cardex

Nirana

Lorebook

The world of Nirana, for my chat bots.from Chub

on Chubarchived

Tokens: 795 permanent · Lorebook: up to 394 tokens triggered, 4,865 across all entries · estimated prompt budget 1,189

Description on Chubfrom Chub

All lorebooks should be considered WIP, as I am always adding to them

This is the "base" lore. Anytime you plan to have a chat in Nirana, you should be including this lorebook. There will be more specific lorebooks in the future, but for now you can use:


Major Changelog June 1st, 2025 : 20:58 EST First push of the new desert update. More to follow. June 2nd, 2025 : 22:25 EST Second push of the new desert update, also added the Faekin as a race. October 9th, 2025 : 17:12 EST Updated to fix up the ordering of entries, add some details, and slim down on a few things. If you download for ST, race entries now also include the defs for activation

Listed as “World of Nirana”

Format
V2
Project space
lorebooks
Rating
0.00
Ratings
0
Stars
56
Favorites
11
Chats
0
Messages
0
Forks (upstream)
2
Tokens (upstream)
5,666

Created Updated Archived since

7 versions
  • Non-Human
  • Fantasy World
  • Elf
  • Fantasy
  • Dwarf
  • Human
  • Magic
  • nirana
  • World

Nirana

34 entries · scan depth 6 · budget 2,048 tokens · recursive scanning off

The world of Nirana

Book settings
  1. #1Hairoh ree Kohreth

    Keys: hairoh ree kohreth, city of sand

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Hairoh ree Koreth, or the City of Sand, is the only large city in the great southern desert (in Skringravihkian, 'Taitoh Ihveth Awohkohreth'). It is in the very center of the desert, far from all other towns and cities. Due to their distance, they have a unique culture compared to the rest of Skringravihk. Bartering and handmade goods is common to find in it's vast sprawling market. It is also home to Hairohkae ree Majeenah, the largest magical college in all of Skringravihk. Many people living here consider themselves a bastion, should Ivarstead ever attack again. The long and hot desert crossing makes the city itself very defensible. On top of all these things, within the city, magic is a very common sight. People use magic for all kinds of mundane things. In fact, the entire city is kept at a more pleasant temperature by the college mages, who are able to cool the entire city during the summer. Stepping into the gates is sure to be refreshing to anyone out in the hot desert sun.

  2. #2Nirana

    Keys: nirana, the world

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Nirana is the name of the astral body where each story mainly resides. It sits in the mortal plane. It is a world filled with magic and adventure. There are several continents that comprise the world of Nirana, with the main one being Skringravihk, which itself contains the countries of Skringravihk, Minann, and Ivarstead.

  3. #3Mortal Plane

    Keys: mortal, middle

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    The mortal plane, or sometimes middle plane, is where humans and other mortal beings reside. It is a land in balance. It contains all of the stars in the sky and everything between. Fiends and Gods can enter and influence the mortal realm, however, for different reasons, neither typically does.

  4. #4Nether Plane

    Keys: hell, underworld, nether

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    The Nether Plan is home to fiends. Fiends are creatures birthed of the essence of the nether. Unlike people or animals, they do not breed. They simply come into existence. Fiends have a very rigid social structure. As follows. Imps < Lesser Fiends < Fiends < Greater Fiends < Arch Fiends. Arch Fiends are essentially rivals to the gods, rather than representing an elemental force though, they represent an aspect of emotion or spirit. For instance, the Arch Fiend of Trickery Tvavula, or the Arch Fiend of Knowledge Arktua.

  5. #5Celestial Plane

    Keys: holy, god, celestial

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    The Celestial Realm is where the celestial or gods reside. It is a shapeless void. Most mortals who have been describe it as an endless white plane. It bends to the will of a person, and the gods are often followed by representations of their aspect.

  6. #6Magic

    Keys: fire, time, earth, magick, air, dark, ice, magicka, spirit, light, space, lightning, water, mana, body, mind, magic

    Always on · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Magic is a multipart mechanism. All sentient beings have a soul. Mana is stored in the mana pool within the soul, but it must first be unlocked by undergoing an awakening. Mana flows down the soul cord, into the mind, down the spine and then out of the body, materializing as the kind of magic that the mage is focusing on. This process has 3 bottlenecks, the mana pool, the soul cord, and the body. The mana pool is the reservoir of mana that a person has access to. It can be thought of as a pond within the soul. The soul cord initially cannot conduct much mana, meaning that spells will be weak. It takes time and practice. Finally the body. One's body has a certain resistance to magic, but mana flow can damage tissue. Experienced mages are able to carefully control the flow of mana, but novice mages can often over exert their bodies and experience mana burn. The skin takes on a cracked appearance, with mana leeching out of the wound. It is rarely fatal, but it is extremely painful. Mana can also be exchanged between two mages. There are 14 Fields of magic:

    • Fire
      • Fire magic is about letting the mana flow through you as heat. Fire is raw and powerful.
    • Ice
      • Ice magic sucks in heat, leaving the air it touches barren and cold
    • Earth
      • Earth magic involves manipulating stone and metal. The inorganic substance of the world
    • Air
      • Air magic is flowing and free, yet with enough force it can buffet even the sturdiest.
    • Water
      • Water also flows, but it flows headstrong. Little can stand in its way when it gets moving.
    • Lightning
      • Lightning is raw. Rawer than fire. It is letting the raw fury of nature flow through you, and controlling it.
    • Mind
      • Mind is about influence, often subtle. The mind is a fickle and unreliable thing however. It can be about influencing joy, or fear.
    • Spirit
      • Spirit is a very poorly understood branch of magic. Rather than flowing through your body, spirit magic stays within the realm of the soul.
    • Body
      • Body magic allows a user to transmogrify their own body. Sometimes subtle, like making one stronger, or to heal wounds. Rarely however, some users can turn into animals. This is extremely taxing however, and most can only do it for a few minutes before running out of mana.
    • Time
      • No one has ever 'mastered' time magic, but it, with high cost to one's mana and psyche, allows one to speed or slow the flow of time locally.
    • Space
      • Space allows one to bend two points in space closer or farther. It can be used to cross miles in a single step, or to make a sword reach one hundred feet.
    • Light
      • Light is about illumination.
    • Dark
      • Dark is not merely about light. It is a vacuum. It consumes energy, it is a pit of magical nothing.
    • Magicka
      • The most primal of all magic. Raw and unrefined.
  7. #7Adeption

    Keys: adept

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    All magically inclined individuals have an affinity for a specific one of the elements. They are known as an 'adept' of this element. For instance, one who is skilled at fire magic above all else, would be called a fire adept. Adeption seems to be mostly random. While heredity has been noticed, it is more likely a mental thing than a genetic one.

  8. #8Skringravihk

    Keys: country, skringravihk

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Skringravihk is the main country where the story takes place. It occupies the northern flatland of the continent, as well as the Great Southern Desert. It has a bustling port and good relations to the dwarven kingdom of Minann to the south. Its capital city is Ahnai, in the North of the country. In the west along the sea is another major city, Awohvish, which has a huge trading port and a very strong fishing economy.

  9. #9Language

    Always on · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    [List of Names for Humans in the Skringravihk Toungue] [Female] Korei,Lih,Ignah,Awohlae,Laefa,Sana,Pihyu,Loomee,Pasha,Laemih [Male] Jomai,Ignaeteeuhs,Kahto,Behdehn,Bahsoh,Tohmahhih

    [List of allowed phonemes in Skringravihk Tongue] ah,ai,ae,ih,eh,ee,oh,oo,uh,yu b,d,f,g,h,j,k,l,m,n,p,r,s,t,u,v,w,z gr,st,kr,th

  10. #10Veltosh

    Keys: celestial

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    A celestial is a being that lives in the celestial plane. The represent an aspect of nature. There are 13 major Celestials, one for each element, as well as many minor celestials, such as one for each season and so on. In Skringravihkian they are called Veltosh (lit. Sun-person) In Elvish they are called fuelaus (lit. False-god)

  11. #11Datosh

    Keys: demon, nether, fiend

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Fiends, rarely called demons, are the opposite of the celestials. They live in the Nether Realm, and each represent an aspect of humanity. There is a fiend of knowledge, a fiend of envy, and so on. They are not evil, but rather impartial and selfish. In Skringravihkian they are called Datosh (lit. moon-people) In Evlish they are called nafuelaus (lit. mirror-false-god)

  12. #12Awohtosh

    Keys: awohtosh, human

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Humans, or awohtosh (lit. people of the sea) are the most typical race in Nirana. They are named such because before the settling of Skringravihk, they traveled the sea in large fleets. Sailing is still culturally important to them, and their culture includes many sea shanties and songs. Humans are probably the best adapted to warm or desert like climates. In Skringravihian they are called Awohtosh (lit. Ocean-People) In Elvish they are called Quasalaus (lit. blind-people)

  13. #13Gratosh

    Keys: elves, elf, gratosh

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Elves are very similar to humans, however, they have tall lithe bodies well suited to life in the forests. They also have pointy ears, and most of them have hair that is a shade of blonde, white, silver, or ginger, often with freckles. Their skin is creamy smooth typically, and they have an air of grace about them. The gratosh are very peaceful, so long as they are not invaded, or their forests harmed. They live in isolated states within the deep forests of Southern Skringravihk, and the King has granted them rights over their own lands. One of the biggest differences is that elves believe in 3 gods, the god of nature, the goddess of magic, and the god of blood. In Skringravihkian they are called Gratosh (lit. Tree-people) In Elvish they are called Deulaus (lit. people of god)

  14. #14Bentosh

    Keys: dwarves, dwarf, bentosh

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Dwarves are stout humanoids that prefer mountainous terrain. They often live in massive underground citadels, and have a very work focuses society, believing in proving oneself and surviving by your own merit. Bentosh are usually ginger, and take pride in their beards and appearance. They often run smithies and craft shops, and often sell their valuable goods to Skringravihk In Skringravihkian they are called bentosh (lit. Rock-person) In Elvish they are called havslaus (lit. hermit people)

  15. #15Gutsplitter Moutains

    Keys: gutsplitter

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    The Gutsplitter Moutains are a dangerous mountain range bordering the Great Southern Desert. They are very young, tall, and dangerously sharp, hence their name. Often dragons will mate and raise their young there, and many dangerous and horrible creatures hunt there after dark.

  16. #16Greak Swamps

    Keys: greak

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    The Graek Swamps are a collection of low marshlands, just North-East of the Gutsplitter-Mountains and Due-North of the Blade Forests. They are incredibly overgrown with plants, so large animals have a hard time navigating the space. It is uninhabited by humans for the most part. The swamps stay very dark, other than luminescent animals, plants, and fungi. It is one of the premier locations to find Bloatbulbs.

  17. #17Ahnai

    Keys: capital, ahnai

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Ahnai is he capital city of Skringravihk. It is where the king resides, within his palace. It is an absolutely massive city, surrounded by magically reinforced walls, making it an extremely secure place to live. Lower Ahnai is in the poorer district of Ahnai. Not quite the slums, but the housing and business here are small and densely packed, leading to the area feeling very claustrophobic at times. In addition to the king, Ahnai also has a chief executor, one 'Kailaesh Mirkeh'. She oversees the local issues to keep the king free to focus on more important matters.

  18. #18Ahwohvish

    Keys: awovish, awohvish

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Ahwohvish is the largest city in West Skringravihk. It is a bustling port city on the northwest part of the continent, full of life. From Ahnai to Ahwovish by cart is about a 2 days non-stop journey, though the region between them is very flat and open. In addition to bustling trade and fishing, Ahwohvish is also known for its great alcohol. Rum, Beer, Whiskey, you can get it all from one of the many breweries and taverns in the city. Their Ale is said to rival the famed Bentosh ale. The chief executor of Awohvish is 'Elai Seekrae'.

  19. #19Dragons

    Keys: wyrm, drake, wyvern, dragon

    Enabled · Selective (AND ANY) · Before character · Order 10 · 100%

    Entry settings

    Dragons are similar to the real world western depictions. They are large lizard-like creatures, with giant scaly wings. They are sentient beings with a particularly powerful penchant for magic. Most dragons are typically indifferent to the other sentient races, preferring to live in isolation on the far reaches of the world. Many dragons make a pilgrimage to the Gutsplitter mountains to raise their children there though, away from other adult dragons.

    Dragons, like other races, are also subject to becoming adepts, even more so than others. Dragons typically have a specific magic focus, and rarely deviate from it. While their magic is not strictly stronger than a normal person, they have massive mana pools, enabling them to fight for longer and wield more complicated spells.

    Dragons go through a very long life cycle, and their name is dependent on how old they are. Dragon - The catch-all general species name. Drakes - Baby & Juvenile Dragons. These dragons are reckless and have yet to reach maturity. Wyvern - An adult dragon. Wyrm - An ancient elder dragon.

  20. #20Crossbreeding Tree

    Keys: breed, impregnate, compatibility, offspring, procreate

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [This is a table of racial compatibility] [Human] + [Dwarf] = [Half-Dwarf] [Human] + [Elf] = [Half-Elf] [Human] + [Faekin] = [Half-Fae] [Human] + [Dragon] = [Draconid] [Human] + [Lunid] = No offspring [Human] + [Slime] = No offspring [Human] + [Fairy] = No offspring [Dwarf] + [Elf] = [Halfling] [Dwarf] + [Faekin] = No offspring [Dwarf] + [Dragon] = [Dwarven-Draconid] [Dwarf] + [Lunid] = No offspring [Dwarf] + [Slime] = No offspring [Dwarf] + [Fairy] = No offspring [Elf] + [Faekin] = [Elfkin] [Elf] + [Dragon] = [Elven-Draconid] [Elf] + [Lunid] = No offspring [Elf] + [Slime] = No offspring [Elf] + [Fairy] = No offspring [Faekin] + [Dragon] = [Fae-Draconid] [Faekin] + [Lunid] = [Frost Drow] [Faekin] + [Slime] = No offspring [Faekin] + [Fairy] = No offspring [Dragon] + [Lunid] = [Lunid-Draconid] [Dragon] + [Slime] = No offspring [Dragon] + [Fairy] = No offspring [Lunid] + [Slime] = No offspring [Lunid] + [Fairy] = No offspring [Slime] + [Fairy] = No offspring

  21. #21Hairohkae ree Majeenah

    Keys: palace of knowledge, hairohkae ree majeenah, college

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    the Palace of knowledge (in Skringravihkian 'Hairohkae ree Majeenah') is the largest magical college in all of Skringravihk, located in the center of the great southern desert. It serves as the town center of Hairoh ree Koreth. It's tall sandstone walls tower impressively over the rest of the city, and it contains a grand library, with copies of almost any magical text you can think of. Entrance into the school is not easy. In addition to passing the entrance test, the passage into the desert turns many away, but this selective nature has led to its students becoming the finest mages around.

  22. #22Taitoh Ihveth Awohkohreth

    Keys: Taitoh Ihveth Awohkohreth, the desert, desert, great southern desert

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    On the South East of Skringravihk, bordering Iverstead, is the absolutely massive taitoh ihveth awohkohreth (In English, great southern desert). It is a very hot and dry desert that spans nearly 120 kilometers across. Attempting to cross the desert without a guide or experience is a death sentence. The hot sun in the day will cook your skin raw, and the freezing night air will chill your bones. Water is scarce.

    In desert culture, tea is very important. During the day, people often drink tea cooled with magic. During the cold nights, warm tea is very important. A popular drink is maiwah tea. It is a black tea steeped in the juice of the maiwah cactus, which is additionally flavored with all kinds of spices. It has a strong flavor, but is overall a very smooth tea.

  23. #23Faekin

    Keys: faekin, faetosh, lyshlaus, fae

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Faekin are a humanoid race. They are similar to elves in that they are generally talk and lanky with fair skin. The most striking feature of any Faekin though is that the external part of their ear is very different. It is a colorful film-like extension, similar in texture to an insect wing. It catches the light in a beautiful way. They also tend to have very colorful eyes, and can come in odd colors, such as a pink or purple iris. Their skin forms rough scaly patches in certain areas, typically along their limbs, such as the forearm. This is accompanied by very durable skin compared to most. Finally, faekin have a very high adeption factor, meaning that most faekin can only use one element of magic, and can never use opposite elements. For instance, a faekin that is a fire adept cannot use ice magic. Period. Faekin live very long, on average 150 years. Most of them live in their own kingdom, but very rarely one can be seen in other countries. Religiously, the Faekin share the elvish believes, except they believe that the god of nature did return and was disgusted. He wanted to destroy sentient life, and the goddess of magic tried to stop him, but he struck her down. In response the god of blood bound the god of nature with the ichor. In Skringravihkian they are called Faetosh In Elvish they are called Lyshlaus

  24. #24Awakening

    Keys: awakening

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    An awakening is the process all mages must undergo in order to harness their mana. Before doing this, the mana pool is blocked. A special ceremony is typically performed to help induce an awakening, although sometimes it can happen naturally from trauma. In an awakening, the mind travels up the soul cord into the soul, and the individual finds themselves (mentally) in a new realm within their own soul. The must while here conquer an internal problem. A deadly sin, a regret, a fear. The world will manifest this problem. If the problem is overcome, the person gains magic. If they fail, their soul cord will be cut, and they will become vegetative.

  25. #25Lunids

    Keys: fylnlaus, lunid, tehtosh

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The Lunid are an elf-adjacent race that live in the coldest regions of the world, such as Southern Ivarstead or the Northern Continents. They are gaunt, with pale blue skin and long upright ears. Their eyes are usually some shade of red, and their hair is usually white, gray, blue, or brown. They have a very low body temperature, averaging only 10 degrees Celsius, but because of this they are well adapted to the places they live. They are experts and snow camouflage and surviving with little food, however as a consequence to this, they can easily die of heatstroke in warmer regions. They live slightly longer than most, living on average to around 100 years old. Their fair complexion has led them into being a mostly nocturnal race. Their skin is delicate and can be damaged by harsh light. Their culture closely follows the movements of the moon and stars, believing the moon and sun to be the gods of the world. The moon is the god of 'order & death', the sun is the god of 'chaos & life'. In Skringravihkian they are called 'tehtosh' (lit. People of the North) In Elvish they are called 'fylnlaus' (lit. People of the cold)

  26. #26Draconid

    Keys: wyrnlaus, draconid, draconids, wuhrohtosh, draconic

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The draconid are an odd race, an incredibly rare union between a dragon and another race produces these people. They usually look like the mortal parent race. Elven draconids have pointy ears. Lunid draconids have pale blue skin. They however do inherit several draconic traits from their dragon parent. For one they typically have horns on the top of their head, as well as a scaly tail. Some draconids also have scaly skin in certain areas, usually along their arms. They will inherit the adeption element of their dragon parent, and their eyes are usually a give away of their element. Their dragon blood in addition to giving them great physical toughness, also grants them better night vision, and long lives. Most live to be around 215 years old. Dragons are typically very racist towards mortals, and thusly the act of consummating such a union is seen as disgraceful, as such, draconids are often shunned by other dragons. Additionally, most mortals also see them as a freak of nature, and will avoid them. Because of this, most draconids living in the wilderness away from others, and sadly mostly die in isolation. In Skringravihkian they are called Wuhrohtosh (lit. dragon people) In Elvish they are called wyrnlaus (lit. dragon people)

  27. #27Syultosh

    Keys: slime woman, slime girl, slime boy, syultosh, gaflaus, slime person, slime people, slime man

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Slime people are strange. They are not related genetically to any of the other races, they are more like giant colorful amoeba. Each slime has a nucleus that controls a mass of gel. The gel itself can come in any color you can imagine, and the slime has full control over it. It also can feel, smell, and taste with its gel. They do have vision receptors as well. They get most of their nutrients from absorbing water, and consuming the microorganisms inside, but they can eat other small creatures, like insects or frogs. They are not strong enough to bind a person with their gel alone. Slimes can take any shape they please, though they usually prefer humanoid forms. Slimes also have male and female genders, and will pick an appropriate form for typical day to day things. Because they are amorphous, they can change shape to fit through cracks and small holes, with the only caveat that their nucleus has to be able to fit. The nucleus of a slime is it's fragile heart and brain. While their gel body is basically impervious to physical weapons, their core is delicate and must be protected. Most slimes have low intelligence compared to other races, but they are still sentient, and some slimes are quite smart. Unfortunately they are usually not welcome in society, on account of most of them sometimes being animistic. In Skringravihkian they are Syultosh (lit. Slimey people) In Elvish they are Gaflaus (lit. People who stretch)

  28. #28Fairies

    Keys: puhftosh, fairies, fairy, myrlaus

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    Despite appearing humanoid, fairies are tiny, standing on average at only 10cm tall. Their eyes, hair, and wings are usually irridecent in color. Their wings come in many shapes and textures. Some have large wings like a butterfly, others have wings similar to that of a dragonfly. The spend most of their time flying. Fairies are generally poor at magic due to their tiny bodies having very low mana output. They are very susceptible to getting mana-burned, and extreme mana burn is a common cause of death. They also tend to live slightly shorter lives, on average only living to 60 years old. Fairies generally live in isolated communities. Some live in forest, staying in homes carved into the body of a tree. Some on the other hand have moved into human cities, and live in relative peace with the people there. Fairies believe in handling their own, and even in Skringravihk often uphold their own justice on their kind. Due to their superficial resemblance to elves and humans in all but size and the presence of wings, it’s hypothesized that fairies were created through magical means, though no certain evidence has been found. In Skringravihkian they are called puhftosh (lit. micro person) In Elvish they are called myrlaus (lit. insect people)

  29. #29Elven Territories

    Keys: elf, elfish, elven

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The Elven Territories designate a large area of forested land in Southern Skringravihk just along the border with Minann. There are several clans that live there, and they operate as their own sect of the Elvish church. The elves are granted special rights, including the ability to enact justice upon their own people, and to hold outsiders to be tried by the court.

  30. #30Cities of Skringravihk

    Keys: city, villages, village, cities, town, towns

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [List of Towns in Skringravihk]

    • Ahnai : Located on the Northern edge of the continent ; The capital city of Skringravihk and home to the royal palace
    • Awohvish : Located on the Northwest coast ; The largest port in Skringravihk, responsible for lots of trade
    • Hairoh ree Koreth : Located in the center of the Great Southern Desert ; Large city that houses the college of Hairohkae ree Majeenah
    • Greenah : A small rural village located near the middle of Skringravihk, surrounded by low hills
  31. #31The Courts of Skringravihk

    Keys: punishment, arrest, jury, judge, court, imprisonment, arrested

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    The judicial system of Skringravihk is layered, with 3 courts. Each town has a local court, usually operated by the town's chief executor with a rotating jury. The foreign court, who handles foreign relations and dealing with the crimes of citizens who are in other countries, and the grand court, the kingdom wide court overseen by the king himself.

  32. #32[WORLD CHARACTER] - Kailaesh Mirkeh

    Keys: mirkeh, kailaesh

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [World Character: "Kailaesh Mirkeh"] Kailaesh Mirkeh is the chief executor of Ahnai. She's a tall and bony 43 year old woman, who's once black hair now has gray streaks. Her blue eyes are still as sharp as ever. To many she may seem pragmatic and cold, but she truly tries her best for her town, even if that often means having to set aside her emotions to reach the logically best solution.

  33. #33[WORLD CHARACTER] - Elai Seekrae

    Keys: elai, seekrae

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [World Character: "Elai Seekrae"] Elai Seekrae is an old man who's lived in Awohvish his whole life, taking part in the shipping trade, until he lost his leg in a pirate attack. Now he serves his beloved town as acting chief executor. The old man may seem crabby, his gruff voice and rough gray appearance certainly intimidating, but on the inside he's a softie with a deep love for his town and the sea.

  34. #34[WORLD CHARACTER] - King Jaelehn Analee

    Keys: jaelehn, king, analee

    Enabled · Selective · Before character · Order 10 · 100%

    Entry settings

    [World Character: "Jaelehn Analee"] King Jaelehn Analee, the ruler of Skringravihk, living in the royal palace. The king has not yet found a wife, being young still since his father passed. At age 22 he is the youngest king in the country's history. He stands at 6 foot 2 inches, with a well trimmed beard, which does little to mask his young age. Inside he desperately wishes his childhood could've lasted longer, but prioritizes his responsibility to his country.

Showing 34 of 34

Permanent link to this version