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Fractured Kingdoms

Rhindeval's Kingdoms

a part of “Fractured Kingdoms”, a fictional universe by Zodia195.

The once peaceful country of Rhindeval is taken over by an evil enchantress when she kills all of the rulers of the kingdoms and kidnaps their children. Brainwashing all of them, she keeps the princes as servants and banishes the princesses to Earth.

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This conversation is an Out Of Character (OOC) part of the roleplay, “Fractured Kingdoms”.
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Rhindeval's Kingdoms

Tips: 1.00 INK Postby Zodia195 on Wed Dec 11, 2019 3:25 pm

In this forum, I will be posting information regarding all the Kingdoms of Rhindeval. At the moment they are Principalities. All images used will be what the place looked like before Ivelda took over. All palaces have also been sealed off by the hidden magic of the kingdoms. I'll be talking about how to unseal them in the main OOC thread. Also, no one knows what happened to those who've lived within the palaces either. Keep in mind I do plan on adding more.

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Lostein is the area the Queen currently reigns and is home of Prince Richard. It is the central most kingdom in Rhindeval. The castle (it's the image in the Intro page btw) is situated on an island in the middle of a lake and sometimes a mist settles in the palace looks like it's in the clouds. Nearby the palace is a wooded area that is rumored to be enchanted. Before the rulers fell, the area was known to be the most peaceful of the kingdoms due to how loving its rulers were and how strong their magic was. With the surrounding kingdoms as their strongest allies, it seemed no one could over take them. It was for this very reason that Ivelda target it first, for she believed that by taking control of that kingdom's magic she would have an easier time conquering the others. And that's exactly what happened.

However, Ivelda hasn't managed to gain all of the kingdom's magic for the rulers had a backup plan just in case. This magic is hidden deep in the Enchanted wood, protected by the Fae who have been hunted down, but have managed to seal themselves away. Only the princesses' pendents can unlock the area. Still the woods itself is a very dangerous place now. It'll be this area that Lilith plans to transport the princesses since she has a direct link to it.

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Traumet is one of the kingdoms that surrounds Lostein. Half of it is made up of forests. It actually has an underground water system. Princess Aurora's parents ruled this area. This area is well known for it's fairy population and the people are so in tuned with the magic of this area that it's not uncommon for magic users to originate from here. The rulers themselves were both magical too, especially the queen though who had the 2nd sight. She actually had nightmares leading up to the attack and took great pains to do what she could to protect their kingdom by contacting the fairy folk and they planned ahead.

So when Ivelda killed the rulers, word spread like wildfire to the fae folk of Traumet and in an extreme attempt to protect the kingdom, all the faeries in the kingdom put the whole kingdom into an enchanted sleep and sealed it off so that no one may enter except those who carry the royal blood. So really the only one who can access this kingdom is Aurora herself. For years though Ivelda has tried breaking the magic barrier down, but to this day the magic holds firm.

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Re: Rhindeval's Kingdoms

Tips: 0.00 INK Postby Zodia195 on Sun Mar 29, 2020 9:44 am

OMG I love this, thank you Kura!! Can't wait to for the chars to see this land.

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Re: Rhindeval's Kingdoms

Tips: 1.00 INK Postby CabbageAngel on Mon Mar 30, 2020 4:19 am

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Emperia is the secretive northern-most Kingdom of Rhindeval. Its location deep within the Seren Veil, a frozen mountain range, has hardened its people but also left them with strong natural defenses, allowing them to focus on matters other than that of combat. The kingdom is renowned for its magical studies and vast libraries, although, they are barely shared with the rest of the land. Magical talent is taught here, not a birthright... in any case other than the abilities of the royal family.

Emperia profits from its surrounding mountain range, generously laden with gems and ore. The outlying mining villages are carved into the sides of mountains, and transport to the most dangerous peaks is assisted by Quagga, a large, white bat-like beast of burden. The kingdom has been successful in crafting magically sustained greenhouse farms that may sustain any plant from any biome but they do not export any of the produce. The diet of these lands consists mostly of vegetables, fruit and fish, with things such as sugar, spices and even flour seen as a luxury import. Meat is a festive occasion, as the goats in the mountains are seen as too valuable a resource to hunt. Twice a year, hunting parties set out past the mountains to the Fracture (where the ice cracks, and drifts to sea) and return with fat, blubbery seals.

Everyone is born a magic user in this kingdom, from peasant to noble, however it is the education that determines whether a person will be able to use magic at all. Emperia is known for their enchantments and ability to shape, strengthen and blow life into ice most of all. Those with criminal records or are otherwise deemed unfit for magic have it suppressed by a tattooed seal over their heart, which is described to feel as if your heart has frozen over.

Emperia's grandest library, the Lua Matau, is at the core of the kingdom alongside the palace the royal family once resided. The library holds the entire history of Rhindeval, something somebody wanting to remake the world in their image would be eager to dispose of. In the past, it was common for lorekeepers from Emperia to travel between kingdoms collecting stories. Because of the secretive nature of the kingdom, Emperions were mistrusted and assumed to be spies (which, in fact, was oftentimes true).

Emperia's magical prowess and scholarly focus has attracted the services of many of the oldest, wisest creatures Rhindeval has known. Two ice sphinx, Tigira and Maemon, guard Emperia's library. A great white dragon, Iddris, has served as a protector and consultant of the court for almost a millennia, however, he lost in battle to Ivelda's dragon form and has since been considered dead.

Emperia's driving force behind their magical studies is a fascination with immortality. They are surrounded by ice that preserves the corpses of their dead forever, mystical creatures made immortal by their magic, and the sacred, ever-expanding history of their world. It is only natural to want to attain the wisdom of their White Dragon through longevity of life. The Lavorre family and the kingdom's most renowned wizards and scholars have been known to live over two centuries, a remarkable feat, but it has been since the White Dragon was crowned their servant that they have been searching for immortality, and for a millenia, nobody has so much as reached the end of their third century. And with the Kingdom of Emelas making fast progress with their homunculi, the pressure to achieve their goals is building...

Well, it was. Now, their protector the White Dragon lies (assumedly) dead, and the entirety of the Seren Veil is blanketed by a thick, impenetrable blizzard that began the day of the death of the Lavorres. Any troops sent into it have never returned. Deep into the mountains of Seren Veil, Emperia and all of its people have frozen over, preserved and waiting to be thawed upon their Princess's return.


... There is one more thing in this kingdom to know, one of many, many secrets. A lake, forbidden by the White Dragon to approach. It does not melt, not even by dragon's fire. It is rumored that Ivelda's magic mirror is made from its shard. A look into the lake may reveal the future... or hell. Nobody can say for certain, only that those who have peered into its surface have been driven mad.


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Re: Rhindeval's Kingdoms

Tips: 0.00 INK Postby Zodia195 on Tue Mar 31, 2020 1:01 pm

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Angalais is mostly plains kingdom. It's mostly an agricultural kingdom ranging from farmlands to ranches. The capital of Angalais, Windemell is located in an area though that is very hilly with interesting rock formations. Also in the deep south of the kingdom are marsh lands since a large river borders the kingdom. Angalais is also know to be the Kingdom of Flowers due to having the most diverse species of flowers. The people of this kingdom worked very hard and loved the fruits of their larbor. While magic isn't is as well known here as in other kingdoms, the kinds of magic that are practiced here are mostly earth related or anything that helps tend to the land.

Angalais though saw major changes happen when Ivelda killed the rulers. Even though Angalais was one of the last kingdoms she targeted, it still suffered a lot of damage. A lot of people tried fighting back but lost a lot of property as a result and many ranches and farms were burned. Ivelda wasn't dumb though. She knew a good chunk of Rhindeval's crops came from this kingdom, so she did rebuild in certain areas, but put her own people in charge. Sadly, this place also has a lot slavery since Ivelda found pleasure in braking people this way. Only the flower farms were completely destroyed and never brought back. There are those who still hold out hope that their princess will return.

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Re: Rhindeval's Kingdoms

Tips: 0.00 INK Postby Valkyrieknight on Sat Nov 21, 2020 12:28 am

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The kingdom's banner is white and blue, with 3 Angelite blue wings in the center. The castle stands tall and strong, leading straight up into the clouds and seemingly piercing the sky. It is also revered as the 'Abode of the Saints.' All royals to inherit the throne are named after a virtue. Serein is a kingdom most journey to for pilgrimage and its wealth is primarily gained from tourism.

The people
The people are inherently beautiful, typically with pale complexions and light-colored hair. The majority of them are also related to having a distant connection to the royal bloodline. They are one big family under one rule.
They are typically quiet and soft-spoken, as it is considered bad manners to raise your voice. The only exception made for royalty who must address their people. Very few outsiders are permitted to make Serein their home and those who do manage, stick out like a sore thumb but are treated equally so long as they abide by the ruling.

The customs
Angelite, also known as anhydrite or angel stone, is a glacier blue- or lilac blue-colored soft stone that has a white center and snow-white flecks with occasional brown or rusty inclusions. It is a common but respected commodity with every household having at least one Angelite angel statue inside. Goods made of Angelite are also commonly sold as souvenirs to visitors.
To propose to a lover, it is customary that the man or woman craft their lover's likeness into Angelite. The more true the details, the more care, appreciation, and love is proven for their lover to consider them as their eternal mate. There is no separation after marriage, adding to Serein's reputation as one of the purest and romantic kingdoms. It is said that couples who visit Serein and make a vow, never part.

The streets
A never-ending song plays that is soothing, gentle, and somewhat meditative as soon as one enters the kingdom. It is the land's magical energy, theorized to be the song of angels blessing the kingdom to prosper.

The architecture is often detailed and elaborate, artsy yet clean. Just like the kingdom's banner colors, blue and white are predominantly everywhere throughout the kingdom. Although it is not a law that everything must be blue and white, the people have become closely associated with those colors and so, they stick to it instead of exploring. Due to the colors being very light, it can be overwhelming for visitors to feast their eyes upon as brighter than other places but the townsfolk have become well adjusted to it. The city is also well maintained and cleaned thoroughly to keep up with the kingdom's beauty.

Crime is low, as punishments are rumored to be severe. The likelihood of theft or murder is almost but a joke. Those who commit crimes are usually never heard of again. Peace has always been of the utmost priority of the royals and any disruption of peace, a threat to the kingdom's livelihood and reputation.

Current state
With Ivelda's reign, Serein's residents have perished or moved on to other kingdoms and the song has ended after the defeat of Serein's Saints. Serein is all but a beautiful and broken remnant devoured by the clouds slowly fading away. However, the royal mounts of pegasus have multiplied and the perished loyalists have remained as ghosts, haunting and guarding the place that was once their home and praying for the return of the land's living master. Until then, the palace waits and slumbers.


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Last edited by Valkyrieknight on Fri Dec 11, 2020 6:29 pm, edited 7 times in total.

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Re: Rhindeval's Kingdoms

Tips: 0.00 INK Postby thenotsoinnocent on Sat Nov 21, 2020 5:14 pm





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Selavia is sometimes called Kingdom Of Giants. It is as many of its residences are rather tall. It is rumoured the people of Selavia are descended from giants. It is even rumoured a giant is in an enchanted sleep somewhere within the kingdom’s land. Although, Selavia has many people that are mixed with the more human-like creatures of the world. The weather of Selavia is always warm as well as if it was in a state between Spring and Summer. The stone palace is atop a mountain, which is in turn surrounded by other mountains. The kingdom is well protected because of this. It helps that they could see any intruders ahead of time. This is if the intrudes even can make it up the mountains in one piece.

The land consists of mainly mountains, some hills, and there are even some parts of flat land. Another thing about the land is that it is covered in greenery, but at times you can still see the stone underneath. Fog comes as well, which hides the higher parts of the mountains. This of course makes it harder to see in the dangerous landscape. There is even the beauty of rainbows throughout the land. This is if the trees growing from the mountains, greenery, and or waterfalls don’t block your view.

There are many waterfalls that run down the mountains. They are plentiful and a source of freshwater. Most of the waterfalls are considered small when you think of a standard waterfall. The waterfalls often lead to ponds, rivers, and even streams at the base of the mountains and or as you leave them. What isn’t common knowledge to outsiders if there are many hidden caves and tunnels. Some say you can only get to the castle through some of these secret tunnels. The people of Selavia mainly live in the mountains, living in the natural caves or manmade craves. Some even use stone blocks to help build fancier homes you could say.

The population of Selavia is diverse thanks to many of the magical and non magical creatures that call the land their home. It seems the people of the land or most have absorbed the magic around them and have the power to use it. This is if they don’t have power themselves already. It is known each member of the royal family has always been able to use magic and or possess powers. Some of the magical creatures that call the mountains home are dangerous. This is why outsiders and even the people of Selavia must be careful where they tread. Despite the dangers the land is to outsides, it is a beautiful place very connected to nature.

For work the people of Selavia often work as farmers, hunters, and or miners. The rulers always made use of the land’s resources for profit and or trade with the other kingdoms. As soon as children learn to walk or if someone wishes to live in this kingdom, they are trained to fight. The rulers believed it was important to always be ready to protect themselves and their allies. It is always better to be prepared for war than not. Although, the skills of fighting are so the people can protect themselves against any creatures of the land they may come upon as well. Despite training everyone to fight, the rulers believed in peace most of all. With the creatures they could, they made blood pacts each year for peace. The rulers prided their land as being peaceful.

Now the land is anything, but peaceful. Since the rulers died the people of Selavia went into hiding. The people also live in the secret tunnels and caves. They often blocked the tunnels off by helping them collapse. They are unwilling to easily go into being under Ivelda’s rule. The creatures are all over now, no longer staying to their homes thanks to the people no longer being in their homes. Also, it seems some rebels have decided to make these mountains their base and or hideaway since the terrain is tough. It takes a few days to get to where the palace and area where people live and or hide out. The magical creatures of the land have helped some people hide. Some even help protect the mountain from being accessed with their powers or by making barriers. There are even some illusions throughout the land, so many must be careful where they are going. The main illusion is around all the mountains. You must see beyond the illusion if you even want to start your trek up the mountains.




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Re: Rhindeval's Kingdoms

Tips: 0.00 INK Postby TushoKa on Sun Nov 22, 2020 8:37 pm

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As per the ancient mythology in the continent, the Stone Isles represent the arms and legs of the giant Ikama being dismembered by the ancient Gods.The Isles lay South West of the main continent, about 1 day sailing from the nearest port. The first ships had arrived by accident after a storm over sea blew a number of fishing boats too far away from the main continent. After finding resources on the islands they were able to return back about a year later, with a ship that was more suited for the rough seas in between.

There are 4 main islands. Around those 4 there are plenty of smaller ones, but none of them big enough to settle. The biggest island, Duakorra is connected by a huge bridge to Ruakorra, the second island. The other two smaller islands Tolukorra and Vakorra are several kilometres away. In size, the first island is larger than the other three islands combined.

The island group has a very warm climate, with a very dry air. Because of the climate, the green only grows alongside the coast. The islands are mostly made up of volcanic rock, 2 volcanos on the main island are still active. They don’t really have beaches, most of the coast line is made up of rocks. The inlands are dry, hot and quite unforgiving. The landscape is not like it once was, since most of the ground has been turned into the quarries the islands have become famous for.

The capital city, Korralima, is divided over the 2 main islands. The west side of the city is on Duakorra, and the East side is on Ruakorra. The bridge connecting the 2 islands is in the centre of the city. On the West side you find most government buildings, churches and the huge harbour. On the East side you find more traders and residential areas.

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Although the islands were settled by fishermen, it is no longer what the islands are famous for. When the first messages came about the precious gems that were all over the islands, it caused a mass move of people from all over Rhindeval looking for greener pastures. As such the inhabitants of the island don’t have any specific features as they are a miss-mash of everyone else.
After the mining started, it quickly showed that the main mines were all occupied by only a small group of families. Everything found on their land would belong to them. This caused a lot of workers to just be employers and not the rich men they set out to be. The second group of people to come were the missionaries. They came to spread the main religion, which had great effect on the now mostly poor community. The church became one of the main influences on the islands, becoming so powerful, the church leaders were as powerful as the King himself.
The cathedral is the largest building of the entire island group, it is lead by a group of cardinals. The building is part of a pilgrimage ritual, followed by many people around the continent. The ages old holy texts are stored in the cathedral as well, the climate being very good for keeping paper texts intact.

Because of the limited amount of flora on the islands, there is also a lack of any fauna. Most of the creatures on the islands are small and reptilian. Lizards come in different sizes, but never more than a metre long. There are multiple large species of fish around the islands. They are seen as a delicacy and they are hunted actively. Since they can be dangerous this is seen as a very dangerous profession.
The quarries are equally dangerous and deaths are common. Although it’s not considered slave labour, the wages are extremely little. Prisons are non-existent on the islands, but they are forced to work in the deepest parts of the mines.

The main exports are gems, marble and fish. A lot of the buildings on the main island are made out of marble. Ships in earlier times were not able to transport the heavy loads of marble, hence most of it was used on the island itself. Ever since the ships were able to carry them, the royal houses have been decorating their palaces with the precious marble. The fishing has continued to be one of the greater exports. Many of the types are fish are only found in warmer waters, making them not widely available all over the main continent.

There are only few people who travel the main continent. One group would be the missionaries, now traveling the continent to spread the good word. The other group is sculptors. A lot of sculptors have been educated in the Stone Isles, but in order to accurately sculpt the royals, they travel the lands to make them on order.

Ever since Ivelda’s take over the Islands have seen the mood of most people darken. The trading families are widely against the new regime, since the taxes were put up so high their profits are barely in existence. The castle, the main seat of the King has been closed off by magic. Viliame’s, renamed Benedicto, official seat of power is now the cathedral. In truth he does not come back to the Isles a lot, leaving the ruling of the land over to the church. The church has grown in profits and importance. They do not agree on the way the holy texts are being rephrased to have Ivelda as the main deity. However, they will think twice to say something about it since they have a larger following and more income than ever before







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As the legend goes, the region that is now called Huldrefolk used to be the land of mountain and forest trolls. Due to the nuisance and dangers they would be, the different countries wanted to get rid of the trolls completely. Although many different parties tried to clear the region, none of them were as successful as the group led by Hector Haldic. The spoken stories all tell of Hector being as tall as giants and as strong as 10 trolls combined. Factually, he was a good hunter, but of regular size and certainly not of any other species. The magical community was not nearly as happy as the humans were with this literal genocide. After most of the region was cleared, Hector was allowed to call the land his own, and he was allowed to rule it as Duke Hector Haldic.

The region is best described as a mountain range. There are 9 large mountains, all being close together. Whereas the tops are covered in snow, the lower parts of the mountains are covered in dense forests. It is known as an unfriendly terrain and can only be travelled on horseback, or walking. The population is not very large and although there are a few settlements, there are no actual cities in the area.

The air is cold, and especially higher up there is a constant mist. The winters are long and the summers are about two months. The lower areas are completely covered in green. Around the mountains there are several waterfalls and mountain lakes. Some of the springs of the continents larger rivers are in this region. The mountains have many caves which were previously used by the trolls.

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Like the man who was known as the first Duke of the region, most people here are hunters. Other jobs are usually associated with hunting as well. All parts of the animals are used, as a dedication to the hunters who lost their lives. The people are usually tall and sturdy, not so say fat. They are known for drinking heavily before, during and after hunting. Most of the men have big bouldering laughs and the women fight as hard as any man would. They are known as a rude people, but will get the job done.

Most animals here are thick-skinned and have good coat of fur. They need it for the cold and the long winters. Most creatures here seem ‘overgrown’. A lot of the animals appear in other regions as well, but they seem to have a case of gigantism in Huldrefolk. Trolls were not completely eradicated and still live on the mountains. However, their numbers are not even close to what they once were. Trolls are like giants, however, not as clever, a lot uglier and smellier than their counterparts.
Especially common in the region are boars, bears, elks and wolves.

The people live in small communities and tend to travel around. As such their are many places to be found with empty log cabins. There is a sort of rotation going on and these empty cabins are usually not empty for longer than 6 moths at a time. There is some infighting among the different communities, since the people can be easily angered. But it has been a long time that there have been any longstanding rivalries within the region.
Their food consists mostly of stews and roasts. It is very popular for its cuisine and the women are often asked to work in the kitchens of royalty and rich people.

Their main exports are meat, clothing, stuffed animals and their own hunting skills. Some items are popular to be used for magic rituals. As such, troll hunting is still in existence, even though it is highly dangerous.

Currently the communities are in disarray. The people put in charge are not the most popular ones, but life seems to continue in any case. The animals seem only to have gotten bigger and more ill-tempered than before. The trolls are on the rise again, and are seen more and more and in the lower laying regions as well. The home of the royal family has been overgrown by the woods. It has not been able to be reached and nothing is known about the people inside.

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Re: Rhindeval's Kingdoms

Tips: 0.00 INK Postby fate0013 on Wed Nov 25, 2020 1:48 pm

Telsenon
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An arid nation, Telsenon is well known for its vast deserts, beautiful oasis’s, and grand cities rising above the sands. The country is largely closed off from most of the other lands due to the Painted Mountains that seemingly ring the entirety of the border. What few passes through the mountains have been expanded and maintained for years to ensure trade and relations with the other lands beyond.One of the country's longest rivers, the Winding Way, flows down from the north most Mountains, cutting a long stretch of furtive land that stretches deep into the kingdom's heart and into Azirá, the great city of brass and the kingdom's capital.

Even with its many walled off oasis cities, this land is not without its dangers. Giant scorpions, great hydras, lightning spitting desert dragons, and the titanic sand worms have always posed dangerous threats even to such fortified cities. Tamed hydra have only become a more recent phenomenon among the more bolder clans. The sand worms required each city to build massive brass gongs along its walls, their ringing being able to drive away even the most enraged worm.

The people of Telsenon are in fact a united collection of noble houses governing over dozens of former nomadic clans, all of which were brought together under the guiding hand of House Cerenox, which have been Telsenons ruling family for generations.

From its early beginnings of their unification, The kingdom of Telsenon was rich in natural resources. A wide abundance of mineral wealth and the harsh environment drove its many clans and houses to constantly adapt and innovate to survive. This has led to great discoveries in the fields of medicine, engineering, and even agriculture. Thus the majority of Telsenon culture has become shaped with a deep respect for the many sciences and crafts, be it magical or mundane, with most of its people being well educated and active civic participants. Many people, peasantry or nobility, spend at least a few years learning at academies. This is a country proud of their professions. Every line of work is part of a guild which guarantees each member's economic well-being, even if that means having just enough to feed oneself each day. The guilds also protect their members from the harsh penalties for unsanctioned business practices and the often deadly vigilante "guild justice".

The country's fine cloth, exotic produce, and gemstones are sought-after by foreign merchants, the most sought after being the rare “star metal” that falls frequently out in Telsenons deserts. Other exports include salt, dates, tropical fruit, base metals, tools, and herbal remedies. Telsenon of course is also a major exporter of ingenious machines and produces incomparable engineers. On the other hand, the nation is a major importer of food still due to agriculture limitations.



Ivelda’s takeover of Telsenon was much more insidious than most. With careful planning she was able to have nearly the entirety of the Cerenox nobility killed, blame being pointed at many of the other clans and houses. This led to a tangled web of grudges and mistrust within the kingdom's own people, giving Ivelda the perfect moment to seize control. What wasn’t expected though was the long forgotten spirits of the land waking to the events that had unfolded. Long rumored protectors of the Cerenox bloodline and stewards of the land, the spirits in their anger towards this usurper created a storm of Wind, Sand and lightning that engulfed the legendary City of Brass, sealing it off until one who bared the bloodline the spirits pledged to protect came to reclaim the throne and reunite the houses and clans once more under a single banner.
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Re: Rhindeval's Kingdoms

Tips: 1.00 INK Postby StorminJericho on Fri Nov 27, 2020 10:50 am

Monastarta is a misty land of tall trees, ginkgo leaves, and cherry blossoms. Mighty oaks, tall elms, and massive maples.
The people range from fair skinned to dark olive. Most adults average around the 5’8” to the 5’3” range. They trend towards the lithe range; though of course, individuals will vary. Most Monastartans have slightly enlarged ‘eye-teeth’, and keep said teeth hidden if they can. For them to show their teeth is a significant sign of trust or love, as to even begin showing their teeth would require them to remove the masks they all wear upon their faces.
The ‘nation’ of Monastarta is a relatively small nation, more of a city state really, but a nation well loved and protected for their ability to train riding beasts, and other beasts of burden and the like, far faster than any other.
This is on top of their rumored ‘Fox-Spirit’, who supposedly guards the city capital and the forest surrounding it with extreme prejudice.

Every Monastartan, from the age of 3 until even beyond death, wears a mask in public, in private, and even when bathing. Many of them claim their masks are magic, and resist rotting, rusting, or otherwise degrading. Regardless of the weather.
They claim the masks are a gift- and a reverence- for their patron spirit, Inu-Tagara.
Inu-Tagara is revered as a fox-like spirit, humanoid in shape but alien in appearance beyond. They claim that the spirit granted the first nobles of the land with the gift of Beast-Speak, allowing them to commune and live with a certain beastly entity that binds itself to them, and they to the beast. These beasts are usually predators, though it’s not terribly uncommon to have a prey animal or herbivore for a companion.

Only those of noble blood apparently have fox companions.

Regardless of what the people say, they do have certain truths to them.
They do in fact have companion beasts; an animal that is so deeply linked to a Monastartan that they can speak to it as if they were speaking to themselves.
They are fully capable of ‘speaking’ with other beasts, with all manner of creature, but to a lesser extent.
And most of all, they all do tend to have a bit of a bestial kick to them. Some have longer eye-teeth than others, some have ‘claws’ in place of fingernails, and yet others might sport beastly eyes in place of ‘regular’ eyes.
And the rumors are of course true: any beast trained by a Monastartan is better than any beast trained by anyone else. And royalty even more so.


Monastarta is a land steeped in natural magic, and is prone to attracting many different kinds of ‘natural’ monsters. From the mighty gryphon, the savage wyvern, and the terrifying hydra; Monastarta draws them ever deeper into the foggy forest that grows throughout the nation. The capital of Delcarae is home to the royal family, who are believed to be the descendants of those blessed by Inu-Tagara.
The nobles below the royal family are just as blessed, supposedly, but to a lesser extent.

The people of the land are reliant themselves on extensive grain and lumber trade and consumption, as well as the exportation of trained beasts of burden.
The ‘farmland’ of Monastarta relies heavily on rice paddies and tiered farms atop ponds or the banks of the Tialang river that runs through their capital and beyond.
As they do not believe in the clearing of woodland unless for absolutely necessary measures, they often import lumber from other nearby nations, and import the metal tools necessary to work the land and the like.
They are known to cultivate bamboo groves with which they use to build the less ‘important’ architecture.



The people of Monastarta are known to be almost exceedingly polite, and have a culture based around free flowing, comfortable clothing. Kimonos and clothing of the same vein of fashion are also frequently exported from Monastarta, cherished for their dazzling colors and designs.
Their culture is also highly prideful of their many dances, using their ceremonial robes to provide a truly colorful spectacle of cloth, fur, and even feather.
One such dance involves a great many torches, with prismatic flames that symbolize the gift of Beast-Speak that Inu-Tagara bestowed upon them.

The beastly companions that Monastartans live with are also ‘clothed’, commonly with wraps and vests that correspond to the nobility of the companion, as well as the purpose. Some wear corded jackets and hide armor to symbolize that the companioned pair serve as a guard of sorts. Others might wear tight wraps and a mask over their own face to denote peasantry or a simple life style.

The architecture of Monastarta would be considered ‘flimsy’ by many other nations, with bamboo walls and sliding doors. One would assume they were prone to fires, though the mists of their home provide some small protection against flames.
The palace and keeps of Monastarta are built using heavier woods, and often are multifloored structures. They also pull double duty as temples for worship, to conserve space.


It was with the rise of Ivelda, that Monastarta changed. Their beasts are riled and far more dangerous than before, with the deeper forest glens spitting massive spiders and hideous ‘oni’ out into the world.
There are whispers now, that Inu-Tagara is lost, and has only but the glow of a paper-lamp to guide itself back to where it belongs.
With the disappearance of the royal family, the people of Monastarta are left to deal with the turmoil all on their own.
Luckily, at least, they can still train the beasts they sedate long enough.

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Re: Rhindeval's Kingdoms

Tips: 0.00 INK Postby Light_of_the_Fallen on Fri Nov 27, 2020 5:38 pm

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Taera Terrus

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The kingdom of Taera Terrus was known as the kingdom of hardship. Its citizens wholeheartedly believed that overcoming struggle is the key to a stronger and more vibrant state. It was founded upon barren, rocky grounds and many of its original settlers were outcasts who chose to band together in their self-exile. Their journey to cultivate the rough terrain was rumoured to be plagued by tragedy and misfortune that affected even later generations.

However, its motto "To struggle is to bond" was created by their succesful attempts to foster good relationships with some of its neighboring kingdoms. These relationships, the sense of community fostered within its people, and the early settlers' focus on combining technology with magic helped to increase their chances of survival. While many of their early inventions were pretty basic such as pulleys made using stone, there were some that were powered through another bond formed with the waterfolk.

Stories of the waterfolk have been passed down to future generations by word of mouth. These waterfolk lived in caves where the Taerians (people of Taera Terrus) often mined for resources such as marble and salt. They saw these strange, rotund creatures and studied them for the most part. The waterfolk learned how to give the humans signals and eventually, through great pains, the humans learned what the signals meant.

At the time of Sibylla's birth, her parents had enacted laws to protect the waterfolk who had taught them how to use water magic. While magic was known in the kingdom, it was not very common amongst its people. Those who do have magic often forego it, their motto often a reason for doing so. Those that choose to nourish their magic typically learn magic of the earth or of the water.

The importance of water in the region has led the ruling family to place a great importance in learning water magic. Many of those who became elites created rivers than run throughout the kingdom and are maintained by the townfolk. Boats are the preferred method for transport instead of carriages or walkways. However, there are paths that lead out of the kingdom for visitors to come in or out.

Or there had been at least until Ivelda murdered Sibylla's parents.

Word of Ivelda's reign had spread and Taera Terrus was one of the first to know due to the good relations they had with other kingdoms. As painful as the idea was to close their walls and hide the kingdom beneath a magical mist, they knew the path Sibylla would take would be even more painful and thus, she would be stronger for it.

They now await in deep slumber with their water frozen just as the kingdom is in time.

~*~

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Hahnkaska

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The Kingdom of Hahnkaska is located within the caves that neighbor the kingdom of Taera Tarrus. They are named after the original founder, Saeith Hahnkaskan, whose story has been lost among the depths. In its place are wild theories that Hahnkaskan was a troll who grew tired of its life in nature and therefore built a home among cave dwellers. These cave dwellers had never seen a being such as Hahnkaskan so they hailed him as a deity and served him until he passed away. Others claim that he was a man on the run, choosing to live life in the caves to avoid being dragged back in chains. However, the caves became his own prison so he kidnapped others to slowly form the village that would become a kingdom one day.

A lot of the rumors and outlandish tales often cast the citizens of Hahnkaska in a poor light due to manipulative or fiendish ways Hahnkaskan was said to have founded the kingdom.Therefore, in its early days, there was a lot of mistrust of Hahnians, made only worse by their recluse nature. However, as its citizens began to run low on resources and some wished to see more of the light, they began to venture out of their caves and travel to other kingdoms slowly. Their kind nature and naivety served to put them in a better light, leading to the kingdom's prince, Rukaiyan, to be invited to the party as a show of good will.

Once Ruka's parents were murdered however, the kingdom immediately distanced itself once more. They had been on tentative terms with the outside world but Ivelda's treachery caused them to seal themselves off with the help of cave dwelling and water sprites. They await their prince to return to the safety of the caves but do not hold their breath.

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Re: Rhindeval's Kingdoms

Tips: 0.00 INK Postby CrossKnight35 on Tue Dec 08, 2020 8:17 pm

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Shrouded in eternal, pitch-black night, the Kingdom of Emelas is set upon the northeastern marshlands of Rhindeval. A land of reclusive alchemists, enchanters, and thaumaturgists, the Emelasians hoard secrets like a dragon hoards gold, confining them in ancient libraries half-buried in the swamps. They see themselves as guardians of forbidden knowledge, secrets that most in Rhindeval are not ready to know… but many see them as no more than a jealous and vindictive people, who have lost much of their glory and cling to power however they can.

The Emelasians’ ancient ancestors built sharp, sky-scraping gothic structures, with elaborate arches, spires, and buttresses. Unfortunately, the marshlands which bear these structures have been slowly reclaiming the land, leaving much of Old Emelas buried under mud. New Emelas prefers more modest, lightweight settlements of wood, straw, and hardened mud, set upon rickety foundations of stilts. Fragile structures which are weak to flame, but hold heat well in the cold of the swamp.

Most Emelasians are not particularly capable fighters, but all are trained in the use of alchemy. With it, they can create potions and poisons with a versatile array of effects, as well as constructs that imitate life, from slow yet powerful golems to swift and agile homunculi. Towering golems of mud and rock are a common sight in their settlements, with a single golem powerful enough to face an entire detachment of knights.

The secret to the Emelasians' success lies in a plant unique to their marshes: the soulblossom. This rare plant grows only in pitch-black darkness, and when prepared through a secret Emelasian ritual, it becomes vital in the creation of golems and homunculi. The soulblosssom and the knowledge of how to use it is such a forbidden secret, it is sealed in the deepest reaches of the kingdom, at the bottom of their ancient and sunken Labyrinth.

Ivelda's takeover made Emelas more paranoid than ever. With the royal family gone, the Shadow Ministers who once aided them decided to pledge their loyalty towards their new dark Empress. The common folk now live under constant fear and surveillance, with every evidence of rebellion sussed out and crushed by the Ministers' agents. For their own good, of course.




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The Kymerans are not so much a kingdom as a massive tribe, consisting of nomads, sailors, and warriors who wander across the seas of Rhindeval. They are a strong-willed people, placing great value in strength, resilience, and self-reliance. Known for their prowess in battle, both on land and at sea, The Kymerans favour the use of overwhelming strength and speed to overpower their enemies before they can retaliate.

The Kymerans detest attachment beyond the most basic kind (family, friendship, love). Whether it's land, wealth, or other material possessions, they see it all as a catalyst for weakness. A true Kymerian only needs the loyalty of their family, the love of their kin, and the strength of one's body to survive. Thanks to their rough lifestyle, Kymerans are hardier than most, capable of adapting to both scorching heat and blistering cold, although they prefer the former, if given the choice. Grown Kymerans can stay underwater for prolonged periods of time, and it is in fact a necessity for their children to hunt lesser sea monsters to be recognised as adults.

Because of their self-inflicted nomadic lifestyle, the Kymerans have simple diets of fish, kelp, salted meats, and whatever they can trade with the settlements they pass through. Many Kymerans who break away from the kingdom fleet become fearless merchants, couriers, and mercenaries, and are known across Rhindeval as some of the best and most dependable in their trade.

Under Ivelda's new regime, Kymera is but a shadow of its former self, with the once-whole fleet scattered into smaller, wandering tribes, and the mighty grand galleon which once served as the seat of their King sealed in an unknown region. Most Kymerans chose to lend martial and maritime support in the rebellion against Ivelda, but many have turned their backs against their Kingdom, becoming mercenaries and pirates who sowed terror across the seas.

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Re: Rhindeval's Kingdoms

Tips: 0.00 INK Postby Kura Ravengade on Fri May 07, 2021 1:30 am

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Located at the southwestern tip of Rhindeval, the Emerald Isles are set apart from the mainland and are, of their own accord, a separate entity of their own. A beautiful scattering of landmasses make up what are the Emerald Isles, with ornately designed ships chartering its inhabitants to and fro like ferries. Mild in temperament, a suitable match to its inhabitants, the Isles are comfortable year-round, experiencing little snowfall come the winter times, with temperatures dropping to only as low as perhaps thirty degrees Fahrenheit, and soothing summers that did not bother the dwellers with stifling heat. The scenery is known to be breathtaking, as the Emeraldians pride themselves on their connection with nature and have a tendency to go above and beyond when it comes to upholding their land's beauty. From beautiful floral pastures to gentle babbling brooks alongside impressively massive trees; from sparkling ocean water to dazzling sand-ridden beaches; the Emerald Isles are well-known for their connection with nature, be it greenery or animals alike. Due to it being such an old kingdom, the land has been well-preserved and maintained, updated and tweaked until it has reached its dazzling state that it is today.

Because of their near-obsession with the beauty of their land, the Emeraldians rather quickly evolved into the art of Horticulture, which is the art or practice of garden cultivation and management. This led to them becoming rather well-versed in different medicinal herbs and becoming a forefront leader in providing said herbs to healers throughout Rhindeval, leading to much more travel from other kingdom's inhabitants visiting their own.

Due to their tastes in Horticulture and Herbology, the Emeraldians made swift work of educating themselves, throwing themselves into learning what there was to know about said subjects, as well as whatever subjects may have interested any individual Emeraldian. Over the course of the centuries, they managed to gather a rather impressive library, and while not the largest library in Rhindeval, it is home to many exclusive one-of-a-kind copies of educational books, specifically ones entailing medicinal qualities and historical aspects.

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The royal family of the Emerald Isle' lineage dates back to not too long before Queen Eowyn originally began to entrust the land to different protectors. When Queen Eowyn was deciding who would rule over what land, she came down to the Emerald Isles and was uncertain of who best to rule over such nature-esque land that was the Isles. In order to ensure the continuity of the beauty that was the Isles, she entrusted the lands to one of her close servants, a noble gentlewoman named Gaialla, gifted with the ability of nature. Not only was she able to control nature itself, but she had the ability to communicate with animals and influence their wills to her own, making her the most well-suited candidate for such an area.

As a gift to the kingdom for it just starting out, Queen Eowyn gave Gailla a special seed and instructed her to plant it at the highest point in the kingdom. Gailla, completely trusting in Eowyn, did as she was told and from the seed sprang a beautiful, luminous tree, from which sprouted flower- and leaf-filled limbs that would fade between colors throughout the seasons, from vibrant blues to vibrant pinks and anywhere in between. From this tree came a secretion of liquid, almost like a syrup but not quite so. After studying the liquid and experimenting with it over several years, it came to be found that the liquid produced by the tree had the strongest healing properties from any plant that the inhabitants had ever seen. Therefore, they named the liquid Ambrosia, and the tree The Eternal Ambrosia Tree, after its seemingly god-like healing properties, and have fiercely protected, tended to, and harvested from the tree ever since, distributing the Ambrosia throughout the kingdoms equally and fairly.

For various years, the royal family remained purely of fairy blood and fairy blood alone, but that did not stop the rulres from welcoming non-fairies into their land. The kingdom grew quickly, with ports and docks being built along the most opportune shorelines, as well as strips of trading posts and merchant stands popping up as near to said ports as possible. Foot traffic became frequent, and with that many would expect a rise in crime as well, but that was never the case with the Isles. Instead of condemning those that would resort to such tactics as stealing, robbery, or the like, the Emerald Isles sought for a rehabilitation mindset instead. As for those of more serious tendencies, either banishment or execution, if deemed absolutely necessary, should it be of murder or similar actions.

This did lead to a vastness in the population that makes up the Isles, as no longer was it solely fairies or humans; no, now it was also mermaids and mages, elves and orcs, shapeshifters and trolls, and so many more, all living in harmony. The kingdom has come to be known as a neutral and safe territory for anyone to traverse to - so long as one did not commit an unforgivable aforementioned crime - with fairy and gentle rulers who had a tendency to see only the good in those around them.

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Which leads us to the more recent of times, when the royal families' lineage began to become a bit less pure, one would say. Around two-hundred years prior to the current time, there existed a beautiful fairy by the name of Meliades. Meliades was a descendent of aforementioned Gaialla and, as the only child of the king and queen of the Emerald Isles, was soon set to inherit the throne and rule over the land. However, the thought of such responsibility frightened her so much, that Meliades ran away from the Emerald Isles, stealing a boat late one evening. Unfortunately for Meliades, while attempting to flee her kingdom via the sea, a large storm rolled in, taking out her boat and nearly her as well. Luckily, a passing tradesman by the name of Aetheron, had set up camp on a nearby shore and had seen her leave and, being well-versed in the language of the sea and the sky, he knew the coming storm would not fair well for the young woman and went out after her. In the process of saving her, the boat was destroyed and they were stranded on a small island, not too far from the Isles but just enough so that swimming was not an option. Meriades' wings had been hurt in the storm, leaving them without her ability of flight as a way out as well. Thankfully, it was only a few days before rescue scouts had been sent out to look for her and spotted the duo from above, but by then, Meriades had fallen deeply in love with her savior.

Once Meliades had been saved and safely returned to her family, an agreement was worked out between Meliades and her parents, that since the young man had saved her life, she could feel free to marry him should she see fit. Only, however, if she became ruler of the Emerald Isles and mothered an heir to the throne within three years of their marriage. This would lead to the birth of Erinyes, who is the grandfather of the former king and queen of the Emerald Isles, and the great-grandfather of our current living members of the royal family, Apollyon and Artemisia.

Now, in current times, following the take over by Queen Ivelda, the kingdom has fallen into an unending night. Eternal darkness cascades into every nook, cranny, and crevasse, and nowhere is a shred of light to be seen. With this darkness comes and unending chill - not a cold to the point of death, but a chill that is felt so deeply within the bones, it is difficult to warm oneself again. Most of the nature covering the island has died due to starvation of the sun's rays, and what little survives tends to be weeds and vines, overgrown and unkempt. Gone are the beautiful roads and buildings that once stood, and in their place are dark, ominous structures completely overtaken by angry stems and ivy, crawling plants with seemingly no end in sight. Cracks line many of the stone pathways and walls, with more plants bursting through them, and crumbling parts of building leave some structures warily unsafe at a glance.

Thankfully, the Eternal Ambrosia Tree has thrived due to a combination of both its magical qualities as well as the location in which Gailla planted it. There it rests on the highest peak within the Isles, located within the castle walls, as a glimmering beacon of hope for the people of the Isles who dwell below it, cast within a deep, ceaseless slumber, awaiting their awakening by their long lost princes and princesses.

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