked sharp rapier originally wielded by Emrys Insata when Tyrancia was first discovered. As with most weapons and heroes, the feats of the blade are shrouded in mystery given its own incredible ability. Legends claim that the blade was sharp enough to cut through fog itself, but this is unknown. What is known, however, is that the blade is sharp enough to pierce most materials as if they were warm butter.
Mostator, the God Fist – A large war ax originally wielded by Josiah Balcomb when Tyrancia was first discovered. The ax was given the ability to generate enough force to crush and cleave even the densest materials and, combined with Josiah’s own monstrous strength, legends began popping up that the valley pass between the mountains was created when Josiah hit the side of the mountain range with his ax.
Lapitem, the Mountain’s Hide – A shield, bearing the crest of House Woodyer, originally wielded by Evelyn Woodyer when Tyrancia was first discovered. The least visually impressive weapon but one that still bears remarkable abilities. The shield is virtually indestructible, with it and Evelyn’s hardiness able to hold back a blow from Mostator. The shield could also be tossed as a projectile weapon and would always bounce back to Evelyn’s arm.
Acunum and Petrassima, the Claws of Nature – Twin daggers originally wielded by Arabella Gallomere when Tyrancia was first discovered. Arabella was the first inherently magical person to exist in Tyrancia’s recorded history, but even her abilities were limited to the standard eight magics we have today. With her daggers, however, Arabella could command the world around her, able to make plants grow or wither, control animals and trees to attack, etc.
Deissula, the God Splitter – A great sword originally wielded by Gwyneira Rutherhope. It is not the weapon she came to Tyrancia with originally, rather, the sword was fashioned from the bone of the Great Beast that stalked the wildlands before the five founders slew it. The blade is not regular steel, though it is just as sharp as any metal weapon and it never dulls. It is also the only inherently holy weapon in the world. Since it was fashioned from the greatest evil at the time, it bears the ability to permanently slay evil creatures, as opposed to only being able to banish them for a time.
o Legendary Weapons:
Gae Bolg – Caleb Wellard’s legendary spear. Often called “The Belly Ripper,” it lived up to its nickname on the battlefield, gutting many of Caleb’s foes as he ferociously fought off the barbarian hordes. His incredible bravery and prowess in battle lead the gods to immortalizing his spear for all time and granting it the ability of giving any future wielders Caleb’s battlefield abilities, which would only grow stronger the more damage they took and delivered.
Harpe – Percival Fisher’s sword. Its nickname is “The Serpent Slayer,” in honor of Percival’s killing of the Stelenger. The gods immortalized Percival’s sword for his bravery and prowess in battle, granting it an edge that never dulled and giving any future wielders the speed and agility of the hero who wielded so long ago.
The Shield of Mirrors – Percival Fisher’s shield. After having been used to let Percival look at and battle with the Stelenger, the gods chose to immortalize the shield and make it so its shine never lost luster and its surface even more reflective than when Percival brought it into battle. It maintains its ability to be used as a mirror and now grants any future wielders the ability to reflect magical attacks away or back towards their casters.
The Nemean Cape – Harvey Wildma’s cape. A cape made from the skin of a feral Kisan Daggdyr that Harvey strangled to death. After Harvey’s death, the gods chose to immortalize the cape in honor of Harvey’s great deeds in life and made it completely indestructible. No weapon or magic attack could pierce through its hide, leaving any future wearers completely unharmed.
Puertuste – Harvey Wildma’s club. A wooden cudgel, studded with iron rivets in the head of the club with a leather bound grip. After Harvey’s death, the gods chose to immortalize Puertuste in honor of Harvey’s great deeds, many he had accomplished with that very club. Future wielders are granted the same incredible strength that Harvey himself once had.
Balmung – Simon Smestad’s sword. An ornate Zweihander sword with golden hilt and cross guard and a leather bound grip. The design of a dragon is etched into the blade. In honor of Simon’s bravery and battlefield prowess, the gods immortalized and blessed Balmung for all time. Any future wielders gained the ability to see into the hearts of men and understand their true intentions, as well as detect lies. It also gives the wielder complete immunity to potions with negative effects, resistance to fire, and increased strength.
Naegling – Benjamin Malmstrom’s sword. A polished Arming sword with jewels inlaid in the hilt with a leather bound grip. It was the heirloom of a dead nobleman’s family, though gifted to Benjamin after he used it to slay Mumdal. When it was reforged, the gods immortalized the weapon and gave it the ability to grant its future wielders the hero’s incredible strength and stamina, as well as resistance to poisons.
Hrunting – Terence Unferth’s sword. A simple, unassuming Arming sword with an equally simple wooden grip. After Terence gave it to Benjamin to use in battle and its subsequent failing, the gods cursed the sword as a reminder for Terence’s cowardice. On the surface, it is actually quite a good sword and the wielder will find themselves victorious and unharmed fairly often. Only when the wielder finds themselves most in need of the sword, it will ultimately fail them, as Terence failed Benjamin so long ago.
More to come!
o Royal House Weapons
Hebaciem, the Sky Razor – A wicked sharp rapier originally wielded by Emrys Insata when Tyrancia was first discovered. As with most weapons and heroes, the feats of the blade are shrouded in mystery given its own incredible ability. Legends claim that the blade was sharp enough to cut through fog itself, but this is unknown. What is known, however, is that the blade is sharp enough to pierce most materials as if they were warm butter.
Mostator, the God Fist – A large war ax originally wielded by Josiah Balcomb when Tyrancia was first discovered. The ax was given the ability to generate enough force to crush and cleave even the densest materials and, combined with Josiah’s own monstrous strength, legends began popping up that the valley pass between the mountains was created when Josiah hit the side of the mountain range with his ax.
Lapitem, the Mountain’s Hide – A shield, bearing the crest of House Woodyer, originally wielded by Evelyn Woodyer when Tyrancia was first discovered. The least visually impressive weapon but one that still bears remarkable abilities. The shield is virtually indestructible, with it and Evelyn’s hardiness able to hold back a blow from Mostator. The shield could also be tossed as a projectile weapon and would always bounce back to Evelyn’s arm.
Acunum and Petrassima, the Claws of Nature – Twin daggers originally wielded by Arabella Gallomere when Tyrancia was first discovered. Arabella was the first inherently magical person to exist in Tyrancia’s recorded history, but even her abilities were limited to the standard eight magics we have today. With her daggers, however, Arabella could command the world around her, able to make plants grow or wither, control animals and trees to attack, etc.
Deissula, the God Splitter – A great sword originally wielded by Gwyneira Rutherhope. It is not the weapon she came to Tyrancia with originally, rather, the sword was fashioned from the bone of the Great Beast that stalked the wildlands before the five founders slew it. The blade is not regular steel, though it is just as sharp as any metal weapon and it never dulls. It is also the only inherently holy weapon in the world. Since it was fashioned from the greatest evil at the time, it bears the ability to permanently slay evil creatures, as opposed to only being able to banish them for a time.
o Legendary Weapons:
Gae Bolg – Caleb Wellard’s legendary spear. Often called “The Belly Ripper,” it lived up to its nickname on the battlefield, gutting many of Caleb’s foes as he ferociously fought off the barbarian hordes. His incredible bravery and prowess in battle lead the gods to immortalizing his spear for all time and granting it the ability of giving any future wielders Caleb’s battlefield abilities, which would only grow stronger the more damage they took and delivered.
Harpe – Percival Fisher’s sword. Its nickname is “The Serpent Slayer,” in honor of Percival’s killing of the Stelenger. The gods immortalized Percival’s sword for his bravery and prowess in battle, granting it an edge that never dulled and giving any future wielders the speed and agility of the hero who wielded so long ago.
The Shield of Mirrors – Percival Fisher’s shield. After having been used to let Percival look at and battle with the Stelenger, the gods chose to immortalize the shield and make it so its shine never lost luster and its surface even more reflective than when Percival brought it into battle. It maintains its ability to be used as a mirror and now grants any future wielders the ability to reflect magical attacks away or back towards their casters.
The Nemean Cape – Harvey Wildma’s cape. A cape made from the skin of a feral Kisan Daggdyr that Harvey strangled to death. After Harvey’s death, the gods chose to immortalize the cape in honor of Harvey’s great deeds in life and made it completely indestructible. No weapon or magic attack could pierce through its hide, leaving any future wearers completely unharmed.
Puertuste – Harvey Wildma’s club. A wooden cudgel, studded with iron rivets in the head of the club with a leather bound grip. After Harvey’s death, the gods chose to immortalize Puertuste in honor of Harvey’s great deeds, many he had accomplished with that very club. Future wielders are granted the same incredible strength that Harvey himself once had.
Balmung – Simon Smestad’s sword. An ornate Zweihander sword with golden hilt and cross guard and a leather bound grip. The design of a dragon is etched into the blade. In honor of Simon’s bravery and battlefield prowess, the gods immortalized and blessed Balmung for all time. Any future wielders gained the ability to see into the hearts of men and understand their true intentions, as well as detect lies. It also gives the wielder complete immunity to potions with negative effects, resistance to fire, and increased strength.
Naegling – Benjamin Malmstrom’s sword. A polished Arming sword with jewels inlaid in the hilt with a leather bound grip. It was the heirloom of a dead nobleman’s family, though gifted to Benjamin after he used it to slay Mumdal. When it was reforged, the gods immortalized the weapon and gave it the ability to grant its future wielders the hero’s incredible strength and stamina, as well as resistance to poisons.
Hrunting – Terence Unferth’s sword. A simple, unassuming Arming sword with an equally simple wooden grip. After Terence gave it to Benjamin to use in battle and its subsequent failing, the gods cursed the sword as a reminder for Terence’s cowardice. On the surface, it is actually quite a good sword and the wielder will find themselves victorious and unharmed fairly often. Only when the wielder finds themselves most in need of the sword, it will ultimately fail them, as Terence failed Benjamin so long ago.
More to come!
Calendar System
- 12 months, 30 days a piece, 5 festival days
o New Year’s Celebration – Festival celebrating the beginning of the New Year. Involves festivities, thanking the gods for a good year, and praying for a good year to come.
o Newyr – First month of the year. Starts the day after the New Year’s Celebration.
o Ziena – Second month of the year. Ends the day before the Festival of Avera. Named after Zietum.
o Festival of Avera – Festival marking the beginning of the spring season. Honors Avera, the goddess of spring, rainfall, and planting, in the hopes of a good planting season for crops.
o Luca – Third month of the year. Starts the day after the Festival of Avera. Named after Lucelle.
o Arten – Fourth month of the year. Named after Artanus.
o Harcust – Fifth month of the year. Ends the day before the Festival of Litina. Named after Harcanna.
o Festival of Litina – Festival marking the beginning of the summer season. Honors Litina, the goddess of summer, warm weather, and harvest, in the hopes of a bountiful harvest.
o Midyr – Sixth month of the year. Stars the day after the Festival of Litina.
o Forgen – Seventh month of the year. Named after Forga.
o Magust – Eighth month of the year. Ends the day before the Festival of Heraben. Named after Magike.
o Festival of Heraben – Festival marking the beginning of the autumn season. Honors Heraben, the god of autumn, nature, and hunting, in the hopes of plentiful game before the winter.
o Arcemba – Ninth month of year. Starts the day after the Festival of Heraben. Named after Arcia.
o Valemba – Tenth month of the year. Named after Valeur.
o Dunba – Eleventh month of the year. Ends the day before the Festival of Vierno. Named after Dunken.
o Festival of Vierno – Festival marking the beginning of the winter season. Honors Vierno, the god of winter, snow, and ice, in the hopes for a calm season with no blizzards.
o Endyr – Twelfth month of the year. Starts the day after the Festival of Vierno and ends the day before the New Year’s Celebration.
- Five, six day weeks per month
o Luzday – First day of the week
o Himmeday – Second day of the week
o Meerday – Third day of the week
o Celesday – Fourth day of the week
o Tierday – Fifth day of the week
o Umanoday – Sixth day of the week
o New Year’s Celebration – Festival celebrating the beginning of the New Year. Involves festivities, thanking the gods for a good year, and praying for a good year to come.
o Newyr – First month of the year. Starts the day after the New Year’s Celebration.
o Ziena – Second month of the year. Ends the day before the Festival of Avera. Named after Zietum.
o Festival of Avera – Festival marking the beginning of the spring season. Honors Avera, the goddess of spring, rainfall, and planting, in the hopes of a good planting season for crops.
o Luca – Third month of the year. Starts the day after the Festival of Avera. Named after Lucelle.
o Arten – Fourth month of the year. Named after Artanus.
o Harcust – Fifth month of the year. Ends the day before the Festival of Litina. Named after Harcanna.
o Festival of Litina – Festival marking the beginning of the summer season. Honors Litina, the goddess of summer, warm weather, and harvest, in the hopes of a bountiful harvest.
o Midyr – Sixth month of the year. Stars the day after the Festival of Litina.
o Forgen – Seventh month of the year. Named after Forga.
o Magust – Eighth month of the year. Ends the day before the Festival of Heraben. Named after Magike.
o Festival of Heraben – Festival marking the beginning of the autumn season. Honors Heraben, the god of autumn, nature, and hunting, in the hopes of plentiful game before the winter.
o Arcemba – Ninth month of year. Starts the day after the Festival of Heraben. Named after Arcia.
o Valemba – Tenth month of the year. Named after Valeur.
o Dunba – Eleventh month of the year. Ends the day before the Festival of Vierno. Named after Dunken.
o Festival of Vierno – Festival marking the beginning of the winter season. Honors Vierno, the god of winter, snow, and ice, in the hopes for a calm season with no blizzards.
o Endyr – Twelfth month of the year. Starts the day after the Festival of Vierno and ends the day before the New Year’s Celebration.
- Five, six day weeks per month
o Luzday – First day of the week
o Himmeday – Second day of the week
o Meerday – Third day of the week
o Celesday – Fourth day of the week
o Tierday – Fifth day of the week
o Umanoday – Sixth day of the week
Things I'm Currently Working On:
- Legendary weapons wielded by heroes throughout history
Things I'm on The Fence About: