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The Knights of Artorias

Sevaecian Culture

a part of “The Knights of Artorias”, a fictional universe by Revali.

All they wanted was a second chance to change their lives... but fate had other designs

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This conversation is an Out Of Character (OOC) part of the roleplay, “The Knights of Artorias”.
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Sevaecian Culture

Tips: 0.00 INK Postby Revali on Mon Jul 22, 2019 11:52 pm

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A collection of information, culture, and history regarding the world of Sevaecia


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"A nation's culture resides in the
hearts and in the soul of its people"

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Magicka. Mana. Aether. Qi—these are but a few words used to describe the strange phenomenon that allows the different species to manipulate the energy around them. No one is exactly sure how it came into being, but it is speculated to be a result of residual ichor from the Creator that infected the lands and plants the species melded into their diet. The magicka, however, follows the natural law of elements: water, air, fire, earth, metal, wood, light, dark, aether, nether. All elements are found within the genetics of all species, however; each living thing has a unique synergy to only one. What this means is that, while all elements are present in the genetics of its host, they are only capable of tapping into the energy they are most compatible with.

The only known beings that were capable of manipulating all elements, were the dragons of long ago. The ability was lost when the dragons became extinct, or so the history books will say. They were also the only ones capable of using aether and nether—an unknown source of power that could create or destroy. Because of this, it was believed that the Dragons were the true Creators of the world, and were once revered as such.

Whether it is a genetic mutation, or other unknown phenomenon, mana has been used throughout the centuries as a means of advancing medicines and technologies. Mages from all over Sevaecia have learned to harness their elemental magicka for means of progress, or means of war. The only species not able to wield mana, however, seems to be the dwarves. This unknown phenomenon is thought to be the result of their years in Rotherhithe. Something about the red sands seems to act as a barrier to all types of mana, thus making it impossible for dwarves to unlock their magical capabilities.

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Human: One of the most abundant species in the world, humans are the epitome of diversity—in both looks, beliefs, and professions. The majority of the humans can be found in the kingdom of Solaris, which also happens to be the capital of Sevaecia. Some live in the other city-states of Azmarin, Rotherhithe, though none dare venture into Ecrin or Irithyllian. Humans are not welcome in Irithyllian, and Ecrin has proven to be a challenge for most. From farmers, to thieves, to pirates, life of a human tends to vary depending on where and whom they were born.

Some get to enjoy the finer things in life—fine wine, silk clothing, warm beds—while others are left to rummage in the slums of the poorer parts of the city-states. They all speak the common tongue known as the One language, though some are fluent in both the elven and orcish tongue.

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Ljósálfar - Elf: Considered the fairest of the elf species, ljósálfar are ethereal and elegant. Like their human counterparts, ljósálfar vary in appearance, however; the one thing that sets them apart is their elongated ears. Most, if not all, ljósálfar believe in the Divines, or in this case, the belief that Dragons were the true creators of the world. They do not welcome humans, nor any other species, onto their lands—the only exceptions are peace envoys. Even then, they meet at their borders.

Ljósálfar are long-lived, believed to be immortal, and seem to stop aging around the first thirty something years of their life. They retain their youthful appearance, and speak the language known as Sulyvahn. They do speak the One, but mostly to accommodate the other species. They do not, however, speak the Orcish language, due to an age old grudge. The life of a ljósálfar is dedicated to the arcane and their militar, and every ljósálfar is required to serve a max sentence of twenty years in the army once they reach their thirty fifth year of life.

All ljósálfar are capable of wielding mana, and it is very rare that a ljósálfar is born without it. Magic runs most of Irithyllian, and each ljósálfar is expected to contribute in one way or another. If they cannot wield magic, they are of no use to the society as a whole—even less so as a potential mate.

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Dökkálfar - Dark Elf: "The Dark Ones" as they are so often called, Dökkálfar are exactly that: the complete opposite of the ljósálfar—if only in their coloration. Still just as beautiful and ethereal as their counterparts, the one thing that sets them apart is their skin and hair color. Most dökkálfar sport black or white hair, with some occasional variance. Their skin, however, is an ash to jet black hue. It is speculated that this is what has helped them navigate Ecrin so well. Their eye color varies as well, with the most prominent being gold, and the rarest being red.

Dökkálfar differ from their fairer cousins in not only their appearances, but also their beliefs. Dökkálfar beliefs depend on where they were born. If they were born near Irithyllian, the Divines are their religion, but if they were born elsewhere, the Creator is whom they believe in. Most of them care very little for religion and don't claim one. They make their living trading furs and other materials to the other species, though they stay clear from the Orcs. It is the one thing dökkálfar have in common with their cousins. They speak Sulyvahn and the One language.

Like the ljósálfar, dökkálfar are long-lived, and stop aging once they hit their fortieth year of life. Unlike the ljosalfar, though, dökkálfar age if they hit a certain point in their life. The older the dökkálfar, the likely they are to be respected, and it shows on their faces. This is very rare, though, and there are no records of a dökkálfar living past two thousand years old.

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Svartálfar - Dwarf: Perhaps the most sturdiest of all the species, svartálfar are easily distinguished by their small statures. They rarely pass five feet in height, and even that is pretty tall for a dwarf. They make their home in Rotherhithe, or the Red Sands in the One language, and are known for their endurance and their strength. Most of them are miners or blacksmiths while others study the stone and other such rarities they find in the mountains. They're excellent jewelers, and make most of their money in the ore trade.

They are not as long-lived as the elf species, however; they tend to outlive most humans. The oldest dwarf was recorded to be around five hundred years old, but none have made it any further than that. Because dwarves are not able to use mana, they have created ways to exist that do not require the use of magicka. They are a creative bunch, and have created great tunnel systems within the mountains. It's how they stay connected to the other species, and outside world.

Svartálfar vary in coloration, and despite popular belief, only the males of the species sport magnificent beards. It is often jested that the dwarf with the most beautiful beard often leads the Council, though no such thing has been proven. Regardless, they are a hardy race. They are the polyglots of the world, capable of speaking all the languages, even the dead ones the Dragons used. But... who really uses it anymore?

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Orc: Orcs are a strange folk, adapting a different way of life other than violence and bloodshed. They prefer solitude than mingling with the other races, however; many things have changed over the course of their history. Long gone are the protruding tusks from their mouths, the scaley green skin, and unattractive qualities that chased them out of the city-states of the other races.

They resemble the tieflings of old, with horns curled towards the back of their skulls, like a ram's, and with skin the hues of ashen grey, pale porcelain, and rusty red. It is very rare that an Orc will be born with green skin, however; it has been known to happen. Their physical alterations came about through years of breeding with dökkálfar and the ljósálfar, a tale that has kept them ostracized from both species.

Regardless, Orcs are still known for their strategies in warfare, and would have been the most powerful in military might if they had not signed the treaty with the other three kingdoms. Nowadays, they make tremendous scholars, and are often employed--despite protests--by King Artorias. They make most of their trade with the pelts of the animals that litter the mountains. They also make excellent cooks, oddly enough.

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Dragon: A long thought extinct species. Dragons were once abundant in the world, large and looming colossi destroying and creating wherever they went. It is believed that they were the true creators of the world, and were revered as such. They were known as Divines, and when they walked among the species, they often took the forms of beautiful humans or ljósálfar.

They were long-lived, often thought of as the true immortals of the land, however; after the Great War, they vanished. No one has seen a dragon in almost two millennia, and the only family left with ties to the dragon heritage, is the Evanara family: the rulers of the Solarian kingdom. Their descendants are mostly human, now, since the first Evanara dragon married into the royal family.

Dragons were masters of the arcane, wielding their mana in a way that was ethereal and extraordinary. They were the first teachers of the art, and only took on the most promising of students. It is speculated that the dragons still roam the lands, however; no one is sure how to identify a dragon in their humanoid forms. It's been so long...

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Genetics: Interbreeding with other species is not as rare as one might think. There are hundreds of people who carry orc blood, elven blood, or dwarven blood. Despite popular belief, an offspring's genetics are not determined by the patriarchal parent's. For example, a person born to a human and elf will carry characteristics of both or one of the parents. They might have elongated ears and retain some ethereal qualities, or they may have short, rounded ears like a human. It just depends.

The only exception to this are the ljósálfar--they do not interbreed with the other races. Orcs are another exception since they do not have the best reputation. Of course, there are some exceptions to this as some orcs are banished from Azmarin, and ljósálfar are banished from Irithyllian, but rarely do they take a dökkálfar, dwarf, or human mate. Dwarves and dökkálfar are quite common, though, and are often half-human somewhere in their family. Any offspring that contain human heritage will not carry on the long lifespans of their non-human heritage. They do, however, enjoy a longer lifespan than the average human. For example, a half-ljósálfar half-human child could, theoretically, live for a couple of hundred years or so.

So many of them die before they reach maturity which makes it difficult to pinpoint exact ages. It's not exactly common knowledge, you see.


Last edited by Revali on Wed Jul 24, 2019 7:44 am, edited 3 times in total.

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Revali
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Re: Sevaecian Culture

Tips: 0.00 INK Postby Revali on Mon Jul 22, 2019 11:55 pm

"The Continent of Sevaecia"

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Sevaecia is home to one of the most diverse ecosystems in the world, and is considered to be the largest continent. Years of war and infighting have caused it to separate into four kingdoms: Azmarin, Rotherhithe, Irithyllian (Vammar), and Solaris. Each kingdom is ruled by its own monarchy, or is governed by other means.
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  • Rotherhithe: Known as the Red Sands, located in the Southeast portion of Sevaecia. It is governed by a caste system utilized by the dwarves. There is no King or Queen: only the word of the Council. The Council is made up of a eight members, each one from a noble house. It consists of both male and female members. The climate is usually warm, with very little to no rainfall.
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  • Irithyllian: Known as Vammar in the One language, located in most of the West and Northwest portions of Sevaecia. It is governed by a single monarch chosen by the ljósálfar. A new monarch is chosen every two hundred years, chosen by a vote consisted of the Irithyll, the High Mages of Irithyllian. The Irithyll is consisted of both male and female members, and only those who have truly mastered the arcane and their elemental mana. The climate varies with the seasons, but rarely experiences a winter.
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  • Azmarin: Known as the City of Orcs, located in the North and Northeast regions of Sevaecia. It is governed by the Empress, chosen at birth from the previous Empress. The birth is never her own child, though. The Empress, as the name suggests, is always a female leader, and a role not taken lightly. She is overthrown and replaced if she is not competent enough, or considered a threat to the city-state. The climate is harsh and cold. It is accessibly only through the Four King's Passage, a narrow valley located at the foot of Azmarin.
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  • Solaris: The only human kingdom of Sevaecia, located near the Southwest regions of Sevaecia. It is governed by the Evanara family, the only form of government to use heritage as a means of ruling. There is only ever one child born to the Evanara family, which leaves no infighting for the throne. It is surrounded by water on all sides, and is home to an abundant fish trade and lavish markets. The climate varies with the seasons, but remains a moderate temperature throughout each one.

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  • Ecrin--The Dark Forest: Ecrin is home to the dökkálfar and has earned a reputation as the land of No Return. Most people who venture into the forests either perish due to the maze-like structure, or become lost souls. Of course, despite its dark reputation, Ecrin is an abundant forest filled with various fauna and wildlife that the dökkálfar use for various trades and other market goods. It is their only source of income as most people are too afraid to venture within, and not many people are willing to brave the Dark Forest. It is located just South of Azmarin's borders and North of Rotherhithe.
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  • The Dancing Crow: Located deep within the Ecrin forest, The Dancing Crow is a small tavern owned and operated by the assassin's guild, the Nightshades. They use it as a front for gathering information and other such things, however; to the outsiders, it is but a humble abode to rest their weary feet.
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Revali
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Re: Sevaecian Culture

Tips: 0.00 INK Postby Revali on Wed Jul 24, 2019 6:43 pm



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A collection of Sevaecian fauna and other worldly creatures


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"Grýphōn"

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Once viewed as the King of Sevaecia's mount, Grýphōn have long been liberated from such a title. While they are still used as mounts, it is very rare that a kingdom will use them as such. Their temperaments were not made for domestication, and it is exceedingly dangerous to keep them around. As a species, they are extremely intelligent, capable of differentiating between the different languages, and memorizing a single vocal sound. Unlike their smaller counterparts, Grýphōn enjoy a hunt, and will follow their prey for days. They learn everything about their potential meal before actually striking. It is very rare that one will encounter a Grýphōn unless it's too late. Female Grýphōn are by far, the most dangerous of the species... more-so even than a ghoul.

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"Valkyrja"

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The vultures of the sky, and nature's-clean up crew. Valkyrja look like what you might imagine a Grýphōn's offspring to look like... if it crossbred with a large bat. Valkyrja are speculated to be blind, but so far that theory has been rebuked by the fact that they always seem so... observant. While usually docile creatures—despite their rather off-putting appearance—they are aggressive predators, and can be almost as fierce as a dwarf with a grudge. Their diet consists mainly of meats, however; they are known omnivores. They do seem to have a preference towards dead carcasses, however, and prefer to keep their distance from others. Females tend to be more curious than their male counterparts, and can often be a bit fearless this way. They approach people without much caution, after all.

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"Liche"

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The result of a mage who utilizes the dark element of their mana, necromancy, Liche's are considered to be creatures of the undead. While they aren't exactly dead, they no longer possess a soul. They are often used by mages to fight on their behalf if a mage isn't particularly gifted in battle, however; the more advanced the mage, the more intelligent the Liche. It has been known that a Liche will gain a will of their own, and break away from their mage's hold, which makes them incredibly dangerous. A Liche is only capable of wielding mana that its Mage wielded, which will always be dark-based, however; the stronger the mage, the stronger the Liche. The stronger the Liche is, the likely it is to conjure up its own army of Liches, however; it has been a long time since that happened.

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"Ghoul"

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Hellish lookin' things aren't they? Ghouls are thought to be the demons of the world not only for their appearance, but because of the way they are. They use these tails as a sort of binding mechanism, one that keeps their potential prey from escaping—similar to snakes, if you will. Their hides are extremely tough, though, and are resistant to any form of magic. It makes their pelts very popular among those not magically gifted. Typically, the only way to kill a ghoul—safely that is—is through poison or extremely durable weapons. Like a dwarf's hammer. Their diet, however, consists of meat. They're carnivorous. Extremely intelligent creatures, they've learned to co-exist with each other and form packs of about six to eight members. A majority of those numbers, however, will always be adolescent males. Female ghouls tend to be solitary creatures, however; female ghouls are by far the most dangerous. It is unwise to provoke one or be in the same vicinity. Their claws, about three inches thick, and just twice long, can spell the end for any creature—even golems. Ghouls are nocturnal creatures, however, and very rarely are they encountered in the day time. The saying "Travel by day; take shelter at night" was created because of them.

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"Cerberus"

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The Demon Wolves. Cerberus are the result of a wolf and dark magic gone wrong. Mages who experiment with their dark magic on wolves often end up with these results: a mutated wolf that is not as obedient as the mage intended. They are dangerous, and often fight with ghouls for territory disputes. The travel in relatively large packs, consisting of eight to ten members, and can overwhelm travelers fairly easily. Their fur, however, is coveted in creating fine leathers and somewhat magic-resistant tunics. Something about the dark magic that courses through them--even if they can't use it--acts as a sort of repellent. It's unknown why that is, exactly. They are mostly nocturnal creatures, though it isn't that rare to see them in the afternoons.

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"Dwarf-Colossi: Category - Golem"
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The gentle creatures of Irithyllian. Golem are the most docile creatures on the continent, and live in a codependent relationship with the ljósálfar. In return, Golem often guard the borders between Irithyllian and the outside world. It is very rare to see a golem outside of Vammar, and it should always be approached with caution. Docile they may be, but when in unfamiliar territory, they are dangerous. Their diets mostly consist of vegetation and ore, and their bones are often used in medicinal recipes, including their scales. All golem shed at least once a year, which makes their scales extremely valuable. Poachers have nearly hunted them to extinction, but they have managed to repopulate in Irithyllian.


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