Background of Lycoria

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Background of Lycoria

Post by Neurolanis »

This is not a must-read. It is a useful page of information on Lycoria's realms, kingdoms, monetary units, and also a brief history of the world and summey of the on-going stories.

(“Realm” is just another term for nation.)
(Key: * Means place that is explained in detail elsewhere.)


KORO: Koro is to the northwest of the known world, and from there branches off the unexplored Northern Darklands to its northeast with a thin sliver of land rising up. This was once the home of the Ancients, the great beings from which all other intelligent races -- Humans, Elves, Dwarves etc. -- sprang from. There is little known about them. Only that they were great beings who built the first kingdoms, uplifted the other intelligent races into being, and that they led the good side in the Great War against the Dark Imperators. Koro was conquered by *Neseldin by the end of the war, partly do to the betrayal of the Klundors, and some Ancients survived by heading south to the *Middle Realms. (The last surviving Ancients were later killed by the Rolcs.) Once a beautiful land filled with good magic and peace, then fallen and decayed, it now stands as mostly a barren wasteland of black rock, cursed swamplands, and cold sand lands. It is beautified by its northern lights, which attracts mages and spiritualists the world over. The Realm is often fought over, and its kingdoms include the elvin kingdom of *Sharldasia, the Klundorien kingdom of *Moroca, and *Shaternu, a kingdom of Goblins.

MIR’TANYA: The homeland of the Dark Imperators and their Dark Empire of *Neseldin. The kingdom of Neseldin conquered the nation of Mir’Tanya and then fought against *Koro, which ignited the Great War -- a world war which lasted many centuries. Its dark rocky lands characterize it, along with its red streams and brooks, and its massive Vemien Mountains to the north. The air is thin and stale. It has many massive cracks and craters in its rocky structures caused by a terrible time of eruptions when the worldly power of the Dark Imperators was crushed by the destruction of the magical Kuro Sphere -- a magical bulb the size of Human head -- by Gryphons. The Dark Imperators, who were once great mages fallen evil by a powerful god-demon’s influence -- named K’Larkh -- remain in *Neseldin as great mages; immortals who own much wisdom and godly knowledge. They still have political control over most of Mir’Tanya. The only other kingdom there is *Lucam-Kwaith, which is ran by the evil Klundor witch-queen Launa.


MORTREY: Half-diamond shaped nation in the mid-west of the coast, by the Quintinfil Ocean, under *Koro. It is known for its massive forests -- the Dark Forest along the west, the hilly Dragon’s Bush forest to the north, and the beautiful Madreme Forest to the south, a great evergreen wood with many enchanting flowers and secrets. A tribe of Elves lives there, known as the village of Goethea. The great elvin white city of *Sachem sits in its center, amidst rocky mounts and glistening rills. The nation was believed to be blessed by the Unicorns, who are more commonly seen in Mortrey than in any other Realm.

MALALIS: Sometimes called “the Heart Realm”, as it rests in the center of the world. It is a hilly country of much open grassland and various small forests. It is heavily populated by many races of the world, and features various tribes and cultures to rich diversity. It has several cities, and features the multi-cultured kingdoms of *Fairhalla “the golden city”, *Colsh “kingdom of glass”, and *Meroldor “the Lost Crown”.

KIRUHIT: Rests to the eastern shore, under *Mir’Tanya. A hilly nation of many roads and hidden routs, rooted deeply in the political backgrounds of the world’s history. Many great battles had been fought here, as well as many famous deals and trades. The nation has much complex mystery to its lands, which were shaped by great mages of long ago, including the Ancients in their later years. The great Human kingdoms of *Avanoor and *Kuthersia lie to the south, and are in constant conflict over the lands surrounding. The beautiful Human kingdom of *Lycoria lies to the north, and has domain over the northern half of Kiruhit, which often causes violent conflict. The Realm is dangerous because its leadership is unclear, its armies too busy in conflict to protect its country citizens. Thus it is often hit by pirate attacks, especially off the Nymbrethyn Ocean (in the Strait of Death which lies between Kiruhit and *Ulm Merlowl. It is, however, a much-loved place for stealthy merchants, eager mercenaries and corrupt businessmen. To its east, mid-way, sits the Town of Gade, where sits a much-known but little-mentioned inn called the Jaded Wayfarer’s Inn, where many risk-taking and successful merchants flock to. “A deal is always made at the Wayfarer”, they say.

ULMN MERLOWL: An island nation off the coast of *Kiruhit, in the far east, sitting in the Worm-and-Dragon-infested Nymbrethyn Ocean. Ulmn Merlowl is round, roughly, and its most knoticable features include its giant brown mountains in the north-east called the Dour Elps, where lives several famed Dragons. From these mounts runs a large magical river called the River of Zet, named after an historical elvin mage who blessed it. It runs to the south-west, meeting the Lake of the Fallen, where convicted criminals were once drowned as punishment. They say to stare upon it is to lose one’s very soul. Above it, in the north-west, sits the forest of Tolieth -- “the Black Forest.” Elvin tribes live within it, deep in the woods. To the east sits the forest of Mairdrmm. Past this forest, on the coast, sits a little-known small port town of Sorghul, where lives and visits many famous personalities in secret. Its “modest” history is deeply rooted in the political history of the isle, where lives men and woman well known to the kingdoms’ leaders. *Kalbalryn sits to the south-west, an ancient kingdom surrounded by a wall of large rocks, and consisting of several large hollowed-out rock structures.. The other is *Shael, featuring the large Aegis Mountains to its north.


EEMARRAN: Eemarran sits to the south-west coast, under *Malalis and beside *Sylvoni and *Auvlym. The Low Forest is a giant evergreen woods that lie to its south. Eemarran is mainly river and stream, swampland, and open field. Its great dwarvin kingdom is *Darosa, to the north. It also features many rocky hills, caves and lands hiding gold and other natural riches, thus has become a favorite home of the Dwarves.

SYLVONI: Surrounded by *Kiruhit (to its eastern north), *Malalis (to its western north), *Eemarran (to its west) and *Auvlym (to its south). To the west sits *Dorhoc, a great kindom of Duergars. To the east is *Holrhrenshi, a kingdom of mages and witches. In-between is a massive open grassland of various sites and villages. It is home to many Gryphons, and some Unicorns.

AUVLYM: Auvlym sits to the southeast of Eemarran. It features the Great Reaches to the southwest, which are extremely tall and slender mountains which reach up high into the sky, beyond what any mortal can see or bird can reach. Below it, to the north side, rests the Low Valley, a place of long strips of tall-rising mounds of forestland land, below which lies the fog-covered bog lands. The valley is a famous meeting place of wise men, prophets and mages. A plane of grassland rises to the north like a massive wave breaking into the land, which is believed haunted by evil spirits. They claim there is a secret doorway beneath the “wave” which reaches into a secret underground kingdom of the Ancients, but it is unknown if anyone has ever found it as it is said there is no return. The Dead Forest sits to the northeast, believed to have been the very spot where all life on Severnia began, now fallen ill sense the fall of the Ancients. It is haunted by terrible spirits and Lich. Its one kingdom is *Syernia, a great dwarvin kingdom of some of the largest and best-designed structures found in the world, including a massive dome made of gold strips and rings made of diamond which light up the entrances to the grand guest hall in daytime. They worship Levelmna.


(Note: each kingdom has a city by the same name. Ex.: Avandoor’s city is the City of Avadoor)

AVANOOR: A great Human empire of *Kiruhit, often in violent conflict with *Kuthersia. Beside it rests the forest of Orceth. It has some of the best development in the world, including indoor plumbing, cement streets and very tall structures. Many hills and low streams flow around it, requiring many gates, tall bridges and high-rising walkways. They mostly worship Summot, and have giant tower-like cathedrals built in his honor. King Banyon rules Avandoor, being a man of long golden beard and famed blue eyes -- like those of a naïve innocent. Yet, many have died under his leadership, as it was with his father. He is married to an Elf, K’lora. Rules in Avandoor can be very strict, especially when it comes to respect of the rich and their resources. Half in Avandoor are rich, half are poor. Its main exports include armor and weaponry. The kingdom has a fair amount of arrogance and is overly proud of its accomplishments and re-written history.

COLSH: Located in eastern *Malalis, just before a field of glass, including glassy hills and paths. The Glassland is difficult and extremely dangerous to travel, and so it serves as a good northern wall for the kingdom. It consists of 50% Humans, 30% Elves and 20% Dwarf, Goblin, Rolc and Fargulu. Its main trades and resources includes fine clothing, salt, trained horses, mercenary sale and clocks -- which are rare to find elsewhere. It mainly worships Val.

DAROSA: A great kingdom of the Dwarves. Known for its rich trades of gold, silver, rare jewels and ancient artifacts. It is built upon a hill like a raised belly, its buildings oval-shaped with eggshell-like roofs. It is always busy with many markets roaring with excitement. They worship Dolon.

DORHOC: The great Duergar kingdom, built of crude and violent looking structures over a lake, like a cobweb full of prey stretched over a small pool. Many sky-reaching walkways made of (stolen) dwarvin gold reach out of the kingdom and onto the streets atop nearby hills like spider legs. It is always loud with all the chaos and terribly hard work of the Duergars, who mostly work like slaves. The kingdom is very ambitious, and is always in the process of re-construction. They rely little on trade, because there are few who would trade with them. However, their exports are armor, steel wagons and weaponry. They sell to anyone, including pirates or *Neseldin. They worship Krawl.

FAIRHALLA: “The Golden City”. A place ran mainly by Elves and Humans, but consisting of members of nearly every race. They breed the finest warriors and dogs, weave the finest cloaks, and write some of the most beautiful and notable literacy in the world. A place for dreamers, peace-lovers and poets. No one is allowed to go hungry in Fairhalla, but rules are strict on who porters may allow in. Many forces have tried to invade or conquer this seemingly fragile kingdom, but all have failed. Their warriors are master bowmen, fearless and true in battle. Fairhalla will send warriors across the world to fight for ventures that they believe to be true. Most sacred in this kingdom, and its city, is its great gardens which cover many miles, and are structures along with the kingdom as part of its natural scenery, making it feel like a dream. Its city is made of gold, and “white gold”, which is rarest of all metals. Run by elected Lords. They worship Ellan.

HOLRHRENSHI: A kingdom ran by an elected Council of grand wizards and dark witches. It tends to avoid conflict of any kind, and focuses instead on developing its own beauty and knowledge of the land. Holrhrenshi has been known to serve evil forces at times, and to avoid transactions with the true. Their main exports include maps, history text, tools and clothing. Main imports include fur, fish, jewels and literacy. Mainly worships Summot.

LUCAM-KWAITH: A kingdom of *Mir’Tanya, ruled by Klundors. The klundor queen Launa rules here, and her political power reaches over southern *Mir’Tanya. It is always on bad terms with *Neseldin, the main power in the Realm, but it rarely ignites into violence these days. She has a host of Hobgoblins and Bugbears at her call. Main exports include armor, weapons, tools, and clothing. Main imports include vegetables, grain, various clothing materials and meats. Worships Brogg.

LYCORIA: A Human kingdom, trying to keep the peace in northern *Kiruhit, struggling against pirate attacks, invasions from the north and the on-going war between the kingdoms of *Avanoor and *Kuthesia. It worships Ellan, Goddess of Eternity. Its knights wear a fine white plate armor made by *Sachem. They are a true and peaceful kingdom, representing the best side of humanity. They are not perfect, and often there are many eternal political struggles. It is led by Queen Sharaguld, who holds a strong place in the church.

KALBALRYN: An ancient kingdom located on the isle of * Ulmn Merlowl. It is surrounded by a wall of large rocks, and consists of several giant hollowed-out rock structures. Most its residents live underground. They are mainly black Humans here, but resident races here also includes Elves and Klundors. It mainly keeps to itself, avoiding foreign trade. It is down with nature, living with only the basics. The Kalbalryns can make for great bowmen and spearmen however, and are not defeated easily. Their culture is run by Elder Shamans, and they worship Plathmeise.

KUTHERSIA: A kingdom for the oriental Humans, at constant war with *Avanoor over right of land. They are an ancient people, highly skilled in thinking, clothing design, architecture, the arts, and the “art of combat”-- a deep form of it that is known only to them. Their culture is rich, like their music, food, drink and rituals. They sell many things, including fine jewelry, clothing and excellent weapons. They have strong spiritual beliefs, and worship Bundra in their prism-shaped community chapels. They often wear gold or white clothing, a sign of their thriving society, but constant war keeps a heavy price, and countless artifacts line the streets as constant reminders of those who have died in recent decades to battle against their sworn enemy. Memorable features include giant glass water fountains and palaces shaped like red Dragons.

MEROLDOR: “The Lost Crown.” Once a large and thriving elvin kingdom, then nearly toppled by a terrible war with *Lucam-Kwaith a century ago. The kingdom has been mostly rebuilt, but its mystical spirit has never returned. Its streets are haunted by the moaning of dead souls. Without warning, blood will fall from the great golden walls -- which are still half destroyed. It is a grim place, one where more move away from than to. Its culture is in crisis and its leader -- High Lord La’Mera -- is doing his best to add a new beauty to it by re-building the historical structures, and working hard to mass produce heath care products, which is one of its best exports.

MOROCA: A Klundorien kingdom, once belonging to the Ancients. It has been re-built it to suit the tastes of their god, Brogg. Many green and black serpent-like structures have been added, and the look and feel of the kingdom reminds one of snakes. The streets twist and turn about, leaving you suddenly in the wide belly of a yellow-ribbed structure. There are many artificial channels of stream that run over the city, “purifying” it thus. Few venture into this kingdom, and many that do never return. Their exports, however, are fine cotton and quality leather.

NESELDIN: Home of the Dark Imperors. Once this kingdom ruled both of the Northern Realms, and struggled to conquer the Middle Realms. The Gryphons destroyed their central power to the world, and their empire fell. So it was said. Neseldin was never actually defeated, only stopped from accomplishing their evil plot. The Dark Imperors still rule most of *Mir’Tanya, and many still fear them and their powers. They still worship K’Larkh, who it is said, truly rules the kingdom. The kingdom is famed for its massive black towers, tall black scaly lake bridges, and most of all the Dark Palace, which stands taller than any other man-made structure in the world. It divides in the middle, branching off like a giant crown of thorns, casting grisly shadows over the land for many miles. Its tall spiked walls keep away intruders, along with their countless legions of Orcs, Goblins, Hobgoblins, Bugbears, Ogres, Trolls, and Rolcs. Forever dark, stormy clouds rest above it.

SACHEM: The great elvin white city that amidst white rocky mountains and glistening rills. It stands upon a rocky mound, reaching up for the sky like large upside-down icicles. The Elves of this kingdom focus on prayer, meditation and spiritual ecstasy. Sometimes they can seem quite cold on an emotional level to others. They are peace-lovers, and well known for their high quality clothing, armor and weaponry. They are also considered the world’s greatest poets. When Sachems reach the age of maturity, it is custom for them to either leave on their own to journey and experience the world for a year, or to create or achieve something beautiful or important. This helps create personality, and individual thought in its people. Sachem owns the nation of *Mortrey, yet they often treat all the residents as near equals. They were once a very powerful force in the world, but have come to love peace instead of war. They worship Ellan. Their leader is Governor J’Morlym, and graying 203-year-old male Elf.

SHAEL: The main power of *Ulm Merlowl. The smooth but clearly sectioned Aegis Mountains stand to the north of Shael. A large wall surrounds it, its columns appearing as large rock spikes. Its gate features a giant structure of a terrifying Dragon on either side. Its most famous feature is a tower with a great ring hovering around it by the magic of the Ancients, not lost even as their lights in the world was blown out. The residents are mainly Human, while many are Elves or Dwarves. Their main export is, without surprise, fishing. But they are also known for their furs, bows and arrows, quality leather boots and small wooden boats. Main imports include salt and grain. They worship Levelmna.

SHARLDASIA: The elvin kingdom of the north, mainly for mining and herding buffalo. It keeps largely to itself, and struggles against the rough forces of the northeast. All its structures, including its castle, are made entirely out of wood, usually oak or pine. They make for excellent carpenters, hunters and innovative warriors. They trade tables, chairs, furs, arrows and meats. Their main import is vegetables. They worship Ellan.

SHATERNU: A kingdom of Goblins high in the north. It once belonged to the Ancients, and then to the Dark Imperors, but after the Great War a large band of Grimlins took over the kingdom, redesigning it to suit their taste: small doorways, smaller and lighter tools, as thinner ladders. Their roofs are all made of thatch, their roads of stone and gravel, and their clothing of cotton. They have fought in many battles against Neseldin and Lucam-Kwaith, but their innovation and quickness to react have helped them to survive with blind colors. Their villages look like mounds of grass, their city like a city covered in moss.
They worship no one.

SYERNIA: The ruling kingdom of Auvlym. The greatest of the Dwarvin kingdoms, renown for their massive structures -- some of the largest and best-made in the world. Their biggest prize is a giant dome made of gold strips and rings made of diamond, which shine light upon the entrances in daytime. It is a guest hall, designed to wow visitors. Exports include various riches such as gold, silver, and diamond. Imports include fish and salt. They pray to Dolon. King Hagon the Nineteenth rules them.


*Religions consist of gods. These GODS are not necessarily literal. They may or may not exist. Characters should not communicate with gods. The gods usually only “speak” to high-ranking clergy and paladins.
**These are the “gods of the world”, meaning the only gods with the power to effect it.

(God of Death.)
About: Brogg was, according to the Ancient Mythology, once a gifted young spirit who saw a beauty and grace beyond the eyes of most. He was betrayed by his lover, Dorma, to a wicked god of darkness named Daenthieon. Brogg became enraged and sought vengeance, which caused the gods to stand against him. Brogg became a mighty god, serving the High Light as the God of Death, leading the dead into the Spirit Lands, in accordance with the High Light’s wishes. He is associated also with the darker forces of Severnia, such as the Klundors, and Trolls -- which are considered the servants of Brogg. He gained control over some of the lower spiritual planes. Many dark spirits of the world obey him, especially those of the land. He has the power to prolong one’s life, increase their health, grant them good fortune or •••• the enemies of his followers. Those who serve him best are promised high positions in his council of the dead, who are rewarded with food, wine and riches. Brogg also holds much knowledge, and offers it to those who listen.
Places of worship: Brogg is usually worshipped under a full moon, especially at night, when the Spirit World is nearest to Severnia.
Gods favored: Krawl, Plathemeise, K’Larkh
Gods Opposed: Summot, Val, Ellan
Omens: When Brogg is near the sky clouds over and the air grows thin. Witches often use him as a source for power. Black goat artifacts made to reflect his nature bring bad luck to the enemies of those who own them.
Typical Appearance: Dark shadow form with a bull’s horns, a goat’s legs and donning a dark red armor.

(God of Health, Wisdom, Vision and Truth.)
About: Once a simple farmer who uplifted himself with the help of many powerful spirits to become a great god, and arguably the greatest of the gods. He believes in the powers of nirvana, peace and the perfect balance of nature. Finding and maintaining balance is thus what Bundra’s Religion is centered on. Through balance one finds the answers, the vision or enlightenment one needs to accomplish anything. It is a strict but beautiful practice, with methods of meditation and self-control written by Bundra himself over two thousand years ago. He is associated with trees, lakes and ponds, clouds and the sky.
Places of worship: Diamond-shaped temples made with the Bundran sense of balance, decorated inside with the same method of Feng Shui that its people use to decorate their homes.
Gods favored: Summot, Val, Ellan, Levelmna
Gods opposed: K’Larkh
Omens: One may become just as Bundra by following his wisdom -- not by following him. He comes to the world, it is believed, in the form of ponds, or clouds in the sky. “Cloud Reading” is an art of prophecy reading that his system teaches. It is said one can see himself/herself in the clouds, and always can see Bundra.
Typical Appearance: Jolly fat, bald fellow in a pale golden robe, often holding a staff of bamboo and the bible he had written on his religion. Sometimes he is depicted as a form of cloud.

(Goddess of the Ocean.)
About: The Ferals were forced to the mideastern coast by the Dark Emperors in ancient times. They had trouble surviving, being slaughtered by Hobgoblins and facing starvation. This was when Chemyra was created, born from the heart and need of her people. In time she took on a distinct form, and showed the Ferals how to construct great sailing vessels, how to fish, and survive in the water. In time many Ferals were able to settle on land, but Chemyra watches over them still. She continues to grow stonger through each passing century, as does her influences over the world.
Gods Favored: Bundra, Ellan, Val.
Gods opposed: Brogg, K'Larkh, Krawl
Omens: Her power is reached best upon the ocean, where her followers may recieve enlightenment or even spiritual instruction in the wind. Her power is also captured well in yellow sea shells of "Glunbs", little muscle-like creatures of the oceanside rocks. These fingernail-sized shells are often worn as part of a long necklace by male and female Ferals.
Typical appearance: A tall and thin female Feral with yellow fur, donning shiny blue armor, a great white sword with a golden hilt, and with radiant blue eyes which sparkle like the sun shining upon the water.

(God of Riches, wealth and Prosperity.)
About: A team of cunning servants are always depicted nest to the Dwarf god Dolon, as he believes in contacts, in not burning bridges, in using people to his desire. Dolon encourages that what can be done to achieve success should be, but also, in contradiction, wealth of the body and soul are more important than physical riches. Family and loved ones are more important than gold, but not by much. Being successful inward and outward is what Dolon is all about. Fortune to rise the soul, not to lower it. He was born of a poor family countless centuries ago, but the Dwarf discovered the value of gold and jewels, thus saving his family and bringing prosperity to his hometown, which became the mighty kingdom of Darosa. He is known for laughter, food and wine, songs and dance, and good times.
Places of worship: Dolon is not worshipped in a place, but in the heart, and in a way of life. He can be prayed to at any time, even to those who don’t believe in him. The more one believes in him, however, the more successful they will be.
Gods favored: Summot, Val
Gods opposed: Krawl, K’Larkh
Omens: Dolon’s power is spread out upon the undiscovered gold of the world, and so finding gold is being accepted into the golden halls of the dead with Dolon and his friends.
Typical appearance: Fat Dwarf with long red beard, gray helmet with pointed bull’s horns reaching up from it. He wears green leather, and is usually laughing while drinking red wine and eating a leg of ham.

(Goddess of Peace, Life and Eternity.)
About: The most commonly prayed to and cherished of all the gods. She is a kind and compassionate old elvin queen of ancient times, loving magic, poetry -- which she believes to be magic -- and the simple joys of life. She is associated with gentle but powerful spiritualism, healing, and positive thinking. She encourages selfless acts of kindness, and giving back to the world more than what one takes.
Places of worship: Usually entirely white churches or massive cathedrals built from “white gold”. Often these feature indoor bodies of running water, glistening with a mystical radiance.
Gods favored: Summot, Val, Bundra
Gods opposed: Krawl, Brogg, K’Larkh
Omens: Ellan more often appears before her believers than any other god. She is often seen near water. Those who follow her are not guaranteed success, but they are rewarded with enlightenment and a better spiritual path in the Spirit World. She can take on the forms of deer, Unicorns and doves.
Typical appearance: Seen as a kind old woman, thin, with long white hair, blue eyes, a glistening white dress, and a radiant and timeless beauty.

(God of Demons.)
About: The official god of evil -- external success and evil power at the exclusion of all else. Following K’Larkh means handing over one’s own soul, with very little hope of ever winning it back. Most demons obey his will, and there is no evil that K’Larkh won’t inflict upon the innocent. His goal is to corrupt the whole world, and rule both the living world and the spirit world. He was a dark god from the start, but one who had used his skills to win the favors of gods like Summot and Levelmna, but K’Larkh betrayed them. A war erupted, and one of his demons killed Malsius, the son of Summot, thus the two mighty gods became sworn enemies. K’Larkh is one of the most ancient and most powerful gods. He rules the Underworld, and most of the lower planes. He is associated with darkness, evil spirits, destructive lusts, curses and sickness.
Places of worship: Underground tunnels dug inside towns and cities, sometimes with round temples.
Gods favored: Krawl, Brogg
Gods opposed: Summot, Val, Ellan, Plathmeise, Bundra, Levelmna, Dolon
Omens: Many mortal sacrifices are made in exchange for success in war or business, or for vengeance or magical assistance by his demons.
Typical appearance: Seen as a dark figure in black armor with tall white goat-like horns, burning red eyes, and a great “shield-axe”. He is also depicted as a skeleton, or shadow form.

(God of War.)
About: Krawl is the Deurgar god. He is a dark version of Dolon in many respects, believing in wealth and success, but not with consideration to other races. He was a Duergar warrior killed by Dwarves in battle in a war long ago, now leading his people in conflict. He especially hates the Dwarves, and is always at war with their god, Dolon.
Places of worship: Black temples built upon large hills, with spiked roofs and tall statues of Dragons to worn off trespassers.
Gods favored: Brogg, K’Larkh
Gods opposed: Ellan, Bundra, Dolon
Omens: Just saying his name, if correctly pronounced, is said to call upon his awareness. His soul drifts through the land, although whole in the Spirit World, and must be assembled back together through belief, prayer and ceremony, which involves animal sacrifice and blood drinking rituals.
Typical appearance: A mighty but old Duergar, blind in the left eye, who wears a great scale armor, carries a black axe which signals lightening to it, and a round shield made of oak. He is often depicted with gold, jewels and “luscious” Deurgarien females (who have beards and look rather like men.)

(Goddess of Rebirth.)
About: An elvin princess several hundred years ago, now a goddess dedicated to rebirth, and especially to the rebirth of her home kingdom, which was still strong in her time, *Meroldor. She is said to live in the hills near the kingdom, and that she communicates often with Unicorns and Gryphons.
Places of worship: Great golden cathedrals that rise up like large eggs shells, always in a state of change.
Gods favored: Summot, Val, Ellan, Bundra
Gods opposed: Brogg, Krawl, K’Larkh
Omens: If you look to the hills of his homeland, you may see her, and be blessed for a life of joy and happiness.
Typical appearance: A blond female Elf, wearing green with a bow strapped to her back. Her hair is braided with wooden braids. She is often seen in nature, next to Unicorns and flowers.

(God of Life and Death.)
About: A god who, it is said, gives and takes life away. He is usually not viewed as evil, especially not by his followers, although he is usually feared. He was once a great Human king, who was uplifted by the High Light to be the God of Life and Death. He is often associated with rocks, gray clouds, skeletons and the colour purple.
Places of worship: Gray brick churches or cathedrals, with tower-like steeples and black roofs.
Gods favored: Brogg
Gods opposed: K’Larkh
Omens: Those in prayer to another god may be taken into death by Platmeise.
Typical appearance: A man-bull with a serpent’s tail, no eyes, and a wooden cane. He wears only tree bark and hemp string.

(God of Cloud and Lightning.)
About: An elvin god of repair and courage, which his believers find by journeying deep into the woods in prayer of him. He represents the eternal passion to live life to its fullest, and often is associated with love, lust, storms, the woods, diplomacy, and change. He was the son of Ancients, and grew to become a mortal god -- the first god of the world. He has fought many battles against K’Larkh, with his legions of warrior angels -- called J’Lenen -- and various magical beasts, such as Phoenixes and Sphinxes, to battle K’Larkh’s demons. He is often credited for creating such creatures as the Gryphon and the Unicorn. Some of his followers consider him to be the King of the Gods, although the belief is not warranted in the Ancient Mythology. He has always been seen as a god of love, passion and wisdom. His weapon is his ability to shoot lightning, which can devastate any creature in the Spirit World other than gods.
Places of worship: Open chapels without walls that are built deep in the woods.
Gods favored: Bundra, Dolon, Ellan, Levelmna, Val
Gods opposed: Brogg, K'Larkh
Omens: Those who repress change will die or suddenly erupt into ash, for they were “hit” by the great lightning bolt of Summot. Through a lightning storm, it is said, one may most likely see or hear Summot speak.
Typical appearance: Old elvin male, unusually muscular for an Elf, with a balding head, long golden gown, tall red staff, and green bean necklace with a pure pink diamond attached that lays against his bare chest. He is often depicted holding a bolt of lighting, or standing upon a cloud as a storm brews under him.

(Goddess of the Future)
About: Once a powerful mage who was retrained by her conservative masters. In death she was granted her position as Goddess of the Future by the High Light, of which she is strongly linked. She is thus associated with change, evolution, creativity, eternity, wisdom and intelligence. She is worshipped with use of spiraling circles, which represents her power. She grants prophecy, warning and prosperity to those who follow her.
Places of worship: Great golden halls, white brick churches and giant glass cathedrals are just some of the way that she is worshipped, but always with the use of spiraling circles.
Gods favored: Bundra, Dolon, Ellan, Levelmna, Summot
Gods opposed: K’Larkh
Omens: To touch a spiraling circle blessed by high-ranking clergy is to gain an ecstasy, even to see into the future.
Typical appearance: An old black Human female, completely bald, with blue eyes, a brown cloak, and a wooden staff. Often pictured with green leaves and thorns for unknown reasons.


Okay, so you may have to pick a character type to play with. Here are some suggestions:

MAGE: Sorcerer, very powerful or not so. They are often loners or travel in small groups. They often carry staves, potions and other magical items. Usually associated with the world.

PALADIN: Loyal warrior-clergyman who serves his god truly and profoundly. Amazing self-discipline is required. Paladins serve the High Priests of his religion more than a king or lord.

MERCHANT: One who spiels and deals, trades and even steals. Some are poor, some are rich. Money is what they seek, at any cost.

RANGER: A loner who lurks deep in the woods or gallops along the fields with his own mysterious intent. A ranger knows the wild better than any.

Others: archer/hunter, shaman/healer, witch, illusionist, clergyman/monk/priest, thief, bard, warrior, old wise man, lord or leader, barbarian, samurai or mercinary, adventurer, scout, maps man, spy, bounty hunter, prophet, blacksmith, gold digger, or historian.


Okay, different places in Severnia may have different monetary systems. This establishes the main monetary system in the world, to keep things simple:

The cash is:
Iron Coins/Ferros (1=Ferro)
Silver Coins/Silvers (1=Silver)
Gold Coins/Tawnies (1=Tawny)

Their value in relation:

50 Ferros = 1 Silver
25 Silvers = 1 Tawny

In relation to the worth of North American money:
1 Ferro = $ 0.40
1 Silver = $ 20.00
1 Tawny = $ 500.00

I guess people here carry big change purses!

Note: The coins are small, no bigger the end of your thumb. They are also thin and light, but obviously not light in large amounts. These coins have different designs upon them, depending on where they were made. Many coins in Kiruhit are made in Lycoria. These feature the Lycorian monetary symble of a crow with an eagle's wings standing upon a round stone. On the other side, Ferros feature a full moon, Silvers the King, and Tawnies the goddess Ellan.


(This is a rough history, and more story and detail will later be added to it. Suggestions? Post them on "Lycoria Discussion".)

Light came from the great void, and thus Darkness was born as its opposite. The High Light became the high, central power of the light, while the Underworld became the low, central power of the Darkness. The literal world of Severnia was born out of the wild contrast of the energies, allowing them to flow together and affect each other. Spirits were created by the High Light for many purposes, and most of them to live on Levernia as a person, animal, blade of grass, etc. After death, the spirits would join either the Light or the Darkness, but still as a singular and self-conscious power.

The way one lives on the literal world is thus vital. It is the Land of Opposites -- of up and down, good and bad, female and male -- where every being has their higher and lower instincts, and must follow their higher while battling with their lower. Those who fall to the lower risk damnation. There are many gods, and several which directly threaten the world. Of the most powerful of these would be Brogg, Brundra, Ellan, K'Larkh, and Summot. But before there were such gods...

Apes, monkeys -- that's all the Humans and other intelligent races were. But a lone "ape" wandered in the deep caves of the Vemien Mountains. He was pulled by something, but what was it? He found a deep darkness, and came to an opening of light. A waterfall poured into the cave with a massive roaring, glowing in the sunlight above. The "ape" moved ahead with radiant eyes, his simple psychology going through unnatural change. He was mutating, risking insanity or otherwise a break up of his mind. But he was pulled closer to the water. Something deep inside him sparkled. A blind memory. Something...beyond what he knew as an "ape" before. He opened up to it, entering the water.

The water hit him with a fierce pressure. It was very cold. The "ape" buckled, his mind being pulled high within by fantastic sensations undreamed of. It was an ecstasy. His soul was pulled up from his body, by the High Light, and powerful spirits led him into a green pasture of the dead, ripped him to pieces, buried his bones in the soil with tools and bones of other creatures, and was then put back together. He was now more than he had been before. He was conscious on various new levels.

The "ape" awoke in the cave, running from the water in the madness of pure ecstasy. His banged his body all over the place, tripped up again and again, nearly killing himself. He fell from the cave's opening to the edge of a cliff. Looking out over the beautiful land below, reality set back in. His eyes rested. His heartbeat slowed. He stood, slowly, to his feet. He had power. Vision. Skill. Strength. Part of him was in near-constant contact with the dead. He could be a terrible demon, and conquer the world. But no, he felt compassion. Remorse. He had the ability to heal, both spiritually and physically.

He was Kunduh, the first shaman, now King of the Shamans. He inspired a spiritual movement. Long after his death, the movement continued. More individuals became shamans here and there in the world. Religions began to grow. Respect of the dead, the sacred acts of the hunt. Enlightenment. Magic. Houses. Temples. Tools. Weapons. Chaos. Love. Romance...

This first society was Shaternu. The kingdom of the Ancients, a race that would spawn a series of intelligent races with their magic, including Humans, Elves, Dwarves, and several others. Many great adventures lay ahead, both wonderful and disastrous.

For hundreds of thousands of years did the Ancients thrive. They invented music, dancing, poetry and many other arts. They developed magic. No one sense -- NO ONE -- has had their power. In their time they lived as gods, mighty rulers of peace and vision, adding beauty and spiritual wonder to the world. But several close Human followers were led astray by evil powers, and sinister devils who enticed them. These became the Emperors, a team of powerful mages who worked long in secret to construct terrible armies and develop deadly races and beasts to conquer all of Severnia. This began the Great War. It lasted for over fifty thousand years, and devoured many intelligent races. Only the strongest and most cunning could survive. The ancients led the war against them. Their power over the world was destroyed, in part due to the Gryphons. The Dark Empire of Neseldin was defeated, but not fallen. It remains a dark power to this day.

Two thousand years later, the world still remembers the Great War. It is sung in song, read in poem, and mentioned in myth and legend. Central figures in it that are remembered include Faladhun, the young handsome king of ancient Lycoria who led the final assaults against Neseldin's armies in the war, Shun'kai, the dwarvin warrior-shaman who assassinated two of the Dark Emperors, and Shelsar, a female elvin warrior who defeated the Dark General Larcall in battle while leading the assault on behalf of Sachem. Their names read through time as household words, which bring with them feelings of awe and greatness.

Some of the Ancients' own followers destroyed them in the end, especially the Rolcs. The Ancients became seen as an over-bearing "father" race, which was holding back advancement and productivity that the Ancients affirmed unnatural. They fell. The intelligent races of Nevernia were thus free to develop their own homelands as they saw fit. Many wars broke out through this time, most well known being the on-going wars between the Dwarves and Duergars, and between the Human kingdoms of Avanoor and Kuthesia.

The gods came into being during this time, and they seemed to replace the role of the Ancients, offering the world wisdom, vision and guidance. Great cities were constructed. Large factories were built. World trade just grew and grew, and through it vastly different cultures were able to unite in some way, share beliefs and ideas. The world just became richer. The old magics and wisdom were lost all the more with each passing generation, like a tide drifting out to sea. It became replaced by ceremony, festival, customs, and principals.

Of course magic still remains, but much of the ancient magic is long forgotten. Today's magics are like an echo of what once was. Even those who possess knowledge of "ancient magic", such as the Klundors, only remember it in fragments. Spices, symbols, words -- properly pronounced -- and colors which capture a certain effect. Its reason, its true purpose and value forgotten. They are like blurred pieces of a puzzle that has lost its center. The edges are forced together with great effort, but to minimal effect compared the magic of old.

Shamans possess a great power handed to them by the dead, but rarely take up on magic. They tend to me more concerned with knowledge, insight, healing and understanding than magic, however all shamans know some degree of powerful tricks. Healing is their main magic. There would be warrior shamans, who were deadly indeed as they possessed "innersight" and could read into the near future, while be guided by spirits, or even a much higher state of consciousness. Some shamans fell evil, doing the work of living demons, but only for a certain purpose they believed justified.

There came to be many mages, few with the ability or knowledge to cast fire, read a person's mind, or "throw wind", but some do exist. Magic is rarely taught anywhere, and so most mages were taught by individual mages, usually for the cost of riches or spiritual sacrifice, such as blood sacrifice. Witchcraft is more common than necromancy, but few witches possess any truly deadly ability. Magic exists also in belief. Certain sites are spiritually charged, and there "angels" or even images of a god may appear, objects may move in the air, or a statue may begin crying tears of blood.

History is still in the process of change. Prophets predict that the world is about to begin a new phase, but none are sure what it will be. Some guess that the Dark Empire might rise again, others that it will fall. Some prophets predict that a group of unusual and somewhat unlikely heroes will meet each other in the waves of selfishness, but together will form a love that will defeat all that stands against it. These will one day become mighty rulers, and will lead the world into a new era of peace and spiritual understanding...
Last edited by Neurolanis on Wed Jul 06, 2005 2:38 pm, edited 3 times in total.

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Post by Neurolanis »



This is the on-going adventure summery of "Lycoria". It is done in such a way that it is being told as a recorded history, say...two hundred or so years later. If you are new to "Lycoria", you SHOULD read this!

(I'll try to mention every character here. If there is anything that you feel should be edited or added please say so on the "Lycoria Discussion" forum. Thank you.)


It began when a Human male Necromancer named Shabel-Grah entered the Jaded Wayfarer's Inn, near the eastern coast of Kiruhit. He arrived alone, in search of adventurers to follow him on a perilous quest to uncover a wealth of gold from a grave in the mystical and feared Tombs of Orceth. This was a perfect place for such a thing, as the Inn was swimming in vulgar merchants, cunning rogues, thieves, assassins, and bounty hunters. Certainly not a place for the squeamish.

Here, he would meet several timely as well as unusual characters. Among these: Wanhelm, the well-traveled and wise Inn owner. Barrol, a Rolc traveler. Pashir, a tall and bald bounty hunter. Calico, the Pub Cat. Also there was Rathsarann, a two-faced villain if ever there was one. He was in the company of five others of his kind -- Klundors. They had been secretly following Shabel-Grah, but the Necromancer was oblivious to his dark contrive. He had five men, cunning and fearless, and so Shabel-Grah took the risk. (He would later regret it.) Rowena had a dislike of him from the start, and upon demanding to know his interest Rathsarann said that he was interested in a "lost scroll" not far from their destination, and had no interest in the gold at all. She suspected he was lying.

There came along those who would become his dear friends. These were: Judith, a Human female stranger. Rowena, a Human female warrior possessed by a spirit named "Gregory", who would send her into wild fits, both struggling for control of her body. There was "Phantom", a Human male assassin who kept his real name secret. Hashin, a shy yet handsome Human male shaman with great healing powers. There also came an old friend of Shabel-Grah's, of whom his followers would have to wait for: namely, Jacatour, a half Human, half Ogre by unnatural circumstance. An inelegant and experienced warrior and traveler, fearless and strong.

These warriors set out the next morning quite early, it is believed. They rode west for the land under Avanoor's command. They accidentally left Barrol behind, who decided to return to the very harbor where he had sold his ship to become a traveler. They also left Phantom behind, but he caught up to them, along with his friend Shadow -- a strange creature of the dead who could go unseen by (normal) mortal eye. In this time, there was a near-violent conflict between Judith and Rowena. Hashin managed to cool it off.

They met up with Yissam, Jacatour's antagonistic half-brother. A Rolc, of terrible might. They fought for a time against Yissam and his band of Orcs. Yissam fought only to win his brother over. The Orcs were destroyed. Jacatour discovered that his wife's death was accidental, and after an Orc betrayed Yissam his brother chose to help. Yissam joined Jacatour and his friends. There was a battle as they came upon the Tombs of Orceth. Rathsarann turned on them and tried to take the Jewel. He was killed by Rowena. Brothers Shabel-Grah and Sabel-Gah (also Mil Relevo) met and fought. Mil Releo used his new-found powers to physically manifest his illusions, and they destroyed each other. The Jewels, for they now had two of the set of three, fused their bodies and souls together to form Shabel-Rae. Only afterwords did Shabel-Rae and Hex go into the tomb. Hex then broke the jewel and was thus injured. Shabel-Rae, to save her life, inserted a shard of the shattered jewel into her body. Thus, some of the jewels' power was placed inside of her.

The band of heroes left together, without their cash reward. Their future was uncertain, whether it lied together or apart. As it was uncertain who would join them now, as fires and troops rose again in the evil kingdom of Neselden in the north ...