The Flames of Merion

The Flames of Merion

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Once a prosperous land, Merion has now descended into crisis and civil war after the corruption of Alaphyt's rulers. The wish for unification grows stronger as dark creatures roam about its borders whilst in the desert's depths, an eagle rises to conquer.

484 readers have visited The Flames of Merion since Principio created it.

Introduction

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What would help you rest easy through this long and perilous night? Perhaps a small story for a small child such as you? No? Oh, you want to hear our tale? Of how our world came to be like this? Well then, child, sit back and listen, for this is a story of horrors unspeakable and our forlorn resistance against collapse. But first, let us return to that time before the gods, to when mankind was but a child.

It all began in the time when mankind was first sired in our once-wonderful world of Eliseus. Since his birth, a terrible disturbance stirred in the depths of the Abyss. An entire race of creatures, great in intelligence and powerful in emotion caused the winds and rivers of energy to flow, awakening and feeding the unholy gods that slumbered in the pure darkness between the stars after they were cast down from Eternity, after they lost the War in Heaven. They were the Primordials, the first beings of matter to exist in the physical realm, born at the same time as the Universe and their physical forms bound by unbreakable crystals and banished to the realm of the unconscious. In the Abyss, that dimension once peaceful, the conscience of the gods came to fruition as humanity matured further, and from the deepest and darkest collective desires of man were birthed great and terrible multitudes of daemons. Though the Divine, victor of the War in Heaven, revealed himself to humanity once to grant them statutes to save them from collapse and corruption, he decided to plant part of Eternity's essence into the ground to ferment and become weapons against the daemon hordes should they fail themselves. This essence, once fully formed, is the lifeblood of nations: the metal called animus.

But fail mankind did. When he was at the heights of his power, he grew decadent and his desire grew all-consuming. At the last moment, he tried to save himself, but it was too late. Civilisation collapsed and all traces of it disappeared when the daemons entered the land and slew whatever they could. The greatest of the survivors became heroes among men, gathering the last scraps of humanity in an attempt to survive. They were granted visions of animus, and with their men, dug up from the ground a mysterious metal which produced extreme amounts of energy when used correctly, and which, when forged into weapons, could fully destroy daemons. Thanks to this mineral, survive they did. As centuries passed, mankind regained some semblance of civilisation once again, starting with small tribes growing. At around this time, a race of new gods known as the Undying awakened. With great weapons and arcane powers gathered from animus, they united people under their banner and built petty kingdoms to protect their worshippers from other tribes and the darker dangers lurking in the wild. Though they were immune from the corruption of the Abyss, they were proud and so sought greater power and the submission of the other Undying. When they were not fighting the daemons, they fought one another. The greatest of the Undying forged a weapon of pure golden animus and commanded a legion of enslaved, mindless daemons: a sword that not only wiped daemons from existence, but also killed the other Undying. Yet, he fell to the spear of his own son. When this greatest of the Undying was betrayed and banished to a realm beyond ours, the world descended into the greatest conflict ever fought: a war between the gods; a war fought for Old Eliseus' animus; a war for god to dominate god; a war for the great Undying's golden sword; and a war which ended when one of them used an almighty curse to banish the gods from the mortal realm, unwittingly banishing himself as well. With the gods gone and the people vulnerable, the daemons returned once more to take revenge on mankind. Entire nations were destroyed by the whips of the infernal creatures and villages burnt at the hands of desperate raiders. Thus began the Long Night, which lasted for five centuries and ended with mankind's victory in a unified but costly war against the daemons. To escape from pain, a massive exodus through the deadly deserts and high mountains to Merion began.

Alaphyt was a weak settlement formed during this time, adherents to Quoheth, Undying god of order. An unknown force besieged it while it was young. The besiegers, though numerous, were held back by a mysterious man named Cassius, who wielded a majestic sword of gold adorned with jewels until the army returned from its campaign to lift the siege. Legends would say that the golden sword was the legendary weapon Imperium, said to be able to slay daemons, and that the besiegers were daemons, though to many daemons were mere myths. If it were the daemons, then it was unfortunate, for though Alaphyt's citizens were saved from being slaughtered, the battle already left the taint of corruption on Alaphyt. Yet, while this seed of corruption grew, the city itself grew mighty. It absorbed petty states and duelled with kingdoms greater than itself. As it grew stronger, the taint was revealed to a pious and chaste general, for as a man reverent to Sartion, god of justice, he found the worship of the deranged Primordial gods unjust and corrupt. This man's name was Garius Tominas, general of the Northern Army trained to fend off the inhuman creatures of the snowy wastelands north of Alaphyt's borders. He declared war on Alaphyt, with the blessing of a mysterious priest who granted him a bejewelled sword of gold. He slew the king and his barons in the palace and burnt Alaphyt, establishing a new capital on the opposite side of the river: Alaphysius. He reorganised the kingdom into the Alaphytine Commonwealth and became its first dictator and Lord Protector. Through him, there was peace and prosperity, with culture developing significantly. He hunted down the remaining Primordial cultists and executed whoever dared to stay. When the Khazamite Desert was unofficially integrated into the empire, Old Eliseus and Merion were finally united. The Alaphytines faced a series of wars against the Duchy of Aeramagno and the Commonwealth of Ilbarania. The constitution was upheld for four centuries, but on approaching the five centuries of the Commonwealth came a series of troubles. The philosopher Libertinus wrote a book written in high Alaphytine for those in the growing oligarchic class and convinced them that the true goal of life was to achieve the highest forms of pleasure. The more principled members of the old aristocracy started to lose real power when a law was enacted by an oligarchic Lord Protector, allowing the oligarchs to enter the senate. Sensing opportunities to expand their wealth and heighten their debauchery, the oligarchs stormed the government and soon, the aristocrats completely lost their powers over government and many of their own holdings. Angered, the aristocrats roused the people. They attempted to rebel against the oligarchs, but they failed, and soon, the aristocratic class would all be wiped out and many of the peasants who joined the rebellion enslaved or executed. A few years later, a Commonwealth-wide rebellion would spring from the remnants of the aristocrats and the angered peasants. While the rebellion succeeded for a few years, their armies would eventually be surrounded and destroyed. Unfortunately, the damage had been done. Between this time and the splintering of the Commonwealth, there were five different dictators who reigned, trying to restore order to the increasingly corrupt nation.

A man named Cynas Arenikos, though being born to to a poor family, rose through the ranks of the army and fought against Aeramagno. His popularity bore him the title of the Eagle of the Desert, and his banners began to bear the image of a golden eagle on a sand-brown field. He battled in the vast dunes and steppes of the Khazamite Desert whilst fighting a different war against the corruption and decadence in Alaphysius. With the senate angered at the interference of this military man with affairs of the state, Cynas was relocated to defend against the Khazamite nomads and their raids on the desert towns. Upon learning that the Khazamites have a city called Khazar, he declared an illegal war against them. Though he was victorious in subduing and conquering the city of Khazar, the senate did not acknowledge this conquest and nearly declared Cynas a criminal if not for the intervention of the Lord Protector, who agreed with Cynas. The Lord Protector, Clovador, was the most powerful and influential man in the history of Alaphysius next to Garius, though perhaps his biggest mistake was not assigning any heirs. He gained more powers than what was legal, bypassing many of the senate's procedures and vetoing many approved laws and acts proposed by the decadent assembly. He was loved by many of the people, for he restored purpose and order to a decadent society, and hated by some for taking away their rights. Some were convinced that he would name his daughter his heir, but many disagreed as she was disowned for her spoiled attitude and decadent adventures, yet her mother still secretly vied for her and plotted in secret. One day, however, Clovador was found dead in a pool of his own blood within his own room. After his death, the senate seized power in an attempt to rebrand the Commonwealth into a Republic, removing many powers from the future Lord Protectors and further strengthening the oligarchs. Meanwhile, Clovador's wife, Selasia, and his daughter, Clovadia, gathered in one of the capitals of the Commonwealth with the support of many people, where Selasia was crowned Queen Regent and Clovadia, a skilled princess despite her lack of morals, was made heir apparent. Cynas, whilst he did not wish to enter into the fray at such an early period, was eventually convinced to grant himself the rod of the dictator when he was almost assassinated. The most powerful states of the pre-Commonwealth nations, the Confederacy of Veralaea, the Kingdom of Seimuns, and the Republic of Sentian, broke away. The enemies of Alaphysius formed confederations. Supreme power over Merion was within each faction's grasp.

As Merion was embroiled in chaos, in the depths of the Khazamite Desert, a great malicious power stirred, spawning great worms and eldritch creatures never before seen and cutting Merion off from the rest of Eliseus except by sea. In the north, past the Alaphytine borders and the mighty strongholds of the Northern Legions, scouts reported unusual activity. Cynas was still nowhere to be found and the never-before-seen city of Khazar's glory was hidden from the world. On the fifth year of chaos, right before everything erupted into total war, he returned from the desert with a new air about him. He and his officers wore uniforms far from the Alaphytine design, cuirasses painted black and trimmed with gold with capes of fine purple velvet and plumed helmets, whilst his soldiers' panoplies were painted black as night. The Khazamites of the desert banded around this king, for he united them in faith and saved them from the great beasts that now plagued the desert. Nomadic cataphracts and horse archers supplemented his legions. From the unification of the tribes onward, he called himself Cyros. With arquebus, sword, and pike, his Black Army marched from the desert, waving the golden eagle standard for the glory of Cyros, the Emperor of Merion. Yet, at the back of his mind, something clawed at him. A grave disturbance in the balance of the world had unhinged him. Perhaps it was the weight of responsibility on his shoulders. Or, perhaps, it was something more malicious and twisted, waiting to drag the world into darkness...

Well then, that's all the history we need to know to set the stage. Our story begins in earnest, at the start of the bloody Battle of the Golden Valley between the fledgeling Empire and the Republic.
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Good day! So, to sum things up, this is a science-fantasy RP with 1600s technology with the addition of animus-powered airships and magic with knights, daemons, and tales of war. While the setting is mostly a low-fantasy one, it does not stay true to the formula that republic=good, empire=bad. After all, in war, there is no such thing as black and white. There is only grey; there is consequence and there is reward. Will you fight for the Commonwealth, to empower the Selasia and Clovadia and ensure the right of succession? Will you fight for the Republic, for the sake of freedom and the legal authority of the senate? Or will you fight for Undying Emperor Cyros for the sake of order and the final unification of Merion? Well, whatever you want, be ready, for we begin in perhaps one of the bloodier battles of the war.




Merion

The Alaphytine Heartland is a vast fertile plain with two major rivers, Alario to the north and Alarite to the south, both running from Alaryon, the biggest mountain range in the whole of Eliseus. The two rivers intersect near the ocean. In between the rivers are a series of small hills, upon which the ruins of old Alaphyt stand. The city of Alaphysius stands south of Alarite. Its greatest export is rice, though it also has an abundance of iron.

The Baravaden Region is a region south of the Heartland. It is a hilly and mountainous region that reaches to the sea. There are several towns here, but the region itself was named after its capital, Baravaden City, one of the wealthiest in Merion, benefiting from overseas trade, seafood-trading, and dye-making thanks to their powerful fishing industry. They are known for their silver and gold mines as well.

The Tispin Forests are the region to the southwest of Merion, southeast of the Khazamite Desert, and south of the Baravaden Region. It is mostly a misnomer, for Tispin is a massive peninsula with thick forests and tropical jungles. The city of Veralaea, located by a river, is its capital. It is renowned for its powerful poisons and exotic spices.

The Grand Plain is the easternmost region of Merion. It is a massive plain, even more vast than the Heartland, but it is dotted with hills, mountains, and minor river systems. It is where the city of Seimuns is located, near the mouth of the river Alarios, the result of the Alario and Alarite rivers joining together. It is also where the city-state Sentian exists.

Tyr is the northernmost region. It is located in the northern edge of the Tiparian Steppe, with arid land. a mountainous and snowy region with countless fortresses and strongholds to protect against whatever creatures stood beyond Alaphysius. It is renowned for its tough drinks, extremely cold weather, dense tundras, and plentiful iron, silver, and animus mines, ironically making this barren wasteland one of Alaphysius' most valuable regions. They are also the main exporters of fur in the region for the wealthy oligarchs.

Tiparia is a northwestern region, an empty steppe that extends from the Grand Plain's mountainous border to the cold desert steppes of the Khazamite Desert and the Alaryon Mountains. It is not inhabited by any native tribe.

The Khazamite Desert is a desert steppe region. It is arid thanks to the massive Khazamite Plateau to the south, blocking any moisture from arriving. However, since it is way past the equator, it is also cold. The desert steppe is vast, reaching the Alaryon Mountains and connecting to Tiparia. Some even consider the two one and the same. Little do they know that there is a massive oasis in the middle of the desert, where the Khazamites united once and built a grand capital to rival even the glory of Alaphyt maintained by the city-dweller tribes. They have a massive gold and iron deposit, with rare amounts of animus.



The Peoples of Merion

The Alaphytines are the ruling peoples of the Heartland, Baravaden, Tyr, and Tiparia. They are the latest of the peoples to be lead to Merion by a man named Alaphasios. Like all men of Merion, they were the result of the Great Exodus nearly one and a half thousand years ago. They are known for their grand cultural revolution and sciences thanks to Garius' pursuits after peace was achieved. Their cities are marked by tall walls, high decorative pillars, detailed sculptures, and large domes. After the early Alaphytines were refused entry into a city, Alaphasios built his colony on a hill in between Alario and Alarite. Fighting in various climates and terrain has turned its army extremely flexible and complex, with its heavy infantrymen trained in archery. Thanks to recent advances in the sciences, they discovered black powder, but the Alaphytines scarcely use it in favour of flame grenades. They are masters of science, art, and literature, and have learned to harvest the power of animus without the need for mages in the form of flamers, airship engines, and animus lances. They are the backbones of the Alaphytine legions, as used by the Senate, Queen Regent, and Emperor.
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The Baravaden Peoples were the natives of Baravaden, having come to Merion before the Exodus. They are a hardy mountain tribe used to the harsh conditions of living in a near-arid region. They mostly rely on hunting to survive. During the early Alaphytine conquest of their lands, they defeated Alaphyt countless times due to their terrain advantage, but when Alaphyt's legions were reformed further, they were eventually defeated. However, they are still masters of long-range fighting and mountaineering, seeing as it has become part of their culture to train every boy in their art of war and hunting. With the introduction of Alaphytine culture, they began erecting grand spires on the hills and mountains, and also began fishing and industrialising. With Baravaden now the capital of the Queen Regent, majority of her forces consist of Baravadenese soldiers.
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The Khazamites are the nomadic peoples who roam the Khazamite Desert and, once, Tiparia. They were once the leading people in an empire from Old Eliseus long forgotten. When their empire was destroyed after their god was banished, they escaped to the desert to survive and employed guerrilla tactics against the other gods, holding true to their old faith. They lived their lives as bandits and nomads from that day forward, but even that is a misnomer, for they built a great city in the likeness of the old empire's capital that some have maintained until today. Whenever the nomadic tribes unite to face a threat, they always remember to return to Khazar where they crown a khan to lead them through the darkness. They are masters of the horse and horse archery. Though they are popular for their horse archers, in times of true war, their horse archers don heavy lamellar armour and make use of sabres and lances, turning them into heavy cataphracts. Recently, under the leadership of Cyros, some Khazamites have learned the value of using shortened arquebuses called carbines, creating a new specialised unit of cataphracts making use of firearms and equipped with an additional three pistols. Every member of every tribe carries with them a trinket made of animus metal, from which they derive increased strength and agility. Besides the Khazamites, the power to subconsciously draw power from animus is present only in the Seimuntese and Sentian peoples.
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The Tyrians are people native to Tyr. They are a hardy people who can resist just about any region of Tyr. Their people are considered to be like giants, with the average height standing at 6 feet thanks to their diet of giant beasts that roam the forests and cow's milk. They are known for their heavy footmen and heavy cavalry, as well as masterful archers, all equipped with heavy and masterfully-crafted mail and plate. They are kind thanks to their upbringing, but when turned into warriors, all pretense of kindness disappears. Before they were conquered by the Alaphytines, they were already conducting extensive trading and had multiple instances of interaction with them, giving them similar styles of warfare and clothing by the time Alaphysius conquered them.
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The Veralaeans are the natives to Tispin and the ruling peoples of the Confederacy, a result of a vast forest tribe joining the Exodus to escape the daemons. They returned to their old ways of worshipping their odd idols in the darkness of the forest. The native Alaphytines called their gods daemons when they tried to conquer the Tispin Peninsula, destroying their idols and scattering druidic circles, for they knew the secrets of animus and could therefore use sorcerers and shamans to strengthen their armies people or launch fireballs at their enemies, though at the cost of their souls and their bodies, for to use animus directly they would need to corrupt it through sacrifice. Many would mutate into hideous and monstrous witches if used extensively for curses and offensive magics. Recently, under their current ruler, the kingdom banned extensive usage of animus-based sorcery. Originally, there were a handful of large tribes and an innumerable amount of small ones that constantly fought one another for dominance in the peninsula. However, when the Alaphytines attacked, whilst some of them chose to join Alaphyt, and later, Alaphysius, most tribes joined together to form the Confederacy. Whilst this Confederacy would be destroyed, its memory would continue to prosper in the minds of rebellious. They are masters of jungle and forest warfare, as well as light infantry and cavalry, with many sellswords forming the backbone of Alaphytine cavalry formations. A powerful Veralaean general who served the Alaphytines returned to his home and united the tribes when the Commonwealth broke in two and declared himself king. They are ruled by King Aidan the Brave.
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The Seimuntese are the natives to the Grand Plain, having grown mighty thanks to their powerful agriculture and the amount of wildlife that roam the forests and flatlands of the region. They bred the powerful iron destriers, fearless and strong horses first used for chariots and heavy carriages for interregional trade, and then used as the steeds for the mighty warriors of the Seimuntese Tribes, the first knights. They are perhaps the earliest inhabitants of Merion, having descended from those colonists sent by the Great Undying during the reign of these gods. They had multiple city-states as well, most notably Seimuns, the namesake of their people, and Sentian, a massive naval power. Their heavy cavalry force developed under the guidance of the Alaphytines, with an entire wealthy warrior class growing from this, though not all heavy cavalrymen were of this class. They are also known for their heavy polearm infantry. They formed the backbone of the Alaphytine life-guard units for important persons and generals. Like the Khazamites, they have trinkets of animus, from which many warriors derive their strength, which is not something the others can do. The connection between the two peoples is unknown as of this day. When chaos broke out, Seimuns declared independence as its governor was crowned king, with the Republic of Sentian seceding as well and becoming a naval power in its own right, popular for their crossbows, flamethrowers, marines, and warships, be they airships or surface ships. Seimuns is ruled by King Reinard, whilst Sentian is ruled by Consul Caedmon.
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You may edit this in any way possible, but you must include these basic information:

[b]Character Sheet[/b]

[b]Name:[/b]
[b]Nicknames:[/b]
[b]Gender:[/b]

[b]Faction:[/b] (Empire, Commonwealth, Republic only; can add mercenary if you are of the Veralaean or Seimuntese culture)
[b]Culture:[/b]
[b]Age:[/b]
[b]Rank:[/b] (If you want to play as a non-soldier, this can instead refer to social class)

[b]Description:[/b] (Appearance, height, weight, etc., please put it in paragraph form as much as possible)

[b]Personality:[/b]

[b]Weapon Specialty:[/b] (Swordsman, pikeman, halberdier, light or heavy cavalryman, arquebusier, artillerist; for the specialised roles: carabinier cataphract or horse archer cataphract for Khazamites, sorcerer or chieftain for Veralaeans, flamer or animus lancer for Alaphytines, knight or guard halberdier for Seimuntese, mariner or heavy crossbowman for Sentians, mountain sharpshooter and auxiliary legionnaire for Baravadenese, bardiche-and-arquebus or heavy archer for Tyrians)
[b]Equipment:[/b] (You can list this down. Weapons, trinkets, etc.)

[b]History:[/b]

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  • If you're interested in joining, try to post in the OOC first before sending a character sheet.

Browse All » 8 Settings to roleplay in

Merion

Merion by Principio

None

Alaphytine Heartland

Alaphytine Heartland by Principio

The centre of it all, and the region upon which Alaphysius stands.

Baravaden

Baravaden by Principio

The mountainous and hilly region upon which sits the mighty capital of the Queen Regent's Commonwealth, Baravados.

The Tispin Forests

The Tispin Forests by Principio

A mysterious peninsula covered in jungles and forests; the homeland of the equally mysterious Veralaean peoples and their kingdom.

The Grand Plain

The Grand Plain by Principio

Home of the Seimuntese and Sentians, a vast plain with gentle rivers and occasionally dotted with mountains and hills.

Tyr

Tyr by Principio

A cold, snowy place with massive beasts in the pine forests. It has a massive mountain range dotted with mighty strongholds and forts separating it from the wastelands to the north.

Tiparia

Tiparia by Principio

A barren steppe extending to the Khazamite Desert, home to none except a few Khazamite tribes and mighty wild horses.

The Khazamite Desert

The Khazamite Desert by Principio

A steppe-like cold desert separated from the ocean by a massive plateau. Both the plateau and desert are populated by nomadic peoples known as the Khazamites, and its greatest oasis houses the city of Khazar, capital of the Empire.

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Merion

Merion by Principio

None

Alaphytine Heartland

Alaphytine Heartland by Principio

The centre of it all, and the region upon which Alaphysius stands.

Baravaden

Baravaden by Principio

The mountainous and hilly region upon which sits the mighty capital of the Queen Regent's Commonwealth, Baravados.

The Tispin Forests

The Tispin Forests by Principio

A mysterious peninsula covered in jungles and forests; the homeland of the equally mysterious Veralaean peoples and their kingdom.

The Grand Plain

The Grand Plain by Principio

Home of the Seimuntese and Sentians, a vast plain with gentle rivers and occasionally dotted with mountains and hills.

Tyr

Tyr by Principio

A cold, snowy place with massive beasts in the pine forests. It has a massive mountain range dotted with mighty strongholds and forts separating it from the wastelands to the north.

Tiparia

Tiparia by Principio

A barren steppe extending to the Khazamite Desert, home to none except a few Khazamite tribes and mighty wild horses.

The Khazamite Desert

The Khazamite Desert by Principio

A steppe-like cold desert separated from the ocean by a massive plateau. Both the plateau and desert are populated by nomadic peoples known as the Khazamites, and its greatest oasis houses the city of Khazar, capital of the Empire.

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Character Portrait: Mithra Silvius

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Character Portrait: Mithra Silvius
Mithra Silvius

An infantry captain for the Black Army of the Empire.

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Character Portrait: Mithra Silvius
Mithra Silvius

An infantry captain for the Black Army of the Empire.

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Character Portrait: Mithra Silvius
Mithra Silvius

An infantry captain for the Black Army of the Empire.


View All » Places

Merion

Merion by Principio

None

Alaphytine Heartland

Alaphytine Heartland by Principio

The centre of it all, and the region upon which Alaphysius stands.

Baravaden

Baravaden by Principio

The mountainous and hilly region upon which sits the mighty capital of the Queen Regent's Commonwealth, Baravados.

The Tispin Forests

The Tispin Forests by Principio

A mysterious peninsula covered in jungles and forests; the homeland of the equally mysterious Veralaean peoples and their kingdom.

The Grand Plain

The Grand Plain by Principio

Home of the Seimuntese and Sentians, a vast plain with gentle rivers and occasionally dotted with mountains and hills.

Tyr

Tyr by Principio

A cold, snowy place with massive beasts in the pine forests. It has a massive mountain range dotted with mighty strongholds and forts separating it from the wastelands to the north.

Tiparia

Tiparia by Principio

A barren steppe extending to the Khazamite Desert, home to none except a few Khazamite tribes and mighty wild horses.

The Khazamite Desert

The Khazamite Desert by Principio

A steppe-like cold desert separated from the ocean by a massive plateau. Both the plateau and desert are populated by nomadic peoples known as the Khazamites, and its greatest oasis houses the city of Khazar, capital of the Empire.

Tyr

A cold, snowy place with massive beasts in the pine forests. It has a massive mountain range dotted with mighty strongholds and forts separating it from the wastelands to the north.

Tiparia

A barren steppe extending to the Khazamite Desert, home to none except a few Khazamite tribes and mighty wild horses.

The Khazamite Desert

A steppe-like cold desert separated from the ocean by a massive plateau. Both the plateau and desert are populated by nomadic peoples known as the Khazamites, and its greatest oasis houses the city of Khazar, capital of the Empire.

The Grand Plain

Home of the Seimuntese and Sentians, a vast plain with gentle rivers and occasionally dotted with mountains and hills.

The Tispin Forests

A mysterious peninsula covered in jungles and forests; the homeland of the equally mysterious Veralaean peoples and their kingdom.

Alaphytine Heartland

The centre of it all, and the region upon which Alaphysius stands.

Baravaden

The mountainous and hilly region upon which sits the mighty capital of the Queen Regent's Commonwealth, Baravados.

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Re: The Flames of Merion

This is really interesting, I think I'll start working on a character.

The Flames of Merion

Good day to all of you! Welcome to the Flames of Merion. If you have any questions or recommendations, put them here! You may also discuss things here. I hope you guys can have fun!