The World of Altaea

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The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:14 am

Since I can't edit my old post I'm going to repost everything here. It is a work in progress and as a result contains some unfinished sections.

This setting is open for use by anyone. If you're interested in starting an RP in this world then please go ahead. I do ask however that if you post it on another site please give me credit and tell me about it!

The World of Altaea

Altaea has entered a period of rennaisance, it is a time of exploration and experimentation inthe fledgling sciences. Magic exists but is very rare for the most part and overtly supernatural forces are largely unknown and thought of as myths by most people. In this time the opportunity is ripe for the brave and the daring to make their names. It is a time that shall become know in legend as the Age of Discovery.



A fractured continent of small countries typically ruled by a feudal autocracy, though there are some exceptions. Largely consisting of grassland. They are similar in many respects such as religion, most countries in Ea maintain Erusian as their official religion, though many still practice other smaller religions without persecution many local beliefs have died out. Commoners tend to live in thatch and timber Tudor cottages in townships and rural areas. The law is generally traditional and similar to the justice system as we understand it. There is a noticeable class system, with the farmers and manual labourers begin considered the 'lower' classes, the shop keepers, artisans, tradesmen and service providers being the 'middle' classes and the merchants, nobles and businessmen the 'upper' classes.


Capitol: Altair

A small island country that. An army that strikes fear into the hearts of its enemies and a happy people make this a model for the entire western world. It is known the world over for the quality of its swordsmen, said to be peerless the world over.

The much loved king Richard Winsgate II rules with a gentle hand, though he nears the end of his days. In his better days he was a mighty hero who rose to his place on the throne by virtue of his great deeds. He wishes only for his daughter's happiness and the well-being of his people. Due to the lack of a male successor his beloved daughter, the strong willed and mighty Arelia is next in line for the throne. A fearsome warrior like her father she is peerless amongst the knights of Vectis. She may appear stern and cold at first but she has a kind heart and an indomitable will.

A verdant land with hills and plains, lush forests and great lakes and rivers. Beyond the marsh filled midlands lies the barren and icy north with its great mountains filled with untold mysteries. its architecture is simple and robust, with large stone fortresses and extravagant palaces for its royal family and nobles. Its cities are comprised mainly of small brick houses and tight, narrow cobbled streets.

Vectis's military is second to none in terms of its greatness, though it is small in size. its knights are said to be the greatest in the world. During the recent war with Salis, Vectis was led to victory by the mercenary band known as the White Storm and their charismatic and powerful leader, Vergil Armster.


Capitol: Averna

A powerful militaristic nation and a staunch ally of Vectis. It is a prosperous realm and highly influential with a formal, structured society. It is famous for its tradesmen and craftsmen. Most palaces are decorated with items produced at great expense by the craftsmen of Vorst.

The old and wise king Sigurd Von Drago VI is a pragmatic and strong ruler who governs with a firm and fair hand and is known for his jovial and approachable nature. His son William is a charismatic and ambitious prince with a great strategic mind whilst his daughter Luca is kind and gentle, if somewhat naive and unsuited for life as a royal. In recent years, the King has been in ill health and his son has began taking more responsibility within the court, his nationalistic attitude and aggressive conquest of land making him popular with the nobility.

Vorst itself is a land of plentiful forests and mainly flatland with very few mountains and lakes. its architecture consists of great gothic edifices and large, expansive cities with wide streets and even the poor are afforded large living spaces.

The military of Vorst is second only to Vectis, and the quality of its lance men is well known throughout the world.


Capitol: Midia

A very influential country known as a centre for culture in the world, famous for its artists and poets. It maintains a lassies faire legal system, preferring not to meddle in the lives of its subjects unless necessary. Formerly at war with Vectis, their bitter rivalry continues to this day, though the two are on friendly, if shaky terms.

Ivalis is ruled by the seductive and ruthless queen Isabelle Villemonte I, a powerful witch. Her only child, princess Amelia has been married off to the king of Atla to ensure a political alliance.

It is a land of extensive hills with few forests or lakes. its temperate climate makes it a great producer of valuable food produce not found anywhere else. Specifically wines. its architecture consists of baroque castles and palaces with incredible, rich decorations.

Ivalis is home to the largest and most powerful navy in the known world, with a fleet of mighty ships capable of single-handedly decimating that of any other country. Due to this piracy has been almost eradicated in the area around Ivalis.


Capitol: Argo

The seat of power for the Erusian church, Vado is ruled over by a papacy, with the leader of the church, the Primarch, as their ruler. It is a proud country and hugely influential. Vado is also a renown centre of learning, specifically in philosophy and history. Its law is based on an absolute adherence to the word of God as interpreted in its holy texts.

The current ruler of Vado is Primarch Leopold VIII, an authoritarian and conservative member of the church. He has little interest in politics and spends most of his time writing and discussing theology.

The landscape of Vado consists mainly of flatlands, with mountainous regions in the north, dotted with dense forests. its architecture is comprised of simple yet elegant geometric shapes and its whitewashed cities are arranged in tiers, forming man made mountains.

The military forces of Vado are the largest in the western world and only slightly short of that held by Sarife. However it maintains only a small navy, leaving itself susceptible to attack by sea. They have rallied many other Ean nations under their banner to lead a holy crusade upon the Sarife, occupying several major cities along the coast of the Sarife. This war is primarily political in nature, seeking to gain more land, though it is led under the guise of a religious crusade, seeking to purge the ‘heretic’s from the world in God’s name. Both sides are currently engaging in a cease fire whilst treaties are arranged, both sides having been driven to exhaustion after years of warfare. As a result there is an uneasy peace at the moment with both sides ‘cooperating’ in a way that is amicable on the surface but contains much deep seated hostility.


Capitol: Usea

An economic super power where many live in squalor, trying to scratch out a living on the barren soil whilst a powerful ruling class live a life of luxury, creating a stark class divide where the potential for rebellion is ripe. The land of Salis is famous primarily for its doctors and architects, as it is a centre of learning in the arts and sciences. The laws of Salis are harsh and draconian, dealing minor and obscure infractions with serious punishments. It is a feudal republic, split into a number of warring city states which are currently in an uneasy peace with one another due to a series of treaties. These city states are ruled over by the aristocracy. It is a land in which only the rich have the vote and the richest families share power between themselves. Magicians are viewed with suspicion and fear, as a result magic is strictly regulated within the land of Salis, and it is a foolish mage who casts a spell in anger within its borders. In recent times, Salis had maintainted a mighty army and armada, and under the leadership of the Emperor and military genius Francis Vernarde was poised to conquer all of Ea, had it not been for the might of Vectis’ military and the mercenary band the White Storm.

The current ruler of Salis is a man by the name of Maximillion Rotiart. Rotiart is a wily man, a former merchant and skilled duellist he has used his considerable wealth and power as well as his criminal connections to establish a vast power base. Machiavellian and power hungry he keeps the ruling families in line by playing them off against each other in a series of cunning plots. He is self interested and scheming, never passing up the opportunity to make a quick profit.

The capitol city of Salis is divided into segments by a great network of rivers and lakes, with buildings sitting atop the islands, connected by a cobweb of bridges and walkways. its is rich in resources, leading to land owners becoming very wealthy. its architecture is extremely decadent in appearance and complex in nature thanks to recent technological advances.

Salis maintains a highly skilled force of hired mercenaries as its military, they are highly paid and motivated as well as flawlessly equipped and funded. A vast armada of mercenary ships is also at Salis' beck and call, making it a force to be reckoned with. The recent war with Vectis led to the Salisian armada, which had previously been the world’s strongest, being decimated and the economy being plunged into debt. The former Emperor, a military genius by the name of Francis Vernarde was presumed killed in the final battle of the war, quickly leading to the surrender of his forces.


Capitol: Lambria

An extremely prosperous country and neutral in all respects in regards to politics. It is renown for its merchant class, who travel the world over to amass goods and sell them on at low prices, they are masters of bargaining and it is said that a deal made with a merchant of Atla is a guarantee of quality.

The current ruler of Atla is king Allan le Samira XIII, a high elf known for his great compassion. He is a man of simple tastes, preferring a quiet life to one of excitement. He dearly cherishes his son and wife, the young queen Amelia Villemonte III, though she has been gravely ill since birth with an incurable disease. As a result she has led a sheltered life and is rather innocent and unused to the world. His teenaged son, Prince James le Samira I is the product of the king’s first marriage, and is distant from his father.

The land of Atla is covered in dense forest, with only a few patches of fields around the major settlements, it has a small population relative to its size and many settlements are high up in the central mountains. The lush and beautiful land, coupled with the thick forest areas makes it popular with forest elves, who often emigrate to the country to set up home in the treetops there. As the average citizen of Atla is wealthy its settlements are utopian, with even the lowliest of dwellings resembling exquisite palaces, natural features are integrated into the architecture, vines wrap around aqua ducts and bridges whilst waterfalls cascade over huge public gardens creating the impression of heaven on earth.

As a peace loving country Atla maintains only a small unofficial volunteer force as its military.


Capitol: Leace

The birthplace of western civilization, Suitania was once a monolithic superpower in the ancient world, dominating over half the known world. Nowadays its glory has faded and its people have fallen upon hard times. The worlds only true democratic republic, Suitania still maintains an empress, remnants of its days as an empire. There is unrest between those who follow the empress and those who wish to abolish the monarchy entirely.

The current ruler of Suitania is empress Ilya Lutania II, at only nine years old the youngest of four sisters, she is gifted with the powers of a seer. She is cheerful and somewhat bratty, though wise beyond her years and with a keen insight into the hearts and minds of others. Her elder sisters Elendria and Katalina are twins and both carefree due to their lives of luxury and freedom from responsibility. Cassandra, the middle child of the family is extremely intelligent and also a powerful mage, though her powers are mostly beyond her control.
The current elected official is Chancellor Demius Arius Katran, a senator at the parliament in Suitania. A quick witted and learned young man he is a charismatic leader The son of a powerful senator and a good friend of the Lutania family since childhood it seems politics runs on his blood. That said he is somewhat clumsy in personal matters with a number of peculiar quirks and and a quiet, soft spoken intensity to his mannerisms that others find unnerving.
Also of note is General Atarius Gyuot, the young head of Suitania's military and something of a power hungry despot. With a cunning and intelligent mind he is a brilliant strategist, he is feared by his troops and displays a maniacal personality with delusions of godhood. He waits for a chance to depose the empress and impose his own rule through force. He is a terrifying combatant said to have slain an elephant single handed.

Atla is largely grassland, with hilly and mountainous regions to the north, dotted with temples to the old Gods built atop and into the mountains themselves. The worlds tallest mountain resides in Atla. In the east a volcanic region sits and to the south a cluster of large islands sits. its Grecian architecture is elegant yet simple, the remnants of its earliest days.

Atla's military is a large conscripted force headed by elite trained career soldiers.


Capitol: Voltas

A cluster of small independent countries that has gathered under the banner of Valania, the true Valania is the eastern-most country, a land that in the past acted as the first line of defence against the invaders of the Sarife empire. It is now under Sarife occupation. There is a sharp contrast between the standard of living of the rich and poor, leading to deep seated resentment in those who lived under the rule of the previous king. There is much crime and homelessness due to lenient laws, the Chuda gypsies in particular are allowed to roam free from punishment. It is famous for its mastery of horsemanship and the quality of its horsemanship in the military. Its cavalry are without compare among the world.

The current ruler of Valania is governer Richter Einz IV, a vassal of the former king who pledged his allegiance to the emperor of Sarife in exchange for becoming steward of Valania. He is a Chuda gypsy and a noble man in his own right, though he has a deep, abiding hatred of the Rydars who oppressed his people for so long and of whom the former king was descended.
The next in line to the throne of Valania, prince Lucius Le Crosse I is currently captive of the emperor of Sarife, as is his younger brother Rothion. Their elder sister, Maria is the wife of Richter Einz. Lucius harbours a deep hatred of those who betrayed his family and a burning desire to reassert himself as rightful king. He possesses a ruthless and calculating nature and an animal cunning.

The landscape is mainly flatlands that slowly segues into desert in the east as the land borders Sarife territory. its architecture is spindly and gothic, with sinister looking spires.

As a province under the protection of the Sarife empire, Valania is afforded the full extent of the empires military and acts as its front lines.

The cursed nation of Kronezwall, long since abandoned by any sane inhabitants, its ruins lay empty following a devastating attack by the feared Crimson Knight and his armies only three years ago. An air of death hangs over Kronezwall, and rumour has it that dark clouds have hung over the land since that day. Most of its inhabitants were slain and those that pass by its borders claim to have caught glimpses of unspeakable monstrosities within its lands. Some say that the Crimson Knight, who carved a swathe of carnage and destruction through Ea, now sits on the throne of Kronezwall’s capital city. Others claim he still wanders the world, laying waste to entire nations in his bloodlust.

An expansive and largely desolate land whose western most area is sparsely populated by tribes of north men who continue to cling to their traditions in the face of the new era. They have not converted to the Erusian religion and continue to practice their own polytheistic beliefs. Their laws are decided by the elders of the tribes. The rest of Ignir is largely unexplored and contains many odd and horrific creatures in addition to strange and ancient ruins of incredible size and design.

The tribes of Ignir are mostly autonomous, with no single ruler.

A hilly land with great mountain ranges and vast internal seas with an icy wasteland to the north Ignir is a cruel and unforgiving place, comparable to the northern most reaches of Vectis. Its people live mainly in wooden shacks and wattle and daub huts, though they have also constructed large stone halls for housing them during winter.

Due to the tribal nature of the north men there is no organised military so to speak. Anyone able to fight is given the means to do so, including women, children and the elderly.

The Unclaimed Lands:
A large ungoverned land within central Ea. It is sparsely populated with towns, villages and cities that are self governing. It is also home to the worlds only known halfling population as well as The Rift. It also houses the city of Ighgard to the north, a frontier city that borders Ignir, holding back the strange and untold creatures to the north. Ighgard maintains a vast wall between the coast and the mountains that cuts off Ignir from the rest of Ea.


Capitol: Remas

Once the border of Sharn, Palse declared itself independent following the war 50 years ago. Tensions are running high and rumours are rife that a revolution is imminent.

Palse is ruled by prince William Shael. A young and inexperienced leader he has recently been thrust into power following the assassination of his parents.

Palse is a pacifist state, though it has a proud military tradition and many countries send their soldiers to its academies to learn strategy and tactics.


Capitol: Shiras

A rural country populated primarily by farmers. It is a peaceful country with few cities, with most of its area taken up by crop fields and forests.

It is ruled by a number of ministers and nobles in preparation for princess Arietta Francios‘ ascension to the throne as the only remaining member of the royal family.

Arnia has only a small, weak military force.


Capitol: Zeigsturhl

A mostly barren wasteland of blasted rock surrounding a harsh wilderness. Following the war 50 years ago Sharn was driven back and its borderlands declared independence. Recent rumours suggest that Sharn has begun mobilising troops.

Sharn’s leader is Kain Ardren the descendant of a proud line of warrior kings who claims ancestry linking him to the first king of Vectis. A young ruler, he is known for his fair and kind rule, earning him the moniker Kain the just. However in recent years those close to the king have reported that he has become ruthless and twisted following his acquisition of a certain artefact, earning him the new title of Kain the Nemesis.

Sharn’s military is a conscripted force of fiercely loyal and nationalistic fighters who, following Kain’s descent into darkness have become brutal and murderous, fighting with a berserker’s zeal and lust for violence. They employ cruel and barbarous weaponry and tactics that can only be described as monstrous, often murdering non combatants to draw out their enemies and using captives as front line troops. Most frightening of all is that their numbers appear without end, despite the small landmass of Sharn.


Capitol: Granin

A wretched and barren land of dark stone and cavernous valleys and canyons that score the earth, leading deep into its bowels. It lies on the edge of the Unclaimed lands and Ignir, leading into the lost continent. Due to its inhospitable nature and terrain there are currently no settlers, though it is thought that long in the distant past, before even the great empire of Sarife had emerged, a great civilisation stood.


Kurusha is a vast sand desert with few arable areas, its landmass is roughly equal to that of Ea. A gypsy tribe known as the Al Mayin are ruthlessly persecuted throughout the region, the Al Mayin are distinguished by their radiant golden skin and pupil less eyes. They are said to be carriers of mysterious powers and are thought to bring bad luck.

The Sarife empire:

Capitol: Orad

The home of Ahmenm, the only religion in the world to rival the Erusian church for size and the trading capitol of the world, acting as the gateway between the east and west. Formerly the Sarife empire stood in opposition to the Suitania empire before its collapse. It is famous for its horses, the highest quality breeds are bred from the wild runners on the plains. In a land where water is scarce and considered a commodity the capitol city, Orad is overflowing with vast public fountains and water features, a display of its wealth and power. Several of its coastal cities have been occupied by invading crusader forces from Ea, forcing an uneasy truce between Sarife and its enemies.

The current ruler of Sarife is king Anoush Arash Aryanpur I, a cruel and callous man much despised by his subjects.
His son, Prince Bahramesh Azad Aryanpur II is half Al Mayin, though due to his eyes not taking on the normal pupil less nature of the Al Mayin he is able to pass for a normal person. He is beloved by the people of Sarife who see him as a saviour, specifically the military, as he grew up as a mascot for the military forces, accompanying them from an early age. Some say he is the reincarnation of the first king of Sarife, king Bahramesh from whom he draws his name as the resemblance is uncanny. He is loved for his noble and honourable nature, though he is also known for his ruthlessness. He cares deeply for his people though he comes across as somewhat arrogant and selfish.
The king's daughter Princess Farah Lila Aryanpur I is a seer and half Al Mayin. She is blessed with miraculous powers and is kept disguised when she appears in public to prevent others from seeing her tell tale eyes. The official cover story is that she is seriously ill and must be covered with a veil at all times due to a skin condition.

Occupying the rocky deserts of Dumah in the north, Sarife is surrounded by sand dunes with a few oasis areas. A large central river springs from the main city of Orad and flows west to the sea. Architecture in Sarife is simple, with small, squat sand stone buildings and rectangular apartment buildings. The temples and palaces are more elaborate, with exquisite marble and ornate sandstone masonry.

Sarife possesses a tremendous military, the largest in the known world by some margin. They are highly trained and well equipped. It's archers are on par with those of Vectis. its military might also extends to a colossal navy rivalling that of Ivalis.


Capitol: Monpur

A rich and culturally diverse country that is shrouded in mystery. It maintains a strict caste system and independent religion native to the region. It is rather insular, with a highly structured society. It is famous for the quality of its metal work and weapons, it is said that the smiths of Kishar have devised a way to make their swords nearly unbreakable. its laws are severe, dictated by the religious texts.

The current ruler of Kishar is Sultan Shashee Dasari, a foolish but good natured man who is believed by many under his rule as being a simpleton. He maintains his throne primarily as a puppet of his vizier, who rules the land from behind the scenes.
His adopted son Hassim Dasari is a charming, loyal and brave young man who would sacrifice his life for his country or father without hesitation, though he is somewhat naive and easily manipulated. He does have a tendency towards stubbornness, however.

Kishar sits to the east of Kurusha and consists of barren sand dunes and a few oasis areas. its main water source is a river that springs from the mountains. its architecture is typical of Kurushan kingdoms, being rectangular sandstone buildings and extravagant palaces.

Kishar is defended by a dedicated caste of soldiers trained from birth. It employs only a small navy.


Capitol: Ardjet

Amidst the scorching desert and ancient ruins of its long forgotten past the nation of Abyssia thrives, maintaining its power and wealth even in the new age. Thought to be the second oldest civilisation in the world its people worship their rulers as part of a pantheon of gods and their word is absolute. There is a large slave population and the priests of its native religion are considered higher than nobility. The law is harsh and follows the old maxim of an eye for an eye. It is famous for its architecture, with structures of incredible magnitude littering the landscape.

The current ruler of Abyssia is Pharaoh Akhom Awi I, a just man with an iron clad code of honour and a love of battle. Following countless generations of war and genocide amongst Abyssia and its neighbours he seeks to usher in a new era of peace through diplomacy, though these efforts have been met with opposition from the priestly caste. His son, the ambitious prince Khenti Awi II desires his chance to prove himself a worthy leader, and is being subtly influenced to usurp his father‘s throne by those who ish for a return to Abyssia‘s imperialistic agenda.

Situated in the midst of the sand dunes a great river runs through the land of Abyssia from a canon in the north. its architecture is fascinating and extremely impressive, from gigantic pyramids to honour the dead pharaohs to awe inspiring temples and royal palaces.

The army of Abyssia are famous for their charioteers and seige weaponry. Their navy is small, containing fast, manoeuvrable ships suited for battle in the great river.

The kingdom created by the mercenary king Azan. Extremely small it contains only one major city and a handful of small towns and villages. It is famous for the training of its mercenary soldiers and many other kingdoms send their troops to be trained there. Only twenty years old the city is one of the best defended in the world, thought to be impenetrable from the outside when its gates are closed. It is a haven for political refugees.

The ruler of Alatah is king Azan I, the liberated gladiator and slave who built his own kingdom from the ground up, a warrior of unparalleled skill he is a just and noble man who has done much to ease relations between foreign powers throughout the years.

Alatah sits on the north west coast of Kurusha, amidst dunes and desert plains in a large mountainous region known as hell’s mouth due to its harsh volcanic climate. The main city Akkada is supported by an underground reservoir. its architecture is utilitarian and sturdy, built to last and maintain unbreakable defences throughout.

its military is large and well trained, with sections ready to deploy to any corner of the globe.

A small kingdom which has recently been occupied by the Sarife military. The royal family have been slain, with only the youngest son, Lain, remaining in exile with a few of his father’s loyal soldiers. He now travels, trying to gain support for his cause in the hope of reclaiming his homeland.

The land of Palas was formerly a pacifist nation, maintaining a medium sized military that, due to the country’s peaceful stance has not seen use in over five generations.


Capitol: Krakea

Hundreds of tribes exist dotted around the harsh landscape of the southern most tip of the continent. its borders are nebulous, ever changing as the tribes move and conflicts come and go. its people are famous for producing shamans.
The largest and most established of the tribes is headed by the great shaman Kamaria Jwahir Afra, a woman who even at the age of 100 maintains a youthful appearance and is said to be immortal. She carries the wisdom of the ages and the knowledge of the spirit world, though she often imparts it in cryptic remarks and riddles.

The southern regions of Kurusha are enshrouded in thick jungles and wide plains of savannah with rocky desert plains. The tribes do not have a specific style of architecture, though they generally employ simple mud huts and tents.

They have no military as such and tend to employ whatever able bodied forces they can muster when needed.

The Land of the Dead (The Dead Dunes):
Long ago the land of the dead was part of Abyssia’s empire. However after the revolt of its chief priests to the god of the dead and the void, Ishtar, the land fell. The priests found a way to become immortal by embracing a living death, becoming the lich kings of the east. Now it is a desolate and uninhabited land, those who set foot there never return. Most regard the idea of liches and the like as superstition and myth, few know the truth. The lich kings retain command over a mighty kingdom of the dead amongst the ruined pyramids and temples. They frequently kidnap villagers from the surrounding area to act as sacrifices to Ishtar.

The greatest of the Lich Kings, and de facto leader, Vahl, the King of the Dead (or, the Skull King as some have called him). Vahl is quite possibly the most fearsome sorcerer on the face of the world. It is said that all who gaze upon him are transfixed in terror and that his power is on par with that of the Gods. He appears as a skeleton swathed in tattered black burial shroud and bearing the golden finery and crown of a king. His dark aura is such that everything he touches decays, immediately turning to dust. In fact, anything within several feet of his body withers and dies as though aging rapidly.



Capitol: Amahabara

An isolated nation that clings to its traditions and highly structured social hierarchy and values. After numerous conflicts with its neighbours spanning centuries Nijhon has recently closed its doors to outsiders and turned its gaze inwards. Nijhon is splintered into several islands governed by the enigmatic holy emperor, a being believed to be descended from the gods themselves. It is prosperous, with good living standards for all and is famous for its highly extensive and developed martial arts systems.

The previous holy emperor, Kensuke Minamoto, was a gentle yet strong ruler demeanour. His recent death from illness has led to the shogun, Hisoka Yamamoto to take control of the nation until his son can take his place.
The emperor’s young son, Kotaro, is impetuous and immature. He is a good person but often acts without thinking, coming to be known as an impulsive and irrational troublemaker. Kotaro is currently being raised with his sisters by a close personal friend of Kensuke’s.
The eldest of the emperor’s children, Konoka is a strong willed and independent girl with a level head and strong moral sense. Despite being the eldest of Kensuke’s children, as a daughter, Konoka is expected to enter into a political marriage, most likely to the Shogun’s own son. Because of this she feels conflicted about doing what is best for her people and pursuing her own desires and dreams of seeing the world.
The youngest of the family, Sayo is a typical girl of her age with no particular aspirations.

The geography of Nijhon is awkward, with a large mountainous region along the centre and large amounts of forests and jungles there is little arable land. its architecture consists of elegantly styled pagodas and spacious houses. These buildings are generally constructed of the usual paper and wood, a resource found in abundance on the island nation.

The military of Nijhon is small but highly trained, with many capable swordsmen. They are led by a ruling class of samurai, highly trained warriors who embrace warfare in its entirety.


Capitol: Horai

In contrast to Nijhon, Sheng has taken to the forefront of international politics, its huge population making it an economic and military power to be feared. Ruled over by selected ministers from the 108 families who are in turn presided over by an absolute monarch. It is famous for its healing arts and medicines.

The current ruler of Sheng is Supreme Emperor Tian Chao Fu of the Fu dynasty. Chao is a wily and charismatic man with a way with people and a strong military background that has earnt him a fearsome reputation after his part in the successful overthrow of the previous Long dynasty.
Also of note is the spiritual leader of the Samistaran faith Jie Long, a young boy of great wisdom and integrity who has governed his people as a spiritual leader. He is believed to be the current physical incarnation of the Samistaran deity Samis and thus holds tremendous sway with the followers of the faith. He is currently held political prisoner by Tian Chao Fu.

With mountains to the north and west and seas to the south and east, Sheng is a rather remote region. Filled with plains and flatlands as well as numerous jungles and forests the easiest path to the outside world is by the western desert. Architecture is more flamboyant and decadent than that of Nijhon, with gold decorations and colourful embellishments. its cities are packed with narrow streets and cramped living areas.

Sheng employs an extremely large military force, though they are poorly equipped. its famous warrior monks also lend their skills to the government in times of need. However, due to the civil war that led to the fall of the Long dynasty only a small remnant still exist, those who betrayed the Long dynasty entered the service of the new emperor as his most loyal bodyguards while the few who survived the betrayal and remain loyal to the Long dynasty have fled into hiding, many escaping to far flung lands.

Sato is a land in turmoil. its fractured people are engaged in a centuries old civil war and relations with Nijhon and Sheng are troubled at best. The three factions territories are constantly shifting and its people have become desperate, suffering in squalor.

The leader of the traditional Han dynasty, Lord Jin Han, is a man of simple tastes. A great strategist and loved by the military. He is wise and loves his country, being extremely patriotic to the point of xenophobia.
The leader of the reformist Sung dynasty, Lord Hwang Kyun, is a great politician, honourable and intelligent man beloved by the common man.
The leader of the third faction, the Sun clan, Lord Seung Kim Sun, is an enigmatic and mysterious man who has never been seen in public.

The landscape of Sato is hilly with lots of rivers and lakes, cut off from the world by a circle of mountains at its perimeter. its architecture is simple with mighty fortresses protecting the major cities and ramshackle housing for those outside who must suffer the conflict as armies clash over their small towns.

its military is small and weak, split between the warring factions. its spearmen are legendary.

A small tribe of nomadic raiders, the Juon live a life of barbarism and hardship, living off the land and whatever they can salvage from the towns they raid. They frequently make attacks on the merchants who pass through their lands between Sheng and the outside world and have lately begun attacking settlements.

They are lead by Yan Wang, vilified by propaganda he is viewed as a cruel and vicious murderer where in reality he is actually a peace loving family man. He prefers to use fear to coerce his enemies into surrender and retreat, though he will not run from a fight if he deems it necessary to the survival of his people. Due to an upbringing in the Sheng noble families he was well aquainted with Jie Long’s father and surprisingly intelligent.

The people of the Juon tribe live in the western desert of Sheng and the mountains and southern plains of Sato, roaming as they wish. They have a great many hiding places and temporary settlements within these areas, allowing them to escape raids at a moments notice.

They have no military as such, anyone who can fight does so to contribute to the welfare of the tribe as a whole.

A grouping of small islands that lays between Sheng and Nijhon. Renown for being a lawless and violent region, Amaketsu has been known as the birthplace of martial arts in Nijhon, as the arts pass from the continent to mainland Nijhon through the islands, gradually evolving as they do so. A former penal colony, some of the outlying islands are still used for this purpose to this day. The islands are important primarily because they act as a trading post between Sheng and Nijhon as well as nations from other parts of the world. The territory is officially a part of Nijhon, though the extent of trade between the two nations and other countries has led to a distinctive mixture of cultures that gives Amaketsu a unique identity. Life on the Amaketsu islands is harsh, with many struggling to eke out a living on the meagre offerings of the land and sea. The streets of its main port, Ha Hsing, which lies on the largest island, are rife with crime and a thriving black market keeps the criminal underworld alive.

Xiian monks still live in the mountains of the Wudao region, their secretive practices kept hidden by the remote location.


The cursed continent of Anea is a place of myth, thought by many not to exist. It is separated by impassable wild and stormy seas.


Capitol: Anza

The dark kingdom of Arc. It is home to monstrous creatures and fearsome barbarians who pride themselves on being invincible in combat. So far Arc has made no aggressive moves and all attempts at diplomacy have failed. All outsiders are either killed or enslaved. its only law is survival of the fittest and the poor are enslaved by the strong, farming a meagre harvest from the barren land.

The current ‘ruler’ of Arc is the terrible Lord Raoh. Nothing else is known at this time other than he is a fighter beyond compare who fought his way up to the top, killing all in his path. He aims to unite the disparate factions of barbarian tribes under his banner through sheer force of might. If he succeeds it may well be the greatest military force the world has ever seen.

Arc is a desolate wasteland of dark stone, volcanic regions and mountains Great dunes of black sand lay to the midlands and an fields of ice to the north. The denizens of these lands fall into two categories, nomadic barbarian hordes and their prey, the aforementioned subsistence farmers who provide for them in return for ’protection’. Luckily for the outside world these tribes of killers are more focussed on squabbling over land and fighting each other to consider the possibility of lands beyond the shores of Arc.

To the south endless rainforests and jungles sprawl amongst the ruins of the old world, remnants of a civilisation far in advance of our own. Upon these ruins are built sinister cities with sharp, vicious looking spires. The living conditions in these cities range from terrible for the lower classes to lavish for those strong enough to elevate themselves to higher positions. However this ancient civilisation is now waning, its glory years long past. Its rulers live in decadent excess, grown fat from years of prosperity and its military has grown weak from centuries of peace.

its military consists of a vast force of highly trained fighters legendary for their fearsome nature. It is outnumbers even the mighty Sarife and Sheng forces combined.


A small continent in the southern seas, Tyrun is splintered into numerous smaller territories and kingdoms. Hundreds of islands large and small encircle a large central landmass. Monarchs and governments struggle for dominance and there is little peace as alliances and treaties are forged and broken daily.

Free nations:

In addition to the established kingdoms of Altaea there exist numerous smaller ‘free nations’, countries under the rule of a species rather than a traditional government. They consist of only a single city, typically either isolated or walled to separate itself from the outside world. Outsiders of other species are often viewed with suspicion and distrust if not hatred.

The High Elves Republic:

A giant and remote landmass in the middle of the Vestran ocean. The highly secretive high elves have withdrawn from the outside world to this land, maintaining their seclusion amid the icy expanses shrouded in permanent mist. No outsider has seen the inside of the republic. The High Elves’ Republic is the pinnacle of their culture, a huge internal city contained within a gigantic tower that shoots up into the clouds above. its many tiers are lit by a network of solara crystals which work as solar batteries, storing daylight to be released later. its elegant, organic architecture is grown naturally from crystal formations.


Home of the dark elves. A complete reverse of the High Elves republic, the Bastion exists as a subterranean cave network, stretching out for miles in every direction. It is lit by a network of mirrors and solara crystals which redirect natural light from the surface to where it is needed. It is located on the border beneath the countries of Vorst and Ivalis.


Home of the wood elves, Elfheim exists on an island in the middle of the vast southern ocean. A paradise island where the people live in complete harmony with nature its cities are nestled amongst the treetops and the trees themselves twist and contort to form the buildings.


The dwarves city carved into the living stone of the mountains of Ignir. Far from the rough hewn walls of Bastion’s caverns Midgard is mined with the utmost precision and care, its insides resembling the interior of a great castle.


The human free city nestled on the western coast of Vectis. A walled city with winding, narrow streets. its high rooftops, and great towers stand as a monument to the achievements of the human race.


The submerged city of the nymphs, it resides beneath the lake of tears in Vectis. It is a breathtaking sculpture of coloured glass that creates shimmering lights visible from the surface.

Other places of interest:

The Rift:
Located within the large no mans land area of Ea, the rift is a huge split, like a wound in the earth that leads down to uncharted depths. It may even lead to the centre of the world itself. Within its upper reaches there are networks of caves where vile and monstrous creatures live. Some, like the dark elves and the goblins, have taken root there, building cities deep in the complex cave systems, but even more monstrous beasts lay deeper.

A large free city on the border between the Unclaimed Lands of Ea and the unknown wilderness of Ignir. Spanning the gap between two mountains it blocks the main pass between the two lands, making it a popular trading post and waypoint for adventurers and explorers hoping to travel to the uncharted lands of Ignir.

Northwall encompasses a large eastern port that acts as the main trade route between Ashura and Ea by way of Salvador’s pass. Originally founded by the famous buccaneer Captain Arngrim Salvador, it is ruled by a council of elected officials from each of the guilds.

The free city of Lienover lays within the Unclaimed Lands and is known as the city of thieves, though that is something of a misnomer as it is haven to criminals of any kind. A largely lawless place with a vast seedy underbelly it is governed by the merchant Lance Mercione, a powerful crime boss known as the king of the underworld. its police force is corrupt and its citizens largely apathetic to the plights of others.
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Mr D
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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:29 am

Races in the Age of Discovery:

NOTE: The term ‘Mankind’ is held to refer to all humanoid sentient races that reside on the mortal plane, not just humans (elves, dwarves, even vampires are considered ‘mankind’ as they are ‘like men‘.)

Also note that these are not the only races and beasts in the world of Altaea and if you wish to add others then you are welcome, though if they are original creations then consult with other players to ensure they aren‘t too overpowering.

Humans: (Average life expectancy: 80 years)
The farthest spread and most prolific of all the races, humans are also the youngest. Weak and relatively fragile they possess a hive like mentality and their strength comes from their intelligence and grasp of technology. They are a disparate people who constantly engage in war with each other and have no unified culture or civilisation, splitting off into factions. However due to their large numbers they have become the most influential race and have led the way for the others.
Overall humans are the jack of all trades, master of none.

Al Mayin: (Average life expectancy: 80 years)
Not actually a species of their own but rather a race of humans, the Al Mayin are a nomadic desert dwelling people who possess strange, unexplained powers. They are blonde and golden skinned with either green or blue pupil less eyes and genetically inherited psychic powers. For this reason they are often persecuted, made outcasts amongst the people of Kurusha. They have a natural ability to tame beasts.

High elves: (Average life expectancy: Immortal)
Tall and fair the High Elves are a wise and civilised race. Having established themselves as far advanced of humans the are slightly dismayed by the fact that humans have managed to establish themselves as the dominant species on Altaea. They see humans as boisterous children running wild without guidance.

They excel at most matters requiring skill and finesse though they generally fall short in simpler areas. Their society is the pinnacle of elegant simplicity and both males and females alike tend to dress in long, flowing white silk gowns. 970 years ago the High elf race retreated to the high elf republic, a distant island in the Vestran sea and have not been seen or heard of since. For this reason many regard them as myths.

Elves in general are treated as second class citizens outside of their homelands and are often corralled into ghettos and forced into menial, low paying jobs such as bards and manual labour such as factory work in order to make their meagre living. This in turn leads to a rise in the amount of elves who take up crime as a means to make money. Due to their frail physiques they are seen as weak. As a result elves are held in low esteem by many and outside of Atla are rarely seen in positions of power. In the words of a prominent poet at the time: “The Elven race are a sickly people who do little more than excel at poverty.”

Forest elves: (Average life expectancy: Immortal)
Petite and child like, the forest elves are mischievous and utterly unlike their High Elven brothers and sisters. They enjoy the simpler things in life and do not concern themselves with what they see as trivial matters, preferring to enjoy life. Many stay hidden within the forests, though a few venture outside out of an insatiable thirst for excitement and adventure. Cheerful and carefree, forest elves wander from place to place on a whim, never really worrying about the consequences. They are skilled at all things natural such as hunting, foraging, tracking and exploring. They often feel overwhelmed by civilisation and are lost in wonder at even the simplest technology.

As with all other elves, Forest Elves are looked upon as second class citizens.

Fairies: (Average life expectancy: Immortal)
Chirpy and child like the fairies love simple mischief. Never meaning any harm they often confuse the unwary traveller with their tricks. They are tiny people with bodies like a child’s and translucent dragonfly or butterfly wings upon their backs. They glow with a pale light and flit about with ease. And like children they are innocent, excitable and crave entertainment, seeking out adventure wherever they go. The dust from their wings is known to be a powerful healing agent. Most do not believe in them as they are said to only appear to believers and the pure of heart.

Their civilisation is a parody of human society based upon their limited understanding.

Dark elves: (Average life expectancy: Immortal)
This greatly misunderstood race suffers from unfortunate discrimination. They are seen as evil and traitorous, with cruel and sinister machinations. In truth they are as with all mankind, capable of great good as well as great evil. Tall and lithe with white hair and dark skin they are mostly known for their mercenaries and dancers.

As with the other elves, Dark elves are the target of much racism, compounded by their supposed ‘wicked’ ways.

Dwarves: (Average life expectancy: Immortal)
Short and stout and powerfully built. The dwarf is stereotyped as common and uncouth. This may have some truth but dwarves culture has a great many things to offer the world aside from their fine masonry, being among some of the most prominent bankers and businessmen in the world. They are ancient enemies with goblins and orcs, and will often seek to kill them on sight.

The Dwarves as seen by the general populace are greedy and scheming. Due to their tendency to live and work in insular conclaves, many view the Dwarves with suspicion, believing them to take part in barbaric and heretical rituals. There is little truth to this however.

Gnomes: (Average life expectancy: Immortal)
Small and reclusive, the gnomes are a shy lot. They are scavengers and tireless workers, like ants they gather lost and discarded items for themselves and occasionally sell their finds on. Their homes tend to resemble junk piles.

Halflings: (Average life expectancy: 800 years)
A diminutive and simple people little known to the world. They live almost exclusively in a small area of the unclaimed lands in a hilly countryside surrounded by thick forests. They have little contact with the outside world save for those few travellers who pass through their land. This has led to many of the younger halflings leaving to explore the world to satiate their curiosity and love of adventure.

Trolls: (Average life expectancy: 800 years)
Trolls are squat, hairy beings with long, ape like arms and thick, barrel like bodies. They are pack like in mentality and display intelligence comparable to large primates, allowign them to use tools. However they are incapable of learning anything approaching language or civilisaed behaviour. Thanks to their dense physique they are approximately three times the strength of a normal human male and capable of surprising speed. Their grotesque features resemble the lipless snouts with beady black eyes set deep into their skulls.

Giants: (Average life expectancy: 800 years)
Standing fifteen feet on average. They tend to dwell in the mountains or other secluded areas and survive off of the land. A few enter civilisation and find employment as guards, soldiers or manual labourers.

Goblins: (Average life expectancy: 800 years)
Squat and with short, stumpy legs and arms, Goblins appear strangely like a head with arms and legs, with their ‘torso’ consisting of a large ugly face. Goblins live in primitive scavenger and raider societies. Quick to learn, those who make it into civilisation find work as cheap and efficient workers in almost every field.

Orcs: (Average life expectancy: 800 years)
A proud and strong warrior race, the orcs are thought of as evil, marauding barbarians with little concept of morality and even less intelligence. Whilst their culture may seem primitive to outsiders they have in fact developed and adapted over the centuries to a nomadic life as mercenaries and this remains ingrained in their society even today, when many have settled in small enclaves. Their behaviour is not governed by actual laws and rules as it is a strict code of honour that demands an orc act in a certain manner at all times. For instance, they have no law against killing as such but their code of honour demands that the opponent must be aware of combat and able to defend themselves. For this reason orcs will not harm children or non combatants but will not hesitate to attack an armed man or woman. However there is debate as to the vagaries of such laws, such as whether injured enemies still in possession of their weapons or enemies of lesser skill are considered able to defend themselves.

Orcs are tall, some standing over nine feet with muddy greyish brown skin like a rhinoceros hide and powerful muscled bodies. Some are covered in thick hair and their faces appear snout like, as though the nose has been severed. They have black eyes and some have been known to cultivate thick manes of hair and a few possess large tusks and fangs.

Nymphs: (Average life expectancy: Immortal)
Water spirits, nymphs appear as blue skinned humans and are enchanting and elegant creatures of ethereal grace. They are known to come and go as they please, never lingering for too long in one place.

Mer people: (Average life expectancy: 800 years)
Legendary people of the sea, they are believed to be myth. They have the upper body of a human and the lower body of a fish. Mer people dwell under the sea in large cities formed of living coral, though they frequently make their way up to the surface. They are generally shy and wary, staying away from other races when possible.

Dryads: (Average life expectancy: Immortal)
Tree spirits who live amongst the forest elves in the woods. They appear mostly human but with clothes of bark and hair set with leaves as though they have freshly emerged from the undergrowth. They have a greenish tint to their skin.

Demis: (Average life expectancy: 800 years)
A blanket term used to describe those races who are half human half animal. As a Demi race further interbreeds with humans and other races the resultant offspring come to resemble humans more and more, the traits of their animal relatives slowly becoming less pronounces. For instance, while ‘pure’ Demi dog people possess the head of a dog and thick hair covering their bodies, ‘half breed’ hybrids appear more or less human only with dog like ears and tails. In the past Demis were worshipped as demi gods. There are a great number of Demi races in existence, including, but not limited to;

Bird people who possess large feathered wings beneath their arms. These wings are not separate but are actually a part of the arm, with the feathers sprouting from the armpit and continuing down the length of the under arm. Pure bird people also have powerful, hand like feet for gripping.

Fish people who possess gills and residual fins under their arms and webbed hands and feet.

Dog people who possess large bushy tails and ears and are known for their strength and senses.

Cat people who possess cat ears and tails as well as sharp nails. They are known for their extreme agility and speed.

Lizard people who possess tough scales and powerful tails.

To further complicate matters Demi races also include numerous sub species, so for instance dog Demis include wolf and fox hybrids.

Shapeshifters: (Average life expectancy: 800 years)
A race of slender figured humanoids with snow white skin and hair and pure white eyes. The descendants of an experiment into artificial life by an alchemist, Shapeshifters have no souls in the traditional sense. They radiate an ethereal glow in their natural form. As is to be expected from their name they have the ability to change form. These forms can range from small animals to giants even and encompass everything in between.

Liches: (Average life expectancy: Immortal)
Dark and evil beings that have rebelled against the gods. Once ancient wizards and priests they sacrificed their souls to gain immortality in dark rituals, transforming them into kings of the undead. The first Liches came into being in what is now known as the land of the dead in eastern Kurusha. Withered and decrepit they still maintain great and terrible magical powers.

Hiranoh: (Average life expectancy: Unknown)
A reclusive and enigmatic people. They are short with stubby bodies that are concealed by heavy robes and face that are hidden behind helmets and masks that resemble some sort of breathing apparatus with beady round lens like eyes. They speak in a language of clicks and chirps that is difficult to distinguish and understand, though they have demonstrated the ability to speak in broken Common Tongue.

They are merchants and artisans by trade and are said to produce the finest quality mechanical goods the world over. They live in a flying ship that acts as their capital though smaller city ships travel the world. They are generally found at trading outposts and cities in small numbers. Due to their secretive nature little is known of their society. Any foreigners who board their city ships must remain inside a designated area at all times.

They are also known for their love of collecting, they will pay good money for most things, including broken goods and scraps, clothing and even pulp literature.

Werewolves: (Average life expectancy: 80 years)
Someone who has been cursed with lycanthropy. Under the full moon or in periods of extreme stress they will transform into large wolves. They can easily be distinguished from normal wolves by their great size and incredibly developed musculature. They are natural predators and will attack everything in sight with ravenous fury until they revert. One who is scratched or bitten by a werewolf will eventually contract the same curse.

Vampires: (Average life expectancy: Immortal)
Vampires are rare. Though concentrated covens exist they are generally found alone and semi isolation. They are an accepted fact of life in most parts of the world though they will not be treated kindly by those who find them.

Vile unnatural creatures, cursed to walk the mortal world as a supernatural monster, devouring the blood of the living. Vampires do not procreate in the traditional manner, instead passing on the curse to victims of their choosing. Since vampires exist only as undead corpses they cannot crossbreed, as a result there are no half vampires.

A vampire retains the physical appearance of their previous lives. Hair, nails and other bodily tissues continue to grow as though they were alive, allowing the vampire to pass as a normal person. Vampires have no specific allegiance to either good nor evil, generally being completely amoral. A typical vampire wields their power like a tyrant, acting in their own interests with their own unknowable inhuman logic.

Abilities include strong psychic abilities, including telekinesis, telepathy, hypnotism and illusory powers. They also possess extreme physical prowess, granting them strength and speed beyond the norm as well as advanced regeneration. However vampiric abilities vary greatly between the individual, some develop strong affinity to magic while others are granted more esoteric abilities. Vampires are feared due to their immense power, however this is not to say they are invincible. They are susceptible to decapitation, holy artefacts of any faith, silver, fire and magic. While a they possess strong regenerative abilities they can also be slain through conventional methods.

Dragons: (Average life expectancy: 10,000 years)
Large and dangerous lizards that average around fifteen feet tall and fifty feet in length with little intelligence who tend to hide in caves. They have the ability to breathe fire and some can glide through the use of large flaps of skin beneath their legs. They are territorial beasts and while generally docile will attack if provoked or if they feel their territory is in danger. Though of an entirely different species they are often mistaken for true dragons, hence the similar names.

True Dragons: (Average life expectancy: Unknown)
Ancient and wise, dragons have seen it all. Nearing extinction this once proud race has now withered to the point where they are believed to exist only in fairy tales by most. Dragons have no specific alignment, some are good, some are evil, some breathe fire, others ice. All are powerful. They are great fountains of knowledge and bathing in the blood of a dragon is said to render one immortal. From the great serpentine dragons of the east to the lizard like beasts that reside in the west they are as varied in personality and appearance as one can imagine. Many dragons prefer to live in the mountains, away from the loud and busy cities.

Elder Gods: (Average life expectancy: Unknown)
Ancient primal beings older than mankind. In the past these creatures were worshipped as gods, with primitive human civilisations offering sacrifices to appease them. They are not of one race, ranging from a giant single cell life form that dissolves it’s prey within it’s body to a great city sized monster with six arms and a great snakes tail and a tentacled beast with the collective knowledge of millions of years. They are generally dormant, having been imprisoned, fallen into a deep slumber or just not leaving their dwellings.

Wraith: (Average life expectancy: Immortal)
Often mistaken for demons, these bizarre creatures exhibit powers far greater than most of mankind and have preyed on them since ancient times, devouring the souls of other creatures to sate their never ending hunger. The emotions (Despair, Rage, Sorrow, Joy, Terror etc) and thoughts (The concept of Death, the idea of Evil etc) of mankind cause rifts and swells in the Aether, eventually solidifying and gaining shape in the form of Wraiths who embody that particular concept or emotion. Much like the Gods, these beings are created by mankind’s collective psychic impression on reality. And like Gods once created they continue to exist independent of mankind. Wraiths, due to their nature as psychic constructs can move between the planes at will, however most prefer to remain in the Interstice, a realm within the Spectral plane where lost souls wander. There is however another way in which a Wraith can come into being. Lost souls within the Spectral Plane, so long as they remain wandering will eventually adapt to the plane and develop a taste for other souls. They will begin to devour other souls growing in power. These uncontrollable masses of wild, ravenous souls soon lose all concept of identity and exist only to perpetuate their own existence as Wraiths. These fiends are a mass of tortured souls who will never find rest.

They exist in a loose hierarchy. As a Wraith grows stronger they evolve, gaining intelligence and greater power. Their society is based on a number of influences depending on the Rikr Tyranno in control of the region. They are territorial but don’t really ‘rule’ as we would understand it, instead a territory is understood to belong to the most powerful being in the region, like an animal would mark its territory.

Dyr (Beast): Great in number, weak and animalistic in intelligence. They feed on each other and weaker creatures for nourishment. Occasionally they can enter into the mortal world by dimensional fissures. Like animals they squabble amongst themselves for food, attacking each other in order to feed and grow in strength.

Forao (Monster): More intelligent and stronger than Dyr level Wraiths, these creatures are far fewer in number. They have intelligence of humans and strength equivalent to a the greatest mages alive today. Upon reaching this level, a Wraith gains the ability to assume human form. They tend to fight amongst themselves like warlords, gathering weaker Wraiths to them like allies. Sometimes these alliances are genuine loyalty, other times they are uneasy alliances based only on fear that will quickly break apart when the chance to usurp power occurs. Their true forms are generally humanoid or close to it, with small differences reminiscent of their original Beast form.

Rikr Tyranno (Great Tyrant): Tremendously powerful and intelligent beyond the realms of mortals. The Gran Tyranno are far in advance of the power of even the greatest sorcerers known today. They are comparable in power to the Elder Gods. Luckily, they are generally content to remain in their territories, having little interest in the mortal plane. In their true form they are monstrous and utterly inhuman.

Heralds: (Average life expectancy: Immortal)
Mortals who have sacrificed their souls to the Fiends to gain power. By surrendering the most important part of their lives to their masters, the Heralds are granted abilities beyond the dreams of mortals. Near invulnerability, strength beyond compare and many other gifts. They become living embodiments of their own souls. Their greatest desires become reality. Those who aspired to soar the skies are granted wings whilst those who desired to taste the glory of an endless battlefield were given a body which could fight without limit. However, by surrendering their souls, they are shackled to fate, destined to live out their lives as slaves to the Fiends and their dark God. They are but puppets in a play, and when death comes for them they shall not escape.

Some live amongst mankind, disguised as mortals, others use their fell powers to hold sway over minor domains as shadowy lords while others still prowl the lands hidden from the populace, known only in folklore and rumour. They have no organised structure of society or hierarchy. They come in any shape and size imaginable.

Fiends: (Average life expectancy: Immortal)
The true masters of mankind. The Fiends are the hands of fate, shaping the world to the design of ‘God’. They manipulate and twist the lives and destinies of mortals to their own unknowable ends. Though they speak of God it is unknown which deity it is that they serve. Through their machinations, subtly influencing the minds and hearts of men and women of all races both great and small they shape the future of the world, starting wars, founding dynasties, creating disasters, all in the name of ‘fate’. There are only a handful of them, numbering between four and ten in total depending on which sources one consults. They have tremendous power over the physical and spiritual worlds. It is unknown from where they came.

Demons: (Average life expectancy: Immortal)
Creatures of the underworld. Demons are even more of a rarity than vampires, as they are confined purely to the underworld. The origins of demonkind are unknown, though it is obvious that they have existed long before mortals and are of a totally different breed. Demons have no definite shape or form and innumerable sub species exist. They are monstrous and terrifying creatures of incalculable strength and intelligence that radiate power. Their hides are tough and have been known to be impervious to small arms such as swords and arrows. As such it takes large weapons to even dent or cut a demon. If a normal person were to encounter one they would probably find themselves paralysed in primal fear. Very few know of their existence and most believe them a myth.
Since demons are resigned to the underworld they cannot cross breed. As a result there are no half demons.

Gods: (Average life expectancy: Immortal)
Beings of unimaginable power. The Gods are born of the wishes and desires of lesser beings. Though they may be created from the desires of mankind they are not slave to them. A god continues to exist regardless of whether people believe in them or not. There are many gods from many differing religions, the most powerful of all is that worshipped by the Erusians and Akkadans; Reiahh. They make live much like mankind, making war and love, forming and breaking friendships and rivalries. They reside in the realm of the gods, a place unreachable by any save the gods and the celestials, though they have been known to journey to the mortal plane on occasion.

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Mr D
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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:33 am

Factions in Altaea:

The Watchmen:
The Watchmen observe history from the shadows, chronicling but never intervening. They catalogue every occurrence of importance in every corner of the world. From secret meetings to matters of government. They employ a great many members to scribe and keep the many vaults of knowledge as well as interpret their findings in their annals. They are unknown to all, invisible and silent they have never been caught, never been seen and never been discovered.

The Assassin’s Guild:
Set up many millennia ago the Assassin’s guild are the masters of death, adept at all known methods of killing. They are secretive but widely known. With their amassed political power and connections they have become untouchable and indispensable. Their fees are high but if you know how to find them they will take any job. Their patron god is Rema, the Selentine god of death. The current head of the Assassin’s guild is unknown and each chapter is able to operate on an individual and autonomous basis.

The Thief’s Guild:
Less an actual guild as a loose network of thieves and fences. They provide a valuable force of spies and intelligence that works for the highest bidder. Unlike the Assassin’s guild there is no unified power base, instead they are connected by a single member, usually a fence, who acts as a contact and agent. Through him outsiders can hire thieves for specific jobs. Each member pays a small fee to remain up to date with tip offs and other valuable information such as guard patrols and safe house locations.

The Sacred Order of Holy Knights:
An international organisation of knights who serve as a police force throughout the world. They are closely allied with the Magicians Circle.

The Inquisition:
Within the Erusian church there exists a section devoted to the eradication of sorcery, supernatural activity and herecy in the world. They are fanatical in their pursuit of those they consider and affront to God and will stop at nothing to impose the churches will. They wield considerable political powers and are considered virtually immune to prosecution for any crimes committed during the line of duty.

The Circle:
Beings close to gods. They have the fundamental powers of nature and reality at their beck and call. There are thirteen in all, each embodying a different element. When one dies a successor is automatically chosen from birth, destined to ascend to their place. The purpose of the Circle has been long forgotten by history and they themselves no longer seem to know.

Energy Wrights:
A secretive organisation of strange, almost inhuman people who control the mysterious power source known as energists which power the limited technology that exists in the world. Energists are invaluable, which in turn makes the Energy Wrights invaluable. No one knows from where they came or the inner workings of their organisation or even what they look like behind their heavy robes and masks.

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:37 am

Magic in Altaea:

There are several differing systems of magic in the world of Altaea. They all can be used to generate the same effects, however the means by which they are achieved differs. Using magic requires feats of willpower on the part of the caster. Greater will power allows the caster to channel greater amounts of energy. By training ones mind one can exert greater control for longer periods of time on much more powerful magics. The study of magic requires great discipline and dedication. To master even the basics requires at the very minimum ten years of intensive study.

Magic is rare in Altaea. It is certainly not an everyday occurrence and the average person is unlikely to have witnessed magic of any kind before and will most likely go their entire lives without seeing any.

In addition to the two major styles of magic there exists countless other minor schools. As practitioners adapt their teachings they eventually come to develop into a unique style of their own. Magic from one country may differ significantly from that of another and different people will adapt these further, becoming unique to a particular family in the same way martial arts styles are handed down. For example the Einmarch family of Doch are known for their use of enhancement magics whilst the Lachance family of Guin are known for their variety of explosive attack spells. Those institutions which teach magic are often secretive.

It is a traditional belief in magical societies that the magician should be partnered with a protector, one who can handle the physical aspect of fighting to defend the magician whilst they cast spells. This is due to the concentration that is required whilst casting magic that prevents magicians from defending themselves properly. If their concentration is disrupted to much it can result in a failed casting or even a backfire. This tradition harkens back to the first magician, a woman known as Lucia Whitecross. The swordsman Seig Pendragon pledged his sword to protect her and after many quests, journeys and adventures the two founded the Sacred Order of Holy Knights and the Magician’s Circle. However if properly trained magicians can deal with such physical situations, as in the case of the Magi order.

Magicians are seen as being secretive and insular and are as often viewed with distrust and suspicion as with reverence and awe. They are often seen as capricious, choosing to interfere in matters and choose sides based on whims or for other mysterious, possibly sinister reasons. Having a magician on one’s side during a battle is cause to cheer for most, but rumours of them extracting great prices for their aid are rife including mages stealing away children or even people’s souls in exchange for favours.

Western magic:
Based primarily in Ea.

Places much emphasis on the will of the magician. Power is drawn from within and focussed through the will of the caster. They tend to use their own bodies as circuits for the power they generate though some are known to use focussing objects like wands, staffs etc. Incantations and hand seals are used to focus the caster’s will by use of key phrases which can be different for each caster. These phrases are used to remind the caster of how to perform the required ‘spell’ in a similar way to a mnemonic.

A typical example of western magic is the creation of a bolt of lightning to attack ones enemies. Other more esoteric uses include the manipulation of time or the creation of a defensive barrier.

The philosophical belief behind western magic is that one should be able to stand alone. They do not believe in a unifying force, rather that every person stands alone as a source of value and power within the universe and that improvement of the self is the path to enlightenment and true perfection. There is a strong a posteriori element to western magic, believing that knowledge can only be gained through the senses and experience. Western magic is far more rational and logical in it’s explanations, believing that the magic is simply another form of science and that the force behind it is simply a part of nature. Thy manipulate the concepts of the universe as opposed to the specific elements found in Eastern magic. An incantation for burning something from a Western mage calls upon the very idea of burning rather than the element of flame itself for instance. As such it requires a keen intellect to utilise properly.

Eastern magic:
Based primarily in Ashura.

In contrast to western magic, eastern schools place more emphasis on the use of naturally occurring magical forces, drawing power from the world around them. They make extensive use of talismans and charms, allowing them to bypass the natural resistance of the human body to magical energies. Magic in the east is tied intimately to religion, with many priests being magicians and vice versa. Eastern magicians tend to use invocations to call upon spirits and the forces of nature. Will power is still required to tame these force to ones will. Small spells like a fire bolt are simple for even inexperienced magicians whilst calling upon the elemental spirit of fire itself requires one to bring it completely under ones will, a feat achieved by only a handful.

A typical example of Eastern magic is the creation of small talismans that can be used to summon orbs of flame for offensive purposes. Other uses include the enchantment of an object to enhance it’s abilities.

The philosophical aspect of eastern magic is deeply ingrained within it’s teachings. It teaches that all people are part of a whole, that every person and every inanimate object, from a grain of sand to the great vacuum of space is as one, unified by the binding life force known as ‘the Will‘. The Will is a universal consciousness, a living force that is the well from which all life springs. As such there is a strong emphasis on a priori philosophy, the belief that there are some truths that can be gained without the senses through deep contemplation and meditation. Magic from the Eastern school is drawn from the elementals, a concept deeply seated in the world view and religions of the Eastern nations (that every object, place and sensation etc has an independent spirit or ‘God’.) A spell for burning something in Eastern magic would draw upon the power of the elemental spirit of flame. Therefore Eastern magic requires a great deal of insight in order to properly commune with the spirits.

Sub schools:

Outlined below are a few sub schools of magic that focus on specific aspects.

The raising of and control of the dead. A necromancer has the power to reanimate dead matter, controlling it as he sees fit. They can command this reanimated matter to do their bidding, zombies can be commanded to attack independently for example. They will perform their duties to the best of their understanding and will not stop until they are unable to do so (being destroyed or trapped for instance) or have achieved their goal, at which point they will become mindless and wait for the next order from their master. Since they lack higher brain functions the corpses have a limited understanding and any orders must be given clearly and precisely to prevent them from acting wrongly. The act of genuine ressurection is impossible, though with considerable effort on the part of the summoner one can draw the soul of the recently departed and bind it to the mortal plane.

The creation of imaginary constructs through the manipulation of raw magical energies. Depending on the caster’s will power these constructs can range from small, intangible simple objects to large, complex scenes with many independent entities that look, sound and feel real. However, these illusions are only that, illusions. They are not real and cannot affect the real world in any way, though they can trick the observer into believing so if used correctly. For instance, an illusory sword cannot cut someone, though it can create a further illusion that the recipient of a wound has been cut as well as the sensation of pain and even death if the illusion is realistic enough. With enough will power one can see through an illusion.

The manipulation of time is an incredibly rare and difficult power to master. Time travel itself is considered an impossibility to any outside of the celestials and spiritual beings of great power. Practitioners of Chronomancy can shift and manipulate time to their whims. They can cause an object to age or de-age and create a field that freezes others in place while they move normally amongst other things.


Summoning is an integral part of many schools of magic, due to it’s complicated nature it has been given a section of its own.

The summoning of and bargaining with spirits from other planes of existence is a difficult skill to master, it requires not only great willpower but great discipline and in some cases a certain cunning. Whilst some of the more benign entities will be happy to lend help or enter into an arrangement with the caster others will require more convincing. Certain malign beings may try to deceive or harm the summoner. More neutral beings will require some mutually beneficial arrangement or compensation.

It is impossible to summon demons. Amongst the creatures that can be summoned are Fiends, elementals, spirits or abstracts (Creatures of the Ethereal realm who embody concepts such as virtue, chaos etc). Fiends will only appear to a select few whom they deem worthy and only if they feel they will benefit from the arrangement. If one knows the name of a specific entity one can try summoning them in particular, with varying degrees of success. An entity can be summoned against its will.

To summon the spirit of a dead person requires particular ability due to the difficulty of the act. Due to the nature of the cycle of death and rebirth a spirit must be either recently departed, trapped in the spectral plane or residing in paradise. To draw the spirit of one who has become part of the circle of fate the practitioner must forcibly extract the spirit before it reaches the void and becomes stripped of its memories and sense of self. This takes extraordinary skill and strength of will to prevent the practitioner losing themselves in the torrent of souls.

One typical use for summoned entities is for use as a guardian spirit. The summoned entity and the summoner enter into a contract whereby the spirit acts as a protector or companion to the summoner in the mortal plane. These contracts require the summoner to lend a portion of their power to the entity for as long as they remain on this plane.

When summoning a magician will enter into an arrangement with the summoned entity, this contract or pact must be agreed to by both parties of their own free will and will usually but not always leave some token of sorts, either a mark on the bodies of each participant or an item of some sort. Once the pact is finished or broken this mark or item shall disappear.

Summoners are advised to use a seal of some sort to house themselves whilst the deal is being made. While within this seal the summoner is safe from the influence of the summoned entity, though leaving for any reason will nullify this protection.

If for any reason a summoning is not completed it can have disastrous consequences such as the loss of power or memory on behalf of the summoned entity.


The science of manipulating nature. While not magic as such it is still an abnormal science. The transmutation of materials and the bending of the laws of nature are key elements of alchemy. It’s holy grail is not the creation of gold from lead as most believe but the creation of artificial life and the attainment of immortality.

Whilst it is possible to create simulacra, they are alive in body only. The spark of life that all beings have is missing. They can act like living beings but in the end are little more than elaborate machines. It is the spontaneous creation of actual life, not a soul but of a free thinking creature that is the pursuit of alchemy.

Next is the pursuit of eternal life. Elves and the like may live extraordinarily long lives but they will eventually succumb to their fate. For true eternal life one must be freed from the machinations of fate.
To achieve these most sacred goals alchemists seek the philosophers stone, a substance that holds the secrets of the universe.

As with alchemy Shamanism is not strictly a form of magic, it is a higher state of being. Shamans are deeply in tune with nature and the world around them. This extends to other planes of existence, with skilled shamans being able to converse with spirits and transcend their physical bodies to reach other realms. It has a deep connection with herbology and medicines. They generally seek balance and harmony with nature as opposed to traditional definitions of good and evil. They are often persecuted as witches and driven out by most cultures.

Divine magic:
By calling upon the power of the gods practitioners of divine magic can perform powerful spells. It does not require the same level of willpower as normal magic, since the practitioner is not the one gathering the power. However, it depends on the will of the god in question as to whether they grant their power. Many consider such occurrences as elaborate tricks and cons on the part of the priests. This type of magic is exceedingly rare, even amongst magicians and there are only a few verified practitioners in the world.

One cannot become a seer by choice, it is a strange gift granted seemingly at random. Some seers can exert a level of control over their powers, glimpsing certain times and places on command, others are slaves to their visions, receiving them uncontrollably. Sometimes the visions are flashes of emotions, sounds or images Some times they are vivid, lucid out of body experiences in which the receiver can move freely. Other times they are abstract and dreamlike, relating only the general idea of the situation.

It is unknown to what extent acting upon a vision can change the future. Perhaps it may only delay the inevitable? Maybe it will set destiny on an entirely new course? Or perhaps it will be impossible to

Once again, not actually a form of magic, psychics are born with the ability to tap into the unused regions of the brain to gain access to vast quantities of latent power. Psychics may possess one or more of the following abilities: Telepathy (The ability to read the minds of others and communicate with others mentally), Telekinesis (The ability to move physical objects without affecting them directly), Remote viewing (The ability to see remote locations through the minds eye), and other, more specific powers such as cryo/pyro/geokineses (controlling ice/fire/earth) etc.

Wild mages:
Those unable to control their powers are known as wild mages. Whether through genetic defect to psychological disorder wild mages are a dangerous bunch to those around them. When a wild mage casts a spell one can never be sure what effect it will have. Perhaps a fireball will turn out perfect. Perhaps it will explode in their face. Perhaps it will even cause flowers to sprout from the ground around their foes. Wild mages tend to be shunned and end up as laughing stocks amongst their fellow magicians.

Even magic has it’s limits. Certain things such as resurrection are beyond the realms of even the greatest magicians. On the rare occasions that they occur these instances are known as miracles. However there are a few who can spontaneously generate these ‘miracles’. These people are known by many names throughout the world such as true magicians or high magicians. There are currently only five true magicians in the world and maybe less than fifty have existed throughout all of history. It is unknown from where they get their power or what distinguishes them from normal people but the effects are astonishing. These people truly are as close to gods amongst men as the world will ever see.

There exist some people who possess a natural affinity to magic and it’s workings. These people are extremely rare. Without proper instruction or great will power they are liable to be a danger to themselves and those around them due to their wild and unchecked powers. They are likely to be hunted throughout their lives by any who discover their true nature. Someone discovered to be a natural magician will probably be persecuted as being a witch or cursed and others will wish to study them and their abilities or bend them to their will. With proper instruction they can become extremely powerful in a short amount of time.

The manipulation of the fabric of reality is something beyond even the powers of a true magician. Resonants are able to perform such feats. They are able to bend and reshape reality to their will, they can create something from nothing and form entirely new planes of reality, they can traverse dimensions and make one plus one equal three. A resonant is a type of Natural magician, and many will not realise their powers as they lay deeply entrenched within their subconscious. A Resonant’s powers often manifest in times of great strife. Most magicians scoff at the very idea of Resonants, believing them to be impossible.

Magical factions:

An order of monastic warrior priests who use martial and magical disciplines. They blend the philosophies of both eastern and western magic into what the see as a balanced and cohesive whole. They believe that magic is a sentient force in the universe and they devote their lives to understanding and serving it. Though they practice martial arts and offensive magic they are pacifistic and will only engage in aggression in defence of others or the self, preferring non lethal methods and diplomacy. Due to their utterly neutral nature they are often called upon to mediate disputes and act as peace keepers in places of unrest. Their skill and power are known far and wide, far above that of a regular mage, making them figures of awe and respect.

The Magicians Circle:
The main council for practitioners of magic headed by a body of the most powerful and learned of the world’s magicians. Almost all known practitioners of magic belong to the Magicians Circle and are ranked according to prowess. They are at odds with the church of Elusia and the two reserve a certain animosity for each other, though they typically maintain a peaceful if strained relationship. They do not interfere with any of their members and exist only as a unifying body. As a result there are numerous other smaller bodies that are aligned to specific governments or ideals.


Sorcery is distinguished from magic by its perversion of natural laws while magic is ultimately bound by the laws of nature. Its dark arts include curses and hexes that call upon the sinister and unknown forces of the Aether. A typical example of magic may be manipulating upon natural forces to walk on water or read another‘s mind. On the other hand Sorcery calls upon dark powers to make a victim’s skin decay or bring them utterly under the caster’s thrall. It is known in many circles simply as black magic.

Black magic is a potent form of forbidden sorcery which allows the wielder to pervert the natural order, enslaving occult forces and bending them to their will. Long thought forgotten it is primarily offensive in nature, focusing on causing destruction. It also extends to curses and enchantments, allowing the caster to either debilitate their enemies or empower themselves.

Black magic was devised by Victor Le Crosse during his astral studies. It's true nature is not known at this time. The practise of Black magic was forbidden by the Magic Circle due to its evil nature, and when used brings pain upon the caster. A small scale spell may only manifest as the sensation of a pin prick while the highest tier of spells and curses can cause pain so unbearable that it can potentially kill the wielder.

Those who practice the forbidden arts of black magic risk losing their soul to the darkness of the void. The power of black magic is drawn from the soul of the caster and overuse can result in them becoming empty soulless monsters. A sorcerer will be dogged by malevolent spirits and other monstrosities from beyond the mortal plane for their entire life, and only the strong of mind can resist the influences of these beings. Sorcerers may study the dark arts, but many are born with the innate power. They are shunned by the fearful public for their uncontrolled abilities and many are driven insane by them.

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:41 am

Technology in Altaea:


Bows are still the most widely used long range weapon, though repeating crossbows are widely available and popular with police and conscription forces and other lesser trained members of the population. Gunpowder has recently been discovered, leading to advancements in explosives and ranged weapons technology. Primitive firearms such as revolvers, flintlock pistols and muskets are in use in certain parts of the world, though as a recent invention they are still a rare sight.

Artillery is still primarily limited to bolt and stone based projectile weapons such as the scorpion, ballista, catapult and trebuchet. Once again, the invention of gunpowder has allowed for the creation of the cannon, as well as explosive projectiles. However, these remain in limited supply even within the more advanced, richer nations.

Combat is still largely a centred around close combat with traditional weaponry such as swords, spears, axes and daggers.


Lighting is still largely provided by candles, though in more affluent areas gas is used. Indoor plumbing is the norm in most cities, though smaller towns and villages have more basic utilities.

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:44 am

Religion in Altaea

Note: The two major belief systems in the world; Erusia and Ahmenm are heavily related. Erusian was the first, its first instances occurring in Ea in 0 UC (United Calendar) when the spirit of God was said to have appeared before the emperor of Vado, Grande Lucien Varan I and the emperor of Sarife, Salazar Omah II in a vision whilst on the battlefield. Both men were so in awe that they ceased hostilities and returned home. The next day Lucien returned with his armies to Vado and began a paradigm shift that renounced the old gods of Selentine. The church soon spread across the empire and remained even after it’s fall. Similarly in Sarife Salazar began to convert his people. However, there were soon disagreements between the two factions of how to properly worship and conduct themselves. This led to war once again, a war that has only recently been quelled.

Both religions view women as beings higher than men, seeing them as holy and closer to god. As such women are revered in societies with strong religious influences.

Religion in Vectis:
The cursed isle of Vectis is home to a uniquely druidistic religion centring around the worship of nature and it's various aspects, or rather, the personification of these various aspects. As such they have an incredible harmony with both the natural and spiritual worlds.

Caluch: The patron god of the woods as well as the god of the elves. Possessing a generally benevolent and happy personality he is also known for his fickle temper and a love of mischief. Caluch surrounds himself with celebrations and music and as with all elves has a mischievous bent, he loves to play tricks on outsiders and causing havoc. Caluch appears as a satyr with the body of a man, long brown hair, stag like horns and cloven hooves on the end of furry legs. He dresses in a vest of woven leaves. With him he carries a large, gnarled staff entwined in tangled vines.
Auron: Patron god of the winds and sky, king of the sylphs. Auron is the care free, narcissistic god of the wind. Arrogant but benevolent Auron surrounds himself with beautiful women and enjoys meddling in the lives of mortals. Minor complications are often said to be his work. He dresses in extravagant robes of sky blue and snow white. He is typically depicted carrying a bow and arrow.
Fantine: Patron goddess of rivers, lakes and sea, queen of the nymphs. Fantine is serene yet cold, like an authoritarian teacher. She clothes herself in long, flowing gowns of deep blue and purple. She has long, platinum blonde hair and pale skin with an elegant, graceful physique. She is depicted carrying an orb of glass and a book of secrets.
Elendra: Patron goddess of fire, queen of the ifrits. Elendra is free spirited with a volatile temper and feisty personality. She appears as a pretty young girl of around twenty with a shock of red hair, dressed in leather clothing.
Grastos: Patron god of the mountains and of dwarves. Grastos lives in isolation in the mountains and possesses a grim, stoic temperament. His appearance is generally of a tall, powerfully built man with a long mane of grey/ black hair, stern, chiselled features dressed in a loincloth and a band of gold around his head. He is sometimes shown as having a beard and usually carries a large broadsword.
Siris: Patron goddess of the sun, queen of the sprites. Siris is thought to be the overseer of harvests and lover of Cassul, king of the night. She is depicted as a slender, beautiful young woman with golden skin and wavy blonde hair. Her personality is kind and maternal with a cheerful temperament. She is usually shown as naked and empty handed, surrounded by sunlight.
Cassul: Patron god of the night, king of the shades. Cassul is depicted as a tall man of athletic build dressed in dark, muted colours and a high collared black satin cloak. His hair and eyes are white while his skin is pitch black. He bears a short sword and shield with a moon symbol engraved on them. He is said to possess a reserved, quiet temperament and a romantic disposition.

Religion in Suitania:

Kas: King of the Gods.
Valus: God of Learning and Strategy
Voss: God of War
Cela: Goddess of Love and Family
Rema: Goddess of Death
Valeria: Goddess of Travel and Commerce
Manus: God of Creation and Agriculture
Keia: Goddess of the Arts

Religion in Ognir:

Khao: God of Battle
Krno: God of Health
V’Dar: God of the Dead (Keeper of the Dead)
Ull: Goddess of Hunting
Ramar: God of the Sea and Fishing
Mir: Goddess of the Land
Borr: Goddess of the Law

Religion in Vado: (Elusian)

Aria: The one God. She is seen as being omnipotent, omniscient and omnipresent. In reality she is the most powerful of the gods, though far from omnipotent. He is seen as having a benevolent, motherly temperament. She is depicted as a perfectly beautiful, radiant young woman with flowing blonde hair, blue eyes and a flawless pale complexion. She is normally shown with a petite figure and white robes, accompanied by her attendant celestials.

Religion in Abyssia:

Mephis: God of Good and Kings
Ammon: God of Time
Ishtar: God of the Void/the Dead
Djeka: Goddess of Beauty
Kasus: God of Evil

Religion in Sarife: (Ahmenm)

Reia: The One God. She is seen as being omnipotent, omniscient and omnipresent. In reality she is the most powerful of the gods, though far from omnipotent. He is seen as having a benevolent, motherly temperament. She is depicted as a perfectly beautiful, radiant young woman with flowing blonde hair, blue eyes and a flawless pale complexion. She is normally shown with a petite figure and white robes, accompanied by her attendant celestials.

Religion in Nijhon:

Aino: Goddess over all others

Religion in Sheng:

Xiism: (The Xi or ‘way’)

Religion in Arc:

The people of Arc do not worship any Gods.

Religion in Askara:

Each tribe worships a different God or spirit.

Religion in Taris:
There is no set religion in Taris due to the divisions and constantly shifting power bases.

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:47 am

Cosmology in Altaea:

Planes of existence:

There are several planes of existence. They are arranged in layers, with the void existing in the centre at the heart of all reality. Above that lays the underworld and above that the realm of chaos and so on. A person can transcend one layer through meditation and means other than death. The souls of the dead are suspended in a permanent cycle of life, death and rebirth. When one dies their soul returns to the void, descending through the lower realms before returning to the mortal world.

The Realm of the Gods:
The home of the ‘gods’, beings of extraordinary spiritual power who are worshipped by the inhabitants of the mortal realm. It is a place where mortals cannot set foot.

The High Realm:
A place of perfection where the spirits reside. It is the highest point that one can ascend to without dying. However, many find the concept of perfection unfathomable and without considerable mental strength on the part of the participant it can render them mad.

The Ethereal Realm:
The realm of the nature spirits and other fairy tale creatures. It is the realm of the forms where the perfected forms of all things exist in total harmony. A place of abstract concepts that has no parallel in the mortal world. A sea of light where radiant paths lead the way to the other realms it exists as a crossroads between the planes.

The Mortal Realm:
The plane in which Altaea exists. An endless, ever expanding universe filled with many galaxies, each with millions of star systems. In other words, a universe much like our own.

The Spectral Realm:
The world of spirits, a warped mirror of the mortal realm, the spectral realm is where lost souls go after death. There they wander as ghosts and phantoms until they can re enter the cycle. It exists in parallel with the mortal realm.

The Aether:
A vast, endless sea of psychic energy that unites all existence. Its shifts and tides are affected and in turn affect the minds and emotions of the countless inhabitants of the mortal plane.

The Underworld:
A terrifying place of eternal torment and suffering, the underworld is where horrific, twisted demons reside and where all souls must pass through when they die before returning to the void to be reincarnated. This is the lowest point one can descend to without dying.

The Void:
Few know what lurks within the void, only that it is where the souls of the dead descend to in their long journey after death.

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:49 am

A brief history of Altaea:

~3500 OC (Old Calender)- Sarife is the first empire to emerge from the ashes.

2725 OC- The country of Suitania forms as three separate states that battle for supremacy.

1500 OC- The first kingdom of ancient Sheng emerges in the form of a city state.

1225 OC- The kingdom of Ahmemn begins it’s invasion of Suitania.

1210 OC- After ten years the Sarife empire is decisively driven back.

1000 OC- The various city states of Sheng engage in territorial wars.

500 OC- Sheng is unified by it’s first emperor, Zhang Long.

480 OC- The prince of Suitania, Folken the great begins to establish the lands of Ea. This marks the beginning of the ‘Golden Age’.

475 OC- Having conquered all of Ea, Folken the great heads into Ignir. He and the remnants of his army return nearly dead from the journey, having found what they believe to be the edge of the world.

470 OC- Folken the great discovers the continent of Tyrun.

469 OC- Folken the great conquers Abyssia.

465 OC- Folken the great conquers Sarife, defeating the king in mortal combat.

445 OC- Folken the great dies at the age of 50. Abyssia and Sarife win their independence once more.

439 OC- A great holy man from the mountains of Sarife receives a prophecy. He descends into Sarife to spread word. His followers found the religion of Ahmenm.

418 OC- The legendary explorer Marcus Lorenzo returns from Sheng, bringing word of the lands far to the East. He also tells tales of a great land of barbarians across the sea and the lost continent of Ignir.

300 OC- The great empire of Suitania is defeated from within by warring factions vying for power. Vectis becomes engulfed in civil war.

35 OC- The first king of Vectis unites the disparate and warring people of the country. Following this he sets his sights on the continent.

30 OC- The first king of Vectis conquers the entire Ean continent, becoming known as the greatest conqueror the world has ever known. He also beings with him the religion of Erusia, ruling with an iron fist.

0 OC/ 0 UC (United Calendar)- On the 30th anniversary of the unification of Ea the United Calendar system is put into place. A great cataclysm befalls the first kingdom of Vectis. The mighty kingdom is destroyed, according to legend, by the angels of God. This marks the end of the ‘Golden Age’ The capitol of what is now Vectis is built over the remains of the decimated city.

2000 UC- The followers of Erusia embark on a crusade to conquer the Sarife empire for their God.

2939 UC- The Band of the Falcon, a group of heroes that eventually comes to include the future kings of Vectis and Doch as well as the queen of Guin, sets out on their quest to defeat the great warlord of Tyrun, Kratos.

2949 UC- After many hardships and a great war, the Band of the Falcon defeat Kratos. Sigurd Von Drago is crowned king of Doch. Richard Winsgate is declared the destined king of Vectis. Isabelle Villemonte is crowned queen of Guin. Without a leader Taris becomes embroiled in civil war that lasts to this day.

2999 UC- The current day.

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:52 am

Myths and legends of Altaea:


The Golden Emperor*

The Golden Emperor began life as a normal man, who, upon seeing the state of the world took to the centre of the earth to meditate on existence. During his meditations he discovered the Xi. Or ‘way’ After many millions of years contemplating the Xi, he was able to come to a clear and perfect understanding of the universe, reality and existence.

Unfortunately during this time, another man was bent on defying heaven and the Gods so that he could proclaim his sovereignty over all of existence. He too retreated and underwent many great trials in his meditations and, through his indomitable will and determination was able to force his way, gaining tremendous power the likes of which neither heaven nor earth had ever seen.

The Golden Emperor, having passed the many trials before him travelled the world, seeking out fellow masters who could aid him in achieving enlightenment. On his travels he gained several loyal followers who became his close friends. He learnt from the trees in the forest, the clouds in the Sky, the waters in the Sea the Sun in the Heavens and eventually the wise Dragons of the spirit world. Through their teachings he was able to achieve enlightenment.

This man, the Crimson King began his war on Heaven, gathering to him many powerful men and monsters who fell under his sway out of fear of his awesome power. He carved a path through the world, subjugating all who stood in his way until finally he stood at the gates of Heaven. None of the Gods could stand against his might and as he led his final attack, only the Golden Emperor stood before him.

Their battle raged for eons, devastating mountains and seas. In the end it was the Golden Emperor’s benevolence that emerged victorious and he defeated the Crimson King, sealing away his power and casting him into the deepest depths of hell to be tormented for his transgressions.

With the war over the Golden Emperor took his place ruling over the mortal world, teaching the people there his wisdom and, after many millennia his rule drew to an end. The Gods in Heaven, thankful for his great deeds offered the Golden Emperor a place among them as their supreme ruler. He reigns there still.

*Not to be confused with the White Emperor, the first Emperor of Nijhon who united the nation against invaders who was in fact a historical figure.


The Great Seal

During the Age of Darkness the first kingdom stood proudly. However, as man became more decadent they began to tamper with forces beyond their understanding and unleashed upon themselves a great plague of monstrous beings. These demons sundered all in their path and murdered all the inhabitants of the world. The Gods, witnessing this destruction, saved the one virtuous man in the world and tasked him with driving back the demons and freeing the tormented souls of his fellow man trapped by the vengeful spirits.

This man, Takaya Yamamoto was able to free the souls of several other warriors who became his generals. Included in these souls was that of Ayame Minamoto, who it later transpired was herself a goddess, The Divine Empress who had lost her memories and become trapped by the machinations of the demons. After many long years the group was able to free the world from the clutches of the demons and banish them to hell. The Empress, with her divine powers created a seal to prevent the demons from ever again incurring on mortal soil. The capitol city was built upon this seal and Takaya and his descendants charged with defending it at all costs.*

This myth has some basis in historical fact. In Nijhon’s distant past the Minamoto, Yamamoto and Yagami clans allied to defeat a rampaging monster, sealing it beneath a mountain.


The kingdom of Ryvia

In the distant past before the Age of Myth on the island now known as Vectis there stood the great kingdom of Ryvia. In this time ancient mankind co existed with the ancient dragons and other beings now regarded as myth. The Gods walked the earth as giants among mortals, interfering with mortal matters and taking mortal lovers. Magic was commonplace and far more powerful than that which exists in the current day. Fractured kingdoms stood like beacons in the lawless wilderness. It was during this time that the King of Ryvia fell under the sway of a terrifying and powerful dark sorcerer and launched a campaign of aggression against the neighbouring lands. With the aid of the sorcerers potent black magicks and the foul creatures under his control there was little that could stand in Ryvia’s way and soon the entire world was under the sway of the dark sorcerer. During this great war which swept the entire world into chaos the prince of Ryvia, fallen from grace and exiled, thought dead by his father‘s hand. He was filled by desire for vengeance rose up against his father the King. Entering into a dark pact with a mighty Black Dragon he rallied the enemies of Ryvia to his cause and overthrew the King, ascending to the throne himself with his allies at his side as his trusted generals. The temptation of power was too much for them however and the prince was consumed by wrath. The darkness of the pact tainted his soul. He ruled as a tyrant and upon his death the kingdom crumbled once more, fracturing once more into many hundreds of nations.

Hundreds of years passed.

The fires of war erupted once more and history repeated itself. The prince rising up against his father, scattered nations rising to his banner. However this time something was different. It is not known what happened exactly but myth records a great Eclipse that plunged the world into a crimson night which lasted for many hundreds of years. The seas turned to blood and the land was scorched. The old kingdoms fell and monsters beyond imagination emerged from cracks in the sky. Mankind was forced from the surface, made to hide beneath the earth. As monsters roamed the land above. The Gods left the mortal world. And all was lost.

The world entered the Age of Darkness.

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Mr D
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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sun Aug 01, 2010 11:55 am

And we're up to date.

Enjoy a big ol' wall of text. And if anyone's interested in starting an RP in Altaea then shoot me a PM.

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Mon Aug 02, 2010 2:19 pm

The first new Altaea story is up and we are looking for players!

Come and join Altaea Saga: Song of the Ancients.

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Re: The World of Altaea

Tips: 0.00 INK Postby ElRey on Tue Aug 03, 2010 4:56 pm

Wow this is incredible! Let me finish up reading all this and I'll submit a character.

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Tue Aug 03, 2010 8:28 pm

Well I've rejigged the timeline a bit and vampires, previously disallowed are now allowed in stories taking place in the current day, though I swear to god if I see one angsty vampire with a conscience I will suplex someone through a wall.

EDIT: Just to note that since this is the case vampires would be a VERY new phenomenon, as the first vampire would have only come into being perhaps 20 years prior to the current day.

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Sat Sep 11, 2010 5:06 pm

Goddammit, so now I can't even edit this either?

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Re: The World of Altaea

Tips: 0.00 INK Postby Mr D on Fri Feb 04, 2011 1:04 pm

Since I can't edit my old posts here I've taken the liberty of uploading all information relating to the world of Altaea onto its own wiki, which has already seen extensive use in 'Song of the Ancients'.

The address for those who are interested is

I am fine with people reposting the information in other places so long as I am given credit. And if you do decide to start up an Altaea RP somewhere then please tell me! I love seeing people make use of the world I've created.

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