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Post by zoi on Jan 28, 2014 8:35:12 GMT -8
Akatokiyami is a medium-sized continent in the vast world of Alikariya.
continent desc, eco systems, world desc
Working Mapclick on the image to make it larger! LevenswoodCapital- LevensteadAn almost alien structure of thick grey stone walls surrounded by the vastness of green, the Ancestral home of House Dirsson, now Dirson, was built many centuries ago as a stronghold by the First Sons of Dir. Its thick outer walls are simply massive, dwarfing the largest of trees by several meters. The city itself takes an almost circular shape, dividing residential and working areas from one another. These areas include, from the outer to the inner: Market Area and King's Lumber Mill, Residential Quarter, and the Keep, which is the Home of the Dirson family and lesser Lords of the area. The sea is to the North of the city, which makes their exports of ships and lumber possible.
Areas of Note: (The Keep, Market Area, King's Lumber Mill, Residential Quarter)
Dir Island - Sometimes referred to the Isle of Dir, this crab shaped island found off the Northwest Coast of Akatokiyami is the original landing spot of the Pirate Dir, his crew, and kin. Here they built an island stronghold and overthrew the house lords which ruled over Levenstead so many years ago. Today, this island is used mainly for construction of the King’s Royal Fleet, along with other smaller ships used for both personal and trading use. The once intimidating stronghold, which was made from those ships that the plunderers arrived in so long ago, is all but gone. Instead it is now a series of homes build into the rock-face where those residing are skilled sailors and ship builders.
Areas of Note: (The Sea, Stone Abodes, Docks)
Levenstead Forest - The lands surrounding the city of Levenstead are dense with thick, dark forests which spread on for quite the distance. Even though a primary export is lumber from the surrounding forests that aids in the production of ships, the area is still thick and rich with flora. There is little settlement outside and fewer roads and paths created for those coming to the great stone city beyond, making the forest all but a maze to navigate. Those stick close to the Lone path in order to avoid getting lost in the thickness of the forest. In the center of the forest is a small outpost, in case those during travel need a momentary resting place.
Areas of Note: (The Lone Path, Forest Outpost)
SouthronCapital- Southpeak Southpeak's proximity to clean drinking water and access to the sea for fishing allowed it to grow into one of the largest towns of the realm just short of Vertholt itself. The business district encircles the town square and its pride, a water fountain depicting a crying phoenix in honor of the hold's leading family and the goddess Novalia. In it's prime, the shops and inns bustled with activity, but few of these still remain open though their buildings still stand ready for new owners to take over. The architecture of the town in general lends itself to a clean simplicity. Homes are typically made solely from wood, gardens, including the community garden just to the west of the town square, are well kept, and the hard pressed dirt streets are free of waste and debris. The exceptions to this are the Eventine Manor to the east of town near the river and its inlet, and the Temple of Novalia to the south of town, which are more ornate than the rest of the town. Because of storms from the west and problems with creatures and bandits descending from the hills and mountains near Southpeak, a wooden wall is currently being built around the town. The west and south walls, at ten feet high, have been finished, complete with gated entries.
Areas of Note: (Eventine Manor, Temple of Novalia, Water Fountain, Community Garden, Notched Axe) BrittwealdCapital- BrittenhollowSheltered from the world by a ring of mountain ranges and only linked to the Three-Forks settlement via the Britten River flowing north, Brittenhollow is home to primarily hunters, fishermen, strange folk, and a large number of goats. With the amount of water from the river and 'lake' surrounding its borders, Brittenhollow is known for fishing, but also for hardwoods and durable furs from the surrounding forest areas. With the mountainside location, mining is also a part of common life. It's a linear town comprised of stone and wood, not an entirely large city, but enough to be considered habitable. In the center of the town is the largest home, which houses the 'chief of operations', a two-story house collectively made of wood and stone. Residential homes and an inn are scattered along the shoreline and inland, and are not exactly defined to one location. There's a small market that primarily consists of gains from hunts and fishing, as well as a mining outpost near the closest edges to the mountains.
Areas of Note: (Chief's Home, Residential Area, Market, Mining Outpost)
Brittenhollow Lake - The lake south of Brittenhollow is a murky place, deeper than any other in The Varald. A small settlement sits at its banks, where fishermen capture fish and freshwater clams. It is said that some terrible creature lives at the lake's heart, since nearly every endeavor to fish by boat in the middle of the lake has ended with disaster without any record as to what happened. Some locals report seeing a great maelstrom in the center of the lake.
Areas of Note: (Dock, Fishermen Settlements)
Brittenhollow Pass - The unforgiving mountains allow for easy travel to Southpeak, but not for those who venture to Brittenhollow - this trek is not for the faint of heart. While the primary means to travel to and from Brittenhollow is along the winding river, there is a perilous path through the mountains along the eastern-most mountain range, though it is only used in times of great need. They say that enormous predators roam the forests and mountains, creatures with tusks larger than a man's chest and creeping vegetation that will swallow animals whole to digest. Those "trap plants" found in Brittweald lands eat mostly wild boar and travelers unfortunate enough to wander into them.
Areas of Note: (Abandoned Mine, Forlorn Trail) Three-ForksCapital- Three-ForksOne of the oldest established areas in the empire and famous for its recently large and thriving business with imports and exports, Three-Forks is a flourishing city currently focused on trade. It is a city mostly on flat, leveled-ground. A large component of the city is dedicated to merchants and their goods, where most bearing products can bargain and exchange for other items of trade. This is dubbed the "Trade Hub," a few streets in the center of the town housing buildings, wagons and stands dedicated to upholding merchant business. The soil outside of Three-Forks is rich in nutrients partly due to the riverbanks, allowing for farmers to successfully grow many delicious crops and uphold their individual businesses; also a major part of the trade hub. The Lord's Estate can be found if headed south-west from the center of the town. A large residency symbolizing wealth and prosperity, it rests close enough to the outer-stretches of the Kattspine Mountains that they can be seen in the far horizon. Settlements, otherwise known as the residential sections of the town, can be found around the Bulrun riverbanks. Farmers tend to live outside of the town, but the settlements are for those who either permanently reside in Three-Forks or are migrant merchants; people who buy the property and may leave during specific seasons to collect or gather their goods, etc. Bridges are common in Three-Forks due to the streams and expanses of the Bulrun River, made of sturdy stone and brick; some even of wood. Attached to the bridges are also guard outposts. In a place with so much "industry," guards are mandatory to prevent thievery.
Areas of Note: (Trade Hub, Lord's Estate, Settlements, Bridges)
Farmlands - Slightly Northeast of Three-Forks, the farmlands are where farmers obviously conduct their business. The soil is extremely rich, making it one of the finest areas of Akatokiyami for farming. Farmland is divided by the Bulrun river, either considered east or west. Scattered are small guard outposts, mainly to ward off any thieves who might consider stealing some goods for their own personal gain or for eating. Small walls of stone or wood signify the territory claimed by each farmer.
Areas of Note: (East Farmlands, West Farmlands, Guard Outposts) BulrunCapital- BullgateBulgate is situated upon an outcrop of hills, the highest point being where the Nuëmenoïr family, and other privileged families (people who help with the raising of horses), live. The family stables are also located here. Between the outskirts and the family hall is a small market where most of the horse selling goes on (stables), as well as some produce and textile (very little here, mostly items for the horses). And lastly, the outskirts is the housing of the less entitled families and guard station, protected by a stone wall three meters high and wide enough for two men to walk shoulder to shoulder at the top of the battlements. There are a total of three large wooden doors, breaking up the span of wall (north, west, and south entrances), allowing three mounted horses to comfortably fit through the entrance. The area facing the east is open towards the lake where there are docks mainly used for trading goods with nearby towns.
Areas of Note: (Nuëmenoïr Hall, Market, Residential, Docks)
Pastures- A rolling expanse of fields broken up by low stone walls to contain multiple herds. There are several outposts near each pasture to make it easier to watch over the herds. Closest to the walls of the city of Bulgate is a large stable for the horses.
Areas of Note: (North Pastures, West Pastures, South Pastures, Stables)
Hunting grounds- To the North is the foot of the Bulgate Mountains. Here a hunter may find goats, black bears, and a pack of wolves. To the West is the Astal Plaines. Hunters are able to find the larger Cervidae, like elk and moose, a few wolves, and plenty a rodent. To the south is the Hollowed Forest where legends of a fabled creature live. They even say this is where the Nuëmenoïr family took on the single horned creature as their family crest and took up breeding horses. Deep within, there is a shrine, hidden by hills and trees. It honors the fabled creature. Deer, foxes, fowl, and the occasional beaver can be found in its depths. But be careful, sometimes the forest fights back.
Areas of Note: (Bulgate Mountains, Astal Plains, The Hollowed Forest) PinemarshCapital – Pinemarsh
A small village on a bluff overlooking the inlet that opens to the vast sea, across the way from Levenstead. The village itself is ragged in appearance, the streets a unpleasant concoction of mud and shale. The buildings are made with the easy to find materials, like nearby lumber to the west and southwest, and the roofing made with thatch. Only the rugged would think of settling here. Near the center of the village, a longhouse where the “officials” call home is where most debates for the good of the township takes place. Next to the longhouse is a small courtyard where the apothecary and general store are located. On the outer edge of town to the west is a small lumber mill.
Areas of Note: (Longhouse, Apothecary, General Store, Lumbermill)
The Pinemarsh
The Pinemarsh is a quiet place, giving off an eerie vibe to those brave enough to enter. Deep within the marshlands is an old ruin that the nearby village tells tales about, saying that there’s a malevolent wraith that lurks the empty passage ways. Those that claim to have seen the creature have returned a different person from before.
Areas of Note: (Marshland, Empty Ruins) VerdynholtCapital- VertholtThe heart of the empire, Vertholt contains the majority of the country's city populous, housing the king and the brunt of the Imperial Forces. It is a circular city surrounded by a high, stone wall. On a hill in the northeastern quadrant of the city rests a large castle. Within it, the King and his army may be found, in addition to a large quantity of the Order of the Sun. Between the Marketplace and the Castle are numerous homes; those closest to the Castle belong to nobles and those well-off, while those closer to the markets are for those who live a simple life. Inns and Taverns are also found here along the main street, as they are the primary targets for weary travelers and soldiers. Between the gates and the residential quarters of the city rests a large and bustling marketplace, where traders ply their wares and numerous shops exist, selling all that one could possibly need. Outside of Vertholt's tall, stone walls, numerous farms and pastures can be found. Without these, the city would surely fall, as there would be no one to provide food for the population housed inside.
Areas of Note: (King's Castle, Residential Quarter, Marketplace, The Walls)
King's Castle - The throne room is a circular room right off the main hall of the castle. At the far end, upon a dais, sits a gilded throne. Along stone walls hang blue and grey tapestries, colors of the Clan Wolfthorne, that pool upon the intricate patterns woven into the glossy floor. The apartments are for all members of the Royal Family, or those close to the king in some way. They are in a terrace overlooking a beautiful courtyard with a fountain and many places for private conversations. The eastern wing of the castle houses the majority of the Imperial Forces, hence the "Barracks," specifically those from other townships or those who have not yet married or purchased a house within the capital. Finally, the King's Castle is also home to the Order of the Sun; the Towers of Anul are not towers at all, instead, the entirety of the western wing of the castle is home to the priests and priestesses of the Order. The Castle isn't limited to these areas, kitchens and other rooms befitting for a family of inherited bloodline and wealth likely to be found somewhere in the large estate.
Areas of Note: (Throne Room, Apartments, Barracks, Order of the Sun)
Residential Quarter - The expansive homes of the visiting nobles can be found in the Noble Quarter, as well as individual homes noble-characters wish to describe. Along Main-street, all the way from the gates to the king's castle, inns and taverns can be found offering soft beds and warm food, making up the Traveler's Quarry area. The aptly-named Imperial Quarter, for the abundance of retired or currently enlisted soldiers, is the largest of the residential districts houses the majority of the citizen's of Akatokiyami. Lastly, there's the slums. The dark and forgotten recesses of Vertholt's lower class is situated right on the edge of the marketplace. It is home to thieves and brigands, and traveling alone is not wise.
Areas of Note: (Noble Quarter, Traveler's Quarry, Imperial Quarter, Slums)
Marketplace - Among the expanses of the marketplace are two notable places: the apothecary and the armory. All combat-based items can be bought and repaired at the armory, while all pets and non-combat items can be purchased at the apothecary, a place for emotional and physical healing.
Areas of Note: (Armory, Apothecary)
The Walls - On the inside of the walls, just before the Martketplace, is a giant stable, housing the bulk of the horses used in the king's name. Right outside of the main city gates is the Mayhew farm, the first farm right in view after exiting the city.
Areas of Note: (Stables, Mayhew Farm)
Aluiet WastelandsCapital- N/AAlso known as simply "The Western Wastes", the Aluiet region can be considered a desolate wasteland. All across the land, glassy obsidian and much more useful basalt litter the soil. It is said that once long ago, a mountain that spat fire - a volcano - poured out all of the rock that the wastes are known for, and for a long time, it was all held in the central valley, but another massive rock from space blew apart the valley into the cracked and barren landscape seen today. The hardened rock was thrown all across the lands. What was once a beautiful forest, now it consists of hollow trees and bare foliage, dead and soiled with volcanic dust. The empty flora are twisted; looking sinisterly crooked. Those who trek often complain of the utter darkness and ashy-fog that litters the area; its eerie vibe signaling one should not traverse these lands. The area is lifeless, death permeating the air in faint whispers. In some areas, the ground is believed to have "dusty earth," although it is, in fact, some remainder of the soot from the volcano's eruption long ago. There's a river that also runs along the wasteland, which is swollen, black, and moves ever-so slowly; the contents of the river tending to be poisonous and tarry - assumed to be more likely to kill than to nourish, if one drank its sluggishly-running liquid. Nasty clouds roll along the area like a smog of poisonous smoke, clouds dusky and often spewing lightning that crackles and boisterously howls. A volcano stands tall along the rocky areas of the wastes, undetermined if it still teems with fire and with 'life'.
Areas of Note: (Hollowed Forest, Volcano) Kattspine MountainsCapital - N/AThe largest mountains Akatokiyami has by far to offer, the Kattspine Mountains are hardly as intimidating as they seem by glance; due to generations of people making the trek up the mountain to pray and seek guidance at the religious Temple - like a pilgrimage. The Temple, also known as the Monastery, was built at the very top of the mountain's highest peak. It serves as a religious symbol, a holy place where fighting is forbidden, lest one wishes to incur the wrath of the Gods. The top of the mountain faces daily snowfall and the air is thin, however, the rest of the mountain is relatively safe. Little grows along the mountain's slope, and as such, there's a small trading outpost at the base of the mountain. This aids those living in the monastery with providing resources. Also at the base of the mountain is a mule barn, a mule provided to make the trek up the slope easier.
Areas of Note: (Kattspine Trail, The Monastery, Trading Outpost, Mule Barn)
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Post by zoi on Jan 28, 2014 8:35:16 GMT -8
[About]The world of mortals is filled with oddities and miraculous happenings. Those who experience these occurrences and conditions find themselves driven to explain them. Often, domain over a particular concept is attributed to a deity, and which attributes belong to which deity vary by region and belief system.
Generally, the varald's people fall into one of two belief systems. Those in urban areas subscribe to a pentatheistic, organized religion whereas rural people tend to believe in a more natural order with a great many deities, not all of whom have the same level of influence on the world or even the same manner of immortality. The differences in belief has been known to cause conflict in the past, but in modern times, the two systems can thrive harmoniously near one another.
Rural people tend to believe that a deity has domain over more material facets of the world rather than idealistic concepts. Many are firm believers that if you seek out a god in the world, you may find it with enough time and energy and in doing so commune with it, learning great wisdom or perhaps terrible secrets. It is believed that the cycle of death and rebirth is handled by a very real and very awe-inspiring being, while the end of the cycle and a person's subsequent progression to the next realm is handled by an altogether different being.
Indeed, many deities go unnoticed or forgotten with time. People choose not to believe in any of the standard deities and instead forge their own path. It is a time of ambivalence to religion. Whether this will spell disaster for one people or another is something yet to be seen.
Recorded below are the annals of Oisin the Wise, who endeavored to catalog the beliefs of the rural folk.
[Greater Gods]Panyttagg – Deity of the Cycle, KingstealerPanyttagg is the patron of death, an enormous crow whose appearance heralds the death of one cherished by fate. He is the Kingstealer, who takes heroes and villains, elders and children alike. Death, of course, is rarely the end, as Panyttagg is also a deity of rebirth and redemption. It is said that in the early days of the world, he was slain by humans who did not wish to be killed, but since the world cannot truly be rid of death, he became an egg and those who lived on in the world did not die but instead became the first dragons, ageless and powerful.
Panyttagg himself is imposing and aloof. His long years of taking those from the soil and preparing them for their eventual return have made him callous. His power has increased as the years have passed, and now, they say, no creature may cheat the Cycle of death and rebirth. Many have pleaded with the Warden of the Cycle to spare their lives or the lives of those closest, but Panyttagg's task is unwavering.
Followers of Panyttagg consist of grave-makers and coffin-builders, but also any who trust that the Cycle carries living beings from this world into their next form. The worms that decompose bodies are the will of the Kingstealer, and embalming is a heinous crime in the houses of Panyttagg's faithful. To stop aging, to stop death is to spit on the grave of those who have honored their families the highest. Qwevytul – Deity of Shadows, Final DeathA form shrouded in shadows, a deep pit of darkness where its eyes should be. Those that follow the teachings of Qwevytul are few in number, but those that do are in for life. Qwevytul is the deity of Shadows and Lord of Absolute Death. Those who are deemed unworthy to return to the cycle of life become added to the shadows, helping those that deal with Qwevytul’s wishes seemingly disappear. Those that vow to follow the ways of the Lord of Absolute Death sell their own souls to the creature, to help aid future followers. Tioarmad – Mad Eye of Chaos, The VaraldshartUnder the vast oceans, they say Tioarmad, also called the Varaldshart, the world-heart, lives, a massive tentacled creature whose breath warms the seas and whose stirring causes earthquakes. His eye is exposed somewhere in the world, it is said, and those who have visited the eye come away terrified and changed. Few worship Tioarmad as they do other Gods, but those who do know he is a deity of timeless knowledge and resistance to change. Priests and scholars who desire knowledge above all else treat Tioarmad with respect.
Little else is known about the Varaldshart save that he was sealed underneath the earth long ago by Panyttagg, Qwevytul, and ljusast in a terrible battle that rent the land into the continents they are now. Both the Gods of Death and the Sun saw within Tioarmad a terrifying desire to consume not just knowledge but all things in existence. He is considered the strongest of the Gods, held only in check by the constant vigilance of Ijusast's watchful eye. ljusast – Godking of the Sun, The High WardenThe highest of the Gods and often called "The Godking" and "High Warden", Ijusast is a symbol of protection, his single unwavering eye, the sun itself, watching the land for signs of injustice. They say it was he who sealed the world-heart in his prison so long ago, and then he put his eye in the sky to keep an eternal watch in case the sealed monster Tioarmad ever was freed. It sweeps around the planet, trading places with Vakan, the middle of the moons, and together they watch for signs of the world-heart's escape.
There are many tales of Ijusast, ranging from adjudicating on the matters of long dead kings to giving birth to the first of the dragonfolk who slew Panyttagg. It is believed Ijusast presided over another world before this one, and that all the other Gods were brought into existence on that forgotten world. He appears as a golden ibex, horns curved back into geometries that seem to defy possibility, and sees through his remaining eye as well as the burning sun simultaneously.
Ijusast is the most commonly followed deity. While the Order of the Sun is his main following, knights, watchmen, and protectors of all sorts regard him as their patron. His faithful, however, can be rather pompous and most regard followers of other Gods as lesser in the eyes of the Order. His wife is Drotthaxa. Drotthaxa – Wellspring of Magic, She Who GivesThe wife of Ijusast is Drotthaxa, also called "She Who Gives". They tell stories of when the great monster Tioarmad was to be sealed beneath the oceans, for there was no land then, Drotthaxa sewed together a magical harness to bind him, and when she laid it into the water, it became the continental lands. In those lands, the magic binding the world-heart lay dormant. When the dragonfolk came to be, Drotthaxa saw them absorb the power from her weavings and she cursed the first of them to take this power. They became part of the web of magic, and some of the most powerful magicians of the current age say they can hear the ancient dragons' words.
Drotthaxa appears like her husband, generally, a silvery ibex, horns much smaller than Ijusast's but still imposing, but she is also known to assume the form of a dolphin and take to the waters, where she may follow her web and look for breaks in its strands. Of course, even she cannot be everywhere, and just as Ijusast has the lesser moons to aid in his watch, so too does his wife have her servants. Drotthaxa gave to the beings of land a magical power innately tapped, so that some might use their gift to strengthen the web of her seal. [Lesser Gods]Gladjande –Lady of the First Moon, The ChangelingA gleeful child dancing around the world, Gladjande's fae appearance of a young girl with fluorescent violet eyes and pointed ears hides her wit and cleverness. She is the patron of tricksters and thieves for her love of games and pranks on the other Gods, but she is also respected by adventurers and travelers for her resourcefulness.
They say she stole Ijusast's eye from him once, plunging the world into an impenetrable darkness, but she gave it back at the behest of a young mother who could not warm her breast enough to give milk to her baby. Vakan – Lord of the Second Moon, The WatchmanVakan is Ijusast's apprentice and the middle of the moon siblings. Many tales talk of him as Ijusast's son, but no written tales of the two substantiate that relationship. His appearance is that of a lithe young human male, pale like a spectre and with two enormous black wings sprouting from his shoulder-blades. He is the patron of the watchful, as Ijusast is, but Vakan's followers tend to be more pacifistic types, such as shepherds. Foraning – Lady of the Third Moon, She Who Sees From On HighOlder and wiser than her siblings, Foraning is woman rooted to a tree trunk, growing with her arms held upwards towards the stars. Her statues are many and often are mounted at the highest point in a village to reach as close as possible to her. The people hope that by reaching out to the far away moon, they will earn the Goddess's favor and be shielded from misfortune and ill omens of the future. Her followers include priests, farmers, and travelers alike. Nuëmalle – Protector of the Woods, Health of the HerdsPeople say that Nuëmalle is a benevolent creature that walks the hidden paths of the Hollowed Forest. It is told that he is the health of the herds, the life source of Horselords alike. To keep the health of the herds, the families dependent on the herds give the celestial beast a fraction of their produce, leaving it at the shrine deep within the forest. There are also rumors of him being able to control the forest, making it difficult for even a native to the area to traverse. It is said that Nuëmalle takes on the guise of an equine with svelte limbs and face, coat as dark as the night, mane and tail bright like the silver light of stars. Upon his brow the same starlight color is a single, slightly curved horn. Ingregalt – He Who Brings Wealth, The Great StorytellerHe is a harvest deity, usually represented as a man with a boar's head and holding a rake in his hands, gives the people a special reverence for pigs and hog creatures. They eat plentiful, simple lives, and really portray the ideal life a farmer would desire. They represent lavishness and stability. The boar God is friendly and amicable, but is weak and prone to attack by other, more aggressive deities, or so they say. Most legends of the Gods are attributed to him. They say he was The First Storyteller in the world. Aldretarna – He Who Brings Thunder, The Northern WindIngregalt's brother is a deity of storms and harsh weather. His patron animal is the Arctic Tern, which carries with it a fierce gale. The winter frost is because he bullies his younger brother into leaving for the coming months. Ingregalt is a pacifistic sort, so it takes him some time of being away from his people to strike up the courage to fight off his brother's wintery grasp. Novalia – Lady of Hope, Gift of LightNovalia's existence stems directly from the pleas of mankind. Their prayers of need for numerous things grew so great that the high gods and goddess grew weary of direct intervention. Each of the pantheon that were inclined to send aide to humans contributed a portion of their power to the creation of a new being - Novalia. Considered a lesser goddess, Novalia represents light and warmth, compassion, and protection, but more than that she is considered a symbol of hope in dark times. As such, she is often represented as a phoenix who rises from the ashes of destruction and chaos to lead the way to safety and recovery and while Novalia is capable of taking such form, and often does so to those not directly of her order, she typically presents herself as a willowy woman with golden locks cascading down her back, honey colored eyes, and bronzed skin showing beneath garments of the same red and gold those of the Novaliate Order wear. Certainly other deities exist, though they are not recorded here. The people of the varald believe in a great many Gods and Goddesses, as well as creatures of all manner of power.
[Primordials]The clergy in the cities believe in a very strict pantheon of Gods. Theirs is a ritualistic order, bound by dogma and code. The Gods of the urban clergy tend to be human in appearance and tied to weapons and ideas. Recorded below are the writings of Ao of Lamneu, whom many scholars aspire to be like.
The Four Primordial Gods of the Elements are said to be some of the very first beings that the Creators brought to life, their lives directly tied to the elements that made up the world - fire, water, air and earth. The Four Divines do not have one sole parent, but rather several, as all the Creators are credited with their creation. It is unclear if their birth subsequently formed the world, or if it was a byproduct of the world's creation. Are they the manifestations of the elements, their wills given physical form? Or were they born and then created the elements on their own, which in turn the Creators used to form the world?
The Gods are said to be immortal, in the sense that as long as their element exists, they will also continue to exist. It is said that even if the body of one of these Gods were to be broken, they would stand up again in due time. The only way to stop them would be to chop them into little pieces and then spread those pieces around, or to trap them somewhere. In both cases however, the Gods can still return, by gathering all of their pieces or by freeing them, respectively. It is said that if one of the Gods were to be incapacitated in some sort of way, their corresponding element would react by being 'weakened'. The wind would stop, the earth would become infertile, water would evaporate quickly, the weather would become unnaturally cold and so on.
Last but not least, those divine beings are said to not really care about sacrifices. Some speculate that, as the world is formed by their essences and the will of the Creators, they consider the physical world to be either something they already own or something that is not 'that big of a deal'. A villager offering some wheat or a fisherman some fish would hardly move them, so it is pointless to give offerings that have a physical form (even if some people do it). It is however said, that the Gods enjoy offerings that come in the form of actions that they themselves find pleasing. These actions are rarely ritualistic in nature, as something as simple as falling in love for the first time might be seen as an 'offering' to a God. [Origins]Flogos – Primordial God of Fire, Battle, Courage, Wrath, Heroism and HonorAppearance in Artwork A young man between the ages of 20 and 30, with an incredibly strong and toned body of flawless proportions that is covered by lean, ropey muscles. He is usually tall, commonly between 6 and 7 feet - as per the artist's own preferences. He has a handsome, masculine face and is almost always depicted with crimson, fire-red hair of varying lengths and eyes of similar color His skin is always tanned, but the deepness of said tan may also vary between depictions, usually ranging from the color of caramel to an almost charcoal-like black color His feet and his hands are sometimes drawn in a way that makes them look charred, as if the very flames that he wields have badly burned them. He may or may not have facial hair. Iconic WeaponsArtwork has him holding just about any kind of melee weapon, from warhammers to short swords, from shields to spears, from swords to maces and so on. Most common of all however is a double-edged broadsword of considerable size. InformationOne of the Four Primordial Gods of the Elements, Flogos is tied to the element of fire and is, as such, also known as the God of Fire.
He loves combat and is one of the greatest monster-slayers among the pantheon, having slain many horrible beings and thus making the world a much more peaceful and safe place than it was before. He is said to never back down from a fight thanks to his legendary bravery, even if the odds seem to be against him. However, that also means that he has sometimes gotten himself into fights he can't possibly win, which leaves some people with the impression that maybe parts of his bravery are attributed to sheer overconfidence and thickheadedness. Still, as the strongest and most accomplished warrior amongst the pantheon, he could rarely find someone who prove themselves to be an actual threat to him.
Flogos is described as being a very honorable and straightforward combatant who enjoys the thrill of combat and loves a good challenge. He despises sneak attacks, poisons and underhanded tactics, and even refrains from using ranged magic and weapons (such as the bow) as he is said to find melee combat more 'fair'. As a result, he is a master of every melee weapon known to man, as well as unarmed combat. His stamina and strength are also appropriately absurd for a being such as him, with stories describing how he can split a mountain in half with a single swing of his blade, or how he can break the earth apart with a single punch. Interestingly enough, he does not find using his flames in conjunction with his weapons to be dishonorable, not when he aims to kill his opponents at least. He also does not scorn actual tactics and using one's brain, as long as it is done in a way that is seen as fair by both sides.
His greatest flaw is his untempered rage and a very short fuse. Like the element he is associated with, Flogos' anger is infamous for known no limits. Like a great fire, it can start from the tiniest of sparks and, with the right conditions, can spread to a burning wave of fury that consumes entire forests. Many stories describe how extremely damaging one of his fits can be, and how difficult it is to make him cool down after he has started to burn everything around him to ashes. Regardless of his temper however, he is seen as good God, and the epitome of heroism and masculinity. HumansHe is said to favor warriors and, in return, many warriors and mercenaries revere him. Actions such as protecting the weak and facing your opponents in honorable single combat are considered to be appropriate 'offerings' to him. He scorns cowards who target those who cannot defends themselves, such as children, or those who use underhanded tactics in order to kill. Relations with Other DeitiesAnemos – He doesn't really like him, their relationship having gotten somewhat rocky after the God of Air pissed him off and got a beating for his troubles. Still, he does have a soft spot for his youngest sibling.
Terra – He is in good terms with his oldest sibling, and more than often has sought her advice. He thinks highly of her, though he does find her overly peaceful nature to be somewhat distasteful.
Thalatta – His twin sister. One of the few beings he is afraid -or at least wary- of, and one of the few who can calm him down - through fear. They are usually depicted as rivals (sometimes romantic and sometimes not) and other times as an actual couple. Anemos – Primordial God of Air, Freedom, Curiosity, Innocence, Music and TrickeryAppearance in ArtworkHe is usually depicted as a young male whose age ranges from 14 to 19 years, or generally of early-to-late teens, his form agile, lithe, elegant and well-proportioned, without any bulky or even slightly prominent muscles. He is generally not of high stature, with some of his youngest depictions being as short as four feet and some of his oldest rarely breaking past the 5'5" barrier. He is considered to be beautiful in a more youthful and feminine way, with a soft face and gentle features - a boy, maybe a younger man, but never as an adult. His skin is always fair and his eyes large, with long white eyelashes and the color of a clear morning sky. His hair always gets a lot of attention in drawings and descriptions, for it is said to be short and to resemble clouds in color, appearance and texture. He is always barefoot. Iconic WeaponsAnemos doesn't like to fight, but when artists choose to give him a weapon in drawings it is usually either a very thin blade, a bow or a pair of daggers. Those who are familiar with exotic weapons may also have him hold chakrams. Usually however, he either holds some sort of musical instrument (the ocarina being one of the most common) or nothing at all. InformationThe youngest of the Four Primordial Gods of the Elements, he is tied to the element of air and thus is also known as the God of Air.
Anemos is a very peculiar individual, even amongst the colorful individuals that make up the pantheon. Unlike other Gods who constantly seem to concern themselves with serious matters, the God of air is a very free-spirited, laid-back, easy-going individual who rarely spends his time worrying over things. Indeed, he is very immature and childish, hence why he is always depicted as a carefree young male dancing in the sky, who loves playing around and pulling many different tricks and pranks on others. He greatly enjoys to spend his time having fun, and doesn't like to be tied down to one place, so it is said that Anemos is always on the move, always searching for a new game to play, a new victim to prank, a new thing to discover.
Anemos is excessively bipolar and very innocent. His mood can change several times in the blink of an eye which, in combination with his boundless energy, can make him look like someone who is on a permanent sugar-rush. Due to his innocence however, he never acts out of malice no matter how much a person can gain his ire, or no matter how tasteless a prank of his may seem to be. Just like a young, carefree boy, he may be be quick to throw a fit at times, but he is even quicker at forgiving, forgetting and moving on to something else. However, that also means that this God has a very short and very erratic attention span, to the point that it is hard to make him sit down and focus on a single subject for long. Sooner or later, he will slip away.
Amongst the Gods, Anemos is the most fleet-footed of all, capable of running and flying faster than the rest of his three siblings combined. As a result, he makes for an excellent messenger and has, on more than one occasion, delivered messages on behalf of the Creators. That is, when he manages to focus enough in order to remember and deliver the message, instead of ditching the job half-way through. Unfortunately however, he also uses that very same speed on annoying other divine entities, usually by pranking them or by stealing something valuable from them. Of course, as he is the God of Air, Anemos is free and doesn't concern himself with possessions and never steals out of greed - only out of curiosity. Still, there have been several occasions when he would forget to return that which he 'borrowed without permission', instead just leaving it somewhere and going off his merry way.
His eyesight and his hearing are top-notch. He can see farthest away then anyone or anything else, capable of spotting a trail of ants from the top of a mountain - about 3 countries away that is. He also has a sharp sense of hearing which, in conjunction with his beautiful singing voice, make him a superb musician and singer. As a matter of fact, many stories have him get out of sticky situations (that he got himself into) through soothing melodies - and then a lot of running. He truly enjoys music and celebrations, and some say he sometimes comes down from the sky in a disguise and play around with human children, as well as slip into parties and festivals. HumansMessengers usually revere him, as do thieves, for Anemos is a God very closely associated with thievery, or 'unapproved borrowing' as some jokingly like to say. The truth however is that he is indifferent when it comes to thievery, as the motivations behind it almost never have to do with curiosity. It is said that the sounds of music and children playing around are appropriate offerings to him. Relations with Other DeitiesFlogos - After stealing and misplacing a precious item from his older brother, he received a nasty beating from the furious flame God. As a result, he is quite afraid of him, and he actually tries not to cross him. He does hold affection for him however, as well as some admiration.
Terra - While some depictions show an older Anemos and a younger Terra as a couple, the most common illustrations and stories have the oldest primordial deity be sort of a faux caretaker for him. In any case, he trusts her and seeks her council sometimes, but he does think she is a bit boring.
Thalatta - He finds her to be fun enough, and she has let him get away with a few pranks in the past, so he likes her quite a bit. She dots him whenever he visits her as she finds him adorable, so it is not uncommon for him to pass by her underwater fortress from time to time. Thalatta – Primordial Goddess of Water, the Seas, Passion, Beauty, Purity and MagicAppearance in ArtworkThalatta's depictions are that of a young woman, usually aged anywhere from 16 to 25, with breathtakingly beautiful features and a delicate, feminine and developed figure of generous womanly proportions. She usually stands between 5 and 5'5", taking her age within the drawing into account, never being too short but neither too tall. She is well toned in the sense that she does possess some muscle, usually just enough in order to accentuate her already very much feminine features. Her face is usually said to be too beautiful to properly capture in an image, as a mortal's perception of beauty can only go so far. Still, the artists always try, giving her large, piercing sapphire-colored eyes with long, prominent eyelashes. Her lips are inviting, and have a natural blue color to them. Her hair also get a lot of attention, scriptures describing them as wave-like in appearance and of considerable length. What's more, it is said that their color is not uniform, but ranges from a deep ocean blue to a light sea-foam white. Her nails are also painted blue sometimes. Iconic WeaponsThalatta happens to be a very feisty individual and, while she doesn't crave combat to the same extent as Flogos does, very much appreciates a good fight and never shies away from a challenge. As a result, it is very common for her to be depicted holding weapons that are closely tied in with the sea, such as harpoons, tridents, nets and, due to her close ties with the arts of magic, magical staves. InformationFlogos' twin sister, having been born at the exact same time as him, thus making the two of them the 'middle siblings' between the youngest Anemos and the oldest Terra. She is the Primordial Goddess of Water, and thus by extension she rules over the seas and most of sea life answers to her will.
Thalatta has been likened to the sea by most writers, and some other have likened the sea to her. She is beautiful, mysterious, enchanting and ever so inviting. She is serene and rewards faith and hard work, seemingly always level-headed and predictable. In the blink of an eye however, she may change drastically - she can become wrathful, vindictive, destructive, prideful, terrifying and deadly. Just like the sea she is untamable and lives by her own rules and whims, being calm when she feels like it and raging when something -anything- angers her. For that reason, there are many who actually consider the Goddess to be even more erratic, even more unpredictable and even more potentially dangerous than her twin brother for, if Flogos' rage is a raging inferno, her rage is an all-consuming maelstrom. But even so, she always remains fascinating and alluring. Just like the sea that has taken so many lives and yet keeps stealing the hearts of men.
She is also said to be very closely associated with magic and sorcery. Both blessings and curses can be bestowed by her and many stories have her punishing arrogant mortals with bad luck and hardships, while rewarding benevolent individuals with good fortune and riches. She is the creator of many magical seals, and she is said to use her magical powers to hold many terrifying beings prisoners within the blackest of depths where neither light nor sound can reach, thus protecting the world. As a matter of fact, legend has it that it is her magic powers that Flogos is actually afraid of, and not her skill with any sort of weaponry.
Thalatta is in no way seen as some sort of evil, black-hearted witch, but rather as a strong, independent young woman with great power and a fearsome temper that can flare dangerously if aroused enough. Deep in her heart however, she is also depicted as a hopeless romantic. Many would call her the kind of woman who could scare away a thousand men with a single glare, only to have an entire closet stocked full of romance novels and love stories. She is especially fond of acts of romance and love, particularly from young, purehearted maidens to loving, protective young men. That also extends to the products of love - namely children, for whom she is said to have an especially big soft spot. As a result, she absolutely despises those who harm children, even more so than the rest of the Gods (impossible as it may sound). She also harbors great dislike for cheaters and unfaithful lovers regardless of gender (though in stories she is usually harsher on men).
While not exactly vain, Thalatta does concern herself quite a lot with her appearance, as well as the appearances of others. She greatly appreciates beauty of all forms, and is likewise very proud of her own looks. Beautiful girls and boys who are born by the seaside are said to be blessed by her, while criminals who have had their faces scarred and their beauty marred by some sort of accident are said to have been punished by her. HumansWhile it may seem shallow from her part, Thalatta is said to have a soft spot for those who are younger and more beautiful. She is fascinated by romance, so many common offerings for her are such acts, like going out on dates, kissing, and even making love. As a matter of fact, some couples follow the custom of spending their first night together by the seaside, hoping for the Goddess to bless their relationship and make strong and long-lasting. Relations with Other DeitiesFlogos - Sometimes, he is depicted as somewhat of a rival to her, thanks to their opposing elements. Another common depiction is for them to be a couple, or to at least hold repressed romantic feelings for each other - feelings that resort in several 'lover's spats'.
Anemos - He has managed to anger her greatly more than once in the past, but she finds it very difficult to hold it against him. As her younger, adorable brother, she finds herself doting him more times than she would like to admit, but she just can't help it.
Terra - She almost idolizes her, seeing her as the older sister that she can always share her feelings and thoughts with. Their relationship is very close, sometimes like that of sisters and some other times as that of a mother and a daughter. She almost always follows Terra's advice. Terra – Primordial Goddess of Earth, Nature, Fertility, Peace, Mercy and WisdomAppearance in ArtworkThere is some controversy as far as Terra's true appearance. She can be portrayed anywhere from a beautiful woman of around 25, to a mature lady of 40 to an unassuming, humble and quiet-looking old woman. The most popular depictions however are of a female of around 30 years old, around 5'6 feet in height with a petite and yet curvy motherly figure. As the Goddess of the Earth, her features possess earthly colors - her skin is tanned, the tones varying from light to heavier brown. Her eyes are almost always a deep, mesmerizing green which, in conjunction with their size, makes them look like a pair of emeralds. Of course, her younger depictions are very much beautiful and, as mentioned before, very mother-like in appearance - large breasts, birthing hips and so on. There are also those who say that Terra has two forms, as her younger, beautiful form symbolizes her status as a Goddess of Fertility -an attribute most often held by the young- while her older, old-lady self symbolizes her status as the Goddess of Wisdom -an attribute most often held by the old-. Still, there are those who claim that her younger form is the true form, while the older form is but a much favored disguise of hers. Iconic WeaponsAs the Goddess of peace, Terra is never depicted with an actual weapon in hand. Sometimes she may be drawn with a staff in hand, or some agricultural tool. Other times, she is also depicted with a scroll, most likely due to her status as a Goddess of wisdom. It may also be used to symbolize the power of words and negotiation that may help maintain peace without the fear of the sword. InformationThe eldest of the Four Primordial Gods of the Elements, she is bound to the element of the earth and, as such, is also simply known as the Goddess of the Earth.
The God of Fire, Flogos, has a nasty temper and once he has started one of his infamous rampages it is incredibly difficult to calm him down. The Goddess of Water, Thalatta, while not as difficult to calm as her aforementioned twin brother, has an even worse temper and may snap so easily that she can be seen as irrational. The God of Air, Anemos, has an extremely short attention span and may rob of you of your most precious things solely for the sake of looking at them up close - sure, he will return them after a bit, but only if he doesn't get distracted by something else. Terra however...doesn't really have any flaws. She doesn't get angry, she doesn't get irrational, she doesn't act selfishly and she doesn't annoy other deities or poke her nose into their affairs. The Goddess of the Earth is, pretty much, a perfect individual, a caring older sister to her fellow Gods and a forgiving mother to all the creatures of the earth. As a matter of fact, when people refer to Mother Earth, they pretty much mean her.
Unlike the other deities, Terra's peaceful nature leaves her stories devoid of any bloodshed, mischief, or grand heroic deeds. Instead, a good deal of Mother Earth's stories are educational in nature, and deal with the Goddess interfering, visibly or invisibly, in simple, everyday affairs with the purpose of teaching mortals a valuable life lesson. She may do so through dreams, through interaction under the guise of a human being (the most common being that of an old woman), or by bringing forth blessings or hardships at key intervals. She will always, always have a reason for whatever course of actions she may follow and not just do it for her own personal amusement, and she also ensures that no one gets killed. She would never test a father by actively killing his child, but she could make it sick for a period of time if it would make him appreciate and care for it more.
Many other times, Terra acts as a mediator in events that concern multiple different deities. As the always calm, always logical and always peaceful elder being that she is, she is often the peacekeeper that would keep things from escalating to a degree that would prove rather detrimental for the physical world. Most of the time she succeeds too, but even if she doesn't she would never get angry or upset. Indeed, the Goddess of the Earth doesn't just 'not get angry', she has never gotten angry for any reason and under any circumstances, which showcases how much more mature she is when compared to her younger siblings.
Still, this doesn't mean that she interferes with every bad thing that happens in the world, or that she goes around babysitting the entirety of creation. While a caring individual, Terra also believes in the independence of living beings and their partial right to act in accordance to their own wills and not that of the Gods. It is for that reason that, even if the Goddess of nature is the perfect Terra, the actual world of nature is as beautiful and gentle as it is harsh and deadly. She lets life carry its own course, with its hardships and even its tragedies. Everyone must learn how to stand on their own two feet and, if one were to interfere with everything, there would be no point for the world to even exist. HumansUsually, Terra is revered by diplomats, scribes, scholars and peasants. Hopeful wives may ask for Thalatta to strengthen their love, but when it comes to asking for healthy children they turn to Terra. Farmers of course worship her, as her status as the Goddess of nature means that the fate of their crops lies upon her will. While she doesn't really dislike anyone, it is said that she does not look favorably upon unnecessary killing and the needless destruction of trees. Relations with Other DeitiesFlogos - She has good relations with him, sometimes giving him advice and other times trying to calm him down through non-violent methods, which consist mostly of speaking. It is rather effective actually, keyword of course being 'rather'.
Anemos - Some depictions have an older Anemos and a younger Terra being a couple. However, it is much more popular to depict them as an older sister that has to try and take care of an untameable younger brother. Their relationship is quite good in general.
Thalatta - Terra finds her younger sister a little too arrogant and haughty for her own good, and possibly also a little vain. Still, she cares very much about her and deeply appreciates the fact that, unlike her other two siblings, Thalatta always follows her advice.
Keravnos – Primordial God of Lightning, Storms, Hunting, Divine Punishment, Justice and DignityAppearance in ArtworkA truly gargantuan individual, Keravnos is larger and bulkier than any of the other Four Elemental Gods. He is never portrayed as someone shorter than 7 feet, and as far as his muscles go he actually makes Flogos look relatively lean in comparison. Keravnos' legs are especially large and muscled, and many works of art depict them as very animalistic, with lion-like clawed feet and wings sprouting from his ankles. The God of Lightning is never depicted to wear a smile or any positive expression at all, his face always ranging from emotionless, to scowling, to frowning, to outright psychotically murderous. He is generally depicted with heavy armor covering his legs, but his upper body is always left bare, his muscled chest completely visible. His skin is relatively darkened, and his hair is very long, wild (as if struck by thunder someone could say) and unkempt, its color that of thunderclouds. His eyes are similarly intimidating, as befits a God who is said to strike down sinners with thunderbolts from above the clouds, having the same color as lightning (which may seem different from depiction to depiction). Iconic WeaponsAs a violent warrior God, Keravnos is always depicted with a weapon in hand - unlike Flogos however who is seen holding many different weapons, the God of Lightning only has one weapon. That one weapon is a large, mighty spear that, according to the legends, is called Gunhir, and is 'sharper than lightning itself'. InformationKeravnos is an oddity, an aberrant. While the original Primordial Gods of the Elements that the Creators brought to life were Four, the God of Lightning is not seen as inferior to the originals even if he was created much later than them.
The legend of his birth is quite interesting, as it ties itself with the famous 'scuffle' between the Fire God and the Air God. After Anemos enraged his older brother, Flogos, the enraged deity of battle would wittily retort by punching the former with such forge that a tooth was said to have been knocked out of his mouth, and into the sea. As the fighting intensified, with the combined efforts of Terra, Thalatta and Anemos failing to calm and hold down the wrathful divine being, Thalatta decided to infuse some of her power to the scorched tooth sinking in the ocean, hoping that it would create something that would help them calm her twin brother down.
The result was far more than anyone had expected. In a flash of thunder and the booming noise of thunder, a single warrior jumped out of the ocean. His eyes were filled with rage, his body was enormous and ripped, an imposing spear lay in his grasp and his grey-ish hair flailed as the clouds darkened and the weather worsened - it was the birth of lightning, the heavenly fire and the raging storm that carried it. Instead of trying to reason with his crimson-haired sibling Keravnos instead bent his mighty knees and, as if the air behind him was a wall, he kicked it and launched himself with such speed and ferocity that even the legendary God of Fire and Battle was taken off guard and pinned down.
From that day on, the Primordial Gods were four only in technical speak. The God of Lightning would never rest, never sleep, never stop moving. He rode with the clouds, making them his steeds and his scouting dogs. Storms gathered from where he passed, showering the land with the fiery tongues of light and the heavy tears of the sky. He hunted down monsters, beasts and sinners alike, none able to challenge his spear and his speed. A crack of lighting came to be known as Keravnos thrusting his spear, a raging storm as him expressing his fury over some sort of nefarious deed. He became the symbol of justice and dignity, he became the fear of those who dared to sully the honor of the Gods and humans with their crimes. HumansNot being a friendly deity, as well as not a 'true' Primordial God, Keravnos is not a very popular choice among the everyday peasants. He is revered most usually by those who hunt dangerous game (lions, bears, monsters and anything that could be fatal for a man to face), as well as seekers of justice and vengeance. Those wronged can call upon the God, and stories say that if the crime is heinous enough and the grudge true and deep, a lightning bolt will strike down the offender. Guards and enforcers of the law may also call upon him for help, and it is said that when justice is served, the God of Lightning's endless quest for a dignified world is brought closer to becoming a reality, if only a little. Relations with Other DeitiesFlogos - A mutual respect and somewhat of a rivalry has been bred between the two ever since the day Keravnos was born. They don't really talk though.
Terra - As expected, even the ever-moving Lightning God has, at least once, slowed down in order to heed the Goddess of Earth's words of wisdom. Sometimes he follows them, sometimes he doesn't. It tends to work best for him when he does
Anemos - Their relationship is rocky. Just like the Fire God, he is a target for pranks. Unlike the Fire God however, Keravnos has never been able to catch Anemos and deliver him a sound beating for his insolence. As such, the God of Air does not fear him and continues to pester him from time to time.
Thalatta - Not much happens between them. They do not really talk or interact. Thalatta doesn't find him very good-looking, nor is she as secretly infatuated with him as with the Fore God. At the same time, Keravnos is not interested in romance.
It is reasonable to believe that none of these deities exist or need even be mentioned. Some follow a belief that the Gods are but fantasies made up to comfort mortal men in their time of duress. Still, others believe in a different set of deities altogether. What matters is that a person stick to his beliefs.
For you who play a character in the varald, what this means is that your character is your own. Have them believe what they would wish to believe and play accordingly. The Gods and orders above are to build character and setting and not to lock anyone in to a certain system. Have fun with it! If you have a well-written pantheon or deity, let one of the staff know, and maybe we'll add it to the list above!
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