Welcome To Gaios

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Welcome To Gaios  Empty Welcome To Gaios

Post by TalesofNine Thu Sep 20, 2018 3:57 am

Welcome To Gaios  Konu4g4
Hail and Welcome to the world of Gaios,

Tales of Gaios is an open fantasy collaboration where you build the world. Feel free to submit nations, characters, locations, races, creatures whatever it is you can add it into the world. The world of Gaios is open to all who dare to seek it...


Guidelines:
-We will be using this Map as a base for Gaios. Gaios is not Earth so don't feel as if you have to reflect real locations and places. Want to put snow covered tundra in the middle of Africa? Be my guest.

-Tales of Gaios is primarily a fantasy setting but don't feel limited by what you contribute.  As far as what you can introduce or bring in the sky is the limit as long as it fits within a general fantasy aesthetic. If you can justify it, it fits in.

-Magic exist in Gaios but there is no one way to utilize it. Countless schools and methods exist and the limits of magic can only be determined by the gods.

-Certain things may be first come first serve but don't worry if you wish to use something we can figure out a way to arrange it in some form. If dragons are taken you're free to use wyverns or drakes or some other form of giant reptile.

-Unlike Natura, Tales of Gaios will be set in one modern era which we will move forward from but as civilizations are added we can flesh out the past. And events may occur as we determine the course of the world moving forward.

-Europa Map


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Civilization

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Creatures/Animals

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Last edited by TalesofNine on Thu Sep 20, 2018 4:43 am; edited 1 time in total

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Post by Mulder Thu Sep 20, 2018 4:33 am

Welcome To Gaios  TestMammoth
Name: The Draconians of The North aka The Last Great Dragon Nation
People: Dragons-Red Scales (Red Dragons), Black Scales (Black Dragons), Purple Scales (Purple Dragons), Blue Scales (Blue Dragons), Yellow Scales (Yellow Dragons), Green Scales (Green Dragons), White Scales (White Dragons)
Location: Scandinavia
Religion: Epheris worship
Magic Practices: N/A (Lost)
Engineering: Rudimentary, only really in early bronze age with the most advanced objects being ships with sails and houses
Wildlife: Mammoths, Dire Wolves, Cave Bears, Short-Faced Bears, Unicorns, Woolly Rhinos, Non-sapient Feathered Dragons, various other small and medium sized animals
History: Forced up north by a coalition of humans and elves, the Dragons who had long since split from their relatives the Drakes, Wyrms, and Wyverns, as well as the other dragon groups, took the unoccupied forests of the North for themselves. However, a proud race and eager for revenge, the Dragons did not go quietly and would abduct high ranking members of both races before bringing them to their country. Many would die attempting to free these individuals, not knowing that if they were not eaten the Dragons had used sacred magic gifted to them by a sister goddess of their main goddess Epheris to turn them into dragons in turn. While the Dragon retaliation seemed to be unopposed, secretly a group of mages had been hired by the human kings to enact a curse upon the dragons to stop their rampage. After managing to infiltrate the land, the mages had learned of the fate of any who weren't eaten. Seeing fit to turn the tables, the mages unleashed a powerful curse transforming all the Dragons into humans. With this curse, a fatal blow had been struck to the very core of their culture and identity. For many generations the Dragons have remained in their winter forests, not showing their faces to the outside world.
Extended Information:
-The Dragons have only exclusively humans form because of their curse.
-They still have the nigh-immortality of Dragons.
-They can not use fire but they still have a very high level of strength and many are also very tall.
-The Dragons still are not entirely used to their changed forms and culture, adapting to it is still a big part of their lives.
-Some more details on the curse is that it only affected living Northern Dragons so any unborn dragons in eggs still hatched as dragons. However the differences between these dragons and their now human formed parents, meant that they didn't imprint on their parents leading to them leaving their parents shortly after birth with most of them perishing. This event was deeply traumatic to the Northern Dragons as a culture and people.
-The mage group was unable to turn back those who had been turned into dragons, leading to resentment still being present between Humans+Elves & The Northern Dragons. These individuals are still alive today despite the 500 years passing.
-The group most adversely affected by the curse were female Dragons who went from being superior to males in size and stature to no longer being more physically powerful and bigger then their male counterparts, though they're still way stronger then most other species.
Based On/Inspiration: Germanic and Norse Tribes

Name: Northern Dragons
Appearance: Northern Dragons tend to be tall, with the shortest tending to be 5'7" and the tallest maxing out at 7'5". Hair colors vary tremendously amongst individuals with was once scale color now being hair color. Besides for this, they resemble humans in basically every way. Their skin color tends to be on the lighter end however some members have darker skin tones. Their style of clothing varies greatly depending on the individual and how much they want to embrace their enforced humanity though at the very least many wear rudimentary leather or fur clothes.
Average Lifespan: 10,000+ years
Magic Aptitude: N/A (Lost)
Information: The Northern Dragons as a race could be described as traumatized by the curse inflicted on them by the mages sent by the human kings. With how long dragon life spans are, the memories are still fresh for many and of those, there are just as many who refuse to accept it and wish to get revenge on the humans for it. However just as many advocate caution to avoid another catastrophe to this degree. To sum it up simply, the Northern Dragons are deeply divided with arguments over how much to accept and not accept their forced humanity occurring frequently. What hasn't changed though, is there continued great reverence for hunting even in these forms. While no longer able to hunt as easily, they retained their great strength from their dragon days and in combination with stone and bronze tools, still hunt their main prey which are mammoths and large herbivorous feathered dragons.

Beyond this, settlements can vary from solitary livings in caves still for the Norther Dragons who wish to reject their humanity as much as possible to villages of like minded Northern Dragons who see no reason to push back against what can't be changed. There have been no internal conflicts however tensions are high. While there is no official government, many Northern Dragons tend to listen to the three big groups. The Red Scales, the Black Scales, and the White Scales. However even this isn't universal and not followed by all.


Name: Woolly Mammoths
Appearance: Welcome To Gaios  4F8727DA00000578-6114347-Scientists_have_long_poised_that_woolly_mammoth_DNA_preserved_fo-m-20_1535638173527
Diet: Grasses, Sedges, Shrubs, Flowering Plants, Mosses
Environment: Large open snowy fields
Magic Ability: N/A
Information: Large elephant-like animals who travel in massive herds. They are the main prey animals of the Northern Dragons.


Last edited by Mulder on Thu Sep 20, 2018 10:19 pm; edited 7 times in total

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Post by Mulder Thu Sep 20, 2018 5:09 am

Name: Tepheris
Age: 1,000 years ((Looks to be in her early 20s))
Gender: Female
Species: Red Scaled Northern Dragon but stuck in human form
Nationality: The Draconians of The North
Height: 5'9"
Appearance: Tepheris has long unruly red hair that goes to the small of her back, her eyes are a dark blue color and her skin is very pale and light. In terms of clothes, Tepheris is more of the mindset of rejecting the curse of humanity and tends to only wear a leather top that goes to her thighs and not much else.
Powers & Abilities: Tepheris has the usual heightened strength of the dragon kind which lets her also jump much higher then normal humans. She is also an excellent tracker and hunter from what is now a century of experience.
Weapons: A large double sided steel axe that was taken from the plenitude of weapons left over from knights trying to trespass into Northern Dragon territory.
Personality: Tepheris is very much conflicted. Before the curse was placed upon her and her people, Tepheris was very much not in favor of the raids on humans and elves in retaliation, let alone the cursing of kidnapped victims by transformation into Dragon. However after the curse was placed and she lost her true form, Tepheris has grown bitter and angry at humans for their retaliation, though she is less inclined to going to open war then other members of her species.

Tepheris tends to stay on her own in a small cave on the side of a mountain and hunts alone rather then in a group, despite often times being asked to join one and looked to for guidance because of her status as a Red Scaled Norther Dragon. The leadership that is expected of her kind annoys her and tends to put her off anyone who tries to force her into it. Many times Tepheris has considered leaving and going to other lands over it.

Tepheris is still very insecure and unhappy with her cursed form of that as a human, in particular with how short her form is compared to the size of what was her dragon form, even in comparison to the other members of her changed kind. Tepheris still acts somewhat animalistic, eats her food raw and doesn't wear shoes, her own form of rebellion against the curse placed on her.
Bio: Born to two great Red Scaled Dragons, Tepheris has been around since before the dragons were pushed up north and was there for their retaliatory actions against the humans and elves in turn. However during this time, despite her disdain for it, Tepheris did not speak up, an action she deeply regrets. After the curse was inflicted on her, Tepheris went on her own way and has since lived in a cave on the side of a mountain alone despite many requests for her to lead her people the way her parents did.

Name: Zorabor
Age: 19
Gender: Male
Species: Dwarf
Nationality: Island of The Iron Forge
Height: 4'2"
Appearance: Zorabor is on the short end for his kind adding to his general appearance and feeling of being somewhat geeky. His clothes tend to be button down shirts and trousers as well as glasses and sometimes a hat very much like one which an explorer would wear. He is never seen without his book bag. He is much less muscular then most dwarves and his face is also softer then most dwarves. His hair is curly and brown and in contrast to other dwarves, he tends to be clean shaven.
Powers & Abilities: Zorabor has an incredible amount of knowledge about the world of Gaios due to studying the land and history of the world. He is especially knowledgeable about the wildlife of Gaios in particular due to that being his particular field of choice.
Weapons: N/A
Personality: Zorabor is very much socially awkward, often stumbling over his words and talking way too fast. However he very much tries and wants to be useful, often helping people even to the detriment of himself. He is also very much as stubborn as many Dwarves and once he puts his mind to something he'll set out to accomplish it. He is very fond of animals and gets very upset when he sees people behave cruelly towards them. Zorabor is also caring by nature and empathetic and doesn't like seeing or making other people be upset which often leads to him not speaking up. His biggest dream is to chronicle every animal in the land.
Bio: Born to an accomplished weapons maker on Zorabor, Zorabor was raised to take up the family business but as he was growing up, he was less interested in forging and crafting and was more interested in the wildlife of the Island of The Iron Forge. In this interest he had a friend who was an older Cyclops who had also taken to studying the wildlife of the Iron Forge in his spare time. It was during this time that his dream to chronicle every animal and species in Gaios formed. However as he grew older, Zorabor was pressured more and more into taking his place in the family trade by his dad, something which Zorabor wasn't interested in. It was after an argument between him and his dad that Zorabor decided to leave the Island and travel the world to explore with the goal to accomplish his dream.

Name: Mari
Age: 17
Gender: Female
Species: Kitsune
Nationality: Isle of The Fox
Height: 5'3"
Appearance: Mari is a Kitsune with long flowing pink hair that reaches her shoulders. Her ears are the same color as well, and her eyes are green. She has two fox tails that are pink and white. Her usual outfit tends to be travelling clothes consisting of a long sleeved shirt and leggings with boots. She sometimes covers up hear ears with a hat but she usually lets them show. Her fox form has pink fur with a white tipped tail.
Powers & Abilities: Mari is a mage with very high potential though her abilities can be described as somewhat inconsistent, often based on Mari's concentration, mood, and health. However she has a vast knowledge of magecraft including Pyromancy, Energy Blasts, and Healing among many others, however those three are what she's best at. She also has a basic knowledge of more complex spells such as shapeshifting.
Weapons: Her staff which is made of wood from the trees of The Isle of The Fox which Mari uses to help channel her magic.
Personality: Mari is very much bubbly on the outside, very intrigued by the new world which is so far from and different from her home. She very much enjoys meeting to and talking with new people and is eager to see and experience new things. Mari is also very mischievous and enjoys messing with people, not always knowing when to stop. Beneath this however, is a girl who is lonely and homesick having been by herself for months after ending up on an entirely different land. Mari also holds herself accountable for her mistakes and her inconsistency with magecraft weighs on her.
Bio: Born and raised on the Isle of The Fox, Mari had a very ordinary life however while her aptitude for magic was high, Mari would commonly mess up spells and be considered as inconsistent something which despite the words of her parents and friends weighed on her. It was one day when she was practicing teleportation spells privately that she accidentally transported herself far away to a new and unfamiliar land that she had never heard of or seen. Since then, Mari's been wandering around taking odd jobs for money to buy food while also trying to find companions that would get her home.

Name: Princess Alaria of Frariadore
Age: 157
Gender: Female
Species: Human but stuck in Green Scaled Northern Dragon form
Nationality: Frariadore
Height: 12'6"
Appearance: Alaria has the appearance of a large green scaled Dragon. Her Dragon forms look very sleek and slim with a green-yellow underbelly which also applies to the membranes of her wings. Her head is more of the triangular variety rather then the rounder variety seen in Northern Dragons.
Powers & Abilities: Alaria has all the abilities of a usual Dragon including flight, sharp fangs and claws, and the ability to breath fire. Alaria's now extended age has also brought her much wisdom and insight.
Weapons: N/A
Personality: Alaria tends to be quiet at first and somewhat distant but once she gets to know someone she will talk frequently and a lot, her circumstances making it hard for her to find conversation partners. Beyond this, she spends whatever time she can attempting to read but she also tends to fly around her country aimlessly.

Alaria is still very much traumatized by the forced transformation on her into a Dragon and hasn't fully recovered from it. Having now outlived her family and friends, Alaria is very lonely and feels like an outcast in her own country. Wishing very much to be human again, Alaria's inability to do many human things she once enjoyed also weighs heavily on her.
Bio: The once crowned shining princess of Frariadore, Alaria was kidnapped at the age of 17 by a Black Scaled Northern Dragon and brought to the Draconic Territories of the North. It was there that in retaliation for what her many grandfathers did before her, that the Black Scaled Northern Dragon transformed her into a Dragon herself. It was then that she was mocked by him and told that her kind would never accept her before he then left her by herself. It wasn't long that a mage group hired by her father to rescue her, stumbled upon her and learned what the Northern Dragons had been doing. After attempting to cure her and failing to do so, they retaliated by cursing the Northern Dragons into human form. After being brought back to the kingdom, Alaria was not accepted by most of the citizens despite her family attempting to adapt to her new forever changed form. It's been many years since those events and Alaria is more of an outsider now then ever before.

Name: Morixia
Age: 1,500 years ((Looks to be in her late 20s))
Gender: Female
Species: Black-Scaled North Dragon but stuck in human form
Nationality: The Draconians of The North
Height: 5'11"
Appearance: Morixia has long flowing black hair that she keeps well brushed and maintained. She has very pale skin even for the human-formed Northern Dragons, and has grey eyes. She is also on the slender and slim side even more then the usual female human-formed Northern Dragons. She tends to wear long flowing dresses that tend to be in darker colors. Morixia also has runic dragon symbols tattooed on her arms and back.
Powers & Abilities: Morixia has the usual Northern Dragon attributes such as being extremely strong but beyond those she also is very knowledgeable about magic, specifically Northern Dragon Magic, even if she can no longer use it. She is also very well read in general on many subjects.
Weapons: N/A
Personality: Morixia is very calm and quiet, only talking when she feels she has to or if it would be beneficial. She prefers to organize and sort the knowledge the Northern Dragons have and to also write down their traditions and older ways. However she is not against her role as a leader of the divided and damaged people, and frequently tries to bridge the divide they share. Unlike some others of her kind, she's accepted her forcible transformation into a human and acts mostly human with the exception of not wearing shoes. Morixia is also very persistent, never giving up even when it seems that she should, some that others accuse her of being contradictory to her acceptance of her cursed form.
Bio: A leader of the Black Scaled Northern Dragons for over a century, Morixia was an adept spell caster and looked to for guidance. However she was unable to regulate and control her group and feels somewhat responsible for the curse that was inflicted because of the actions of some of the Black Scaled Northern Dragons. Since then she has tried to make up for it by being more of a leader, even if she'd rather be in her study or the Northern Dragon Library organizing their knowledge. She has also tried to get Tepheris to rejoin their society and lead alongside her, like she had once did, but has not had success in reaching her old friend.

Name: Priestess Epheriana
Age: 1,000 ((Looks to be in her early 20s))
Gender: Female
Species: White Scaled Northern Dragon but stuck in human form
Nationality: The Draconians Of The North
Height: 5'7"
Appearance: Epheriana has long flowing white hair that's among the longest even for Northern Dragons, with it going down to her thighs. She tends to be seen in the ceremonial garbs meant to honor Epheris that emulate her look with a long white form fitting dress that has wing symbols stitched on the back. Her eyes are red and she has pale white albino-esque skin. Epheriana alternates between the ritualistic heeled boots or being barefoot. She has symbols that are important to Epheris tattooed on her back.
Powers & Abilities: Epheriana has all the usual Northern Dragon abilities such as extreme strength but beyond that she is very knowledgeable about the religious practices and beliefs of the Northern Dragons relating to Epheris.
Weapons: N/A
Personality: Epheriana despite everything still manages to be seen almost always having a serene smile on her face. She's always ready to help anyone in need despite her own pain and could be considered as too selfless for her own good. Beyond this however is a pain inside that's held at bay from her extreme faith in Epheris and trusting that the goddess will one day return and bring balance and order once more. Epheriana is also an extremely loving person and is incredibly devoted to people she cares about. Epheriana secretly despises her human form because of what it cost her and made her lose but she's careful not to show this in fear of pushing people away but in private Epheriana can barely look at herself and hates the feeling of being human and everything about it.
Bio: Having grown up with Tepheris almost since their birth, the two had been extremely close friends and had confided in each other a lot as they grew up, including the events such as Epheriana taking a mate and being picked to lead the Northern Dragon's religious beliefs, something which was expected because of her being born as a White Scaled Dragon, the holiest subsect of Northern Dragons. It was not long after this that she had laid her first clutch of eggs and had been expecting them to hatch shortly, however not long after this the curse struck transforming Epheriana and her mate into humans. Unsure of how the hatchlings would respond to her and her mate's cursed forms, Epheriana grew worried but Tepheris had reassured her that it would be fine. Sadly once the eggs hatched, they did not recognize Epheriana as their mother, a deeply distressing blow to Epheriana as the bond between Dragon Mothers and their Chicks is extremely deep. After this, Epheriana dove into her work as head priestess in an attempt to forget her pain and remorse for her lost children. However she still wishes that Tepheris hadn't left and she wishes she could tell her that she doesn't blame her for what occurred.


Last edited by Mulder on Sun May 05, 2019 3:19 am; edited 10 times in total

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Post by TalesofNine Thu Sep 20, 2018 6:47 am

Name: Isa-Fae Elves
Appearance: Elves of the Isa-Fae Bloodline tend to stand tall and slender varying roughly 5'6" at the shortest and usually no taller than 6'8" at the tallest. Their hair tends to range between black, brown, silver and blonde, white and red are extremely uncommon. Skin color tends to range between olive and dark skinned, however fair skinned individuals are not unheard of particularly among older individuals. Clothing of choice tends to be fine robes made from  rare materials but more rugged clothing like leather and wool aren't unheard of.
Average Lifespan: 3,000
Magic Aptitude: Isa-Fae Elves are powerful magic practitioners who specialize in affinity magic every individual is born with an affinity for four elements Fire-Earth-Sky-Water once their affinity is discovered they can develop great control over this element and preform numerous spells relating to them. They are capable of learning magical techniques unrelated to affinity magic but their affinity will always be their strongest ability.

Information: The Isa-Fae Bloodline are Elves that originated in the North portion of the world. They believe themselves to be descended from a proto-elven race known as the Great Fae, ancient fairies said to possess great powers. One of their most prominent religions is that belief in a Great Fae Goddess named Isa-Radi who they believe to be the mother of all life after she descended from the heavens. The Isa-Fae the first of her children were warriors dedicated to protecting her while she filled the world with life and were her devout and beloved chosen. Then after her task was complete Isa-Radi disappeared from the world promising her children that she would one day return.  Five hundred years ago after the end of the Dragon wars it was declared that the land where Isa-Radi was said to have first landed and fertilized Gaios was discovered in the south.

The Isa-Fae began a great migration flooding into the southern lands  which they called Isaran. But Isaran their holy land was home to many strange new peoples who were unwelcoming to the migration of the elves. The Isa-Fae built up a new nation and vowed to  fight all who opposed their journey and established a Holy State. Those who embraced their message were welcomed as friends, those who opposed were defeated and subjugated. They hold a tight grip on their holy land but remain searching for their ancient home, they comb the great deserts searching ancient ruins for signs of their noble past while encountering new foes and strange peoples.

Welcome To Gaios  BGhcGVc
Name: Holy States Of Isaran
People:

Isa-Fae Elves-Yesaiah (The older generation of migrants who partook in the journey to Isaran), Ridanii (Those born in Isaran)

Humans- Varians (A ethnic group of fair skinned northerners who accompanied the Isa-Fae Elves on their journey. Are considered roughly equal with elves in society.), Arabi (Dark skinned people who were living in Isaran prior to the arrival of the Elves. Fought against the Holy States but were defeated and found their land annexed. Many have converted but some still resist the Holy States and continue to fight.)

Medi (A group of human-elf hybrids born from intermingling between Isa-Fae and their human neighbors. The Medi are typically the product of unlawful relationships and are thus generally frowned upon. They are ostracized and typically regulated to ghettos and slums where they build communities to support each other.)

Amazons (A race of demi-humans of unknown origin believed to be descended from a union between humans and a race of giants. A tall people, men standing at 6 to 7 feet while the women stand at 7 to 8 feet.  Strong and powerful in body they are natural warriors who live in a gender segregated society. They were conquered by the Isa-Fae and now live under the domain of the Holy States.)

Location: Turkey
Religion: Monotheistic Great Fae Worship of Isa-Radi.

Magic Practices: Due to the Elves natural affinity for magic the practice and learning of utilizing magic within the Holy States is freely encouraged by the nation. However there is a strict code of law for what magic can be practiced and certain rituals and methods are forbidden. For example Necromancy, Shamanism, Witchcraft and certain forms of Alchemy are illegal in the  Holy States and their practitioners risk being hunted by the Inquisition.

Engineering: The Holy States are quite advanced roughly Late Medieval. They possess knowledge of complex steel works and the construction of advanced materials. Even gunpowder has been discovered and used in various forms of cannons. Their technology is also supplemented by usage of magic such as the creation of Automata and Golems.

Wildlife: Camels, Horses, Lions, Paraceratherium, Elephants, Buffalo, Bison, Bears, Wolves, Deer, Rhinos, Wildcats, Rocs, Gryphons, Wyverns, Desert Worms, Desert Feathered Dragons, Drakes and various smaller animals

History: The Holy States of Isaran origins date back to  when the region was colonized by a great migration of Isa-Fae Elves from the north who arrived with their allies the Varians. Isaran was populated by the nomadic Arabi people and the Amazons who had settled the land long ago besides for the occasional conflict they held a peaceful existence in the region. When the Isa-Fae arrived they brought their religious beliefs with them the Church of Isa-Radi the worship of the Great Fae life goddess, missionaries would often travel to others and attempt to teach the ways of Isa-Radi worship while pilgrims combed the land in search of relics left by the Great Fae. The Arabi and Amazons grew tense as the number of elves grew and tension soon turned into conflict, missionaries were turned away and attacked. The Isa-Fae Elves responded by rallying their militant orders, Orders of Knights that devoted themselves to the Church of Isa-Radi.

A crusade was declared and a great war was fought to unite the land of Isaran. The Holy States of Isaran were established after the last cities fell to the Elf/Varian alliance and the new power established itself in the region. The conquered people were assimilated into the state and were welcomed so long as they swore loyalty to the Church. Those that resisted were put in chains a peaceful but tense existence now stands as the culture of the northern elves and Varians have begun to mix with the culture of the Arabi and Amazons. New practices and ways of life as adaptions to the land of desert and savanna they now claim. The Holy States stand as the capital of the Isa-Radi worshipers and the elves are content to retain their hold on their holy land. But they remain ever watchful for potential enemies and allies sending out their missionaries and pilgrims to reach out to new peoples and scouting foreign lands for those who would covet their blessings.

Extended Information:
-The Holy States are led by a group known as the Divine Council, Elder Official selected from within the Church who are ordained with the blessings of Isa-Radi. The Divine Council then selects a King or Queen to rule over Isaran for the duration of their life. There is no royal family, when the monarch dies a new one is selected by the Divine Council to prevent succession conflict.

-Current Standing Military Orders:

Knights of the Golden Flower Order

Knights of the Goddess

Brotherhood of the Sacred Blade

Sisterhood of the Black Rose

Militia of Martyr Lilian

Order of the Dragon Slayers

-The Holy Inquisition is an arm of the church that answers directly to the Divine Council. They are the watchful eye of Isa-Radi investigating and chasing down threats to the holy land. They are identified by their emblem the ever watchful eye of Isa-Radi surrounded by her glowing radiance accompanied by their black uniforms and armor. The Inquisition is both feared and respected utterly mysterious in their operation.

Based On/Inspiration: Crusader States/Islamic Caliphates


Last edited by TalesofNine on Sat May 04, 2019 2:18 am; edited 4 times in total

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Post by Prime Spinosaur Fri Sep 21, 2018 12:20 am

Name: Surgatuhan
People: The Orang Merfolk, humans of many different ethnicity though they go under the name Tersingkir, and the Tuhan (Human-Orang hybrids, far more common now in aristocracy as humans with magical potential are bred with clan mages.)
Location: England
Religion: An Animism based religion around spirits though a pantheon does exist in their mythology. Known as the Four, they are the strongest spirits, and considered true gods, only the leaders of the four clans can summon the power of, the leaders of this mageocracy. The four gods are as follows:
Kurath- Taking the form of a giant gorilla he is the god of civilization and protection, Clan Kurath mainly focuses on military and architecture, building infrastructure and protecting the kingdom from outside threats.
Tiarat- Taking the form of a giant Anaconda, Tiarat is the goddess of the rivers, it is said that the dry seasons are when her skin becomes too dry and her mold too old and that the coming of the wet season is her shedding her skin. Clan Tiarat mainly focuses on agriculture/horiculture and naval power.
Akom- Taking the form of a giant carnosaur, Akom is the god of the land, hunting and life, he is known as the awakener, able to spawn forth new Mokele from the nature around him. Clan Akom focuses on religion and the advancement of magical bloodlines.
Argoth- Taking the form of a giant phoenix that resides in the volcano at the center of Surgatuhan, Argoth is the goddess of the sky, destruction and rebirth, being the herald of disasters such as volcanic errupts or forest fires, and the subsequent reclamation of these areas by nature. Argoth is also the goddess of death, said to reincarnate the souls of those who die to their next life, judging what they shall become in their next life. Clan Argoth focuses on military might within it's borders, as well as the law.
Magic Practices: Surgatuhan is legendary for it's magical practice, their own religion is based primarily off of it. Their magic comes from the very land itself and spirits that inhabit it, the most powerful of mages able to invoke powerful spirits and funnel that power into magic. Though they have lost much of their history and their culture has changed significantly after the great razing, their magic has become more based on nature.
Engineering: Formerly almost at Renaissance, though now they vary based on settlement to settlement, the capital Omna, being late Middle Ages in architecture, while the lowest they are is late bronze age.  
Wildlife:
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Tigers, Leopards, Elephants, Anacondas, Crocodiles, Bull Sharks, Phoenixes, Gorillas, Mokeles, giant spiders, Coatl
History: Not much is known about the very beginnings of Surgatuhan but it is said that it's first descendants were exiles from the mainland that were sent out to see before being rescued by Merfolk and brought to the island, the humans becoming the Tersingkir while the merfolk became the Orang. It is said that the Tersingkir, grateful to the Orang served them and helped to create the kingdom of Suratuhan. This is only one version of the story, some versions tell that the Tersingkir while found adrift or simply fishermen were kidnapped, or coastal villages raided and brought ashore to work as slaves, and that the Orang were originally exiles from Atlantis.

Surgatuhan is ruled by a mageocracy, the creators of decisions being the strongest magic wielders, usually those that invoked the Four. The four clans were Clan Kurath, Clan Tiarat, Clan Akom and Clan Argoth, each was ruled by an archmage, whom would pass down their title to an apprentice, almost always this was one of their offspring that would be raised as an apprentice though there had been occasions when those who would show aptitude for magic and were adopted into a clan would end up as archmage. Until recently this never happened with the Tersingkir, whenever any humans showed aptitude for magic they would be interbred with a member of the clan in order to create a powerful Tuhan.

One clan would stay in power and rule before relinquishing their power in twenty five years to the next clan in the cycle. The Surgats made many coastal cities and were primarily based around the coasts rather than the mainland. There was a time of decay, when due to the treatment of the Tersingkir, the five clans lost favor with the four and they could no longer invoke their power. They covered this up by taking on multiple spirits to appear all powerful, and this worked for a while, until multiple invasions from the mainland came and almost destroyed Surgatuhan.

In desperation one boy commoner begged for help from the Four, who answered by wiping away the invaders, using the very island against them, when the dust settled, the land had become far more hostile. The civilization drastically changed, only one coastal city existed, all others were in hard to reach and hidden places, turning Surgatuhan into a hidden, but much sought after kingdom.
Extended Information: Though the clans vowed to treat the Tersingkir better this only lasted for 75 years before they started to mistreat them again. As it stands it is unknown which clans still control their respective gods and which don't, they keep up the illusion that the four are on their side but in reality, the mage clans power dwindles.


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Post by Mulder Fri Sep 21, 2018 1:02 am

Welcome To Gaios  FrariadoreFlag
Name: The Kingdom of Frariadore
People: Humans, Dwarves, Elves
Location: Northern France
Religion: Christianity
Magic Practices: Not many but a select few practice in Frariadore though they operate more under a mercenary-esque position
Engineering: Steel Age
Wildlife: Boar, Deer, Red Foxes, Wolves, Bears, Unicorns, many other small and medium sized animals
History: An ancient kingdom founded by a man considered a great king, Frariadore had always prided itself on being neutral in conflicts, preferring to stay out of wars and spats with other kingdoms. However Frariadore participated in the Dragon Wars that forced the Dragons into the North, leading to the eventual kidnapping of Princess Alaria. Heartbroken by this, the King hired a group of Mages to rescue his daughter and bring revenge to the dragons. In doing so, the King was who brought the Curse of Humanity to the Northern Dragons. After this, Frariadore has mainly stood to itself, helping where asked yet not participating in the nearby conflicts.
Extended Information:
-Run by a Royal Family that allows commoners into it as long as they are of high moral standing.
The Current Royal Family are-

King Henry The IX (Age 39)
Queen Maria The V (Age 36)
Princess Scarlett (Age 16)
Prince William (Age 15)
Prince Charlemagne (Age 13)
Princess Marianne (Age 11)

-Church plays a medium sized role in the country though it's more ceremonial
-Main fighting force is knights and mercenaries though they more operate for defense
-Mainly pacifist but if forced into conflict will not turn it down
Based On/Inspiration: Medieval Kingdoms


Last edited by Mulder on Thu Aug 08, 2019 3:00 am; edited 4 times in total

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Post by Mulder Fri Sep 21, 2018 1:34 am

Name: The Island of The Iron Forge
People: Iron Forge Dwarves, Iron Forge Cyclopsi  
Location: Crete
Religion: Ancient Greek Classical Religion but mainly focused on Hephaestus
Magic Practices: Rare but what little is practiced is mainly used to make stronger forges and weapons
Engineering: Steel Age
Wildlife: Wild Goats, Wildcats, Shrews, Rabbits, Martens etc etc
History: Founded by a group coalition of Dwarves and Cyclopsi, the Island of The Iron Forge was founded to be a forging society united by their desire to craft stronger and stronger weapons as well as their common worship of Hephaestus. Together the Island prospered and they became renowned for their high quality bronze and steel weapons as well as for their unique inventions.
Extended Information:
-They tend to sit out of wars, preferring to sell to both sides and innovate weaponry.
-Their government is run by a dual parliament which is 50% Dwarf and 50% Cyclops to keep it even.
-They also have a significant fishing community because of their status as an island.
-Poseidon worship is also common because of the sea and most Cyclopsi believing Poseidon to be their progenitor.  
-The main forge is located in a volcano that is at the center of the island, it is commonly referred to as the "Iron Forge".
Based On/Inspiration: Warcraft Dwarves and Tolkien Dwarves/7th Voyage of Sinbad and Greek Mythology Cyclops

Name: Iron Forge Dwarves
Appearance: Short stout people who range in height from 4'0"-5'0", the Dwarves are built to be very stocky, and are very broad and muscular. Their clothes are similar to human clothes but are made to be more resilient due to the intense heat they work in. Their hair is often long and unkempt with hair colors ranging from black to brown to the less common blonde and red however they can often be seen braided. Both sexes have beards and facial hair that are also braided at times.
Average Lifespan: 50-70 years
Magic Aptitude: Low but what magic they have is used to help innovate technologies.
Information: Descended from hard working Dwarves who wished to continue to build bigger and better weapons, the Iron Forge Dwarves are hard working people who tend to the Iron Forge day in and day out. They tend to be the ones to come up with the ideas for any new weapons. Their general culture is still very much similar to usual Dwarf culture however there is more of a focus on religious matters as well as a higher aptitude for fishing. While not having had to fight in generations, the Iron Forge Dwarves are also capable warriors if needed.

Name: Iron Forge Cyclopsi
Appearance: Tall people who range from 10"-15", the Iron Forge Cyclopsi are a unique group of Cyclopsi who rather then have the usual human like legs and feet, instead of goat legs and hooves as well as horns over their singular eye. Due to this, they tend to only wear clothes over the top halves of their bodies. These clothes are basically identical to the clothing of the Iron Forge Dwarves.
Average Lifespan: 60-80 years
Magic Aptitude: Medium to high, however most of the magic is focused on the sea so it is not used often.
Information: A group of Cyclopsi who joined with the Dwarves to found the Iron Forge, they became partners  and get along very well with their Dwarf co-workers and neighbors. They tend to do the heavy lifting for the Dwarves and assemble the materials needed for the weapons, however they are capable smiths and forgers themselves. They are also very commonly seen fishing and farming.

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Post by TalesofNine Fri Sep 21, 2018 2:17 am

Welcome To Gaios  BMaXozi
Name: Velkan Empire
People:

Human- Velkans (Tall fair skinned people, tend to have dark hair.), Turburs (Nomadic people from the east. Tend to be short and varied appearance due to their mixed ancestry),  Gerciens (Formerly barbarian tribes subjugated in the past. Known for their wild red hair, populate the deep forest of Velkan territory)

Location: Germany, Some of Eastern Europe.

Religion: Imperial Cult worship of the Emperor. Smaller unofficial religions are practiced such as the Turburs and Gerciens who practice shamanism.  

Magic Practices: Magic is largely little understood by the people of the Empire. Magic practice is typically kept within family bloodlines and ancient covens. But the Imperial Court maintains a order of magicians who swear fealty to the Imperial Family. These Court Magi are allowed to practice magic freely and can preform any number of spells regardless of their nature. New terrifying weapons are constantly produced by these mages.  

Engineering: Medieval level. The most advanced engineering available is primitive cannons and the ability to construct cities. But what they lack in advances they make up in raw resources able to mass produce weapons and material.

Wildlife: Cattle, Deer, Bison, Horses, Wolves, Bears, Boar, Eagles, Wyverns and various small animals

History: Long ago before the great dragon conflicts their stood a great Empire that united the wayward Human tribes. It was known as Elysia and their empire was a bastion of civilization, where they conquered came wealth and comfort never before seen, the rivalries of old were forgotten as people embraced the Elysian Empire. Or so tells the legends of Elysia, indeed it was a mighty empire that was for a time unrivaled until the time of the great dragon wars. During the time of the final war a great hero had risen to lead the Empire against the dragons, Emperor Macragge. Wise and noble with a insatiable thirst for glory the brave Macragge was a bold leader who slayed many dragons with his own hands. When the dragons retaliated it was no surprise that the heroic Emperor was targeted.

Macragge was transformed into a great and terrible beast when he was discovered and returned to Elysia a great sorrow fell over the Empire. Macragge attempted to reinstate himself as Emperor but found he had been succeeded by a distant relative, Estoria Isander. Outraged Macragge gathered those still loyal to him and traveled to the eastern portion of the Empire the land of Velka which he had been conquered by his ancestors. Rallying those around him he swore that he would fight to reclaim the throne and the eastern empire seceded from Elysia leading to the birth of the Velkan Empire this marked the beginning of the succession war.

Today, five hundred years later the Emperor still reigns over Velka and continues to wage his campaign. The Velkan Empire is one dedicated to militarism and glory, a cult  worshiping the Dragon Emperor has developed as new generations rise to take up the arms of their ancestors and continue to wage battle in the name of Macragge.

Extended Information:
-Emperor Macragge has grown increasingly withdrawn over the hundreds of years he has fought. He lives within a great fortress in the Imperial Capital only revealing himself in a time of great need. Ages can past without anyone outside the fortress seeing the Emperor and sometimes he even fades into legend until his wings tear through the skies once again.

-The Imperial Court is the official leadership of the Empire. Emperor Macragge rules from the fortress and within it are the Lord Senate, a council of nobles who serve as representatives of the Empire's territory. Generals and Commanders of the Imperial Guard and finally the Imperial family. Emperor Macragge maintains several consorts over the generations and has countless descendants. Because of the Emperor's long life his children and their descendants compete to earn his favor and secure positions of power within the Empire.

-The Empire maintains a standing army rather than Knights or raising troops when needed. The Imperial Guard is a well drilled and supplied fighting force that has maintained the Empire for generations. To be a guardsmen is to be beloved by the nation and service is seen as a necessary effort.

-Non-humans are uncommon in the Empire due to Emperor Macragge's distrust of them after his transformation. Velkans are weary and distrustful of non-humans because of this.  


Based On/Inspiration: Roman Empire


Last edited by TalesofNine on Sun Oct 07, 2018 12:34 am; edited 1 time in total

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Post by TalesofNine Fri Sep 21, 2018 3:26 am

Welcome To Gaios  Z3HRusr
Name: Rhineland Confederacy
People:

Human- Elysa (Founder of the Elysian Empire, varied appearance due to mixing with various populations), Maroons (A dark skinned people from the south descended from traders who settled in the land), Rikelanders (Indigenous people of the western region, resemble Gerciens)

Children Of The Forest (Beastfolk animals given the gift of speech and magic they are shapeshifters who can take human forms.)

Elves

Oldhill Dwarves (A clan of dwarves descended from traveling adventurers who settled in the region. They typically live alongside humans)

Greenburrow Goblins (A race of Greenskins that live within the Confederacy. During the time of the Elysian Empire they were hated enemies and considered vermin but they have now been accepted as fellow thinking beings and made peace for the greater good of protecting their homeland)
Location: Western Germany, Belgium

Religion: There is no state religion various beliefs are practiced among the people. The most popular is adopted Greek religion from the South and Christianity from Frariadore.

Magic Practices: Magic is the lifeblood of Rhineland without it the confederacy would have fallen long ago. Entire schools and academies exist throughout the nation to train mages and discover new forms of magic. In nature many races practice their own forms of magic that come form living off the land and are in tuned with nature.

Engineering: Steel Age Medieval. More advanced in some areas compared to the Velkan Empire due to regular trade with neighboring countries.
Wildlife: Cattle, Deer, Bison, Horses, Wolves, Bears, Boar, Foxes, Eagles, Wyverns and various small animals

History: The Rhineland Confederacy was founded by House Isander roughly fifty years after the Velkan Succession from the Elysian Empire. Realizing the Western Empire lacked the strength to survive the Velkan onslaught, Estoria Isander in her final days reached out to the wild untamed peoples of the land and asked for their support in the war to prevent Velkan conquest and genocide. Faced with the option of facing the Dragon Emperor's armies alone or uniting under a common goal the free peoples responded to her summons and a council was gathered at the great river of Lugeass.

That marked the birth of the Rhineland Confederacy and for nearly four hundred years it has stood as the eternal enemy of the Velkan Empire. As the Velkan Imperial Guard rallies and strikes again the Rhineland stands ready and fights them back even invading Velka several times in attempts to defeat Emperor Macragge.

Extended Information:
-The Rhineland Confederacy is a republic led by a council of representative from each territory and race known as the Great Circle. However a defacto leader exist in the position of the Keeper Of The Rhine, a position akin to that of a King who serves as the protector of Rhineland and supreme commander of the army.

-Mercenaries are regularly employed by Rhineland to bolster their military forces. Many soldiers and knights seek their fortune by traveling to Rhineland and seeking their chance for glory against the Imperial Guard.  

Based On/Inspiration: Narnia, Roman Republic, Carthage

Name: Children Of The Forest
Appearance: The Children Of The Forest are natural shapeshifters. Their true form is that of animals and they can be born to any species. The easiest way to tell is they tend to be larger than the average specimen of their birth species. But they tend to shapeshift into human or elven forms which can either pass completely or retain some bestial traits as a sign of their heritage.
Average Lifespan: 100 Years
Magic Aptitude: The Children Of The Forest have a deep connection to the natural world. They specialize in shapeshifting and illusion magic able to conjure up false images to confuse and mislead others.
Information: The Children Of The Forest are a race of Beastfolk found in the Rhineland. Animals blessed by the forest with the gift of knowledge and wisdom. The Children are the protectors of the forest and the watchful guardians of nature. They preserve the balance and live out humble lives within their environment but many become curious of human society and live alongside the other races to learn their cultural ways..

Name: Nymphria Elves
Appearance: Nymphria Elves tend to not stand very tall, usually standing between 5'3" to 5'7" in height. They tend to have widely varied skin tones such as shades of green, blue, red, grey and even yellow some individuals may have stripes or decorative patterns. They have long hair that is usually green, white or a shade of brown and common fashion is to decorate them with flowers. They lack much overt sexual dimorphism, both sexes are rather androgynous with slim yet firmly muscular bodies.
Average Lifespan: 200 Years
Magic Aptitude: Nymphhria Elves share a deep connection with nature. Their strength comes from the health of the environment around them and the life within it. They can communicate with flora and fauna aware of the voices that flow from them. With their magical ability they can harness this relationship and call upon animals and the plants to assist them in times of need. They are masters of camouflage able to disappear into the environment if needed as nature itself hides them within its untamed wilds.
Information: Nymphria Elves are among one of the oldest Elven bloodlines descended from ancient tribes that mastered the natural magics. They are sometimes known as "Witch Elves" due to their magic being so ingrained in the natural world. When other races began embracing civilization the Nymphria Elves did not follow and retained their way of life. They do not judge the other races, they know well that nature can be as cruel and unforgiving as it is lifegiving and beautiful. But they are protective of it regardless, those that would abuse nature face their wrath but for those willing to be respectful and maintain the balance are welcomed by the Nymphria.

Name: Oldhill Dwarves
Appearance: Like most dwarves they are a short and stout people with stocky muscular bodies. They have some Elven features such as pointed ears and colorful hair due to mixed blood ancestry. Both genders have long beards  and they are often known to dye their hair with mixed colors and wear tattoos.
Average Lifespan: 90-150
Magic Aptitude: They have average aptitude for general magic, many dwarven mages study a variety of different styles alongside their human counterparts.
Information: 'Oldhill' is the name of a great mountain that stands over the Rhinelands. The Dwarves of Oldhill settled the mountain long ago digging deep into its side and building the a great city which they named after the mount. The Oldhill Dwarves are not a reclusive folk however they are good neighbors who share their wealth with others and freely trade with outsiders. But they have a strict code of honor and law, those who violate those rules may find themselves barred from the Oldhill. They are a proud people and will gladly lay down their lives to defend their home.


Name: Greenburrow Goblins
Appearance: Goblins despite their reputation for being short are quite varied in height they can stand between 4 to 5 feet while some individuals can stand as tall as 6 or 7 feet. They tend to have very lean muscular bodies similar to apes in stance hunched over most of the time save for taller individuals. Goblins have large yellow eyes that glow in the dark due to their night vision. They have large pointed ears and are identified by their green or grey skin. They have black hair that can grow long or short, they can become rather hairy so they tend to shave regularly. Being carnivores they have large fanged teeth.  
Average Lifespan: 70-80
Magic Aptitude: Little to no real magical ability. However they have a powerful sense for magic and can detect mages and magical artifacts with ease, which makes them excellent treasure hunters.
Information: Greenburrow is a great subterranean realm of caves, caverns and great hollows dug out by ancient waterways from the Oldhill. These great underground lands were explored by surface dwellers but they were so isolated from the world few dared explore the deep lands of the Greenburrow. All expect a strange race that stumbled upon the underground world and found its darkness a comfort. They were the Goblins a race known for their great numbers and reputation for being thieves and killers. The Goblins were chased out by the other races and fled into the Greenburrow where they thrived in its darkness. For a time the Greenburrow served as their fortress to get revenge on the surface. As the Goblins fought their society advanced and as the generations passed more started to question the necessity of war. Hearing the tales of the great war with the  Velkans, the Goblins made a decision and offered their peace which was accepted by the surface dwellers. Now the Goblins of Greenburrow bask in the light as friends and allies.


Last edited by TalesofNine on Wed Apr 17, 2019 1:31 am; edited 6 times in total

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Post by Prime Spinosaur Fri Sep 21, 2018 3:16 pm

Name: Mokeles
Appearance: Mokeles vary much in appearance, most taking the form of strange creatures from forgotten times or bigger versions of today's creatures.
Diet: They also vary in diet from being plant eaters to great predators or even scavengers.
Environment: The Mokeles are found in Surgatuhan as nature spirits that are invoked, though occasionally a mage of Surgatuhan will bring one of these spirits with them.
Magic Ability: Mokeles range very much in power, being spirits of nature in magic, some being nothing more than a house boggart in the form of a compy, other represent giant monumental mountains and take the forms of colossal beasts and are a source of incredible magic. They are capable of dissipating their physical form and going into a more spiritual form, as to be of better use to mages they've soul bonded with, taking the form of ethereal ghosts when a mage invokes their power.
Information: Mokeles are nature spirits that take the form usually of reptile and bird like beasts and are revered in Surgatuhan as deities, though some far more minor than others. They make a number of offerings to them in the form of food left outside at the edge of villages or other methods. Usually a place has a singular spirit that watches over a town, though some families have a Mokele that protects them, so they leave offerings of food for them in a shrine.
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Post by Mulder Fri Sep 21, 2018 10:25 pm

Name: Isle of The Fox
People: Kitsune, Humans (Rare only a select few are deemed worthy enough)
Location: Okinawa
Religion: Shintoism with a heavy focus on Amaterasu
Magic Practices: Magic is practiced by all Kitsunes on the Isle of The Fox, with many forms being practiced including but not limited to Pyromancy, Teleporation, Healing, Necromancy, and Shapeshifting among many others.
Engineering: Steel Age
Wildlife: Red Foxes, Raccoon Dogs, Rabbits, Bears, Cranes etc
History: Founded by the Kitsune chased out of the mainland by the mainland's disdain and distrust for their kind, the Isle of The Fox is the stronghold and only remaining location where Kitsune can be found. Despite it's dark origins, the Isle of The Fox is incredibly peaceful and has stayed in relative harmony in contrast to the feuding states of the mainland.
Extended Information:
-Magic and Religion are highly important to the Isle of The Fox and all Kitsune are taught magic from a young age. Amaterasu is considered to be the progenitor of all Kitsune and while all the Gods are revered, Amaterasu holds a special place.
-Humans are for the most part banned, but special humans who show themselves to be of either high moral standing, have done great deeds, and/or are highly religious are allowed.
-The Isle is ran by Five Lords who are selected every ten years to make important decisions.
-The Isle is very secretive and closed off, not liking trespassers or foreigners and the Kitsune themselves rarely leave it.
Based On/Inspiration: Feudal Japan, Fate

Name: Kitsune
Appearance: Kitsune tend to range in height from 4'11-6'2", much the same as humans do. In fact in most ways they appear indistinguishable from humans however there are some obvious signs. The most obvious of which being their ears and tails, which resemble those of Foxes. The amount of tails can vary from individual with most having 1-3 tails with the amount going up to at most nine, however nine tailed Kitsune are very much revered because of this amount. Another somewhat less obvious sign of their non-human nature is their hair colors which can vary from the most common hair colors of Red, Brown, and Black to the less common White and very rare Pink. Their fox forms share the same color as their hair in most cases. Kitsune tend to wear kimonos and robes as their wardrobe of choice.
Average Lifespan: 90-120
Magic Aptitude: Very High, all Kitsune are born with the ability to use magic
Information: The Kitsune were a species very much born from trauma, having been distrusted and hated on the main land they fled to an Island where they established their own country, sealing it off from the world. Beyond this initial trauma however, the Kitsune are a peace loving race that are not afraid to defend what is important to them if needed.

Kitsunes place a high focus on their religion and magical skills, training their children from a young age and with their schooling focusing mostly on magic rather then anything else. The Kitsune believe that the goddess Amaterasu is their progenitor and worship of her is very high. Kitsune also have a natural ability to turn into foxes however they can shapeshift into other things as well as hide their ears if they're specially trained in shapeshifting magic.


Last edited by Mulder on Sat Sep 22, 2018 2:37 am; edited 1 time in total

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Post by Mulder Fri Sep 21, 2018 11:52 pm

Name: The Great Forest
People: Centaurs, Satyrs, Cyclopes, Giants, Dryads, Harpies, Sirens, The Hundred Handed Men, Lamia, Humans, Nymphs, Southern Dragons, Dwarves (Rare)
Location: Greece
Religion: Classical Greek Religion
Magic Practices: Varies from species to species but many have a very high magic potential
Engineering: Varies from species to species but at the very least stone age
Wildlife: Bears, Lynxes, Foxes, Lions, Boars, Deer, Jackals, Goats, Hydras, Manticores, Chimaera (Rare), Pegasi, Hippocampi, Hippogriffs, Phoenixes etc etc
History: A great forest to the south that was surrounded by impenetrable forest, many have tried to go in but just as many did not succeed in leaving. However after many years of superstition and myth around it, the forests were able to be surpassed and The Great Forest entered into the stage. Ran by a council of representatives of the many species that live there, The Great Forest tends to stay out of conflicts between other nations and keep to themselves however they're always willing to help and lend hands.
Extended Information:
-Contrary to it's name, The Great Forest has many different kinds of terrain and environment including wide open plains
-A new representative for each species is elected each year, part of why they're all so unified is their common belief in the same religion.
-There is murmurs of other hidden species of bull headed humanoids, women with snakes for hair, and lion bodied women with the wings of eagles however there's no evidence for them and many in The Great Forest think these are just conflated stories about the Minotaur, Medusa, and the Sphinx respectively that have been misinterpreted.
-There are many different Human cities that vary wildly culturally in The Great Forest.
-Many of the animals are much bigger and more aggressive then their counterparts in other parts of the world.
Based On/Inspiration: Greek Mythology and Ancient Greece


Name: Centaurs
Appearance: Beings with the body of a horse and the upper body and head of humans, Centaur appearances are noticeable instantly. Their horse bodies are very diverse and unique, and can range in many colors from brown, black, white, tan and many other colors. Their skin color is also very diverse and unique ranging from light skinned to darker skinned members. They tend to stand in height from 6'4-8'0". Centaur hair tends to be very long and left free flowing though some members put it up in a ponytail. Centaurs tend to be either fully naked or only cloth their top halves with shirts and sometimes armor.
Average Lifespan: 60-100
Magic Aptitude: Mid-range though most Centaurs tend to avoid the use of magic, however there are a few Centaur mages.
Information: Centaurs tend to live in social groups similar to herds and tend to be roamers, roaming around The Great Forest for game and also sport. Centaurs are very handy with bows and arrows, favoring them above all other weapons. Centaur culture tends to be oddly divided between members who favor calm and rational thinking and guiding others to others who tend to be rowdy and disruptive.


Name: Satyrs
Appearance: Humanoids with the legs, tails, horns, and ears of goats, Satyrs look identical to humans in all ways beyond these, with their skin color varying greatly from lighter tones to darker tones as does their hair length. They tend to be on the shorter end, ranging in height from 5'0"-5'4". Much like Centaurs, they tend to only wear clothes over the upper halves of their body which can vary from casual clothes to armor.
Average Lifespan: 40-80
Magic Aptitude: Low though some select Satyrs have great magical capabilities that they attribute to their patron gods, Dionysus and Pan.
Information: Satyrs tend to live in groups that spend their days roaming the forests. They have a very heavy attachment to nature and consider themselves it's protectors and worship the nature God, Pan. They have a special affinity for music and alcohol for which they say is their way to honor their other main God, Dionysus.


Name: Cyclopes
Appearance: Large one eyed humanoids, Cyclopes resemble humans more then their close relatives the Cyclopsi. Unlike Cyclopsi, they have human-esque legs and hair with the only other noticeable differences between cyclopes and humans beyond only having one eye, is that Cyclopes have claws on the ends of their fingers and toes as well as being carnivores. Cyclopes tend to be 8'0"-9'0" tall, somewhat smaller then their Cyclopsi relatives. They wear clothes much like humans do, but tend to not wear shoes because of their much tougher skin. They are also very muscular and burly, being able to lift way more then most other beings.
Average Lifespan: 60-80
Magic Aptitude: Low, though some Cyclopes are born with an affinity for water magic that they owe to being the progenitors of Poseidon's bloodline though this is unconfirmed
Information: Very close relatives of Cyclopsi, Cyclopes live in large villages that are based around sheep and goat herding as well as farming. Despite their large sizes, they are surprisingly intelligent and often underestimated simply because of their large frames and height.

Name: Great Forest Giants
Appearance: Larger then average humans, Great Forest Giants are identical to their relatives down to the South, who are in turn nearly identical to humans. However there are rumors of certain Giant Forest Giants looking much more monstrous however these are unsubstantiated. Great Forest Giants tend to be anywhere from 8'0"-12'0" depending on the individual. They tend to have tanned skin but some individuals have lighter or darker tones. Great Forest Giants wear clothes that are much the same as humans.
Average Lifespan: 40-60 years
Magic Aptitude: Very low, no known Great Forest Giants have been known to use magic.
Information: Immigrants from the South, the Great Forest Giants arrived by boat and after a brief war whose details have been lost to time, they've become fully integrate into the Great Forest's society. They tend to live in villages and spend their days working the fields and farming.

Name: Dryads
Appearance: Dryads look similar to humans in terms of body plan however that's where the similarities end. Dryads look almost like living trees, like they're made out of bark rather then flesh and blood, this includes small branches growing from various parts of their body these branches have their own leaves and flowers as well. Female Dryads have long leaves that grow like hair from their heads while Male Dryads have what seem to resemble shrubs growing from their heads. They have no overt sexual organs and tend to not wear clothes.
Average Lifespan: 500-1,000 years
Magic Aptitude: Very high, Dryads are incredibly magical beings and have one of the highest potentials for nature magic possible. Many mages seek them out to learn nature magic.
Information: A free roaming people, the Dryads tend to roam the Great Forest alongside Satyrs never stopping except to offer thanks and praise to their main Goddess, Artemis.

Name: Harpies
Appearance: Harpies are beings with the wings, legs, and tails of birds with human torsos and heads. Their average height tends to range from 4'5"-5'7". They tend to have long flowing hair that can be many colors including Black, Brown, Blonde, and Blue and tend to have varying colors of skin though pale and tan tend to be the most common ones. Due to their lack of motor skills, Harpies tend to go nude though a few select groups have taken to having clothes made specifically for them.
Average Lifespan: 40-60 years
Magic Aptitude: Medium though what Harpies do end up with magical prowess tend to be adapt at wind and weather related magic and spells.
Information: Harpies live in big groups that frequently migrate around The Great Forest in search of food and in more recent years work, though they tend to stay in one location during the season. Harpies are sometimes unfairly regarded as stupid or pests by outsiders merely because of their culture which has made them somewhat resentful of outsiders. They are thought to possibly be related to Sirens because of some similar characteristics.

Name: Sirens
Appearance: Sirens have the upper bodies of humans with the legs and feet of birds as well as wings on their backs, besides that they look exactly like humans including varying hair lengths and colors as well as variation of skin tone though much like Harpies, they tend to mainly be pale or tanned. Their average heights tend to be about the same as humans ranging from 5'2"-6'4". Like Centaurs and Satyrs, Sirens tend to only wear clothes over the top halves of their bodies but even these tend to be thin and revealing because of their sea going lifestyle.
Average Lifespan: 50-70 years
Magic Aptitude: Very high, almost all Sirens are born with the ability to manipulate people with vocal magic and spells though most Sirens have turned against this ability though some more morally dubious Sirens still use it.
Information: Sirens are a seagoing people, almost exclusively living by the sea in great villages, who spend most of their lives as fishermen, though some Sirens have since gone on to become entertainers for great nobles and monarchs by using their vocal magic. They are thought to be closely related to Harpies.

Name: The Hundred Handed Men
Appearance: The Hundred Handed Men are almost identical to humans except for two major factors, the first being the most obvious is their many arms. The amount of arms varies by the individual but it can sometimes reach up to one hundred. The second is their huge height which can range from 20 feet to 50 feet. Their skin color tends to be on the darker end, and their hair tends to be short. In contrast to most of the other species of The Great Forest, they tend to only wear clothes on their legs and feet and mostly are shirtless.
Average Lifespan: 500-1,000 years
Magic Aptitude: Low with any aptitude mainly going to forging though even this has been left more to the Dwarves and Cyclopsi as time has gone on.
Information: A very elusive race, The Hundred Handed Men tend to live in privacy and solitude only emerging during meetings of all the species of The Great Forest. They tend to be very peaceful if unbothered, however there are stories of their ferocious nature during the war with the Giants.

Name: Lamia
Appearance: Lamia resemble human women with a snake's tail rather then legs and in some cases with elf-like scaled ears. They are unique in that they're exclusively female. They tend to have long hair that can range in color from Black, Brown, Blonde, Red, Orange and in some rarer cases Green, Purple, and Pink. They tend to have light skin and range in height from 6'5"-10'0". They tend to only wear clothes over their top halves much like Centaurs and Satyrs.
Average Lifespan: 90-120 years
Magic Aptitude: Medium though most Lamia tend to specialize in seduction magic, something that's made their magic use somewhat controversial.
Information: Lamia are a very unique species in that they are entirely female with no male members. Their reproduction style is still not well known though they can conceive with each other and Lamia marry each other. Lamia tend to live in rocky outcrops in isolated villages, preferring to be left alone with each other but willingly join up for meetings of the Council. Lamia tails are also incredibly powerful being able to crush almost anything smaller then themselves that they can capture with it.

Name: Nymphs (Also known occasionally under the old sailor name for them as Sprites)
Appearance: Nymphs are beings made entirely of water that live in the rivers of The Great Forest, though they can make themselves solid and appear to be human. Their height as water beings changes drastically but tends to be anywhere from 4'2"-5'8" and when they appear as humans they tend to be anywhere from 5'4"-5'11". When they appear as humans they exclusively have blue hair and eyes, with the hair length depending on the Nymph. They tend to manifest clothes when using their human-like appearance.
Average Lifespan: Immortal
Magic Aptitude: Very high, Nymphs are basically made of magic and can do magic with ease, with them being second to none at water magic making them, like Dryads, a sought after group for mages to learn from.
Information: A species that are made entirely of water, different groups of Nymphs group themselves based on what river they were born from though sometimes Nymphs will travel to different rivers and choose to live there instead. They are a very proud people and frequently talk up their apparent guardian and patron God, Poseidon. They can not stay on land for too long and will always live by a river or at least a lake.

Name: Southern Dragons
Appearance: Large reptiles with outspread legs, two giant horns on their hand with a further row of spikes going down their back, and razor sharp claws and teeth. Southern Dragons' big difference from Northern Dragons is that they are wingless and can't fly. Their scales come in many colors including green, blue, red, orange, purple, and rarely black and white much like the Northern Dragons'. They tend to be about 20 to 25 meters in height and 40 to 45 meters in length.
Average Lifespan: 10,000 years+
Magic Aptitude: High albeit not as high as Northern Dragons, most of the Dragon magic was taken by the Northern Dragons with them when they fled to the North.
Information: The Southern Dragons and Northern Dragons split once the Northern Dragons fled to the North, abandoning the Southern Dragons who many but not all Northern Dragons considered to be inferior to themselves due to their lack of ability to fly. Despite this, the Southern Dragons survived and fled to The Great Forest and began to live there. Since this point they've kept mostly to themselves except for Council meetings. Southern Dragons are mostly solitary and live in caves though some have formed small groups. They have the same close bonds between mated pairs and parents and chicks ((Especially mothers)) that the Northern Dragons have. An important note is that while they can breath fire, they can't use it as often as Northern Dragons can.


Last edited by Mulder on Tue Oct 09, 2018 1:33 am; edited 12 times in total

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Post by Mulder Sat Sep 22, 2018 12:20 am

Name: The Otherworld
People: The Fae (Fairies, Pixies, Imps, Leprechauns, Changelings, Dullahan, Sidhe), Gnomes, Banshees, Humans (Rare)
Location: Ireland
Religion: Celtic
Magic Practices: All the Fae have very high magical abilities and use magic as easily and freely as people use water. One could even say The Otherworld is built on Magic.
Engineering: Bronze Age for the Humans, N/A for the Fae
Wildlife: Rabbits, Hedgehogs, Bats, Foxes, Bears, Shrews, Minks etc
History: A mysterious Island that is said to bring disaster to all who visit, with none said to have returned from except a select few, The Otherworld is a mysterious place inhabited by the Fae. A collection of sub-species who only inhabit The Otherworld though they occasionally leave to observe the outside world. To enter into The Otherworld is very much like crossing over into a different dimension and fog and mist always surrounds the island leaving it unable to be seen until crossing over. Inside the Otherworld however are select tribes of Humans who fight with each other to the amusement of The Fae, beyond these select tribes however are mages who have come to The Otherworld to study and decide to never leave it's beauty.
Extended Information:
-The Otherworld's look changes drastically based on the seasons, sometimes being warm and bright with the sun never shining and others drab, grey and depressing
-The Fae are numerous in sub-species and they are very much difficult to understand and interpret speaking in riddles and rhymes however they are not malevolent, merely tricksters.
-Some people have left The Otherworld though they almost always return, feeling compelled to never leave.
Based On/Inspiration: Celtic Mythology and History

Name: Fairies
Appearance: Fairies vary greatly in appearance, with some appearing to be nearly identical to humans, including a variety of skin tones and hair styles, with the exception of their small size and butterfly-esque wings, to others that appear to be more monstrous with green skin and fangs and more bat like wings. However despite these differences, all Fairies tend to range to be any where from 5 to 10 inches and all Fairies tend to wear similar clothing, often a green colored tunic that goes down to only the tops of their thighs.
Average Lifespan: Immortal
Magic Aptitude: Very High, Fairies are practically made of magic and can do every possible spell imaginable with ease.
Information: Fairies are the defacto leaders of the Fae, commanding great respect from even the mightiest Fae. They tend to have varied personalities with some being helpful and others being very mischievous, however every Fairy is very proud and to a degree vain, unable to understand humans entirely. Fairies tend to also prefer their own personal enjoyment over anything else. Fairies often live in small groups traveling around the Otherworld to find things to amuse themselves with.

Name: Pixies
Appearance: Pixies are basically bigger fairies, tending to be 1 to 2 feet in height rather then fairies' 5 to 10 inches. Unlike fairies, they have much less variety in their appearances looking almost identical to humans besides their small size and large butterfly like wings. They have a variety of skin tones as well as hair colors and styles. Pixies have a very diverse set of clothing with no two Pixies tending to have the same outfit.
Average Lifespan: Immortal
Magic Aptitude: High, Pixies don't have as much magic as Fairies do but they are still nearly made of magic, though their spells tend to not be as powerful as fairy spells are.
Information: Pixies in contrast to fairies tend to be almost always nice and helpful, lending a hand to all in need. Pixies tend to be somewhat solitary though mainly in order so that they can split up and help more people. They're commonly seen around the human tribes offering their aid.

Name: Imps
Appearance: Imps are small beings who tend to be 2-3 feet tall. They have dark black skin, large horns, and bat wings as well as sharp claws and fangs. They almost always have grins on their faces and their eyes are entirely red or black. They wear no clothes.
Average Lifespan: Immortal
Magic Aptitude: Very High, like all the Fae, Imps are basically made of magic and can do many spells and forms of magic. However they tend to mainly specialize in pyromancy and chaos magic.
Information: Imps are among the most mischievous and troublesome of the Fae, often times ignoring what they are told by the Fairies for the sake of their own amusement. They love to mess with humans and Gnomes in ways that can range from harmless but annoying pranks, to flat out causing people to be killed. Due to this, Imps are very much distrusted and there's even rumors that they're not Fae but something much more sinister. Imps tend to travel in either pairs or trios.

Name: Leprechauns
Appearance: Small Fae who look nearly identical to humans, Leprechauns stand about 3 to 4 feet tall and always have red hair with the males having beards. They are always seen in green clothes much like fairies are, however these clothes are more elaborate resembling suits, sometimes complete with green hats and black shoes.
Average Lifespan: Immortal
Magic Aptitude: High, Leprechauns specialize in a very unique form of magic that involves teleportation and dimension travel though they keep the specifics of how their magic works a closely guarded secret.
Information: A generally good natured sub species of Fae, Leprechauns spend most of their days farming and looking for treasure, however they are very possessive and defensive of what is theirs, cursing any who try to steal from them. They live in villages that tend to be built around clovers.

Name: Changelings
Appearance: By the virtue of their kind, what Changelings actually look is unknown. They can take the form of nearly any being they've seen and or know of.
Average Lifespan: Immortal
Magic Aptitude: Very High, Changelings specialize in shapeshifting magic above all else but they know many other kinds of magic as well.
Information: One of the most mysterious species of the Fae, Changelings tend to never break from each other or let themselves be seen. They tend to live in large groups in the forest but are rarely seen. However there are rumors that they tend to steal human children and switch them with their own, this isn't verified however.

Name: Dullahan
Appearance: Mysterious horse riders who are seen during times of conflict, their most defining characteristic is their lack of a head. From where their head would be, some Dullahan have intense flames that appear in various colors. Their bodies are always seen covered in either armor or suits with flowing black capes behind them. Their horses always have black coats. They rarely step off their horses but from the times they have, their height seems to be anywhere from 5'11" to 6'9".
Average Lifespan: Immortal
Magic Aptitude: High though the exact nature of Dullahan magic is not known.
Information: Dullahan are mysterious black horse riders that appear during times of conflict during The Otherworld. While the fairies know the intricacies of the Dullahan, they are reluctant to share it. They are fierce warriors always carrying swords, bows, maces, spears, lances, and/or axes but they only join conflicts that they feel are worthy enough. Where they go and what they do when there is no conflict is unknown. While Dullahan can speak, they rarely do. Dullahan are always seen alone.

Name: Sidhe
Appearance: Sidhe appear as beautiful figures with long flowing blonde hair, green eyes, and light skin. They are always seen with exceptionally beautiful brightly colored clothes such as gowns and suits, and they tend to stand from 5'9" to 6'9".
Average Lifespan: Immortal
Magic Aptitude: Very High, Sidhe are powerful magicians with full control over all spells, though they have a special affinity for plant and earth spells.
Information: Sidhe are protectors of the humans of The Otherworld, much like the Pixies, coming to their aid if they are respected. The Sidhe appear mainly around mounds in the Earth, with some saying they live in them though others say the mounds are merely portals to a different world. However, if the Sidhe are disrespected they are brutal opponents who will wipe out any who desecrate their land. The Sidhe always appear in groups of at least five.

Name: Gnomes
Appearance: Short and stout humanoids, Gnomes very much resemble Dwarves however they are much shorter, tending to stand between 2'0" and 3'0". Their limbs are also much shorter then Dwarves, though like Dwarves they are very buff and large framed. They tend to be clean shaven though some Gnomes will have long beards. Their clothing tend to be simple though many of their kind wear elaborately big hats that come in many colors.
Average Lifespan: 40-70
Magic Aptitude: Low, though some Gnomes have an aptitude for Earth Magic.
Information: Gnomes are one of only three other groups that live in The Otherworld who aren't members of the Fae. They live underground in large communities, only coming to the surface to get supplies and food. They are much like Dwarves except they're more focused on construction and building more and more tunnels as well as farming. They are so similar to Dwarves in fact that there is speculation they are the result of Dwarf colonists getting stuck in The Otherworld and changing to adapt to it.

Name: Banshees
Appearance: Always seen as a woman in either grey or white, the Banshees can appear as old or young but their eyes are always red from crying. Their hair can appear either stringy and grey, or beautiful and luxurious depending on the Banshee. They range in 'height' from 5'4"-5'8" though because of their forms it is hard to tell.
Average Lifespan: Immortal (?)
Magic Aptitude: Very high, Banshees are less beings and more spirits. They have a high aptitude for magic but they have never been seen using one.
Information: Spirits that appear to herald someone's death, their cries can be heard for miles. Hearing one means someone you know will die, and seeing one means your death is imminent. They always appear alone, however if someone great is about to die they will appear in a group. Where they come from, why they appear, how they have this knowledge, and many other questions remain about them.


Last edited by Mulder on Sat Sep 22, 2018 11:19 pm; edited 8 times in total

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Post by TalesofNine Sat Sep 22, 2018 1:17 am

Welcome To Gaios  2xA7yJg
Name: Ysheim
People: Jotunn, Trolls, Humans (The Varan), Darak Elves, Lorca Elves, Dwarves, Selkies, Valkyries, Wyrms  
Location: Northern Europe (Area Behind Scandinavia)
Religion: Various religions. Norse Religion is common among Humans and Dwarves. Elves practice Great Fae worship. The Jotunn practice ancestral worship of an ancient Jotunn named Ymir. Dragon Worship is also common in these lands.
Magic Practices: Magical practices vary among the races but there is no real laws or regulation, in Ysheim magic flows freely and surrounds all life.
Engineering: Early Medieval
Wildlife: Mammoths, Horses, Reindeer, Elk, Megaloceros, Tigers, Wolves, Bears, Great Serpents various other small and medium sized animals
History: Ysheim is an expansive region bordering the untamed forest of the North. A land of ice and snow, the lands of Ysheim are known for being difficult to navigate and survive in yet they are thriving with life. A race of giants known as the Jotunn thrive in this land and have built a thriving domain. Respected and feared by the other races they are the rulers of Ysheim due to their great strength and magic. Those that dare settle in Ysheim rely on the Jotunn for protection but there are those who challenge their rule but none have been victorious.
Extended Information:
-Civilization in Ysheim is not united there exist scattered city states, clans and villages that dot the landscape. The races all live side by side save for the Jotunn who are found in a single great city known as High Reach which is hidden behind a storm of ice and mist summoned by Jotunn magic.
-The reason Ysheim is often assumed to be united is because of warrior groups who travel south known as Vykals. Vykals however are not an army they are more comparable to mercenaries, warriors recruited by Lords who dispatch them out to sea to find riches.
-The Jotunn are allies of the Dragons and protected their retreat north.  
Based On/Inspiration: Norse Mythology, Old Norse Culture


Name: Jotunn
Appearance: The Jotunn are true giants standing with the shortest of their race reaching 15 meters to 30 meters. They tend to have long snow white hair on average. Their skin varies between blue, white, grey and a pure black color. They have strong firmly built bodies yet they are known for being quite beautiful in appearance both men and women alike. Jotunn despite their great size wear ornate clothing and armor forged from the skins of animals and material weaved with magic.
Average Lifespan: 10,000+
Magic Aptitude: High, Jotunn are powerful magic users. Particularly elemental magic relating to the ice, snow and wind  able to manipulate them with great mastery.
Information: Jotunn are an ancient race, some say one of the oldest races in Europa. Jotunn history stretches back to the age of gods where tales of ancient wars and great battles shook the whole of Gaios. Whatever the truth of these legends the Jotunn remain as a powerful race who serve as the protectors and keepers of Ysheim. Jotunn are neither a malevolent or benevolent people, they believe that those worthy to live on their lands are those strong enough to forge their existence. But they demand respect above all else, those who would dare threaten the Jotunn will earn their wrath. This fierce protectiveness is because of an ancient enemy of the Jotunn who nearly wiped them out but the giants were victorious and remain watchful for a new foe too this day.

Name: Eldur Jotunn (Jotunn Subspecies)
Appearance: Eldur Jotunn are great giants much like their kin, they stand in a range from 20 meters to as tall as 70 meters. They have dark black or blonde hair that is long and shaggy. Their skin tends to be a deep red color or a dark coal-like black. They have bright glowing eyes that tend to be red, yellow or pure white. Their bodies are strong and hardy with great muscle. Tend  to wear little besides some cloth around their hips.
Average Lifespan: 10,000+
Magic Aptitude: High. Like the Jotunn they can use powerful magic but their specialty is fire and earth manipulation magic particularly control over lava.
Information: Eldur Jotunn are the proclaimed children of Surtr the fire giant. While part of the Jotunn kingdom they live separately from their icy cousins. Eldur Jotunn live in the harsh volcanic lands of Ysheim and underground near volcanoes alongside Wyrms and Ash Elves thriving off the intense heat near seas of lava on the surface or magma pools underground. Eldur Jotunn are known for being master weapon's smith they are the builders of fearsome magical weapons such as their mythic flame swords forged in the heart of volcanoes. The bravest of warriors seek them out in the hopes of having a weapon forged for them.

Name: Trolls
Appearance: Trolls are a mysterious race, they are born from nature itself forged by mysterious circumstances. A Troll's body is made from rock and earth which surrounds and grows plants for hair, as they age this rock and dirt can be covered by something that resembles flesh and they form humanoid bodies with an eyes, ears and nose like any other race. A Troll absorbs material their entire life and thus they eternally grow, legends say that the oldest of the Trolls are living mountains great giants surpassing even the Jotunn in scale. Trolls lack genders so they lack any sexual dimorphism.
Average Lifespan: Effectively Immortal
Magic Aptitude: Despite being quite magical in nature, Trolls have little magical ability besides being able to conjure spells and create illusions.
Information: Trolls are a rather reclusive race found in the wilds of Ysheim. Like the Jotunn they are very ancient but Trolls have little interest in conquest or battles, they are content to live in the wilds away from civilization content to their friends and food. Trolls however are quite defensive creatures, they despise civilization and it's encroaching nature. Trolls will often seek to protect their holdings and will quite hostile with unwelcomed guest bringing civilization with them. But some Trolls believe violence isn't the answer and will welcome all who come in peace. Their knowledge of the land is greatly valued and many seek out the Trolls for their wisdom.

Name: Darak Elves
Appearance: Darak Bloodline Elves are quite tall even by Elven standards they stand between 6'9" to as tall as 8'.  Their hair comes in various colors white, silver, grey, black, purple, red, gold and blue hair dyes are also quite common and a popular fashion trend. Their skin is usually dark in color, the lightest tone being grey but they typically have brown, black and Ash colored skin. Tend to have a wide variety of body types depending on their health and diet on average tend to be muscular but lanky. They wear fine clothing made from the silk of underground insects.
Average Lifespan: 200-400
Magic Aptitude: Like all elves they possess high magical aptitude. Their magic tends to specialize in utilizing resources from the earth such as gems, crystals and rare metals. They are also quite skilled alchemy and seem to take energy from the Moon.
Information: The Darak Elves are one of the youngest Elven bloodlines. They are descended from a race of Elves known only as the Luna Elves who were said to have once held a great empire but infighting and the arrival of their enemies the Lorca bloodline caused their empire to crumble the survivors were chased into the underground where they learned to survive from the Dwarves. Their bodies changed to fit their new environment and the so called "Dark Elves" were born. The Darak Elves have a reputation for being brutal raiders, attacking the surface to enslave and steal from the land dwellers. There is some truth to the fact that the Darak Elves have militant groups that raid the surface but these clans are just some of countless clans with their own internal politics, military forces and ideologies. The Darak Elves have an expansive civilization in the underground which is little understood.


Name: Lorca Elves
Appearance: Lorca Bloodline Elves tend to have varied heights between 5' to 6' with no real average. They tend to have natural hair colors with a mix of the various shades. They have pale skin of various shades usually with a slight tan. Their ears tend to be longer than most Elves and they are capable of moving them.  Have a variety of fashions.
Average Lifespan: 3,000
Magic Aptitude: Lorca Elves possess strong magical ability. They draw power from the Sun and utilize light and heat based magic. They are capable of practicing many different schools of magic but their magic is strongest under the light of the sun. At night or in dark places their powers while still great grow weaker.
Information: The Lorca Elves are actually closely related to the Isa-Fae Elves. But they splintered from their kin long ago when they disagreed with the belief in Isa-Radi. While their relatives began moving south, the Lorca went north to seek the mountains to get closer to the sun and found Ysheim. The lands there were settled by another bloodline and conflict broke out. The Darak Elves were pushed into the underground while they settled the surface. They live mixed in with the many human populations but some more isolationist people go into the mountain cities and temples to study and meditate always watchful for their enemies' return.


Name: Frostland Dwarves
Appearance: Tend to stand a bit taller by Dwarf standards usually 5'0" to 5'3" in range. Frostland Dwarves tend to have smooth faces and instead have longer hair on their head than other dwarves which they braid and tie up, the color tends to be natural hair colors similar to humans blonde being the most common. Tend to be fair skinned or pale on average. Wear heavy clothing to keep warm.
Average Lifespan: 60-90
Magic Aptitude: Fairly low in general. Only capable of using basic magic techniques.
Information: Frostland Dwarves are descended from Dwarven clans that journeyed to Ysheim to find new opportunity. What they found instead was a rugged and untamed land where they struggled to survive. Unable to settle the underground the Frostland Dwarves thrive on the surface where they live alongside the Humans and Lorca Elves. They still maintain a similar culture to other Dwarves building trading post and workshops in the many cities found in Ysheim. Tend to be very open and multicultural due to growing used to living among other races.

Name: Selkies
Appearance: Selkies in their humanoid form could easily be confused for humans as they closely resemble them. The primary difference being Selkies have whiskers along their cheeks and tend to have spotted skin colors resembling the patterns on their fur. Selkies have two forms one resembling a merfolk which is similar to their human form and finally a disguised form which looks indistinguishable from a seal.  
Average Lifespan: 90-100
Magic Aptitude: Selkies have very little magical abilities outside of the magical fur they are born with.
Information: Selkies are a elusive race that appear to be closely related to Merfolk but also have attributes of  beastfolk. Selkies roam the icy northern oceans  in large communities with a social hierarchy not unlike the seals they transform into. Selkies have a degree of sophistication but they are far behind other races more akin to a stone age people.  Selkies are often targeted by humans for their beauty and their utility as experienced swimmers in the cold waters of the North they make excellent scouts and fishermen. Because of this slavery free Selkies are very weary of strangers.

Name: Valkyries
Appearance: Valkyries are a mysterious race that stand around 6' to 7'. They closely resemble human women but they have a pair of large bird-like wings which they can use to fly. They are tall and have powerful muscular bodies. Accounts vary with Valkyries some say they have fair and dark skin, others say they have blue and pure white skin. Accounts even claim that their eyes glow and that they possess strange floating halos over their body but there is little proof.
Average Lifespan: Unknown
Magic Aptitude: Valkyries are beings of immense magic. Their mere presence contains a great power that rivals even the greatest of mages but the extent of their abilities is unknown.
Information: Across the skies of Ysheim there are tales told of winged women who roam the skies. They are called the Valkyries, a mysterious race that are rarely spotted in the region. Valkyries are known to occasionally descend from the skies ever watchful for warriors who impress them. Some say they take these warriors to be their mates, others still say they seek warriors for the gods whatever their purpose the Valkyries do not reveal it. Their existence is at times doubted but there are many who have seen the wings of a Valkyrie soaring above.


Last edited by TalesofNine on Thu May 09, 2019 5:35 am; edited 14 times in total

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Post by TalesofNine Sat Sep 22, 2018 2:31 am

Name: Cao
Age:  24
Gender: Male
Species: Half-Human (Part Dragon)
Nationality: None (Born Velkan, Mixed Ancestry)
Height: 6'4"
Appearance: Cao is a muscular man with a stocky build and dark tanned skin. He has  amber eyes and messy  long brown hair and has a short beard he keeps trimmed. His most noticeable attribute is a pair of large grey horns which protrude at the top of his head they lay low and curved so he keeps them hidden under a cloak. His typical outfit is a grey shirt and trousers, a black cloak and worn boots.  
Powers & Abilities: Cao is an experienced warrior and quite hardy even by human standards. He's overpowered men twice his size with ease and has defeated many vicious beasts. Well versed in using various weapons and his own bare hands, Cao is a deadly fighter. A adventurer by nature he is well versed in survivalism and living  off the land. Because of his half-dragon nature, he has a resistance to fire and can survive flames that would kill or wound most other men. And in general has a very durable body able to sustain numerous wounds and recover quickly.
Weapons: Carries a number of weapons including a short spear, longsword, a bow (Mainly for hunting) and carries a knife and dagger.

Personality: Cao is something of a loner by nature. He tends to avoid crowds and gatherings, keeping too himself as he feels distant from most people. It is not so much that he dislikes others so much that life experiences have caused him to become rather withdrawn and unsure of how to interact outside of basic social requirements. Cao is something of a downtrodden person, often resigned to follow the road of life as it drags him along. He is bitter toward ideals like justice because he has seen so much sorrow in the world but feels as if he's in capable of doing anything about it. This frustration and bitterness often conflicts with another side of Cao, he has a noble heart and is often quite empathetic but is usually unsure how to deal with these emotions. He knows the world is cruel and is resigned too it but if asked he will often help others even if it goes against his common sense simply because deep down he knows it is the right thing to do.


Bio: In a large town near the Velkan Border, a strange Araby woman named Hawa wearing the clothes of a noble lady arrived her clothes in tatters and in poor condition, in her arms was an infant with strange horns. The Townspeople feared the woman and shunned her believing her to be some kind of witch. She lived on the streets with her child until the day she died of illness. Her child survived but was never named by his mother, they called the boy, Cao, the local word for Hound. Cao spent his days roaming the streets, being chased off and given charity resigned to this lonely life until the day came that a band of mercenaries arrived in the town. The Captain of the mercenaries, a man named Martin took notice of Cao, he was impressed by the strong eyes of the boy and took him in.

Cao was raised as a mercenary by Jibril, the moment he was old enough he was trained to fight and earn his keep. Cao became a strong warrior following his fellow mercenaries to many battlefields. Sometimes they fought for Velka, other times they fought for Rhineland. They even traveled to other lands and fought for other nations.  As Cao grew he was hardened by his experiences but relied on his trust in Jibril but during the siege of a castle, Jibril was struck by an arrow and lay dying on the battlefield. Jibril revealed to Cao a story of his sister who had been taken away by the Imperial Guard of Velka to serve in the Imperial Court and that one day his sister disappeared fleeing the court. Jibril  told Cao that his sister was his mother whom he had long forgotten when Cao asked who his father was, Jibril revealed a bitter truth touching his horns and said:

"Seek the notice of the Dragon, boy."

Cao realized the truth of this statement at once. He was the son of Emperor Macragge the immortal tyrant of Velka. But he was unsure how to process this information the Imperial Capital was a distant place and the Emperor only revealed himself to those most worthy. Cao could never bring himself to become a true Velkan, he had no love for the oppressive empire. Having lost his adoptive father and unsure what to do with his noble blood, Cao took to the road finding jobs and battles to catch his interest and drowning his sorrows with drinks and women as he searched for a place to die...  Or perhaps a place to truly live.

Name: Serica
Age: 50
Gender: Female
Species: Child Of The Forest (Cat)
Nationality: Rhineland Confederacy
Height: True Form: 11 Inches, Human Form: 5'4"
Appearance: Her true form is that of a large domesticated cat with black fur and bright yellow eyes. Her human form is that of a human woman with dark brown skin, short black hair and the same yellow eyes. Sometimes retains her cat ears in order to hear more effectively. Wears a black and brown tunic, trousers and a hood when in her human form.
Powers & Abilities: Serica has the typical abilities common to her people. Able to shapeshift and conjure illusions. Of her own abilities she is a experienced spy having spent most of her life making dangerous treks into Velka to investigate the Empire. She has even preformed a few assassinations of Velkan political figures.
Weapons: Carries a short sword and dagger in human form.
Personality: Serica is a tricky person by nature, it can often be difficult to capture her true feelings on something. Having dedicated so much to her life to her work as a spy, she has often adopted many false identities and faked personas that she starts to lose track of who the real her truly is. Serica is very loyal to her home of Rhineland and is willing to do whatever it takes to protect it even if it means going against her nature. Should the greater good call she is willing to make a sacrifice even if it tears at her heart.  
Bio: Serica was born in the Rhineland Confederacy to a family of cats that swore loyalty to the Great Circle. From childhood she was trained to utilize her abilities as a child of the forest for the good of the Rhine. She learned the ways of being a human and closely studied their strange way of life. When she was old enough she began serving as a spy  for the Confederacy, infiltrating the Velkan Empire and performing  scouting and assassination missions. Serica has spent most of her life as a spy, dedicating herself to her work even sacrificing a relationship with her own kittens for the sake of serving Rhineland. She is  close with the current Keeper Of Rhine, Elisha Isander whom she has known since Elisha was a child and follows her orders to the letter.  


Name: Achille Vivide
Age: 18
Gender: Male
Species: Human (Rentalian/Arabi Ancestry)
Nationality: Rentalia
Height: 5'8"
Appearance: Achille is a handsome young man with a slender build. He has green eyes and short black hair  that he keeps tidy and adjust to many fashions. He likes to buy and wear the clothing fitting the fashion of the places he travels too and never seems to wear the same outfit twice.
Powers & Abilities: Achille has some minor training as a mage but his magic abilities tend to be more in theory than anything else. Only the extreme basics are things he bothered to learn. His main talent is music which he has a great passion for singing and the playing of instruments are skills he proudly presents.
Weapons: Only a wooden traveling staff which can be used for defense.
Personality: Achille is an energetic and adventurous soul. But where most adventurers dream of great battles and riches, Achille dreams of finding new cultures and peoples. He dreams of seeing the entire world from one end to the other and with his journey become famous throughout the land for his musical talents. Achille has a deep love for music and believes it to be the thing that will bring all peoples together. He loves to sing, dance and play instruments and will gladly look for an opportunity to entertain others. Achille knows the world is a difficult one but seeks to be a light among the darkness with his songs easing people's hearts.
Bio: Achille Vivide was born into the great Vivide family, a great family of riches and wealth who's name carries much influence in Rentalia. But being the youngest of ten siblings, Achille was never looked toward for much and found himself allowed to pursue his own interested. For a time he studied in one of Rentalia's finest magic schools until one day while traveling he encountered a Siren entertainer who sung a beautiful melody. From that day on Achille felt inspired and decided to embrace music, he spared no time pursuing his dream by quitting school and leaving home with barely a word. The road called to him and Achille gladly answered.

Name: Emperor Macragge
Age: 548
Gender: Male
Species: Formerly Human, Red Dragon form
Nationality: Velkan Empire
Height: 23'9"
Appearance: Macragge has the form of a fearsome Red Dragon. His scales are a dark blood red and his underbelly and wing-membrane are a dark black. His head is very saurian in nature, more similar to that of feathered dragons than true Northern Dragons and he has a pair of great ram-like horns.
Powers & Abilities: An experienced commander and general of over five hundred years can command his armies with great skill. Has all the abilities of dragons flight, powerful claws and fangs as well as the ability to breathe fire.
Weapons: N/A
Personality: Macragge was once a noble man, a believer in justice who wanted to save his people from the threat of the dragons. But have his body changed and altered, he grew bitter and hateful toward the world and the betrayal of  so many of his allies drove him into a rage. But hundreds of years and endless war have driven Macragge into a deep depression. Though he is surrounded by loyal followers and his bloodline of human-dragon hybrids his inability to reunite his Empire has driven him to become withdrawn. Macragge shows little passion or even care and has embraced the life of what he believes to be a true dragon locked away within his fortress, Tyranjir's Rest, with his great hoards. The only thing that seems to keep him  from becoming completely passive is his prized possession, the secret weapon of Velka which he keeps closely guarded.  

Bio: Emperor Macragge was once the ruler of the great Elysian Empire and led the great human nation against the Dragon menace. But while in battle he was captured by the Dragons and was transformed into the very thing he hated. After much time and torment he was freed and returned to his Empire only to find it stolen from him by House Isander. Emperor Macragge refused to yield and formed the Velkan Empire to reclaim what was rightfully his. But as the Rhineland Confederacy formed and fought against the Velkan Empire, Macragge was defeated again and again. As the Imperial Guard Legions failed to secure the Rhinelands, Macragge fell into despair and became withdrawn and isolated only engaging in mere amusements.

For nearly a hundred years remained impassive until the day came his Court mages brought something to his attention something that stunned him. A surviving Dragon chick which had become feral and unruly, Macragge was stunned by the creature and felt an odd connection too it. He turned the chick into the outlet for his rage and "raised" it as his own turning the dragon into his ultimate weapon to use against Rhineland in battle.

Name: Kaiser
Age: 140
Gender: Female
Species: White Scale Dragon
Nationality: Velkan Empire
Height: 25'10"
Appearance: Kaiser is a beautiful White Scaled Dragon a bright dragon who seems to reflect the light. But Kaiser is very large in body to an unnatural degree, magic alterations and force feeding have caused Kaiser to grow rapidly and uncontrollably. The pure white dragon has bloodshot red eyes and upon closer inspection her scales are large and unevenly grown.  
Powers & Abilities: A large and powerful dragon, Kaiser has large claws, fangs and thick armored scales. Kaiser can unleash a powerful freezing white fire far stronger than even Macragge's own red flame.
Weapons: N/A
Personality: Kaiser having been subjected to countless Imperial experiments and suffering abuse by Emperor Macragge has little in the way of clear personality. Kaiser has never learned speech or social skill, she is a raging beast that follows the command of her Velkan masters.
Bio: Long ago in the frozen north a clutch of infant dragons hatched though a strange being greeted them the chicks did not recognize them and took to the skies in search of their parents. Many of the chicks died being consumed or falling to the elements but one driven by her instincts managed to survive fighting against the elements and traveling south following a distant scent. The chick arrived in a strange land where it was captured by more strange things. When the chick was released it was greeted by another dragon, she wondered perhaps if the dragon was her parent and the dragon proceeded to have her chained and hurt by the strange creatures. Years pass and she grew larger, the Red Dragon taught her how to fly and fight but never spoke to her only correcting her when she did not act accordingly. The dragon however had a name, Kaiser and she learned to obey when her named was called. Kaiser continues to obey even now.


Last edited by TalesofNine on Thu Dec 05, 2019 11:27 pm; edited 7 times in total

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Post by Prime Spinosaur Sat Sep 22, 2018 6:37 pm

Name: Juro
Age: 19
Gender: Female
Nationality: Surgatuhan
Height: 5'4
Appearance: A shorter woman with wavy brown hair, brown skin and sea green eyes and she wears simply a hatch-patch collection of rags that culminate into a single robe. She also wears a necklace which is a symbol of faith to The Four.
Powers & Abilities: Juro is a mage, although a novice with great talent, she is able to call upon the Mokele known as Akom, one of the four. While this makes her very powerful, she is no longer on Surgatuhan, diminishing Akom's power greatly. Akom manifests as a carcharodontosaurid with a shark fine like sail.
Personality: Juro is a light tempered girl with a bit of snide, she seems to have trouble understanding expressions or visual cues and has a hard time making eye contact for very long. Juro is very embittered towards authority figures, especially those who have abused their power.
Weapons: She has a dagger, but that's about it.
Bio: Juro was born to a poor family in the city of Omna, to support her family she worked as a tea girl serving tea mostly to the upper class of Clan Akom. She was a rather wild child and thus didn't have many friends with the exception of the seemingly tiny Mokele spirit she called Gigi that protected her family home. It looked completely small and ineffective but Juro still gave it offerings.

Juro was around 15 when she first manifested magic, though as per instructed by her family she kept it a secret until a day came when she was 19 where a devastating Monsoon hit Surgatuhan. In order to protect the upper districts from the flooding it was purposefully directed into the lower class wards. Juro used her power to protect her neighborhood from the flood, manifesting the power of Gigi. She was then promptly arrested for illegal use of magic and brought to the palace. There she was to be forced to become the current archmage's concubine in hopes to create a more powerful heir to Clan Akom.

The archmage tried to rape her, only to be protected by Gigi, who revealed his true form as Akom. Akom promptly killed the archmage and Juro was charged with murder of the archmage and somehow stealing the spirit of Akom. Akom then spirited Juro away bringing her to Frariadore.
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Post by Prime Spinosaur Sat Sep 22, 2018 7:45 pm

P̱̜͚̲̜̯̎̿͋̃͘͞ͅe̳͙͕̘͕̍̈́̒̌̀ͪ̅͢͡ȍ̊̑ͭ͑͏̝̰͓̥͓͝p̑͌͗̓ͯ̊ͧ̓͏̱̩͕̱̟̠̬̘͜l̞̺͎̲͆̂ͪ̈̎́e̢͔͈͑͒ͩͪͩ͗͑̋ ͧ͑ͨͩͦ͊ͅoͦ̈́҉̧̜͖̟̳̖̭̙̤̮f̬̳̠͓͂̏̀͝ ̝̝͔̤̯̫̘̈́̓̅̕̕t̺͈̟̠̫̗̗̝̄͆́̃͒͋̌ͩ͠h͓̼͒̕͝ȇ̛̫͖̼̥͖̱͍̭̄ ̶̮̭͍͍̗̣͇̭̳ͨw̷̪̥̠̟͊ͭ̿́͠o̶͇̘͇͍͖̙̬͔ͦ͛͐ͦͭ̾̚͢͡r̢̛͙̭̭̭̲͎̫ͨ̃̓͂̏͋ͨ͗̚͢l̤̥̪͕͖̟̗͈̂ͩͩ̚̚͘͢d̥̟̪̦͉̝̏͗̆͐̔ͣ͑,̺͙̩̦̯̃͒ͪ̔ͯ̈̽ͩ̀ ͔̙̾̄ū̶̦͚̞͈͒̓̓͒̃̚̚n̵̵̲̘̝̺̽̊̓̽̿͊̿͘i̶̡̦͓͙̻̒͆͊̀t̨̗̺̣̝̤̳̰̲ͬ̽̏̍̈ͭͧe̡̖͉̳̭̥̩̾͑ͩͥ̚͝ͅ.̴̲̯̲͔͛̓ͯ̀ͨ͌
Welcome To Gaios  20983
Name: Strakh
People: The Strakhians
Location: Russia
Religion: Yavse has forbidden religion saying instead that they must worship the community, and in part, himself.
Magic Practices: The only magic truly allowed to the Strakhians is the magic to steal, pervert and mar things. Most of the magic comes from Yavse who can cover entire countries in a storm or turn the very sun black in lands that he rules over.
Engineering: Strakhians don't have as much their own tech as they do steal the technology of others, they primarily work with alchemy to twist their own forms and unifying metal with flesh in an attempt to become a singularity.
Wildlife: Strakh itself is very much devoid of wildlife, when a land is conquered, all of the land is ravaged and pulled of resources, animals are either mutated into beasts of war or killed their skin and flesh serving the cause.
History: Strakh was originally a country called Emana, ruled by a royal family of aristocrats, during a a rather harsh winter where the lower class were starved, a revolt broke out and a being known as Yavse came into power, murdering the royal family, as well as any within the upper class before eliminating the class system altogether. He then gathered all of those who didn't approve of his cause and killed them all in a mass murder. Afterwards all of formers of authority were in one way or another controlled by him, people within forms of authority were twisted and mutated with alchemy in order to better serve as conduits of his will, soon all of the citizens of Emana went under this process as a way to be subjugated to Yavse. Yavse then set his sights on other countries to "liberate" and started to build war machines and started to invade a number of other countries. Each place the indigenous people would be killed off with only a select few being chosen to become Strakhians, their very culture being erased from their minds by the process.

A thousand years ago an alliance between the countries of Europa stopped Strakh in it's tracks, and a legendary hero temporarily defeated Yavse. Though now, numbers have been once more gathering in Strakh, looking over the ravaged land of Europa, ready to once again try to conquer the world.
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Post by Mulder Sat Sep 22, 2018 11:30 pm

Name: Rentalia
People: Humans, Dwarves, Elves, Centaurs, Cyclopes, Sirens
Location: Italy
Religion: Christianity (Humans mainly), Classical Greek Religion (Centaurs, Cyclopes, Sirens), various Elf and Dwarf religions
Magic Practices: Magic is freely used in Rentalia with many mage schools being built there, however they are not as renowned as mage schools found in Polaris.
Engineering: Renaissance-era
Wildlife: Lynxes, Wolves, Bears, Buffalo, Unicorns, Jackals, Deer, Goats etc etc
History: A bustling human kingdom, Rentalia has made it's wealth off of a vast resource of varied environments and a big focus on trade of goods and also ideas. Rentalia was founded before many could remember, and has enjoyed relative peace and prosperity leading to the development of many great universities and schools of thought to emerge. Many great artists, writers, poets, philosophers, and architects have some from Rentalia.
Extended Information:
-Rentalia has many schools with schooling being the main reason many people travel to Rentalia
-Rentalia has many industries and makes most of it's money off of it's trade.
-Rentalia is run by a monarchy that is content to step back and most day-to-day decisions are made by a parliament that is considered to be ground breaking by many.
-Many great people have come from Rentalia but another thing Rentalia is known for is it's food
-For a period of time Rentalia was once occupied by the Velkan Empire, however the Velkan Empire was pushed back by a homegrown rebellion
Based On/Inspiration: Renaissance-era Italy

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Post by Mulder Sat Sep 22, 2018 11:44 pm

Name: Atlantis
People: Humans (Atlantians), Merpeople
Location: Mediterranean Sea
Religion: Classical Greek Religion
Magic Practices: Practiced regularly though it tends to mainly be water based magic.
Engineering: Steel Age
Wildlife: Sea Turtles, Sharks, Rays, Whales, Dolphins, Many types of fish etc etc
History: Said to be merely a legend, Atlantis was once a striving Island City located between The Great Forest and Rentalia, however after a great Earthquake struck, the Island began to sink. In desperation Atlantis' priests and priestesses prayed to Poseidon for protection, something they were granted. To save the people of Atlantis, Poseidon gave them gills as well as webbed hands and feet so that they could live in the sea. There they began to work at adapting to ocean life and began to farm the marine life such as seaweed and fish, and have since thrived with many merpeople beginning to live there as well.
Extended Information:
-Atlantis is run by a parliament however there is a ceremonial king
-Atlantis tends to stay out of business that involves the surface world even though Atlantean Humans can breath air
-Atlantis still looks much the same as it did when it was sunk albeit repaired
-Living with the sea as well as respecting it and Poseidon is a very big part of Atlantean life
Based On/Inspiration: Various Atlantis depictions

Name: Atlantean Merpeople
Appearance: Unlike other Merpeople, Atlantean Merpeople appear to be way more fish like. While their top halves are human-shaped, they very much resemble fish with scaled skin and no hair. Their bottom halves are entirely fish shaped like all merpeople. They are about 6 to 8 feet in height. Their skin varies in color, with the colors including but not limited to Red, Green, Orange, Purple, Brown, White, Black and many others. They tend to only wear simple clothes or armor over their top halves.
Average Lifespan: 80-110 years
Magic Aptitude: High, Atlantean Merpeople specialize in water magic above all else though they are also masters at animal magic as well.
Information: A sub-species of Merpeople who settled in Atlantis after it's arrival in the sea, they live in harmony with the native Atlantean Humans and help out with farming and fishing. They are very well respected by the Atlantean Humans.


Last edited by Mulder on Mon Sep 24, 2018 12:18 am; edited 3 times in total

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Post by TalesofNine Sun Sep 23, 2018 1:18 am

Welcome To Gaios  W6ZsWLF
Name: Republic Of Polaris
People: Humans, Elves, Children Of The Forest
Location: Denmark
Religion: No Official Religions, various are practiced from around the world. A local belief is the worship of stars and stellar deities including the Star Eating Bear.  
Magic Practices: The Republic Of Polaris is the esteemed gathering place of Magi in Europa, the Great Magecraft  Schools descended from the covens of ancient Druids who are said to have been the first to begin studying magic and its secrets. All forms of magic are welcomed and studied within Polaris, though some arts are closely regulated due to their dangerous nature.
Engineering: Late Medieval, advances due to magical technology.
Wildlife: Bison, Deer, Cattle, Boar, Wolves, Bears, Lions, Unicorns, Eagles, Falcons etc etc
History: In the lands across the sea from the untamed Northern Forest is a mountain known as the Heaven's Gateway. On this mountain there is a great peak where the stars can be seen at any time of the day, long ago in ancient times a group of ancient mages known as the Druids gathered at it's base and began recording their knowledge in ancient times. A great collection was born of magical research which only expanded when the Elysian Empire arrived in the region and assimilated the Druids. They modernized and began to build cities and mages from across the Empire and neighboring countries sought out the lands of Heaven's Reach where they studied and exchanged knowledge.

After the Elysian Empire splintered, the mages of Heaven's Reach decided it was best to safe keep their knowledge after seeing the devastation caused by the Dragon Wars and splintered from the rivaling Confederacy and Velkan Empire. The Republic of Polaris was established continuing to research and study magic and knowledge from across the world.
Extended Information:
-Races from across Europa can be found in the Republic their is regularly a exchange of immigrants from different locations.
-The Republic is led by a Great Senate which gathers at a temple in at the base of Heaven's Reach.
-Mages from the Republic often travel Europa in search of new magical techniques and possess knowledge of far away lands from their ancient records.
Based On/Inspiration: Celtic Druids, Jedi Order

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Post by Mulder Sun Sep 23, 2018 10:52 pm

Name: Ogre's Marsh
People: Ogres
Location: South France
Religion: N/A
Magic Practices: None, Ogres are incapable of magic
Engineering: Stone age, though some Ogres have been seen building rudimentary wooden structures.
Wildlife: Beavers, Deer, Cougars, Alligators, Coyotes, Otters, Opossums, Cockatrice etc etc
History: A large swamp to the south of Frariadore, Ogre's Marsh is known as such by it's only inhabitants, the Ogres. They are a large and seemingly barbaric peoples who were beaten back by Frariadore and confined to the large swamp that covers a large amount of Europa. Since the Ogres have been pushed back, few are brave enough to journey to the Ogres' land, many preferring to let them be.
Extended Information:
-Ogre's Marsh is less a country and more a collection of various Ogre 'tribes' that are loosely aligned in defending their marsh
-Ogre's Marsh is near impenetrable and many brave knights and explorers have died in it. Either to the harsh environment, the wildlife, or Ogres themselves
Based On/Inspiration: Ogre lore, The Everglades

Name: Ogres
Appearance: Ogres are big lumbering humanoids with thick green skin and large muscular frames. They tend to stand at 8 to 9 feet tall. They have thick matted hair and male Ogres are never clean shaven. They wear simple clothes made of animal hides and furs.
Average Lifespan: 200-250 Years
Magic Aptitude: N/A, Ogres have no ability to perform magic.
Information: Beings that were once great opponents of humanity, Ogres were pushed back into the marshes around Frariadore, Rentalia, and Rhiadore. Since then they have stood in place in their marshes defending them fiercely. Ogres are exclusively carnivores and will eat anything they can find, including humans. They tend to live either alone or in small groups that could be considered tribes. Some of these tribes have taken to building large wooden structures to live in but this is far from common.


Last edited by Mulder on Mon Sep 24, 2018 6:48 am; edited 2 times in total

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Post by Prime Spinosaur Sun Sep 23, 2018 11:36 pm

Name: Venspin AKA The Stolen Lands
People: Humans (Elysa, Velkans, Venspi), Nymphria Elves, Yesaiah Elves, Children of the Forest (though very rare) , Oldhill Dwarfs, Greenhill Goblins
Location: (The Area between the Great Forest, the Velkan Empire and the Confederacy)
Religion: There is no official religion of Venspin, having gone through multiple occupations where some religions are altogether banned, there is a great debate on what is the correct religion in Venspin.
Magic Practices: The Venspin have long since lost any trace of it's druidic magic, though many of it's teachings are remembered in Polaris the long subjugation and persecution against it's magical users have left magic a wonderless thing associated with burnings, executions and grief.
Engineering: A cobble together of steel age and medieval
Wildlife: Cattle, Deer, Bison, Horses, Wolves, Bears, Boar, Eagles and various small animals
History: Venspin was originally a nation that outlied the great forest and was considered the most in tune with it. A number of farm lands that were protected by the denizens of the forest as well as their hero leader, the Rose King. A thousand years ago, a menace in the form of the Dark Lord Yavse and his empire known as Strakh started to conquer dozens of countries moving ever closer to Europa. In this moment, the other countires, including Venspin made an alliance, becoming one country called the Elysia Empire and were able, though with great sacrifice to destroy Yavse's physical form. The Rose King was one of the many casualties in the final battle against Yavse. Afterwards for five hundred years, Venspin seemed to enjoy relative peace, not a whole lot changing in their area until the Dragon War broke out and the empire disbanded, leaving Venspin without any official army of their own, which allowed to to be quickly conquered by the Velkan Empire. From there, many of the people from the great forest were purged along with their magic teachings. This was the first of a long pattern where Venspin would be conquered by different nations including the Holy States of Isaran, Rhineland, going between the three for over half a Millennia, until an alliance brokered by Rhineland and Rentalia liberated Venspin from the Velkan Empire. As of right now it is technically a city state of Rentalia, under it's protection, however they seem more interested in getting a working government working in Venspin, though with harsh efforts, many, many many splinter groups exist in Venspin that believe they should be parts of different nations, or to mirror themselves after them.
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Post by TalesofNine Mon Sep 24, 2018 12:57 am

Welcome To Gaios  WLGEr2e
Name: Ipiria  
People: Humans (Ipirians, Maroons), Elves, Hobgoblins  
Location: Spain, Portugal
Religion: The two dominant religions are Christianity and Islam which are divided by region. Various tribal religions tend to worship spirits and a pantheon of gods. Some Great Fae Worship exist.
Magic Practices: Magic has a mixed reputation in Ipiria. Most people regard it with suspicion and fear so it is typically practiced in secretive covens.
Engineering: Roughly Iron Age, more primitive in some areas.
Wildlife: Boar, Deer, Bison, Cattle, Foxes, Ibex, Lynx, Vultures, Eagles, Wyverns, various smaller animals.
History: Ipiria has long been a land known for being primitive and savage. While Europa developed around them the lands of Ipiria proved difficult to pierce into due to the great Candria Mountains which split the land off from the rest of Europa. But Ipriaia is far from primitive, being seated near northern Alke and resting near the vital connection point between the north and southern seas many peoples have made claimed to Ipiria and  attempted to settle the region. Ipiria is divided between several city-states and small fiefdoms with various loyalties based off species, ethnicity or religion. There is no centralized power as many of the states have ties to outside powers because of this there are differing standards of law and regulation. But Ipiria is commonly a popular spot for trade as its coastal cities are seated in critical locations. Controlling these trading regions often causes conflict between Ipirians and small wars and skirmishes are a common occurrence.
Extended Information:
Based On/Inspiration: Hispania

Name: Hobgoblins
Appearance: Hobgoblins are a race that closely resemble a mix of Elves and Goblins. They stand at around 5'4" at the shortest and can grow as tall as 6'7". They have a variety of skin tones green, grey, brown and black being the most common though rarely there are pale white individuals. Their eyes can be blue, brown or red. They have a variety of body types but have the familiar pointed ears and sharp fangs of goblins but overall their bodies more closely resemble elves. Clothing tends to vary, more traditional tribes may wear animal skins or go naked while more advanced tribes tend to wear clothes like humans.  
Average Lifespan: 100
Magic Aptitude: They possess the capability to use magic but have no real skill for it. Only individuals who are trained can truly utilize it.
Information:  The Hobgolins are a humanoid race quite common in Ipiria. While they are commonly regarded as primitive and tribal, they live in a sophisticated societies that while stone age in comparison to human tribes and cities they are quick learners and some Hobgoblins even live in settlements comparable to human ones. For as long as anyone can remember they have been in conflict with humans and these conflicts continue into the modern age however some tribes across Ipiria have begun to embrace peace and co-existence. Though not always, many cities fight and hunt down Hobgoblins as slaves and trade sell them to traders from the west, even Hobgoblin tribes may occasionally participate in this trade with their defeated enemies. Their complex lifestyle is simply one of the many unique situations in Ipiria.


Last edited by TalesofNine on Mon Jul 08, 2019 5:08 pm; edited 3 times in total

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Post by Mulder Tue Oct 09, 2018 1:15 am


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Post by TalesofNine Wed Nov 07, 2018 10:15 pm

Welcome To Gaios  SWjhGpJ
Name: Maroon Sultanate
People: Humans (Maroons, Arabi, Bardans, Euota), Giants (Lyntians), Elves, Dwarves
Location: North Africa bordering the Mediterranean
Religion: Islam, Christianity, Celestial Object Worship
Magic Practices: Magic is quite commonly practiced on an individual level in Maroon land. There are no real organizations or gatherings it is simply practiced by mystics.
Engineering: Late Medieval, regularly trades with Rentalia and other Europan nations.
Wildlife: Camels, Horses, Elephants, Hyena, Giraffe, Lions, Alke Bear, Red Deer, Wild Ass, Jerboa, Griffon vulture, Karkadann, etc etc
History: South of Europa is the vast landmass known to locals as Alke, a vast land full of cultures and civilizations unique to their Europan neighbors one of the known gateways into Alke is the Maroon Sultanate. Northern Alke was once home to scattered nomadic tribes and city-states but during the days of the Elysian Empire, colonization attempts were made with mixed results those who came in peace managed to build successful trading post but attempts at conquest were responded too with the rallying of the native people. This led to the arrival of the Arabi people in the region who unified the many peoples of the land by converting the native Bardans and peoples from Southern Alke to Islam the populations mixed and produced a new ethnic group known as the Maroons. The sultanate was born, a large vast nation that borders great empires and serves as the bridge between Europa and Alke. Traders often travel between Rentalia and Ipiria from the Maroon Sultanate which results in often quite diverse crowds of people including the descendants of other races who ended up in the region and remaining.

Extended Information:
-Northern Alke to the west in dotted by scattered grassland and desert, regular rainfall creates "islands" of grassland which allow Southern Alkeans to travel inland which has resulted in a high number of dark skinned southern Alke descended people.
-Has close trade with the Golithan Empire and contributes economic support.
-Ruled by a head dynasty descended from various noble lineages who transfer power via conflict and agreement. The current ruling dynasty is the Barcini Dynasty.

Based On/Inspiration: North African Civilizations

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