Post by Twilight on Jul 3, 2008 16:05:07 GMT -5
A
Aitedor Mountains: These snow-covered mountains cut Vrindal in half. They are difficult to traverse for the most part, which is why the sea is normally used to travel between the north and south. The city of Menyir is built into the southern portion of the mountains.
Aldric: Link to Profile
Ansgar: The Fire Spear, said to be used by one of the heroes who supposedly stopped the Great War. This is one of the more interesting weapons since it is said that someone is already in possession of it and the “real” spear is nothing but a replica. It’s also rumored in a few select that circles that whoever uses it eventually goes mad.
Arvila: The capital of Rodylia and the largest city in the Light World. The square is populated with merchants of all races and creeds. As in all big cities, there are also the shady areas. The majestic Arvila Castle is located in the center of town. The River Callen runs through the city and forms the moat of the castle.
B
Battlecrawler: (See Dragon)
Berefit Plains: The large expanse of plains which covers nearly half of the continent of Vrindal. There are few villages in this area because the soil quality is poor.
C
Cain: Link to Profile
Cavrel: The headquarters of the Darth'iar, Cavrel looks to foreigners as a wonderfully peaceful city. But step out of bounds, say anything that might offend the Darth'iar, and you risk deportation. The architecture of the city consists of sweeping Gothic-style towers. The largest of which is the temple where the priests perform many of their rituals.
Camar: A prosperous fishing and mining city. This city enjoys the fresh produce of the nearby farms, the bountiful fish harvested from the Vardil Sea, and the rich veins of the nearby iron mine. Many great smiths also make their home here.
Camar Mine: A deep mine where most of Rodylia's iron originates. It is getting more dangerous because the supply of iron close to the surface was exhausted long ago. Most of the rock is now located nearly a mile below ground.
D
D’Kälte: A mostly barren tundra that encompasses most of northern Rodylia. The residents of D'Kälte claim the land as a separate country. They chose a leader about 400 years ago. Little is known about their culture, which is why Ur was settled to negotiate with them.
Dark World: (see Dævir)
Darkling: Humanoid creatures capable of awesome magical ability. They are also experts at wielding weapons. Most have either red or violet eyes, dark hair, and pale skin. Some have tribal tattoos on their face or elsewhere. It is thought by some that they were humans who were corrupted by the Darkness. Their kind normally holds positions of power in the Dark World.
Darth’iar: The Darth'iar is said to be the most powerful group in the entire Dark World. Rumors spread by the organization themselves make it sound as if their power rivals the gods’. They supposedly have members scattered throughout both worlds, extending their power as far as possible. Somehow, one of the members found a permanent tear in the Rift. They took advantage of this and are in the process of completely taking over Rodylia. The members call themselves priests. Priests to what remains to be seen, but it is very unlikely that the being they worship is pleasant. They hold almost all of the power in the Dark World, everything below the Aitedor Mountains.
Dævir: The Dark World, a world that overlaps with the Light World, Rodylia. The Darth’iar have a strong, seemingly unbreakable grip on its people and its government. Though the world is typically classified as “evil” the citizens here may turn out to be just as “good” as the ones from Rodylia.
Degas: A city without law. Degas is ruled by the most ruthless of criminals. What was once a relatively nice town is now almost completely in ruins thanks to the unceasing warfare between different groups of criminals and just plain psychos.
Dim Lands: A peninsula veiled in perpetual shadow, little is known about this area. Even the most fearless warriors stay well away from this place. It is said that there is a town made up of drow hidden inside.
Duraiat Woods: Thieves and other rogues are often seen in this forest. It is not surprising since the whole of Sur'ryn is made up of criminals or their descendants who were deported there. There is also a risk of being attacked by other creatures who would not be as merciful as other humans.
Dragon: Dragons, respectively called Firecallers, are very intelligent and sometimes bother other creatures for fun. Bothering to them is having a nice tasty snack of domestic animals or even people. They live in both worlds, but they originally came from Rodylia. Their sizes range from 20-30 feet in the Light World, and 25-40 in the Dark World. A slightly smaller species, known as the Battlecrawlers and bred for battle in Rodylia, are ridden by a select group of knights, aptly named Dragonriders.
Drow: Also known as the dark elves, this race tends to have dark skin and white or silver hair. They are thought to be elves who were corrupted by Darkness, similar to darklings. They excel in both magic and weapons.
Druth: A large town bordering a lake. The people here are rather eccentric as the town has a large population of Mages.
E
Elf: Looks much like a human, except for the pointy ears. Elves tend to live longer, be more agile, and be better at magic than humans.
F
Fellowship: A group of men and woman founded before the Great War. In fact, they were one of the catalysts who cause it. No one knows who founded the organization or who the current leader is. It was thought that all of the members died out after the Great War, but some must have survived and hid out for centuries. Even now, they work under the radar, not daring to use the word "Fellowship" in the off chance someone would know some of the ancient lore. Their current goal is the same as at was thousands of years ago—to join the worlds once again.
To see if another person is in the Fellowship, they must mention their leader's name, "Aldric", and the word "friend" in the same sentence.
Fidel: A mountain town built entirely of stone cut from the surrounding hills. A strong breed of warriors comes from here. Gryphons also have their largest population here outside of Arvila.
Firecaller: (See Dragon)
G
Gate: The door between the worlds which the gods used to seal them apart. The way to open it has been lost in time, plus, thanks to the Darth’iar’s use of an always-open Rift, it has virtually useless as far as protection is concerned.
Gatekeepers: People dedicated to the protection of Rodylia and separating the Light and Dark Worlds. They were created around the same time as the Fellowship to counter-act what they were attempting. The founder is unknown, but he/she is presumed to be one of the legendary Heroes who actually closed the Gate for the first time. The current leader is Queen Lorraine herself.
To see if another person is a Gatekeeper, they must mention the words "queen" and "save" in the same sentence.
Goblin: Short, scaly humanoids. They aren't too bright, but most are great at fighting. Entire armies have been built just out of this race. However, goblins can't think for themselves very well, which makes them terrible commanders. They cannot use magic.
Gryphon: Hardy creatures that have the combined appearance of a bird, normally birds of prey, and a mammal, normally lions or wolves. The Royal Guard of Rodylia has quite a few gryphons in it.
H
Human: Humans are much the same as they are in our world. The only difference is that they are able to use magic. They are also the dominant race in Rodylia.
Holab Road: A heavily traveled road between Arvila and Camar. Bandits and other unpleasant creatures prowl the area when dark falls. Farms and ranches surround the road for most of the way.
I
J
K
Kail: This city is mostly populated with second-generation immigrants. It is the most civilized settlement on Sur'ryn. Its citizens try to keep the peace, but the increasing amount of raids from Degas make that nearly impossible.
Kerral: The Earth Axe, one of the Sacred Weapons.
L
Light World: (see Rodylia)
M
Magus: Not really an organization as much as a school, the Magus is a group of magically adept men and woman whose only apparent goal is seeking knowledge. Although the Magus has been around in spirit since the dawn of time, the organization was only officially conceived about 800 years ago. Many rulers tend to have Mage advisers. Even if the Mage is corrupted by politics, their wealth of knowledge often comes in handy.
Menyir: A city carved out of the mountains. Some of the city is on the outside, but the majority is hidden within countess underground tunnels. Even its residents don't know where some of the tunnels lead.
Mezusarn: The Water Sword, one of the Sacred Weapons.
N
O
P
Q
R
Rift: The boundary which separates the two worlds. It is immaterial and is more like a wormhole than anything else. When one is close by, the air seems to grow crisper, colder, and becomes thinner, making it more difficult to breath. Aside from that, it’s almost impossible to know when and where one will show up, unless someone happens to be in the Darth’iar or have a Sacred Weapon.
River Callen: A river which runs though Arvila but has its source near the lake next to Druth.
Rodylia: The Light World. Ruled by a monarchy, Rodylia has enjoyed centuries of peace, though thanks to the warring organizations and the imminent invasion by the Darth’iar, it’s likely that that peace will not last.
S
Sabazios Abigar: Link to Profile
Sacred Weapons: Weapons said to be used by the heroes who halted the Great War long ago. Each one represents a different element and also gives its wielder a great amount of strength. They are also believed to be able to create Rifts at the owner will.
Sarnora: The city of the rich and spoiled, Sarnora has two very different classes. The south district is populated by wealthy nobles, their servants, and other well-to-dos. The north is home to the slums. This part of the city is thick with crime, and some noble vigilantes routinely gather up people from this area to be deported. The city also has a prosperous sea-trading industry.
Seul: Seul is a city with a huge, ancient wall surrounding it. The citizens rarely leave because the weather is so bad outside
Seul Isle: A large island off the coast of mainland Rodylia. The land is rocky, and storms often plague the surrounding area.
Shapeshifter: Creatures that are able to take the form of a certain animal. They look almost exactly like humans in their humanoid form but occasionally have oddly colored eyes. They are incapable of performing magic. Someone who is half-shapeshifter and half a race that excels in magic, such as darklings or elves, may have a half-form. For example, if that someone can change into a bird, then his half-form may have wings with his normal body, though those with this ability can normally hide it to blend in.
Strillad: The Wind Bow, one of the Sacred Weapons.
Sur’ryn: A large island off the coast of Dævir’s mainland, Vrindal. The island is basically a penal colony where criminals are often sent. Unfortunates who were brought through from Rodylia by a Rift are also brought here since they are deemed to be inferior. Though technically ruled by Vrindal, the Thieves Guild has a much stronger hold here.
T
Thieves Guild: Led by the Lord of Rouges, the Guild, contrary to its name, is not entirely made up of thieves. It is made up of a group of people who are either discontent with the conditions in Daevir, Sur'ryn especially, or who are out to make some good money. They often times work as mercenaries, so much so that the organization is often mistaken for a mercenaries' guild. The leadership is fairly secretive, and it's difficult to tell what's normally going on in the higher-ups' minds. Some rumors even point to a rebellion against the tyranny of the mainland. Though The Guild is headquartered in Sur'ryn, they also have contacts in Vrindal, the mainland.
U
Ur: Also called the last outpost, Ur is a sparsely populatated village used as the meeting place of Rodylians and D'Kältians. The only thing out there is ice and dirt.
V
Vampire: Creatures that need the life force of other creatures to survive, normally received by dinking blood. They can live for an incredibly long period of time, which makes most believe they are immortal. They're fast, and most are fairly adept at magic. Vampires are also incredibly difficult to kill. A steak in their heart will paralyze them, and without their head they cannot survive. They may also fall prey to an intense amount of sunlight, such as one would find in a desert, or fire.
Vänar: A peaceful village hidden away in a forest. The Vänar Woods is very hard to navigate, so this village is rarely troubled by outsiders. There are quite a few shapeshifters and elves in the area.
Vänar Woods: A huge Old Growth forest surrounding the village of Vänar. It's often dubbed the "Never-Ending Woods" because there are virtually no landmarks, and it's very easy to get lost or turned around.
Vardil Sea: A large sea which surrounds Rodylia. Though calm around the coast, vicious storms pick up once a few miles out, making it all but impossible to explore the rest of the world.
Vrindal: The Dark World’s mainland which is mostly ruled by the iron-fisted Darth’iar.
W
X
Y
Z
Aitedor Mountains: These snow-covered mountains cut Vrindal in half. They are difficult to traverse for the most part, which is why the sea is normally used to travel between the north and south. The city of Menyir is built into the southern portion of the mountains.
Aldric: Link to Profile
Ansgar: The Fire Spear, said to be used by one of the heroes who supposedly stopped the Great War. This is one of the more interesting weapons since it is said that someone is already in possession of it and the “real” spear is nothing but a replica. It’s also rumored in a few select that circles that whoever uses it eventually goes mad.
Arvila: The capital of Rodylia and the largest city in the Light World. The square is populated with merchants of all races and creeds. As in all big cities, there are also the shady areas. The majestic Arvila Castle is located in the center of town. The River Callen runs through the city and forms the moat of the castle.
B
Battlecrawler: (See Dragon)
Berefit Plains: The large expanse of plains which covers nearly half of the continent of Vrindal. There are few villages in this area because the soil quality is poor.
C
Cain: Link to Profile
Cavrel: The headquarters of the Darth'iar, Cavrel looks to foreigners as a wonderfully peaceful city. But step out of bounds, say anything that might offend the Darth'iar, and you risk deportation. The architecture of the city consists of sweeping Gothic-style towers. The largest of which is the temple where the priests perform many of their rituals.
Camar: A prosperous fishing and mining city. This city enjoys the fresh produce of the nearby farms, the bountiful fish harvested from the Vardil Sea, and the rich veins of the nearby iron mine. Many great smiths also make their home here.
Camar Mine: A deep mine where most of Rodylia's iron originates. It is getting more dangerous because the supply of iron close to the surface was exhausted long ago. Most of the rock is now located nearly a mile below ground.
D
D’Kälte: A mostly barren tundra that encompasses most of northern Rodylia. The residents of D'Kälte claim the land as a separate country. They chose a leader about 400 years ago. Little is known about their culture, which is why Ur was settled to negotiate with them.
Dark World: (see Dævir)
Darkling: Humanoid creatures capable of awesome magical ability. They are also experts at wielding weapons. Most have either red or violet eyes, dark hair, and pale skin. Some have tribal tattoos on their face or elsewhere. It is thought by some that they were humans who were corrupted by the Darkness. Their kind normally holds positions of power in the Dark World.
Darth’iar: The Darth'iar is said to be the most powerful group in the entire Dark World. Rumors spread by the organization themselves make it sound as if their power rivals the gods’. They supposedly have members scattered throughout both worlds, extending their power as far as possible. Somehow, one of the members found a permanent tear in the Rift. They took advantage of this and are in the process of completely taking over Rodylia. The members call themselves priests. Priests to what remains to be seen, but it is very unlikely that the being they worship is pleasant. They hold almost all of the power in the Dark World, everything below the Aitedor Mountains.
Dævir: The Dark World, a world that overlaps with the Light World, Rodylia. The Darth’iar have a strong, seemingly unbreakable grip on its people and its government. Though the world is typically classified as “evil” the citizens here may turn out to be just as “good” as the ones from Rodylia.
Degas: A city without law. Degas is ruled by the most ruthless of criminals. What was once a relatively nice town is now almost completely in ruins thanks to the unceasing warfare between different groups of criminals and just plain psychos.
Dim Lands: A peninsula veiled in perpetual shadow, little is known about this area. Even the most fearless warriors stay well away from this place. It is said that there is a town made up of drow hidden inside.
Duraiat Woods: Thieves and other rogues are often seen in this forest. It is not surprising since the whole of Sur'ryn is made up of criminals or their descendants who were deported there. There is also a risk of being attacked by other creatures who would not be as merciful as other humans.
Dragon: Dragons, respectively called Firecallers, are very intelligent and sometimes bother other creatures for fun. Bothering to them is having a nice tasty snack of domestic animals or even people. They live in both worlds, but they originally came from Rodylia. Their sizes range from 20-30 feet in the Light World, and 25-40 in the Dark World. A slightly smaller species, known as the Battlecrawlers and bred for battle in Rodylia, are ridden by a select group of knights, aptly named Dragonriders.
Drow: Also known as the dark elves, this race tends to have dark skin and white or silver hair. They are thought to be elves who were corrupted by Darkness, similar to darklings. They excel in both magic and weapons.
Druth: A large town bordering a lake. The people here are rather eccentric as the town has a large population of Mages.
E
Elf: Looks much like a human, except for the pointy ears. Elves tend to live longer, be more agile, and be better at magic than humans.
F
Fellowship: A group of men and woman founded before the Great War. In fact, they were one of the catalysts who cause it. No one knows who founded the organization or who the current leader is. It was thought that all of the members died out after the Great War, but some must have survived and hid out for centuries. Even now, they work under the radar, not daring to use the word "Fellowship" in the off chance someone would know some of the ancient lore. Their current goal is the same as at was thousands of years ago—to join the worlds once again.
To see if another person is in the Fellowship, they must mention their leader's name, "Aldric", and the word "friend" in the same sentence.
Fidel: A mountain town built entirely of stone cut from the surrounding hills. A strong breed of warriors comes from here. Gryphons also have their largest population here outside of Arvila.
Firecaller: (See Dragon)
G
Gate: The door between the worlds which the gods used to seal them apart. The way to open it has been lost in time, plus, thanks to the Darth’iar’s use of an always-open Rift, it has virtually useless as far as protection is concerned.
Gatekeepers: People dedicated to the protection of Rodylia and separating the Light and Dark Worlds. They were created around the same time as the Fellowship to counter-act what they were attempting. The founder is unknown, but he/she is presumed to be one of the legendary Heroes who actually closed the Gate for the first time. The current leader is Queen Lorraine herself.
To see if another person is a Gatekeeper, they must mention the words "queen" and "save" in the same sentence.
Goblin: Short, scaly humanoids. They aren't too bright, but most are great at fighting. Entire armies have been built just out of this race. However, goblins can't think for themselves very well, which makes them terrible commanders. They cannot use magic.
Gryphon: Hardy creatures that have the combined appearance of a bird, normally birds of prey, and a mammal, normally lions or wolves. The Royal Guard of Rodylia has quite a few gryphons in it.
H
Human: Humans are much the same as they are in our world. The only difference is that they are able to use magic. They are also the dominant race in Rodylia.
Holab Road: A heavily traveled road between Arvila and Camar. Bandits and other unpleasant creatures prowl the area when dark falls. Farms and ranches surround the road for most of the way.
I
J
K
Kail: This city is mostly populated with second-generation immigrants. It is the most civilized settlement on Sur'ryn. Its citizens try to keep the peace, but the increasing amount of raids from Degas make that nearly impossible.
Kerral: The Earth Axe, one of the Sacred Weapons.
L
Light World: (see Rodylia)
M
Magus: Not really an organization as much as a school, the Magus is a group of magically adept men and woman whose only apparent goal is seeking knowledge. Although the Magus has been around in spirit since the dawn of time, the organization was only officially conceived about 800 years ago. Many rulers tend to have Mage advisers. Even if the Mage is corrupted by politics, their wealth of knowledge often comes in handy.
Menyir: A city carved out of the mountains. Some of the city is on the outside, but the majority is hidden within countess underground tunnels. Even its residents don't know where some of the tunnels lead.
Mezusarn: The Water Sword, one of the Sacred Weapons.
N
O
P
Q
R
Rift: The boundary which separates the two worlds. It is immaterial and is more like a wormhole than anything else. When one is close by, the air seems to grow crisper, colder, and becomes thinner, making it more difficult to breath. Aside from that, it’s almost impossible to know when and where one will show up, unless someone happens to be in the Darth’iar or have a Sacred Weapon.
River Callen: A river which runs though Arvila but has its source near the lake next to Druth.
Rodylia: The Light World. Ruled by a monarchy, Rodylia has enjoyed centuries of peace, though thanks to the warring organizations and the imminent invasion by the Darth’iar, it’s likely that that peace will not last.
S
Sabazios Abigar: Link to Profile
Sacred Weapons: Weapons said to be used by the heroes who halted the Great War long ago. Each one represents a different element and also gives its wielder a great amount of strength. They are also believed to be able to create Rifts at the owner will.
Sarnora: The city of the rich and spoiled, Sarnora has two very different classes. The south district is populated by wealthy nobles, their servants, and other well-to-dos. The north is home to the slums. This part of the city is thick with crime, and some noble vigilantes routinely gather up people from this area to be deported. The city also has a prosperous sea-trading industry.
Seul: Seul is a city with a huge, ancient wall surrounding it. The citizens rarely leave because the weather is so bad outside
Seul Isle: A large island off the coast of mainland Rodylia. The land is rocky, and storms often plague the surrounding area.
Shapeshifter: Creatures that are able to take the form of a certain animal. They look almost exactly like humans in their humanoid form but occasionally have oddly colored eyes. They are incapable of performing magic. Someone who is half-shapeshifter and half a race that excels in magic, such as darklings or elves, may have a half-form. For example, if that someone can change into a bird, then his half-form may have wings with his normal body, though those with this ability can normally hide it to blend in.
Strillad: The Wind Bow, one of the Sacred Weapons.
Sur’ryn: A large island off the coast of Dævir’s mainland, Vrindal. The island is basically a penal colony where criminals are often sent. Unfortunates who were brought through from Rodylia by a Rift are also brought here since they are deemed to be inferior. Though technically ruled by Vrindal, the Thieves Guild has a much stronger hold here.
T
Thieves Guild: Led by the Lord of Rouges, the Guild, contrary to its name, is not entirely made up of thieves. It is made up of a group of people who are either discontent with the conditions in Daevir, Sur'ryn especially, or who are out to make some good money. They often times work as mercenaries, so much so that the organization is often mistaken for a mercenaries' guild. The leadership is fairly secretive, and it's difficult to tell what's normally going on in the higher-ups' minds. Some rumors even point to a rebellion against the tyranny of the mainland. Though The Guild is headquartered in Sur'ryn, they also have contacts in Vrindal, the mainland.
U
Ur: Also called the last outpost, Ur is a sparsely populatated village used as the meeting place of Rodylians and D'Kältians. The only thing out there is ice and dirt.
V
Vampire: Creatures that need the life force of other creatures to survive, normally received by dinking blood. They can live for an incredibly long period of time, which makes most believe they are immortal. They're fast, and most are fairly adept at magic. Vampires are also incredibly difficult to kill. A steak in their heart will paralyze them, and without their head they cannot survive. They may also fall prey to an intense amount of sunlight, such as one would find in a desert, or fire.
Vänar: A peaceful village hidden away in a forest. The Vänar Woods is very hard to navigate, so this village is rarely troubled by outsiders. There are quite a few shapeshifters and elves in the area.
Vänar Woods: A huge Old Growth forest surrounding the village of Vänar. It's often dubbed the "Never-Ending Woods" because there are virtually no landmarks, and it's very easy to get lost or turned around.
Vardil Sea: A large sea which surrounds Rodylia. Though calm around the coast, vicious storms pick up once a few miles out, making it all but impossible to explore the rest of the world.
Vrindal: The Dark World’s mainland which is mostly ruled by the iron-fisted Darth’iar.
W
X
Y
Z