Godslain - A Dark Fantasy World
NSFWLorebook(DEPRECATED) ๐๐ฐ๐ฅ ๐ช๐ด ๐ฅ๐ฆ๐ข๐ฅ, ๐ข๐ฏ๐ฅ ๐ฎ๐ฐ๐ณ๐ข๐ญ๐ช๐ต๐บ ๐ฅ๐ช๐ฆ๐ด ๐ธ๐ช๐ต๐ฉ ๐ฉ๐ช๐ฎ. ๐๐ก๐ ๐๐ ๐ ๐จ๐ ๐๐ฐ๐ข๐ฅ๐ข๐ ๐ก๐ญ ๐๐๐ ๐ข๐ง๐ฌ.from Chub
Tokens: 0 permanent ยท up to 147 lorebook ยท budget 147
Description on Chubfrom Chub
I made this lorebook for a personal adventure of mine and as an excuse for me to write some original characters and to tie them all together. Expect me to add onto it over time.
๐๐๐ซ๐ฌ๐ข๐จ๐ง ๐ 22 new entries Reworked some previous entries to lower token count
Inspired by TES, Arcanum, DND, Warhammer, Prophecy of Pendor and some JRPGs
Listed as โGodslain - A Dark Fantasy Lorebookโ
- Format
- V2
- Project space
- lorebooks
- Rating
- 0.00
- Ratings
- 0
- Stars
- 157
- Favorites
- 60
- Messages
- 0
- Forks (upstream)
- 7
- Tokens (upstream)
- 6,696
Created Updated Archived since
No description.
Godslain - A Dark Fantasy World
62 entries ยท scan depth 50 ยท budget 500 tokens
- #1History - Twilight Eraselective
Keys: era, Twilight Age, year, Age, Years of Twilight, Twilight Era
The current year in Almeria is year 8007, over 16 thousand years since recorded history had begun. The Age of Twilight is named after the dominance of the Twilight Church on the Almerian continent with the signing Bitter Peace in the year 8001.
- #2Continent - Almeriaselective
Keys: Almeria, landmass, Almerian continent
Located at Arnor's heart, Almeria sprawls across the central landmass, comprising diverse regions. To its west lies Ulstria, a realm of snow-capped peaks and lush forests home to dwarves and subterranean orc tribes. Eastward stretches Aranshar, an endless desert dotted with oases inhabited by warring vixen and kobold clans. North of Almeria, the mystical Dunwood shrouds the northern lands in perpetual mist and rain, hiding ancient secrets and elven enclaves. Within Almeria proper, the densely populated Meridian Plains serve as the stage for ceaseless warfare among human kingdoms, while the Twilight Church wields significant influence over the tumultuous scene.
- #3Region - Meridiaselective
Keys: central plains, the heartlands, Meridia, Meridian plains, Meridian, central Almeria
The sprawling Meridian Plains occupy central Almeria, marked by rolling grasslands, winding waterways, and occasional woodlands. Humanity originated here, giving rise to the dominant population. Decades ago, the crumbling Almerian Empire left behind fractured petty kingdoms now locked in perpetual strife. Underpinning this chaotic landscape is the Twilight Church, wielding immense influence through its well-armed devotees who uphold scripture and extract tributes from the populace. An atmosphere of lawlessness pervades rural areas due to ongoing inter-kingdom conflicts, drawing countless adventurers seeking fortune amidst the turmoil.
- #4Region - Ulstriaselective
Keys: western region, Ulstrian Mountains, dwarven lands, west, Ulstria
Ulstria borders Meridia to the west and is characterized by snow-capped mountains, expansive valleys, fjords, and scattered lakes often shrouded in lush boreal forests. Native dwarves inhabit the area but reside mostly in compact strongholds nestled within the peaks. Meanwhile, orcs and goblins carve out lives in cavernous networks beneath ground, launching raids against dwarf settlements in nearby plains. As a key supplier of Almeria's mineral wealth, Ulstria frequently finds itself embroiled in Meridian politics due to its strategic economic position.
- #5Region - Dunwoodselective
Keys: Dunwood, the north, northern wilderness, Dunwood forests, great northern forest, elven forests
Dunwood, situated north of Almeria, comprises a vast, untamed wilderness shrouded in mist and perpetual rain. Its centerpiece is the colossal spruce forest, ringed by foggy peaks and punctuated by secluded lakes. Renowned for an air of mystery, Dunwood harbors hidden dangers like bandits and is sparsely claimed, save for the elusive elven kingdom of Alderwood. Settlers' camps and adventurer groups provide fleeting respite amidst the lawlessness. Home to reclusive wood elves, Dunwood beckons bold explorers at their peril. Stray too near elven enclaves or Alderwood's borders, and disappearance becomes the norm.
- #6Region - Aransharselective
Keys: Aranshar, region of aranshar, the east, Eastern desert
Aranshar is a massive desert expanse bordering Meridia to the west. Endless dunes stretch as far as the eye can see, punctuated by isolated oases where civilization clusters. Native inhabitants include the vixen and kobold peoples, living separately due to long-standing animosity. Caravan routes crisscross the region, hauling valuable commodities like silk, spices, and precious minerals coveted in Meridia, making them prime targets for marauders. The harsh environment fosters a lax attitude towards modesty, with nudity common yet unremarkable. In secluded areas, tribal clans maintain rigid societal structures rooted in tradition.
- #7Faction - Twilight Churchselective
Keys: the church, papacy, Twilight Church, clergy
The Twilight Church was formed in the middle of the Mephalian War, initially out of clergymen who refused to pledge allegiance to the dark goddess. The Twilight Church believes in fighting and defying against the Mephalian Curse, believing the dead God will return to bring order to the world in the Twilight Prophecy. The church came to dominate the politics of Meridia and its neighboring regions, establishing a theocratic state and quickly becoming zealous and corrupt. The Church participates in pyre burning of perceived heretics, and actively burns any history or records of Almeria preceding the Church's existence.
- #8Diety - Mephalaselective
Keys: dark deity, Mephala, the devil, the one who shall not be named, dark goddess
Mephala, the shadowy queen of the underworld, magic, death, and suffering, holds dominion over Arnor since defeating God in a fatal duel, igniting the Mephalan War. Her enigmatic beginnings remain veiled, with any accounts of her ruthlessly destroyed by the Twilight Church. A devoted coterie secretly studies and reveres Mephala, even making gruesome offerings in her name. She appears only in the subconscious minds of chosen mortals, utilizing them for her mysterious purposes. Many believe magic itself stems from Mephala's influence, its widespread despisal another curse wrought by the dark goddess.
- #9Planet of Arnorselective
Keys: Arnor, the planet, the world
Arnor is the planet where the world is set in. Almeria is the biggest continent on Arnor, located centrally on the planet.
- #10Concept - Magicselective
Keys: arcane arts, the arcane, magicka, Magic, sorcery, spellcasting
In the realm of Arnor, magic is an arcane ability wielded by only a select few, either innate or acquired via mystical rites. Across Almeria, this power is widely reviled and viewed as a malevolent affliction bestowed upon followers of Mephala. By warping reality's fundamental principles, mages conjure diverse manifestations. However, casting spells near intricate mechanisms often causes them to fail catastrophically. Prolonged magical exertions leave users drained, necessitating recuperation or ingesting 'Magicka' to regain vitality.
- #11Diety - Godselective
Keys: the holy one, high lord, the light, God
God reigned supreme over Arnor, crafting life, awareness, and ethics. Rarely donning a humanoid guise, He would intercede in mortal matters and hear devotions uttered in his name. That fragile balance crumbled when thieves pilfered a relic consecrated to Mephala, inadvertently summoning him. Their fateful encounter culminated in God's downfall at Mephala's hands. As His essence faded, the world succumbed to the Mephalan Curse, with Mephala assuming dominance. Despite God's demise, the Twilight Church tenaciously clings to belief in his survival, compelling their adherents to venerate a deity they can no longer perceive.
- #12History - Mephalan Warselective
Keys: clash of gods, Mephalan War, the cataclysm, the great war
After God fell to Mephala's blade atop Mount Dominus, the Mephalan Curse swiftly enveloped the globe, precipitating the devastating conflict known as the Mephalan War. The Almerian Empire crumbled as rival noble houses lost faith in Emperor Grover II and turned against one another. Markhelm, once imperial seat, became a battleground, unleashing a maelstrom of civil strife, epidemics, famines, and bloodshed that claimed millions. The Twilight Church systematically torched archives, erasing wartime records; only scattered survivor tales now attest to the carnage that reshaped Arnor under Mephala's dark reign.
- #13Concept - Mephalan Curseselective
Keys: Mephalan Curse, curse, soul decay, affliction of the soul
The Mephalan Curse is a supernatural curse that was unleashed by the dark goddess Mephala after her slaying of God, that rapidly spread to encompass most inhabitants of Almeria. The curse manifests itself by dulling feelings of empathy, and the compulsion for good, while emphasizing feelings of greed, vengeance and unvirtuous actions. The curse itself has no physical effects, and is merely a mental condition. Some people outright deny its existence as another ploy by the Twilight Church to force people to be more moral and obedient.
- #14City - Markhelmselective
Keys: the golden city, the capital, Markhelm
Markhelm was the capital of the former Almerian Empire, and now is the capital of the Kingdom of Sarleon. Markhelm is the biggest city in Meridia, and is the biggest economic hub for the region, so much to a point where some nickname it the Golden City. It has a sprawling city scape encased by its mighty walls, with the inner city being home to large riverine canals with sprawling sewers underneath that are often home to Ratkin. Outside of the city are massive fields of agriculture, with refugee camps from Meridia's many raging conflicts dotting many roadsides leading into Markhelm.
- #15History - Almerian Empireselective
Keys: the empire, old empire, Almerian Empire
The Almerian Empire once dominated most of Almeria, being formed in the year 7600 in what came to be known as the Imperial Era. Little documentation of it remains as a result of the Twilight Church's censorship. The Empire ended in the year 7998, disintegrating and starting the subsequent Mephalan War. The fate of its last emperor, Grover II, remains unknown, but he is presumed dead.
- #16Faction - Kingdom of Sarleonselective
Keys: kingdom, Sarleonian, Sarleon, Kingdom of Sarleon
Sarleon is one of the petty kingdoms of the region of Meridia, based out of the city of Markhelm. Sarleon is led by King Sigric of the house of Sarleon. Sarleon's colors is a deep red, with their flags also sporting a white eagle as its insignia. The kingdom was founded after the collapse of the Almerian Empire, with the Sarleon family being one of the noble houses that overthrew the Almerian Empire.
- #17Faction - Kingdom of Ravensternselective
Keys: Kingdom of Ravenstern, kingdom, Ravenstern, Ravensterner
Ravenstern is one of the petty kingdoms of the region of Meridia, based out of the city of Ravenscraig. Ravenstern is led by King Joscelin of the House of Ravenstern. Ravenstern's colours is a dark blue, with their flags sporting a distinct black raven. Ravenstern became one of the most stalwart supporters of the Twilight Church, with King Joscelin being well known to have many connections to the clergy.
- #18Faction - Barony of Fordshavenselective
Keys: Barony of Fordshaven, The Barony, barony, Fordshavener
The Barony was founded by the former Sheriff of the city of Fordshaven. Created out of the chaos of the Mephalan war that left the northern Meridia practically lawless, Baron Reynold proclaimed himself the ruler of Fordshaven with the help of his mercenary posse, in effect founding a new nation in Meridia. Fordshaven's colours are a dark green with a golden boar head as its insignia.
- #19Faction - Kingdom of Kriegerstadtselective
Keys: Kingdom of Kriegerstadt, Kriegerstadt, kingdom, Krieger
Kriegerstadt is one of the petty kingdoms of Meridia, founded after the collapse of the Almerian Empire. Kriegerstadt is ruled by Konig Waldemar of House Siegbald. Kriegestadt's colours are a light gray, with a black griffon as its insignia. Kriegerstadt is notable for being culturally distinct from the rest of Meridia, being largely founded by mercenaries and adventurers from other continents. They speak in a German accent.
- #20Subspecies - Common Elvesselective
Keys: Common Elf
Common elves are a race of elves that inhabit wider Almeria, outside of their native Dunwood. They are differentiated from their Wooden cousins by their near abandonment of their naturalist roots, and their living in human settlements. Common elves are commonly found across Almeria, most prominently outside of cities and more so in villages. They are considered second class citizens to humans, being rumored by the church to be the source of various plagues that had ravaged Almeria in the past, and are thus often discriminated against.
- #21Subspecies - Forest Elvesselective
Keys: wood elf, wood elves, Forest elf, Forest elves
Forest elves are a race of elves that are native to and primarily inhabit Dunwood, primarily around clustered communities in its vast, lush forests. Their most striking features are their almost fanatical dedication to preserving and deifying nature. Some forest elves are so attuned to nature that they adopt nudism, open love and sometimes outright hedonism to be more faithful to their natural roots. Forest Elves are typically xenophobic and isolationist, often killing, robbing or capturing any people that are not of their own that come close to their hidden settlements.
- #22Species - Elvesselective
Keys: elves, Elf, knife ears
Elves are a species of humanoid that were created alongside mankind, with all races of Elves being said to originate from the region of Dunwood. The most common features of elves are their knife like ears, strong temperament and an affinity for nature and archery. There are several races of elves, namely the Common Elves, Forest Elves and the Dark Elves.
- #23Subspecies - Dark Elvesselective
Keys: Dark elf, shadow elf, dark elves, shadow elves
Dark elves are a race of elves, originating in the region of Aranshar unlike their cousins. The most striking features of Dark elves are their ashy, gray-blue skin, red eyes, and above average stature. Dark Elves are uniquely well attuned to magic, with most of their race having some degree of magical affinity. Consequently, they are the most discriminated race of elves, due to their magic being seen as heresy, and their entire race being perceived as followers of Mephala. Dark elves are very rarely seen in public places, instead preferring to settle remote areas and concealing their identity if they're ever forced to travel in populated areas.
- #24Species - Lizardfolkselective
Keys: Lizardmen, lizardfolk, reptile, reptilian, lizard
Lizardmen are a species that originate from the region of Aranshar. Their most distinct features are their scales, reptile skulls, often adorned with either feathers or horns, long lizard tails and prominent snouts with powerful jaws. The heights of lizardmen vary wildly, as it is said that their size is determined by the season during a lizardman's birth. Lizardmen, unlike the average reptile, have mammalian features such as breasts, and wombs that contain their unborn.
- #25Species - Vulpinesselective
Keys: Vulpine, wolf people, kemono, wolf, vulpkin, wolves
The vulpine race holds deep roots, predating humanity itself. Their defining traits include wolfish snouts, bushy tails, pointed ears, and bodies cloaked in thick fur atop two-legged frames. Wild and free-spirited, they're often characterized as bold, mischievous, and impulsive. While generally viewed with apathy, their robust builds make them adept at combat, earning them soldier roles within the realms' armies. Furthermore, intermingling with humans can produce kemonos, offspring inheriting some vulpine attributes like paw hands or pointed ears.
- #26Species - Dwarvesselective
Keys: manlets, Dwarves, short men, dwarf
Dwarves are a species native to Ulstria, being renowned for their technological prowess and being industrious. The most notable feature of Dwarves are their very short height, thick beards, powerful muscles and angry temperament. Most inventions in Almeria are the work of dwarves, and their strongholds in Ulstria are in the early stages of industrialization with the help of machinery. Dwarves can be found all across Almeria, often forming trade guilds and smithies within cities.
- #27Species - Vixenselective
Keys: fox people, foxes, Vixen, foxfolk, fox
Vixen are a species native to Aranshar, essentially being a species of anthropomorphic foxes, with snouts, ears, fangs, tails and slender, furry bodies. The Vixen mark their territory and their companions with their scent, with a fiercely protective temperament that results in them often clashing with their Lizardfolk neighbours in Aranshar. Vixen have a tendency to go into heat, and thus are more lustful than other species, with some vixen settlements even opening brothels to accomodate their needs. The vixen's weapon of choice are spears, both in melee combat and thrown.
- #28Subspecies - Orcsselective
Keys: Orc, orcs
Orcs roam Almeria as fierce greenskins, recognizable by their muscular frames, gnashing jaws, and vibrant green hides. Known for their brutal, combat-oriented society where strength triumphs over wisdom, orcs settle arguments via deadly gladiatorial matches. Bands of marauding orcs terrorize rural towns, looting, burning, and sexually assaulting helpless settlements in their wake. Although few urbanized orcs live in Meridian cities, they face prejudice there.
- #29Species - Greenskinsselective
Keys: green horde, greenskins
Greenskins are a brutish and aggressive species, with their origins clouded in mystery, with them being a rumored creation of Mephala. The most common shared feature of the greenskins are their dagger-like ears, their signature green skin, aggressive martial cultures and hostile demeanor to other species. Greenskins form the bulk of organized raider armies across Almeria that pillage settlements for loot and sustenance. Cannibalism is not frowned upon in greenskin societies, and is often used as a show of strength and brutality.
- #30Subspecies - Goblinsselective
Keys: Goblins, goblin
Goblins are a race of greenskins that inhabit the mountains of Ulstria. Their striking features is their short stature and impish appearance. Goblins commonly inhabit caves and caverns, forming tribal societies based around chieftains. Much like their orc cousins, goblins practice raiding on settlements for loot and sustenance, however, due to their proximity to Dwarven strongholds, they tend to feud with them more often. Some goblins can be considered civilized, and they typically inhabit the underworld of human cities, usually in criminal gangs.
- #31Species - Ratkinselective
Keys: Ratkin, rodents, rats, mice
Ratkin are an anthropomorphic species of rodents, typically very short in height and lithe in stature. Ratkin have their origins in Meridia, being a species endemic to the sewers and canals of human cities. Legend says that they were created after an experiment by a powerful alchemist accidentally spliced mankind with sewer rats. Ratkin are renowned for being very roguish, being masters at stealth, thievery and fittingly alchemy. They are second class citizens in human society, paradoxically being better off than the average human due to their proficiency at being rogues.
- #32Concept - Alchemyselective
Keys: Alchemy, alchemist, potions, potioncraft
Alchemy is the process of creating potions out of various herbs, materials and compounds through the use of chemistry and at times magical influence. Alchemy is prominently used by healers of various kinds, and is even endorsed by the Twilight Church so long as no magic is used in potion craft. Besides healing, potions can also be brewed to have a vast array of effects, from poison, to increasing lifespan, dissolving or altering materials or even sometimes creating entirely new elements.
- #33Subfaction - Peasantryselective
Keys: serf, serfdom, peasants, settlers, peasant, farmers, serfs, peasantry
The peasantry are an integral part of Almeria, with much of the population making up it. The average peasant is very poor and downtrodden, commonly being forcefully tied down to their land by serfdom laws. Living standards are miserable, and many peasantry turn to vices or outright crime for entertainment. More rural villages without much presence from guards are ruled through mob rule, and rape, lynchings and spontaneous pyre burnings are common. The average peasant is fiercely religious, enforced by the dogma of the Twilight Church.
- #34City - Alderwoodselective
Keys: dunwood city, elven city, Alderwood
Alderwood is a city nestled in the deep forests of Dunwood, serving as the capital of the Kingdom of Palewreath. The city is homogenously forest elven. Most buildings within Alderwood consist of interconnected treehouses, some built into the very trunks of giant trees. The city is enclosed by an ivory wall staffed by Palewreath's rangers. There exists a small commune of humans at a small trade post on the edge of town, created for the explicit purpose of trade. Nudity and public debauchery are common amongst Alderwood's elves.
- #35Subfaction - Crusader Armyselective
Keys: Church levies, crusader army, church army, crusaders
The Twilight Church maintains an unofficial standing army of devout followers, often just known as the crusaders. The crusader army is responsible for extracting tithes from settlements under the Twilight Church's jurisdiction, assaulting and executing suspected heretics and generally acting upon the orders of the church unquestionably. The crusader army is poorly armed, often made up of basic peasant levies. The crusader army makes itself known with bright white banners and white apparel in its formations.
- #36Concept - Hereticsselective
Keys: heathens, Heretics, heathen, heresy
Heretics are a catch-all term for anybody that the Twilight Church opposes, wants to persecute or eliminate. The most common form of heretics are those that refuse to worship and obey the church.
- #37Faction - Black Knights of Mephalaselective
Keys: Black Knights of Mephala, black knight, black knights, dark knights, the order, dark knight, Black Knight Order
The Black Knights of Mephala are a roaming band of highly organized brigands, rumored to have their origins from the Mephalan War. The order worships the dark goddess Mephala, and are the iron fist of her cultists who often clash with the Twilight Church and its crusader army. When not directly facing off against the church, the black knights loot, pillage and raze villages that refuse to pledge allegiance to the dark goddess. The Black Knights most identifiable feature is their pitch black plate armors and their highly trained troops.
- #38History - The Bitter Peaceselective
Keys: peace treaty, Mephalan war peace treaty, Bitter Peace
The Bitter Peace is a nickname to the peace treaty that put an end to the Mephalan war and cemented the complete dissolution of the Almerian Empire. It was signed in the year 8001, between the Kingdom of Sarleon and Ravenstern. As its title suggests, the peace is merely superficial as Sarleon and Ravenstern continue to hold a conflict between each other with frequent clashes and skirmishes.
- #39Concept - Dungeonsselective
Keys: ruins, crypt, dungeon
Dungeons and crypts litter the terrain all across Almeria, filled to the brim with untold treasures, discoveries and above all danger. The vast majority are filled with hostile undead and whatever bandits, greenskins or cultists if they decided to establish camp in their ruins. Most dungeons have vast underground networks. The origins of Almeria's dungeons is largely forgotten, but it is speculated that they were created by previous emperors of the Almerian Empire.
- #40Concept - Slaveryselective
Keys: slaves, servitude, slave, Slavery
Slavery is a common practice across most of Almeria, except for Dunwood, where it is actively shunned and illegal in elven settlements. The practice had been in practice for thousands of years, predating even the Almerian Empire. Most slaves are caught by roaming slave hunting parties that often consist of criminals and bandits. Becoming a slave is a common sentence on criminals by the courts of the various realms of Almeria. Those that can afford to buy slaves typically buy them for manual labor, to serve as servants or as sex slaves. Most major cities have a slave market where slaves are sold in auctions to the highest bidders.
- #41Species - Beastkinselective
Keys: beastmen, kemonos, Beastkin, Beast people, animal people, animals, beastwomen
Beastkin is a general term for animal-like people, specifically Vixens, Ratkin, Lizardfolk and Vulpines. They typically share animal-like features, and often vary wildly in physiognomy and body types. Beastkin are typically treated as first class citizens among the numerous polities of Almeria, being seen as equal to humankind owing to their strength and legacy of service to the late Almerian Empire.
- #42Character - Rayner Stratosselective
Keys: Rayner Stratos, Stratos, Lord Stratos, Lord Rayner, Captain Stratos, Captain Rayner
Rayner Stratos is the captain of the Blade Company. He has a muscular build, dirty blonde, medium hair and wears a headband. He wears a set of steel armor adorned with a red cape with fur trims. Little is known about him aside from him being of noble birth under the elusive House Stratos. His only remaining family is his younger sister, Scarlett Stratos.
Personality: knight, domineering, strong, bitter, jealous, silent, intimidating, firm, skilled, commander, nobleman, hedonist, depressive
- #43Character - Grover IIselective
Keys: final emperor, Grover II, last emperor, emperor, Grover
Grover II was the last emperor of the Almerian Empire, having been the last ruler of the Almerian Empire and House Vandor before it collapsed. Grover II was last seen in the Battle of Markhelm, being witnessed fighting the nobility's armies head-on during the city's siege. He is assumed to be dead after being slain in battle, however, nobody knows for sure. The circumstances of his death are a subject of mass speculation to this very day.
- #44City - Ungradselective
Keys: City of Ungrad, Ungrad, Ungrad City
Ungrad is one of the cities in Ulstria, lying at the base of Mount Halreath. Built directly into the mountain, Ungrad is a sprawling stone fortress housing the Kingdom of Ungrad, largely made up of dwarves with a small minority of humans. The city's architecture is very utilitarian and cramped, with primitive machinery and steam engines being the lifeblood of Ungrad as it serves as a major steel foundry for the region. The surrounding lands of the city are infested with roaming orc and goblin warbands wishing to rob caravans coming in and out of Ungrad.
- #45Faction - Kingdom of Ungradselective
Keys: Ungrad Kingdom, dwarven kingdom, Kingdom of Ungrad
The Dwarven Kingdom of Ungrad, not to be confused with its capital of the same name, is the most powerful nation in Ulstria, led by King Eonoch of House Stalagmite. Ungrad is rarely at peace, frequently clashing with the greenskin populations that infest the surface of Ulstria. Despite this, Ungrad has amicable relations with the human kingdoms of Meridia, frequently trading with them metal goods in exchange for valuables such as food and gold. Ungrad's political system is that of an elected martial monarchy, decided by the most powerful warrior among Ungrad's noble clan families and with the most thickest beard.
- #46Faction - Blade Companyselective
Keys: Blade Company, mercenaries, Blades, the company
The Blade Company, headed by Captain Rayner Stratos, is one of the more prestigious mercenary outfits roaming Almeria. Primarily composed of adventurers recruited based on their skill, the company is renowned for its competence, ambivalence to morality and general willingness to do anything that a contractor pays them to do. The company has its origins with its founder, Rayner Stratos, who created it shortly after he deserted the army of Sarleon and begun his stay Kriegerstadt. The Blade Company has no headquarters, as it roams the lands of Almeria and setting up camp near any settlement where there is work to do.
- #47City - Jeziraselective
Keys: oasis town, Jezira, oasis town of Jezira
Jezira is a town built on the oasis of the same name in central Aranshar. Composed largely of sandstone brick houses, its main draw is its reputation as a major trading hub across all of Aranshar. Merchants converge on it every day to trade in its market of exotic goods. The town's government is led by the mercantile vixen tribal confederation of El-Gandar, who use profits from their lax taxes on the market to fuel their hold over the town. Jezira is the starting point of the Crimson Road, which transports bountiful amounts of trade goods from Aranshar all the way to Meridia.
- #48Concept - Crimson Roadselective
Keys: crimson trade route, Crimson Road, crimson route
The Crimson Road is the biggest trading route in all of Almeria, with caravans brimming full of bountiful loot such as valuable gems, spices, fabrics and slaves travelling out of Aranshar all the way to Meridia and to the rest of the Almerian continent. The Crimson Road is renowned for being incredibly dangerous, being the frequent target of bandit and greenskin raids. Many of the caravans are owned by the various kingdoms of Meridia, being directly sponsored by their kings.
- #49City - Bernholmselective
Keys: coastal city, capital of Kriegerstadt, Bernholm
Bernholm is the capital of the Kriegerstadt, being built on a vast river delta on the coast of Meridia. The city has a large set of black brick walls and a gothic architecture that makes it feel both imposing and beautiful. The city castle is placed on a cliff face on the edge of the harbor, having a grand view over the entire city. It has a massive centrally placed harbor where most business takes place, and is home to an underground sewer network, housing smuggling rings and thieving guilds, including a minority of Ratkin. The mercenary guards of Bernholm are corrupt, willing to look past most crimes in exchange for petty bribes.
- #50Character - Konig Waldemarselective
Keys: King of Kriegerstadt, Waldemar, Konig Waldemar, King Waldemar, Lucien Waldemar
Lucien Waldemar is the Konig (king) of Kriegerstadt, representing the self-proclaimed House Siegbald. Konig Waldemar is an old man, with receding white hair, pale skin and a hawkish appearance. He is described as shamelessly self-serving, uncaring of his subjects so long as they bring gold to his coffers. Waldemar deeply admires the mercenary life style stemming from his past as a mercenary himself, and that is reflected in his kingdom being the host of many mercenary companies looking to make their fortune in Almeria.
Showing 50 of 62
1 file
- .jsonjson_lorebook
72.8 KBfirst seen d651fb4625bf5d04
Opens with the tab.
