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An unholy mix of extreme gender ratio, furries, and Runa. Proceed with caution
Listed as “MAGICAL REALM 1:100”
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MAGICAL REALM
MAGICAL REALM
75 entries · scan depth 4 · budget 1,024 tokens
- #1Get Ratio'd (gender role reversal) 1
Keys: female, dating, his, duke, queen, maternal, feminine, mistress, himself, sir, countess, her, male, fraternal, master, wedding, proposal, fiance, women, ma'am, marriage, woman, betrothal, him, prince, lady, sister, fiancé, empress, boy, paternal, aunt, she, king, husband.wife, princess, he, son, brother, duchess, girl, emperor, man, lord, courting, maiden, courtship, count, herself, uncle, men, daughter, masculine
For every male, there are one hundred females (1:100) Women are perceived as being more expendable, being reserved for more dangerous roles, but also fill all leadership and positions of responsibility Women are generally aggressive and dominant in their romantic and sexual pursuits, being expected to make proposals, initiate, and lead in relationships (VERY carefully) Women ONLY have vaginas Men ONLY have penises Due to the gender differences, the females are desperate to find mating partners, and males are treated as treasures and put on pedestals If a female makes a male uncomfortable, they will be heavily judged by society and those around her Males largely only donate sperm, sire offspring, and are used as a reward by their states, such as being sent on heavily controlled 'dates' with women Males are often used as powerful and coveted political pawns between influential families and houses, often swapping males and their favor between each other for benefits and alliances Males rarely join the workforce, and often the state either forbids or highly controls male work, preferring that males have controlled and relaxing lives, with any spare energy used to generate semen or carry out rewards It's expected that males that are born are taken by the state and raised under strict control and supervision. Often males only see their biological family during strict scheduled visits, but sometimes males are allowed to be relocated together with their family to secure male-focused residentials Females generally only put up a gentle act in fear of being hated by males, when in truth practically all women are very lustful Women are generally capable of (just barely) controlling themselves around males, but if a male becomes too easy of a target, it's over Practically all males in this world are usually rude, disrespectful, and at best shy around females; males are spoiled and pampered since birth; men have no desire to take care of themselves. Basically all males have no notion of basic manners, and almost never do males even greet females or act casually with them If a male acts politely with a female, she is liable to act shocked, surprised, admire him, embarassed, or fall in love, if unused to him Females will fall in love easily Males are dainty and femboyish and generally act prude, often disgusted or scared about anything sexual Females have a pre-conceived notion that all males hate sexuality. If a male mentions anything related to sex in a conversation with a female, the female is likely to act like she won the jackpot. Females will always be excited at the mention of anything related to sex, because of that, females always feel a sense of pride on knowing they successfully aroused a male Males often have a 'Male Safety Officer' or equivalent assigned to them that does monthly check-ins and is on call to provide government assistance whenever needed and ensure safety and comfort
- #2The Order 1000
Keys: the Order, The Order
An ancient order of highly skilled individuals that has dated back millennia Their task is grand but straight forward: keep the world going and preserve the light of good life Widespread and decentralized Has minimal but extremely capable internal oversight Often has treaties with most nations in the world to operate freely due to their stellar reputation
- #3The Cult 1010
Keys: Feria, the Cult, The Cult, Queen Morgan
The Cult of Feria strives to resurrect their demon goddess, Feria the Hellmother, and rule Runa Morgan is the appointed demon queen and apostle of Feria Feria is the god of the underworld but seeks to be the god of both the under and overworld (Runa)
- #4Human description and current status (population rapid decline, laws put out to keep them from disappearing completely.selective
Keys: drow, orc, Human Population, *Humankind*, *Human Population*, *Humie*, Humie, dwarves, Humans, dwarf, *Humans*, Human Species, Human, elf, *Human*, Human species, Humankind, elves
All sapient males are human, so that means all sapient non-humans are females and rely on human men to reproduce Human men reproducing with non-humans always results in human sons and non-human daughters Human women ferociously protect their human men and covet them so as to keep them from non-humans Elves, drows, and other races very similar (and superior) to humans are generally seen as "human enough" and are generally allowed in otherwise human-only society, though barbaric or diminutive races are generally excluded or looked down upon such as orcs or dwarves
- #5Anthro specific section (Furry)selective
Keys: *Furry*, Lazari, *Animal people*, Beast boy, *Beast person*, *Humanoid animal*, beastwomen, Beast person, beast woman, *Anthropomorphic*, Beast People, *Beast People*, Beast girl, Anthropomorphic Animal, Kemonomimi, Furry, *Anthropomorphic Animal*, beast women, *Kemonomimi*, Anthropomorphic, *Beast boy*, Anthro, humanoid animal, Animal people, *Anthro*, beastwoman, beastgirl, *Beast girl*
Beast Women (or beast people) are defined by being more Animal than Human: only 'Humanoid' in shape (bipedal with digitigrade furry legs and footpaws, furry arms and human-like hands, animal ears and tails, fangs, claws, and other features matching their specific species but mostly humanoid shape and form, intelligence like Humans) Beast Women = Beast People,Beast Girl,Beast Boy,Beast Person,Beastkin,Beast-kin,Humanoid Animal,Animal People,Furry,Scaly,Anthro,Anthropomorphic Animal,Kemonomimi,Lazari,etc All sapient males are human, so that means all anthros are females and rely on human men to reproduce There are many varied species of anthros including wolves, lizards, and birds Anthro societies are varied like humans A 'Mate' is the anthro word for a companion or lover for life All have human male compatible genitals, especially when said genitals would otherwise be cloacas or similar Beast women tend to be more focused on dominance and pack-like mentality, though they function in society just like Humans do (or did) Somewhat segregated by Herbivores and Carnivores Some beastwomen have normal human woman bodies except having animal-like ears, tails, and temperament;often referred to as beastgirls A large part of Beast Women culture, being all female, is about acquiring human men to breed with, often forming sisterhoods that claim a single human male 'mate' together
- #6Claiming and Mating (of Humans and BP)selective
Keys: *Mating*, *mate*, *Mate*, Mating, *Claiming*, *Scenting*, Scenting, Mate, Claiming
A Mate is the Beast Woman equivalent of a lover or breeding partner, often pairing for life To Claim a Human male, a Beast Woman (who are all female) generally must mark him with her scent and mate with them Once Claimed the Beast Woman must regularly 'scent' her Human to keep her 'mate for life', usually by rubbing scent glands or urine on her Human to keep other females away and mark her 'territory' Wearing her Human's clothes or other objects that smell like him is another way to show ownership over a Human and vice versa for Humans showing that they're owned Many Humans Mate willingly with Beast Women As expected some Beast Women take Humans by force Beast Women are usually dominant but are generally kind, loving, and protective
- #7Sisterhood/Polygamy 1500
Keys: marry, subchild, marriage, wife, mate, head wife, harem, sisterhood, husband, subwife, sister, wives
Due to there being so few men, polygamy is welcomed eagerly Women will often form 'sisterhoods', usually with their best friends, and marry a man together as a unit Usually a head wife is chosen, usually the most dominant or the first to marry the husband The non-head wives are callled subwives Head wife usually gets romantic/sexual priority, even over subwives All wives consider any children resulting from the marriage as their own children The children of the head wife are generally given priority Polygamy and incest is welcomed by society, though it's unheard of due to males generally not wanting relations at all
- #8Runa World 205
Keys: Runa
The world of Runa is a land of magic and prosperity; the various races have their own use of magic and culture around it. The world has many different biomes prone to change over centuries because of its magical nature The west is occupied by the Empire of Solumn, the Xocan nation and the Rykaran Queendom. As well as other civilized factions The Demonic Legion calls the southern badlands their home Elyria, the elven queendom, occupies a small part of the east Most of Runa East is occupied by beastmen and dangerous wildlands Right at the center of Runa is The Spiral Edge At the furthest north is the frozen land The forest of Valrydis occupies a vast part of the center and southeastern part of the continent, separating West and East Runa Summary: [Runa territories repartition: At the very center of Runa is the spiral edge, inhabited only by nightmarish and sometimes even eldritch creatures, but since the territory is mostly far beneath Runa, "most" things never leave. In the center (not counting the spiral edge) up to the north and part of the west, expand the human Empire of Solumn, ruled by the empress and her house, the Imperial House Norfeng. The Empire is ruthless in its expansion and controls its population. Far east is mostly wild lands and many communities of beastmen and elves wanting to live far away from the Empire. In the South (also called Southern Badlands) is where the demonic legion calls home. They have a strong sense of community and culture, and they are not very aggressive but will fight if it benefits them. The Rykaran Queendom territory, mostly inhabited by drow, surrounds the highest peak of Runa called the Ancestral Peak and is protected by the Heaven warriors. The Queen of the Rykaran Queendom is a figure of legend, and she rarely makes public appearances. The Frozen Lands is located far north of Runa and is the home of the many isolated snow elf tribes and clans. They are not fond of outsiders, and the coldness of the lands protects them. The Magic Nation of Xeocan is one of the most important factions: its rulers mysterious, and the magic level in the territory is higher there than in any other part of Runa. Xeocan is said to be ruled by a council of 10 powerful mages. The biggest and best-funded structure in Xeocan is the Xeocan's Magic Academy. To the Far East and northeast are the vast lands and ruins that no one has yet explored and discovered, and finally occupying most of the center and south-east, and the reason many races successfully fled West Runa is the immense and dangerous forest of Valrydis. The Forest of Valrydis is home to many races (mostly beastmen), monsters, and spirits, The Borchi region is a vast region East of Valrydis and the entry point of East Runa. Many beastman tribes with differing traits are scattered across East Runa or in the isolated ancient city of Marankos. The Forest of Valrydis is designed as the border between East and West Runa. The Forest of Valrydis and the spiral edge are the only ways to reach the east of Runa and the Borchi region, so many explorers and expeditions cross through the woods. The forest is known for its magic and danger, and it is inhabited by creatures both benevolent and malicious. The explorers guild has a good presence and reputation in the forest. [Runa is the name of the planet/world.] [The province of Efrein in The Solumn Empire isolated itself, and few people on Runa even know about what is going on in the province.]
- #9Runa Xeocan 200
Keys: Xeocan
The Xeocan nation, population around a million, is ruled by a council of 10 arcanists who represent the 10 ruling families. There are only 10 seats, and the other noble houses have to vie for the seats each time one of the current seats opens. Xeocan is technically a totalitarian regime; the council rules everything, but the council consists of only 10 people, 10 people who have ruled for hundreds of years and are more powerful than any other mage in the country, in history, they replaced the royal faction, relegating the royals to figureheads, but very recently the royals seem to be resurging. The houses have to fight tooth and nail to keep their seat in the council: it's been this way for thousands of years. There are two ways to get on the council: become the head of your house or be acknowledged as a powerful mage. There have been some exceptions of a particular mage not affiliated with powerful families becoming council members; those mages proved themselves worthy of a seat with their magical abilities alone. The Nation is protected by a series of six walls with its population living within their protection. The Academy is located in the Center city. Each area in-between the walls are referred as "Rings" because of the city's walls forming an almost perfect circle. The Academy and its library along with most of the center city are more elevated, dominating the view when one sees the nation from afar. The Xeocan Outer ring is the area in between the last walls of the Nation where most of the common population lives. Xeocan has two major rings, the inner city which is home to the ruling nobles and the upper class, and the outer ring, which is home to the common population. The outer ring is separated into several districts, each with their own distinct cultures and lifestyles. The Xeocan branch of the explorers guild is located in the Outer ring. The Area in Between are called the "Middle rings". The City-Nation is very walled and organised, its construction well planned and its "rings" purpose well defined. The Nation of Xeocan has a rocky relationship with the Empire of Solumn, not having any open conflicts in the recent years except for beastmen raiders but forever in a cold war with each faction often employing various strategies to sabotage each others without triggering all out war. The Nation of Xeocan has a really situational alliance with the Queendom of Rykaran, mostly to dissuade a Solumn invasion The Magic Nation of Xeocan is an isolated nation in the west of Runa; the rulers and people are mysterious, and the magic level is higher there than in any other part of Runa. Xeocan is said to be ruled by a council of 10 powerful mages. The biggest and best-funded structure in Xeocan is the Xeocan Magic Academy. The Academy has people from all across Runa attending it as long as they pay the price or accept to serve the Xeocan nation after graduating Xeocan armies are composed of powerful mages led by the main houses. Xeocan is considered a nation-city, its many districts and territories surrounded by highly fortified walls and arcane weaponry to defend the city if necessary
- #10Runa Nobles 201
Keys: nobles, noble
Nobles in the world of Runa refer to humans of certain bloodlines born with greater mana, physical, mental, and magical aptitude. In Runa, there are 26 known human noble bloodlines that trace their roots to the ancient human kingdom, its name forgotten by time; they have the most potent Mana in humans. Humans born with great men from an unknown bloodline are referred to as "Magia-borne" and are considered valuable assets by the nobles. There is a difference between nobles and commoners in Solumn, not just on a social level but also magical and physical. Noble children have the possibility to be born with great natural affinities for magic. Nobles are more powerful than normal humans in the physical aspects and have more mana. Nobles have great magical and physical abilities; their mana is pure, and they have greater longevity and a more perfect physique. The empire of Solumn is the most powerful and dominant faction on Runa and has the largest population. The human kingdom of Solumn has a long and bloody history. The human nobles of Xeocan and Solumn share a common group of ancestors but have evolved into different families.
- #11Runa Solumn Empire 202
Keys: solumn
The Solumn Empire is led by Audrey Norfeng, who rules over the northwestern regions. Her territory is called Veilnorth. Audrey Norfeng is said to have ruled the Empire for centuries, implying she might be a high mana being or extending his life trough some other means.] The Human Empire of Solumn occupy most of north-west Runa, it is the largest and most expansive faction on the continent. The Empire is led mostly by Imperial house Norfeng and other houses subservient houses, mostly house Kaitho and Lochguard. The Empire is ruled by the nobles who are born with naturally more mana and in some cases, an extended lifespan. Noble children are often gifted and have great potential which are passed down their heirs, creating an innate disparity. The nobles rule over the territories they were assigned and they keep a strict order over the population. Slavery is prominent and in some territories even encouraged, especially toward demons and elves. Solumn is an aggressive nation, conquering land and enslaving the people they defeated. The Empire is Divided into six provinces: The Human Empire of Solumn has a long and bloody history. it has gone through several changes over the centuries and is a land divided by its own people. Solumn is a land divided into many territories. The current empress is Audrey Norfeng, the mother of Ellia Norfeng. The Empire of Solumn is ruled mostly by 3 powerful houses: the Norfengs, the Lochguards, and the Kaithos. The human Empire is the largest and most powerful human faction. The human Empire is known for its rich culture and its military prowess. The Empire is divided into 6 provinces. The northeastern region is ruled by the Norfeng family. The Empire of Solumn is expansive, and many of Runa's races are missing today because of the Empire's ruthlessness toward non-humans. All high houses of Solumn are nobles. Currently, The Empire has a truce with most faction on Runa, but it is fragile and bound to one day ends.
- #12Runa Mana 203
Keys: mana, magic
A very rare few can use magic, but most have at least some mana in their bodies, but most are unable to manipulate it or have very little mana, and it increases very little with age and practice, mostly being set by genetics. The humans who do have enough mana to use it and control it are usually sought after by the noble families, perpetuating the cycle Humans born with great mana from an unknown bloodline are referred to as "Magia-borne" and are considered valuable assets by the nobles Xeocan and Solumn are the factions with the most mages
- #13Runa East 204
Keys: East Runa
(Description of East Runa: Immense Forest of Valrydis, refuge for persecuted or endangered races, wild, dangerous, city of Markankos, Borchi hearth, Razorstone hills) East Runa is the most remote and dangerous side of Runa. It is home to some of the rarest and most dangerous beasts. This is the least explored region on the continent. It has many different ecosystems and climates. The remaining elves and many other now-illusive races of Runa, such as the Lazari, take refuge in this region. Some say there is an elven kingdom here, some say it is a lost and forgotten ancient civilization, some say it's an empire, some say it's just a city. No one knows. It is a place full of mystery and wonder. Everything Eastward past the immense forest of Valrydis is considered East Runa.
- #14Runa Valrydis Forest 206
Keys: Valrydis
The Forest of Valrydis is immense and dangerous, making access to the civilized part of East Runa difficult to access, making most travelers take the safe route south of the forest, making for quite a long travel The forest of Valrydis acts as the border between West Runa and East Runa The forest of Valrydis is considered by the explorers guild as dangerous and hard to explore as the far domain The forest of Valrydis is vast, with its trees and plant life standing way higher than anything else on Runa. New monsters and species are discovered by the guilds every other day Beastmen teem inside it. The Forest of Valrydis has many other biomes inside and is the size of a small country. The trees are so tall that they seem to touch the sky, and the foliage is so thick that it feels like a maze Valrydis is also used as the Landmark separating West Runa from East Runa
- #15Runa Marankos 207
Keys: Marankos
The city of Marankos is known as the hidden city of the Lazari people It is a large city and quite lively with markets and community structures such as public baths, theaters, gardens, etc The city is known for its beautiful ancient architecture and its many gardens Some homes and structures have cultivation areas atop them The city is built vertically and is surrounded by high walls made with magic in the distant past, just like the rest of the city structures. Most of the residents are Lazari, but they accept travelers as long as they follow the city's strict rules. The city is known for its hospitality but also for its strict rules Population: 200,000 (mostly Lazari but some: elves, humans, and a minority of other races) The city is known for its grand and ancient architecture and how well it is still maintained The city is beautiful with magnificent flora decorating the streets Possibly the only 'truly civil' beastman city
- #16Runa Explorers 208
Keys: Explorers
The explorers guild is an association with a presence and facilities all over Runa It was founded by 5 mysterious and wealthy individuals financing the guild's various endeavors and facilities across Runa Typically a city hosting the explorer guild will have these facilities: lodgings like inns and taverns; those facilities also host mission and expedition quests; specialized shops; training facilities; Companion Hall is a facility meant to help ease explorers worries; it offers alcohol and entertainment to weary explorers. It is also the perfect place to team up for expeditions. the explorers guild is a neutral organization dedicated to finding and studying ancient ruins as well as documenting as most of Runa All guild infrastructures have an expedition and a quest room where explorers can post or pick up quests and missions The guild may skip the test and accept members with known accomplishments or reputations across Runa The pathfinders are an organization created by the explorer guild; its members are the most elite and skilled of the explorer guild, undertaking the most difficult expeditions. The most important Branches on the continent are the Ultariel and Borchi Guilds
- #17Runa Questings 209
Keys: Explorers, quests, expeditions
The explorers guild offers various types of jobs. Quests: traditional quests such as hunting monsters, protecting caravans, retrieving artifacts, exploring dungeons, hunting down a legendary beast, guarding a specific location, escorting a VIP, repulsing beastman bandits, etc Expeditions: A mission that takes multiple days or even weeks to accomplish, the party has to get to a certain location and set up camp if they see fit with a specified goal such as gathering data about fauna and flora, exploring unknown territories, scouting, discovering new ruins, gathering rare minerals and resources, etc. Expeditions need a party of four minimum, and more is usually recommended if venturing into dangerous territory. Missions: A task that requires a small group of adventurers or a solo adventurer to take care of a situation for the explorer's guild, such as destroying a nest of dangerous monsters, capturing and securing a criminal or bandit, eliminating a threat, or retrieving lost goods or treasures Tasks: The tasks given by the guild can vary; they are not always dangerous, but they can be. The guild gives the tasks, and it is up to the adventurer to accept or decline. They are given in the form of missions and quests
- #18Runa Efrein 210
Keys: Efrein
The province is technically part of the Empire of Solumn, but the ruling clan, the Drakeroot clan, ceased communication with the empire years ago after a mysterious woman named Xana took control of the clan and the province The province under the rule of the Drakeroot clan, Efrein, is a land of darkness and corruption. The once fertile land is now infertile and barren. The population of Efrein is used as cattle for the Drakeroot and Xana's experiments, and most of the people here are treated as less than humans. The people of Efrein have given up hope and have lost all sense of identity, as their masters have taken everything from them. Some people have been mixed into monsters called "chimera" by Xana and the Drakeroot clan. The remaining towns and villages are mostly ruined, with the population who remained sane barely surviving. The animals have been mutated and changed into hideous abominations. The once-thriving wildlife is now reduced to mindless beasts, their existence fueled by the twisted magics of the Drakeroot and Xana. No one outside Efrein knows of the existence of Xana or her role in the clan, and her power over Efrein is greatly underestimated since the province cut off all contact with the empire long ago.
- #19Runa Demonic Legion/Southern Badlands 211
Keys: Badlands, archdemons, archdemon, southern badlands, Demonic Legion, Queen Morgan, Varlla, Mera, Vulcanheim, Zerine, Varienne
The Demonic Legion is a faction occupying the southern badlands; they are comprised of demons. The demonic legion leadership is shared between the 4 Archdemons. They are the remnants of the forces of Feria. Vulcanheim is their nation name and Ekaton is their capital [The 4 Archdemons: Varlla, Varienne, Zerine, and Mera.] The Vulcan demons are humanoid with varied appearance, though usually have horns and serpentine tails The Demonic Legion is not expansive, and they prefer to only defend their territories Despite its name, the Demonic Legion is not that aggressive but is really protective of their culture and territories They occupy the south of Runa The Southern badlands are the home of the demons; the land seems inhospitable at first, but during the millennia of living in these lands, the demons adapted and developed to the harshness of the land The Southern Badlands have a dry climate, and a few plants can survive the harsh environment The Demonic Legion has a very close connection to their territory. The demonic legion is separated in many territories under the rules of the 4 archdemons. There is no animosity between the Archdemons, and they share their responsibilities and work in harmony. Rumor is they still receive communications from their demon goddess, Feria, and are biding their time until she can manifest in Runa once more. Secretly led by Demon Queen Morgan The terrain in the badlands is rocky and mountainous The demons are used to the hardship of the badlands, and they have adapted and evolved The Vulcan demon's diet is mostly the same as humans , except for more emphasis on meat since vegetation in the badlands is quite rare
- #20Runa Garth 212
Keys: Garth, The city of Garth
The city of Garth is the capital of Efrein and where the black keep is located The city is run by the Drakeroot clan and its ruler Desmond Drakeroot. Garth is a dark and sinister city, the population living there only has it slightly better than those living outside the city walls. Garth is built around the black keep, a tall, dark fortress that looms over the rest of the city In the undergrounds of Garth : Slave Market : Located in the deepest part of the underground, the slave market is where the darkest secrets and dealings of Garth are made.The captured slaves are from many races and they rarely see the streets of garth or Efrein since the buyers mostly come in secrecy The slaves are treated horribly, and their value depends on their physical or mental capacities. The market is run by a woman named Eirdeia and she is completely loyal to the clan Dungeons : Located in the lowest level of the underground, the dungeons are where prisoners are taken, tortured, and sometimes executed.The area is guarded by altered soldiers of the clan Dark temple guild branch : the dark temple has a guild that can be found in the undergrounds of Garth, all the usual facilities are avaible ; contracts, tavern , gambling, brothels, holding cells, torture room, training areas, etc Milicent Forge: This forge is run by Milicent and her mother, their workshop is hard to find and they only allow particular customers or member of the Drakeroot clan
- #21Runa The Frozen Lands 213
Keys: Frozen Lands
The Frozen Lands are a vast, frozen tundra covered in snow and ice. It is a harsh environment, and most living things stay away from it. However, there are a few species that can survive in the Frozen Lands. These include the snow elves, a race of elves with all white hair and pale skin who have adapted to the cold and can withstand the freezing temperatures The frozen lands are located in the middle north of Runa In the frozen lands, the seasons are defined by how long the snow stays on the ground. In the winter, the snow never melts, and the cold weather is harsh. During the summer, the temperature rises slightly, and the snow melts The snow elves are a race of people who live in the Frozen Lands. They are known for their ability to withstand the cold and they can even survive in temperatures below zero because of their innate mastery over elements and their Many snow elf tribes inhabit the clan in many communities
- #22Runa Rykaran 214
Keys: Rykaran
The Rykaran Queendom is a small but prosperous country located in the center west of the continent; it is mainly inhabited by drow and a few elves. They have a rich history and culture, which includes poetry, music, dance, and storytelling (Vola'rokûnd is the capital of the Rykaran Queendom) The Rykaran Kingdom was founded 300 years ago by the queen named Zyra Rykaran; she is still ruling the kingdom to this day The climate is temperate, with warm summers and cool winters. Most rain falls between April and October The kingdom has a varied terrain, with mountainous areas in the north and east, coastal plains in the south and west, and a central plateau The Rykaran people are known for their trades and military might despite their small country The Rykaran Queendom are allies of the Demonic Legion and isolationist elves The Rykaran kingdom does not want permanent female human residents but allows trade and travel, and of course loves male humans
- #23Runa Vola'rokûnd 215
Keys: Vola'rokûnd
Vola'rokûnd, the ancestral city, is a city located and guarding the base of the Ancestral Peak. It is a large, sprawling city with many buildings and temples. It is the home of the drow, the ruling race of the Rykaran kingdom Vola'rokûnd is the capital of the Rykaran Queendom. The drow live in a series of tall, spire-like buildings that are connected by bridges and walkways. These buildings are made from a mixture of stone and metal, and they are decorated with elaborate carvings and sculptures The streets of the city are filled with vendors selling food and goods, and there is a bustling market square where people can buy and sell goods Like the rest of the Rykaran Queendom, human females are merely tolerated and not allowed to stay, seen as a lesser race by the drow, though of course all males are human and are coveted and protected The city is ruled by a council of 7 wealthy and influential drow called "the shining ones"
- #24Runa Nêon'Itar = Drow 216
Keys: Nêon'Itar
Nêon'Itar=drow/dark elf
- #25Runa Drow = Dark elf 217
Keys: drow
drow=dark elf
- #26Runa Far Domain 218
Keys: Far Domain, farlands
Far above, in the sky of Runa, is the Far Domain, a flying continent inhabited by dangerous creatures and ruins of an ancient civilization. The explorer guild has deployed a floating home base in the sky, and many expeditions are deployed by the explorer guild to explore and uncover the mysteries of the Far Domain The Far Domain is the center point of the world cycles and the only location shared between world cycles. The current world and cycle is named "Runa" and started around 89000 years ago
- #27Runa Ancestral peak 219
Keys: Ancestral peak
Location: West Runa. The Ancestral Peak is the center of drow society and a holy site. The drow make pilgrimages here to honor their ancestors and to receive their blessing. The mountain is also a natural fortress, and the drow have built fortifications to protect it from attack The ancestral peak is sacred to the drow and a huge part of their culture lore and folklore It is rumored that those who reach the peak can access the Far domain despite the flying continent being far from the mountain and Rykaran kingdom Many monsters and wild beasts make the Ancestral Peak their home, some hostile groups as well The peak of the ancestral mountain is incredibly high, and the ascent is dangerous, even suicidal
- #28Runa Nea=snow elf 220
Keys: Nea
nea=snow elf
- #29Runa snow elf 221
Keys: snow elves, snowelves, snowelf, snow elf
Snow elves are a race of elves with pale nearly white skin, and all white hair, including eyelashes, pubic, etc. Often with very light blue irises. Well adapted to cold environments. There are only female snow elves as they rely on human males to reproduce
- #30Runa the airship 222
Keys: The Explorer's Guild Airship
The explorer guild deployed a large flying airship hovering just above the Far Domain. The flying home base took many resources to build, and many high-ranking members of the explorer guild had their hands in financing the project. The Far Domain is still highly dangerous, so expeditions are heavily controlled by the explorer guild
- #31Runa Borchi 223
Keys: Borchi, Borchi region
The Borchi region is the entry point of East Runa, the wildest, most dangerous and least inhabited side of the continent. The most used path is the road bypassing the immense forest of Valrydis by the south. Those who wander along this path and take the offroad may come across the isolated city of Tagoraun or The Spiral's edge. Those who dare venture further eastward will eventually reach the Borchi region and one of its first communities; the Settlement of Arkeath where a branch of the explorers guild resides Notable Locations inside the Region: Explorers guild settlement (Arkeath), Village of Dimrest, Edes City, Caelfall village, The somber Star Lake, Somber Star Village (located beside Somber Star Lake), The Somber Star Mine, The Cinderstone Mine, The Borchi Forest, The Old Borchi Ruins, The Borchi Marsh, The Borchi Heath Canyons, The Borchi Mines, The Borchi Heath Cliffside, The Borchi Ravine, The Borchi Plateau, The Borchi Desert, Melankar depths, Karglaun village, Solumn settlement, Merchant village of Ykagaus, Ykagaulf village, Ykagaun fortress, Darikan's farmlands
- #32Runa Tagoraun 224
Keys: Tagoraun
The city of Tagoraun is an isolated human society only interacting with the rest of Runa to sell the resources they collect from the mines; workers are forced to live their lives inside the city walls, and all trades happen inside the city, merchants only going in to trade and then leaving immediately The city of Tagoraun is surrounded by a wall that stretches across the entire horizon. There are no gates or openings, just a single door at the far end of the city. The city itself is divided into two parts: the outer part, which is made up of the houses of the common people, and the inner part, heavily fortified and guarded, which is made up of the merchant estates, the palace, and the warehouses The people are poor and miserable, living in small, cramped houses. They have no rights and are treated like slaves There is a constant stream of traders and merchants coming into the city, but they never stay for long. They come, buy their wares, and leave. The citizens of Tagoraun have no choice but to live off of the scraps of the rich Around 15 wealthy merchants rule the city of Tagoraun and claim most of the riches of the city, leaving workers with the scraps The city provides a lot of metal ore that spreads across Ruma
- #33Runa Arkeath 225
Keys: Arkeath
Arkeath is a settlement located in Borchi and affiliated with the explorers guild. it is located in the Borchi heath. The Borchi explorers guild, the Borchi archive, the tavern and the hot springs are located there Arkeath is owned and protected by the explorers guild
- #34Runa Spiral Edge 226
Keys: Spiral Edge
The Spiral edge is a location found almost right at the center of the Continent but it also expand for kilometers Underneath the ground It is considered one of the most dangerous and magical area of Runa The spiral edge is a land where the rules of nature are twisted and broken, a results of an ancient cataclysm, theorized to be tied to demon goddess Feria, which broke the link of this location to the Far domain, causing the Ambient Mana to be corrupted by Outer forces Creatures and beings who come from the Spiral edge either do not originally belong to this world or were corrupted beyond recognition A purple stormforever surrounds the area, making the travel to the Abyss entrance deadly if unprepared The Abyss goes down seemingly forever and host many otherworldly biomes and ecosystems The Spiral Edge is located south of the forest of Valrydis, its safest (Relatively) entry is located south-west of the Borchi region An Explorers guild branch is located at the entrance of the Abyss. It is by far the branch with the fewest members since few dare to commit to such a dangerous duty The guild goal is to identify and archive as many biomes, creatures, relics, etc as possible The explorers guild has a difficult time getting a good census of the Spiral edge since its size and the amount of biomes is immense and seems to even change on occasion The Guilds main problem is to survive and document everything, the exploration and documentation can last weeks, months or years depending on the location and how dangerous it is The Explorers Guild is an organization dedicated to finding and studying ancient ruins and documenting and cataloging the continent. The main branch is located in the City of Ulariel. Since it is the closest guild branch, the Spiral edge guild often recruit members from the Arkeath guild of the Borchi region
- #35Runa rubs hands in a mercantile fashion 227
Keys: money, coin, gold, runic coins, Coins, rune, runes
Runic coins are a form of currency used in the world of Runa. They are made out of a lost metal and are inscribed with magical runes. They have practical value in that they can act as mana batteries and if charged fully, can be worth 10x their normal value.They are often used in trade and can be traded for other currencies such as the Imperial Silver coin or Merchants guild Cards The value of each coin depends on their rarity and age. Most Runic coins can be classified in three categories with their respective range of values: Common=shortened to CR and value at 1-10 Uncommon=shortened to UR and value at 10-50 Rare=shortened to SR and value at 50-100 Runic Coins can be used as a substitute for a currency in any business, but the seller can choose not to accept them Runic coins values varies all over Runa, sometimes they're more valuable in certain region than others At a minimum, a value of '1' is worth a night's room and board at a tavern Runic coins are often shortened to simply "Runes"
- #36Runa Academy 228
Keys: Xeocan magic academy, the magic academy
The Magic Academy of Xeocan is the pride of the titular small nation with many resources going into it. The Xeocan Magic Academy is one of the most well known magic schools and training grounds in Runa. The Academy is completely neutral and is equally financed by all ten families ruling Xeocan. The school is located at the center of the Xeocan and is heavily guarded with Xeocan's elite soldiers guarding the gate and even patrolling inside since the students are considered the greatest future assets of Xeocan, both for the military and improvement of the country's magical capabilities The Xeocan Magic Mcademy is known for its high standards and is a great place for those wanting to pursue magic. The Academy is by far the biggest structure in Xeocan and it is built with the most luxurious materials and craftsmanship. The Academy is divided into 35 main buildings and 4 towers. Each tower corresponds to popular branches of magic: Fire, Wind, Water, and Arcane The Academy is huge with many branch and facilities such as alchemy lab, potion brewing rooms, spell training arena, library, dormitories, mess hall, and even a small city surrounding the Academy where many students and faculty reside; many shops are also present for the convenience of the students and staff
- #37Runa Xeocan houses/families 229
Keys: Murex, xeocan family, Mystroia, Callisto, Avare, xeocan house, Einean, xeocan families, Bloodraven, Velreach, Alnair, xeocan houses, Malfaith, Vanetan
The noble matriarchal Families/Houses stand at the top of Xeocan society, their bloodlines proving superior in magic. The only faction inside of Xeocan other than the houses is the weak but resurging royalist faction. Xeocan nobles are mostly powerful mages, passing on their unique affinities for magic to their descendants. Xeocan Noble Houses: Velreach:elves, proud arcanists, elitists Callisto:humans, militaristic, loyal, cunning, deceptive, might makes right Malfaith:humans, devious, wealthy, ambitious Bloodraven:humans, loyal, prideful, respectable, and disciplined Mystroia:snow elves, cunning fair playing elitists, long game focus Avare:drow, cunning, deliberate, smart, calm Alnair:humans, lawful good, bureaucratic Einean:elves, elf supremacists, traders Murex:humans, all rounders, reliable, oathkeepers Vanetan:latest major family, cruel and cutthroat, most criminal connections
- #38Runa Avare House 230
Keys: Avare
The Avare noble house of Xeocan is led by drow women. They're cunning, devious, and plotting. They favor striking their opponents only when victory is assured, even if dishonorable Notable Avare:Leana (matriarch),Marise (military),Elise (military)
- #39Runa Callisto House 231
Keys: Callisto
The Callisto House is one of the most prominent families in Xeocan and hold a seat at the high council of the city-nation The family is known for their uses of underhanded tactics to get what they want, even inside the Academy Maria Callisto is the ruler of the family and represents them at the high council The family is also known for their ruthlessness and cruelty The family's motto is "For the betterment of Xeocan, at any cost" The heirs of the Callisto are infamous and are feared They often wear Dark and red and their family specialize in various type of Offensive magic The Callisto's are known for their battle prowess and their militaristic discipline Notable Callistos: Emilia (rogue), Rezerin (academy), Alto (academy), Amber (Naki's twin), Naki (military), Maria (mother/matriarch)
- #40Runa Marise Avare 232
Keys: Marise Avare
Marise Avare is a 20 year old ambitious drow girl Marise is a talented mage with a seemingly cheerful and pure personality She is actually manipulative and cunning She is the second in line heir of the Avare noble house, second to Elise Marise is a beautiful girl, she has long platinum blonde hair, dark purple skin and green eyes. She is of average hieght and has a thin figure with average breast She speaks with an exotic drow accent Magic affinity:Water (powerful), Ice (strong), Arcane (mid) Marise uses powerful water spells to deal intense knockbacks and physical damages. She complement her water magic with some ice and arcane spells Marise and Naki Callisto despise each other Marise likes her sister Elise Mother is Leana Avare
- #41Runa Elise Avare 233
Keys: Elise Avare
Elise is the first heir for the Avare House. She is a tall drow woman with long platinum hair, light purple skin, and blue eyes. She is calm, measured, and intelligent. She waits for the best opportunity to strike and plays the long game. She despises Naki Callisto more so than most other rival house heirs. Elise likes her sister Marise Mother is Leana Avare
- #42Runa Amber Callisto 234
Keys: Amber Callisto
Amber Callisto is Naki Callisto's twin sister: compared to Naki, Amber is direct and cold but kind at heart, casual grey and purple uniform, average height and build, medium light brown hair, piercing purple eyes, high morals, she is frustrated with her family and her siblings for their deviousness and lack of morals. Amber is strong-willed and rebellious but kind at hearth. Amber is always wary and ready to strike back with years of training. Amber fights with martial arts mixed with body strengthening magic as well as lighting spells
- #43Runa Velreach House 235
Keys: Velreach
The Velreach House are elves who are really conservative in their magic, despising all form of Dark arts, they also despise demons because of their innate affinity for Dark magic The Velreach even exiled one of their own heirs, Favian Velreach, because he studied and practiced dangerous Dark arts The Velreach are a elven House with a strong sense of honor and family, they prize themselves on their bloodline and their magic, they are one of the oldest houses and have served as council members for generations, the house is known for its purple robes and its arcane insignia, they do not interact with families they deem beneath them, House Velreach is an ancient house House Velreach is a noble house, which means that they are a group of people who are above commoners in both Mana and overall physical capabilities Their sigil is a blue circle with a silver sword pointing upwards They often wear Blue and White outfits The Velreach had two of their children leave: Ashe Velreach made a pact, trading her voice for dark magic then left her house, never to return Favian Velreach was exiled from the house for studying forbidden magic. Favian later married Elisabeth Norfeng, joining the Empire and becoming house Norfeng's court arcanist in the process
- #44Runa Malfaith House 236
Keys: Malfaith
The Malfaith House are mostly humans and noticeably richer than other houses and can afford the most lavish lifestyles and extravagant parties.They are not known for their magic abilities, but for their cunning and their wealth. The Mafaith House are often seen at parties and balls in the capital, dressed in their signature green and gold attire. Most of them are selfish and self-serving, and their loyalty can be bought or swayed by the highest bidder
- #45Runa Bloodraven House 237
Keys: Bloodraven
The Bloodraven House, despite their nefarious sounding family name, are the most respectful and honorable of the Xeocan houses.They are mostly humans and have been on the council for generations and the family heirs magic potential rival the Velreach house. The Velreach despise the Bloodraven house but the Bloodraven's heirs (at least most of them) have no interest in the Velreach's rivalry and politics
- #46Runa Mystroia House 238
Keys: mystroia
The Mystroia is a house of snow elves originally from the Rykaran Queendom The Mystroia House betrayed the Rykaran Queendom and were given refuge and a seat at Xeocan council for their long lasting good relation prior to them deserting Rykaran The family members are known for being traditionalists, stubborn, elitists and cunning, but fair and focused on long term planning Colors: silver and blue Matriarch and council seat holer: Riana
- #47Runa Emilia Callisto 239
Keys: Emilia Callisto
Emilia Callisto only ever mastered one type of magic: the morphing and reinforcement of held weapons or any objects, making her able to turn anything into a makeshift arcane reinforced weapon Emilia Callisto stayed a year inside the Xeocan Academy, the faculty members had trouble dealing with her chaotic and uncooperative behavior. Emilia has the ability to absorb magic and magical energy from her environment, making her the most dangerous opponent for most mages. Emilia's magic absorption seems to be a unique power Emilia personality:chaotic, uncooperative, independent Emilia's appearance:21 year old young woman with short messy violet hair, purple eyes, scar on left cheek, in good shape, wears simple and comfortable clothes, wears a hoodie most of the time, 5'9 in height Emilia was quite close with her younger sister, Naki, but the family responsibilities and the lack of freedom from the Callisto House caused her to simply leave it all behind Emilia has been sighted all across Runa, some times defeating dangerous monsters using only simple weapons or starting a bandit troupe on a whim. Emilia's actions are chaotic and unpredictable
- #48Runa Rezerin Callisto 240
Keys: Reze Callisto, Rezerin Callisto
Rezerin Callisto or simply "Reze" is a 17 years old first year student at the academy of Xeocan. As part of the infamous Callisto family, she is feared inside the academy and she certainly does speak like she is one to be feared, though it is mostly for show The truth is that she is a coward at heart and only pretends to be tough. She is a great mage but underneath her bravado is a deeply insecure and anxious girl who feel pressured because of her family's reputation She feels she needs to uphold her family image and is constantly under watch by her older siblings She is especially fearful of her older brother, Kain Callisto. Reze has short dark brown hair, purple eyes, a slender figure, 5'3 in height, small breast and a cold demeanor She is very intelligent but her fear is often what push her to make mistakes Rezerin personality:intelligent, proud, arrogant, anxious, cowardly, fearful, insecure Reze academy uniform consist of black and red robes with a pointed hat Reze uses mostly offensive thunder magic and has an affinity for thunder Reze has a twin brother named Alto Callisto and he may be the only one she feel at ease with despite his personality Reze is really close to her twin, Alto, seeing him as an anchor to back up her false sense of confidence and bravado. Alto is apathetic and seems to care little for his family and reputation but he seems to have a soft spot for Reze. He often protects her and keeps her out of trouble since he knows the truth about her character, though being protected by a boy can sometimes backfire and damage Reze's reputation. They are both gifted mages and the two of them are always ready to protect each other. Their magic is complementary, Reze being a thunder mage and Alto being an ice and wind magic user Reze and Alto are Naki's younger siblings
- #49Runa Alto Callisto 241
Keys: Alto Callisto
Ezra is apathetic, a loner, and cold, he seems to care little about his reputation and his family, and he seems to only care about his twin Reze, often being seen by her side or protecting her, despite boys rarely being expected to protect their sisters. He is a gifted mage but his apathetic behavior is his greatest weakness. Ezra is a very handsome young man. He is 17 years old, his hair is dark brown and of short length and a little bit messy, he has light purple eyes and a pale skin tone. His uniform is very similar to the one his sister wears except darker and with less accessories. they wear similar pointed hats. Reze is a thunder magic user and Ezra uses ice and wind. They are both talented in the magical arts. Ezra does not care about most other students, the only one he seem to care about is his twin, Reze
- #50Runa Maria Callisto 242
Keys: Maria Callisto
Matriarch and mother of the Callisto family and Xeocan council seat holder. Fearsome, dominant, and dutiful mature woman in her early 40s. Taller than most women with long brown hair. Muscular and voluptuous form due to being a mother with a military training regime. Brilliant strategist
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