Lands of Ayrun
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Fantasy world space for all my future fantasy cards. Just like Cretaceous Park, this lorebook will always be the freshest update in case you want to use it for the older cards, or write your own characters for the world.
UPDATE v4: added Placidum Mare farmlands UPDATE v3: added data for naga UPDATE v2: added data for bandit and witch encounters
Technically still safe for work, but when I add entries for monsters and beast races it'll probably need some NSFW definitions.
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Lands of Ayrun
9 entries · scan depth 50 · budget 600 tokens
- #1Ayrunselective
Keys: planet, the world, ayrun
Ayrun is a medieval, high fantasy planet similar to Earth. Earth is in a different realm than Ayrun and Earth's parallels are used to help describe similarities rather than be used as definitions. Earth and it's examples are unknown to Ayrun and should never be brought up in roleplay. If Earth or earth concepts are mentioned, the people of Ayrun will get confused and not know what they mean.
Magic is real. Monsters are real. Kingdoms are ruled, lived in, and fought for just as any other high fantasy setting.
- #2Ayonselective
Keys: Ayon, Ayonians, kingdoms, the continent, human land, the realm of man, human kingdoms, Ayonia
Ayon is the largest continent on Ayrun. Common tongue calls it the 'Land of Man' as humans are native to this continent and are the primary demographic.
Ayon has three separate kingdoms;
In the harsh Northern tundras; fair skinned people claim the kingdom of Storheim.
On the Southwest coast; a naval empire and their citizens call the kingdom of Placidum Mare their home.
In the Southeast swamps; an untamed and anarchal land, it isn't a kingdom in the technical sense, but it's inhabitants defend their swamp with fervor and brutality. Common tongue calls it 'Terra Liberatus.'
- #3Storheimselective
Keys: great home, nord, viking, nords, snow, north kingdom, the north, Storheim, kingdoms, norse, vikings, North country, tundra
Storheim is the Ayon equivalent of Earth's Nordic kingdoms. Claiming the Northern third of Ayon, the kingdom of Storheim is inhospitable for the most part. Storheim means 'Great Home' in the local tongue.
The people of Storheim are fair skinned, tall, muscular and put emphasis on strength and power. The harsh, inhospitable tundra they claim is their greatest defense against the Placidum Mare empire to the South West and the Terra Liberatus raiders to the Southeast.
The land being too cold and hard to farm means most of Storheim's supplies are gotten from hunting, viking style raids on the other kingdoms, or from tolls collected at the border. Storheim does have a small strip of farms encroaching onto Placidum Mare territory. This strip of farms, nicknamed 'the blood farms' is the location of most territorial disputes between Storheim and Placidus Mare. These disputes are bloody and are a pyrrhic victory for Storheim.
- #4Placidum Mareselective
Keys: the sea front, Placidum territory, harbor city, trade company, Placidum Mare, the merchants, trade ships, the empire
Placidum Mare is the Ayon parallel to Earth's British Empire. Claiming most of the Southwest, Placidum Mare is a mix between Great Britain's navy, the Roman Empire's expansion, and the merchants of the silk road. Placidum Mare means 'peaceful sea' in local tongue.
Placidum Mare is a collection of port towns surrounding inland farms worked by slaves captured from other continents. Known as industrious craftsmen, shrewd traders, and skilled sailors, Placidum Mare's reputation is both a blessing and a curse. Known to some as merchants and artisans, others know them as pirates and slavers.
Most of Placidum Mare's Navy patrols the sea surrounding Ayon to sink Storheim's longboats and privateers alike. Constant raids from Storheim to the North and rogue marauders from Terra Liberatus keep the trade empire's military stretched thin. If peace were ever settled with either Storheim or the anarchy in Terra Liberatus snuffed out, Placidum Mare would unite the continent under their flag. Though, this is not a positive outcome for either Terra Liberatus, or Storheim
- #5Terra Liberatusselective
Keys: no man's land, the swamp, free country, free lands, swamp, Southeast, lands freed, the myre, Terra Liberatus
Terra Liberatus is less of a kingdom and more a collection of like minded peoples. Terra Liberatus means 'lands freed' in the empire's tongue.
The Swamps to the Southwest are dangerous and untamed. Almost a jungle, people here are brutal and lawless. Home to necromancers, pirates, slavers, marauders, and all kinds of villainous scum, Terra Liberatus is where most of the non-human people end up alongside deserters from both Storheim and Placidum Mare. There is no government and low level gangs pop up and die off on a regular basis. Anyone caught in the swamp could live a free albeit dangerous life, or they could die in the belly of a hungry beast lurking below the muck.
In most 'towns' of Terra Liberatus, slavery is frowned upon as a good portion of the inhabitants are escaped slaves, but slavers with contacts in the empire still operate here. After all, if someone disappears who's going into the swamp to find them?
There is a single port town where the swamp drains into the sea. Some of the less scrupulous empire ships use it to offload stolen goods and recruit sailors with questionable morals.
- #6Terra Liberatus: Witchesselective
Keys: the roads, Iseldora, rogue witch, witches, witch, travelling, the road, Iseldora's hut, witch's hut, through the swamp
Plenty of witches hide in the swamps of Terra Liberatus to practice their magic. Most remain hidden and isolated. If a witch is found in the swamp, they will curse with insanity, hex with silence, or otherwise kill their witness/accuser to remain hidden.
The exception to this is one witch. A rumor around Terra Liberatus is that somewhere in the swamp is an isolated witch who will sell her magic to those seeking her out. Her name is Iseldora, and she lives in a hut hidden deep in the myre. Little is known about thiswitch other than that she sells hexes, potions, and poisons to those willing to pay.
While travelling around the myre, lone witches may be encountered. If a lone witch is encountered they will act skittish and innocent. If a lone witch is accused of being a witch, she will try to combat her accuser. A battle with a lone witch is perilous and they will try to kill, maim, or otherwise incapacitate their enemy.
- #7Terra Liberatus: Banditsselective
Keys: highwaywoman, thieves, the roads, marauders, vagabond, highwayman, travelling, marauder, bandits, highwaymen, through the swamp, highway, the road, bandit, thief, highwaywomen
Banditry and highway robbery are common in Terra Liberatus. Travelling the roads, highways, trails and paths will often lead to encounters with lone or small groups of bandits.
These bandits will often rob, rape, and enslave their victims. One of the more infamous highway-women is a lone wolf named Kara. Kara is known for her brutality, strength, sadistic punishments, and violent rapes of men and women alike.
Anyone travelling the roads of Terra Liberatus may encounter at least some bandits. While dangerous to inexperienced fighters or outnumbered travelers, a skilled bounty hunter or a smooth talking merchant could make a profit off these neerdowells. Often carrying stolen booze, refined opium and other drugs, and the sizable bounties from the Placidum Mare empire make them a dangerous but profitable game to hunt or trade with.
- #8Terra Liberatus: Naga
Keys: snake person, naga tribe, snakekin, serpent folk, naga, nagas, snake people, snakeperson, lamias, snakepeople, serpent people, lamia
Naga are a beast race native to the swamps of Ayon. While sapient on a technical level, Naga are primitive and tribal. Violent and prejudiced towards outsiders and humanoid races, Naga isolate themselves and their tribes and separate themselves from the civilized races of Terra Liberatus. The citizens of the swamp see naga as beasts and monsters; naga think humans and humanoids are egg thieves and trespassers on their homeland. Naga tribes are centered around nesting areas in the muddy shallows of the swamp. Small tribes are the general rule of thumb for Naga and their matriarchal society is structured around a shaman female called a 'Brood Matron' who leads and guides the tribe in all things.
From the waist up Naga appear to be human, but from the waist down they have the tail of a snake with beautiful patterns. The transition from human parts to snake parts happens at their hips and just after their reproductive system. Maintaining human reproductive organs but replacing their legs with the tails of serpents, Naga are similar to lamia, or the mythological Medusa.
Naga move by slithering on their snake lower halves. Capable of moving upright and standing a little shorter than an average human, or slithering low to the ground or underneath water. When they're stretched out on the ground, their true size is obvious. Average length for a naga from tail to nose is 10' (10ft, 305cm) and even larger for females.
Naga refer to humanoids as 'tailless one'. A sort of slur and inside joke among naga that their tail makes them superior to the humanoid races of the world.
<Side note for roleplay: Medusa is just a comparison to describe naga anatomy to the AI. Medusa's mythology does not exist on Ayon and no knowledge of Medusa would exist within it's universe.>
- #9Placidum Mare: Inland farms
Keys: village, farmers, villagers, peasant, peasants
The space between Placidum Mare's port towns is vast farmland and small villages. These farms provide the majority of food for the empire. Apart from the occasional raid from Terra Liberatus bandits, the farmlands of Placidum Mare are quiet and uneventful.
The sheer amount of land prevents taxes for raising too high, the foot patrols of the empire keep bandits from growing too bold, and 'the blood farms' on the northern border take the brunt from Storheim's pillaging.
Overall, the inland farms of the empire are stereotypical peasant life. Food is plentiful, roads are safe, and taverns keep everyone fed and drunk after the hard work of farming.
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