Aeoma





This is a setting alt. It would be amazing if you could read even some of this. I have put a lot of effort into it. I know its kind of an insane amount of content.



Characters in the "characters", "Myths", and "Bestiary" buttons can be RP'd with!





The northern port city of Aion-Sal ("sun's north" also pronounced "Yonasal")







The Kingdom
some factors are constantly changing and being edited, please let me know if you spot inconsistencies.


Nuirgoa, or Aeoma is situated in the world of Nuromis. This world is a large and mostly feral land, with what would be classified as a magic-.
dry world. It does exist, but it is not all that prevalent, as opposed to a place like the Nexus, or Felarya. This world has many creatures,
many of whom are relatively large. There are two main species though, feral giant humanoid shaped creatures, and humans. The giants are set
in a relatively stone-age technology level, whereas the humans have achieved a greater understanding of their world. They are quite
widespread, and for the most part live in a tribal state similar to the bronze age. It is difficult to advance technology for the humans,
as the giants constantly try to feed on the them. Humans here can live to 150 years old naturally, however.

However, within this world exists the singular Imperium of Nuirgoa. With luck, this then-tribal kingdom was the first group to drive the
hungry giants from their lands. They grouped together and drove them out of the local area, also benefitting from a relatively light
presence, and multiple other factors. Afterward, they advanced technology, building structures out of stone, advanced their magical
knowledge, and advanced their kingdom despite the magic-dry world. Imperium Nuirgoa Nuromis is the old formal name; simply known as
Aeoma now.

For three thousand years they have struggled to very slowly but surely drive the giants further and further from their home (their troops
vaguely inspired from ancient roman legions), and build more towns, cities, and fortresses. Along the way they also fought the barbaric human
tribes and attempted to incorporate them into their civilization. Now their kingdom has grown to be quite large, occupying a very significant
amount of land. This is the world that Zeralia has inherited from her parents - the King and Queen of the empire who were the first to
finally have their mages extend extra-dimensional portals to other lands. With the efforts of her parents, spent their lives building towering
mana crystals to inject their planet with raw magic, bringing the state of their world from a natural magic-dry, to that of magic-abundant.

Under the world's new connections to other foreign worlds, the ruler of the Aeoman Empire is enjoying a new bountiful golden age of
might and prosperity.

A long time ago, a cultist group was living on the fringes of human society and benefitting from their protection. They disagreed
with the ruling family and their practices, however, and made themselves known after many years of preparation. After the assassination of
the current King and Queen, a campaign was launched against them, rooting out the supporters, and fighting the cult group. Before this moment
dragons were only in stories. By the time they were defeated, the Royal Family's only heir was crowned at a young age and despite the cult,
they put the dragons into a special program and started up the Dal'an order.

The Queen's guard are an elite force are tasked with the care for large powerful dragons. These beings are intelligent, and thus are treated
fairly by the Queen's command. There are not many yet, but the few that do exist give a substantial boost of pride to the people of the Aeoman
kingdom.




This alt is mostly used for context and story related RPs.






Quick information for roleplays:

As stated before, any character or creature that is listed in the Bestiary section, the Mythology section, or the
Characters section can be roleplayed with. Just because its mostly for story, doesn't mean I wont RP. In fact, I
highly encourage you; if nothing else, feel free to ask if you need some things briefly explained. I know this is
a LOT to read, haha. Even though this is a more serious setting, I'll still engage in all the kinks around here :).

That is advice for characters. The current date is 637. Queen Zeralia is my alt then, she was frozen in a magic coma
so when she wakes up in 632, she's still 25 years old. The current date at 637 would make her 30, but humans in this
world live a bit longer. This period, 637, is when all the other mentioned characters in the Dal'an Order are alive.

Here's some timeline eras you could RP in:

Pre-kingdom. This is before the kingdom has officially risen, giants are everywhere, eating humans rampantly and
without mercy.

Arrival of the Elves. It is a peaceful era. The prince goes to help the elves.

Dragon cult: The conflict with the Dragon cult. Zeralia is alive here, and could be anywhere from 13 to 21 years old.

Dal'an order is powerful and Zeralia wakes up around 632. Or 637, present timeline. Some conflict exists.

Tyrant usurps the throne about three centuries after the current date. Maybe help get it back?

Around 2000 N.E. There is a major giant attack, and a long war.

A dark necromancer seizes the throne some 500 years later. Or the war with the kingdom of Neksemun and their necromancers.

Undead Epidemic 5214. This is period feels kind of like Dark Souls. Bright shining kingdoms, but a massive uncurable curse.

Magic ban, a time of oppression for magic users. Or take place in the revolt to remove the "corrupt" king. He acted that
way to keep the people focused on him, making himself to blame. He knew the kingdom couldn't function without magic.

Any period during or after the floating monolith of Andonal is built. Become a dragon knight, perhaps? Open enrollment!

The last one probably during the collapses of the Kingdom. This period feels a lot like the Witcher. People
live more grimy lives than they used to, but protected by the remnants of the empire without knowing. There are many
countries around the continent, and small communities of giants mixed in at various borders. The large land to the north
is forbidden. There are ruins around, but many Aeoman landmarks remain intact including the Imperial Highway.










The cities and other information



There are a number of cities and towns within the Kingdom, but the largest ones have more specific designations to them.
The kingdom itself is named after the primary city - Aion'Sil. This is roughly translates to 'City of the Sun' in their old,
somewhat outdated dialect. Many people commonly refer to it as "Ionnasil" as a way of abbreviating the name and making it
much easier to pronounce. It is named after one of the Valkyries from the human religion, Aiolnna ("aye"-"onna"), governing
fire and life. She is also known as Iolnos to the elves. There are four external main cities. Each one has a suffix based on their
location, Sal, Ur, Mir, Nir, - for north, south, east and west. Cities with designations such as these are all main hub cities
for that particular region, and the center of trade. Each one of them is huge, and incredibly well defended usually with
external forts and walls outside the main city itself, in an attempt to cushion the on going onslaught from the giants.

Smaller cities don't have naming restrictions though, and can be named after a person who founded them, or the primary
resource they ship. Fotresses are often given a name based on the nickname of the first regiment, battalion, or company
that is stationed there. Or a name based off an exaggeration of their purpose - such as "storm watch fortress", referring
to the possible storm of giants who may attack it.

Their government works through having a senate, a central figurehead (queen or king), and they combine that with some form
of meritocracy. The meritocracy isn't just based off their abilities either - it also factors in public perception.
Nobility is achieved not through wealth, but through what one has done for their kingdom. It has to be something good, and
usually the people hear about such things. This ensures those who are figureheads are more just - and business profits are kept
out of the senate too. Public opinion is extremely important, but due to ethic and moral attitudes, serious corruption hasn't
been a problem yet. A merchant can have all the money in the world but not be a noble if he has gotten it through reprehensible
actions. The queen also has her own agency to police this (but once again, never been a problem yet).

The military itself has weapon and armor designs vaguely similar ancient earthen roman designs with helmets that have a strip
of hardened animal fur on top, plated armor reminiscent of a functional, yet also styled design. However, they do
have armored shin and thigh guards, instead of bare legs. Like any military they have their grunts, footment, more elite soldiers
of varying qualities and functions such as spears, bows, swords, and even cavalry and seige weapons. Seige weapons are
designed as anti-personnel seige equipment. They are often used to target larger creatures sometimes domesticated and used
for battle by the giants. There are multiple kinds of equipment used for this - and magic is definitely used for the military,
adding powerful enchantments or designs that could cripple even the largest of creatures.

Basic Geography



There are only two known continents in the world of Nur(omis) at the moment: the human continent of Galthar, and the Elven continent
of Yavaaya. At the standard date of N.E. 636, Queen Zeralia is 30 years old. Her kingdom is so massive and prosperous that the
continent is referred as the kingdom instead, "Aeoma" is a substitute for the continent as well. The elves have 3 major cities
and Aeoma has 5, but with many more numerous cities spread out.

Aeoma's kingdom has an ocean border on the west, and a massive mountain range curving around from the north down to the
eastern side, and a smaller one curves up from the southern ocean creating multiple geographic "choke points". The main continent
is probably about the size of Asia. The elven continent is proportional to the land mass, a little bigger than west and
eastern Europe.

As a planet, it is slightly larger than earth with more vegetation. The atmospheric layer is also thicker and goes higher up
than on earth, with a higher oxygen content. This causes many creatures to grow larger and live longer when combined with the
magic of the planet.

There are three large, famous mountains surrounding the five fortress cities. Fushaal, Silgen, and Mephen. The eastern most mountain
range is Nigeon-nad, where "nad" refers to a mountain range. Many words in the Aeoman dialect that refer to varios specific kinds of
places have small suffixes or prefixes, (for a city, river, mountain, military fortress, religious building, or even a shop). Past
the eastern mountain range of Nigeon there is a large canyon or gorge, which is the halfway point of those very arid lands.

Here are some known place names (Yavaaya notwithstanding):


Aion'Sil - Capital.
Aion'Sul (Ionnasal) | Aion'Ur (Ionnir) | Aion'Mir (Yonnamir) | Aion'Nir (Yonnir) - capital cities in the North, South, East, and West.
Melsanham - A large town and county that supplies much of Aeoma's food. (think similar LA city and LA county, except for agriculture)
Eralden - City of two rivers in the southwestern forested area. Walled on both rivers. Entertainment capital of Aeoma.
Amberfeld - Town known for the best Ale.
Eirwick - City near Naumvar's Keep in the southeastern area. Defensively located between the ravines and fortress.
Rulnashire - Town known for high quality meats. Many farms.
Andonal - Academic capital of Aeoma
Neksemun - Province, old necromaner kingdom.
Menniket - Capital of Neksemun.
Susamnun | Setmanun - north and south sister cities in Neksemun.
Naumvalden - Southeastern city established late in the kingdom's 68th century after king Naumval "The Bold".
Dal'an's Watch - Military fortress in the southwest.
Death's Bane - Military fotress at south eastern chokepoint, at the edge of the mountain range, near the coast.
Siigen - Massive northern military complex, watches for giant attacks.
Kae'Varnum - Massive Eastern military complex along the mountain range. Guards a tender central area of the Aeoma.
Simmund's Watch - A more central military fortress.
Naumvar's Keep - A military powerhouse in Southeast Galthar. Situated at a very strategic series of ravines where all paths meet.

*"Silbrea" was the old name of the necromancy kingdom, but I'm changing them to a more Egyptian theme. There may be some stray names.


*Working on a list of place names for the elves. They're scattered around the profile, and I have to find them XD!
Yavaaya - Elven continent
Mel'zenneth - A city built around the initial shrine, which has inexplicably powerful healing aura inside the shrine.





Extra and Important Info



This kingdom is the first to rise in this world, and with its rising knowledge and golden era, it is meant as the old kingdom
equivalent seen in many fantasy worlds. Their old dialect seen as the ancient language, and their mightiest feat of enriching
their planet with magic on a global natural scale. They are great and powerful, and like all civilizations have no intention of
fading into the history books...

The Queen of Aeoma is also looking for various ways to enhance her military. As a powerful and growing nation, the ability to
keep her country safe and secure is most important. Roleplays with the queen, my alt Zeralia can happen using this as an
idea for interaction. I'll even consider listing various people's contributions to her civilization, if the other party is interested.

A mention so far~!
Yialdwin helped get a hold of some dragons~!

Their military has many unique weapons and strategies which have been developed to specifically fight off giants. Fragmented and
flak based weapons of many kinds, recent incorporation of magic, military formations, and others. Many giant ballistae, which have
giant spears strong enough to pierce hard giant armor, and also fragment, and explode on contact is only one such strategy. This
section will receive additions based on RPs.

Dragons do exist in this world, but are very rare, hard to find, and are also quite large. They do not take a long time to mature
however, they do live solitary lifestyles which causes them to not reproduce too often. A clutch of eggs contains thousands, but
most of them are duds with only a small few being live dragons. This is to avoid theives and predators.




Ascension Ceremony

This is a very rare event because it takes place during the coronation of the King or Queen. The people
gather at capitol square in the upper quarter - a truly massive courtyard with many fountains, tents,
stands, and includes many festivities. Food, games, all sorts of things. The people gather and fill it
to its entirety whenever this happens. Meanwhile, the one being crowned king or queen goes on a special
"walk".

The walk is more of a miniature spiritual realization of sorts. They start at the bottom of a room in a
dimly lit area, carrying a magic torch, light it, and walk with it up to the next area to light a sort
of brazier. A connected beacon is lit in one of the displayed torches in capitol square, showing the people
the progress made. The areas have different meanings each, taking them through a spiritual journey from the
beginning of Aeoma, affirming the lessons learned that are needed for a good ruler. Legend states that if an
aspiring heir isn't qualified, then the torch wont be lit.

Each brazier is separated by a big room and long stairways, and has a small text about its theme in the ancient
tongue. In order to avoid humiliation, being officially recognized by the councilors, the senate, and most
importantly - the Ascendant Guard, is used to evaluate the likelihood. The ceremony isn't technically required
to be coronated, since its the head priest of the church who puts the crown on the heir's head, but this ceremony
highly valued. Any ruler who doesn't go through it won't be respected by the people they are sworn to protect.

The last, seventh torch is at the top of the final flight of stairs. It is the biggest and final torch.
Each time a brazier is lit, a new torch is taken. The torches are imbued with magic, and is kept lit as
long as the message from the previous station is remembered and acknowledged. The last brazier completes
the journey, the torch is holstered, and the high priest at the top lets the prince(ss) stand and be
officially crowned before the people. They are allowed to bring up to two people with them on the journey,
as Aeomar himself always had his two best friends with him, the two who helped establish the kingdom.

It should also be noted the ascension ceremony has a magic signature linking it by blood to the Royal family.
It "knows" when someone isn't related, but it also knows when someone is related, too. It is said to be
connected to the gods, but only the Ascendant Guard know that for sure.


The Ascendant Guard


The Ascendant Guard wasn't established at the same time as the "steps". Their history follows the aftermath
of someone who attempted to usurp the throne. After the crisis ended and the throne was restored, the council
and senate of the kingdom voted to establish an organization devoted to monitoring and upholding the values to
make sure such an event never happens again.

As a result, the Ascendant Guard are second only to the Dal'an Order. They have the best training, the best
equipment, and are the most loyal. They have their own priests and quarters built around the Ascendant Steps, and
they also maintain it. Their order does survive the collapse of the Empire and well into the following era of
struggle.



Holidays


New Year's - start of the new year
Day of Graces - winter fades, warmth comes back, like a combination of spring and love
Aeomar's day - Aeomar's birthday
Kingdom Come - The supposed start date of the Kingdom
Day of the Fallen- Remembering those who have fought and died for their people
Summer Equinox - Nur has a less severe tilt than Earth, so seasons are gentler, this is the start of summer
Golden Week - A long celebration with many festivals, appreciating people's hard work
Versage - This holiday celebrates artists and those who encrich people's lives. Artists still work through it though...
Sageus - Day celebrating magic's discovery and development. A special amateur mage tourney is held this day.
Day of the Dead - much later in the summer, celebrates ancestors.
Emperor's Birthday - this changes from ruler to ruler, but is always celebrated at some point during the year.
Soldier's day - celebrates those who have fought and still live.
Day of Elves - Celebrates the first contact of elves and humans.
Celestial - Celebrates the angels who protect everyone, happens during harvest, many gifts are exchanged.
Frostfall - Winter equinox

Many other local festivals and holidays exist as well throughout the kingdom. These are the national holidays.

Clock and Calendar:

For sake of simplicity, Aeoma uses a 24 hour clock, and a 12 month calendar.

The names are either a number (8th month, 9th month), or named after some idea or person.


Siri'en - month of snow
Aemarnen - month of Aeomar
Ainen - month of spring
Nede'en - month of brightness
Kiyeth'en - month of Kiyeth (famous ruler)
Ione'en - month of sun
Gelve'en - month of festivals (has 3 holidays in it)
Eneth'en - eighth month
Suteh'en - ninth month
Pillis'en - month of rain
Melzei'en - month Melzennir went to free the elves.
Kiri'en - month of angels






A previous King and Queen at Capitol Square












Magic and Creation

Long ago, in the beginning, the Angels in their realm of light brought the world into being like a masterful painting.
Yet at the time of creation, the overflowing energies of creation were raw and new. The angels walked among the world
breathing life into everything they touched. However, as time went on, the energies of creation dissipated, the realm
of the angels grew apart from Nur. It is unclear what caused such a severence, but the world hung on by a thread, and
so the world came into balance and stabilized. There were trapped energies of creation left behind, and then absorbed
slowly into some of the minerals within the world itself. Thus magic came into being.

The creation energies left over could not be consumed, they would remain there, and so the magic infused minerals would
gently recharge over time. The minerals however were far and few between, and magic could only be accessed through the
use of these minerals. Just as the Angels preside over life and death, so does the magic they use channel through the soul
of those who use it. Through careful meditation and peace, people learned how to open their souls up to the energies of
creation, and use it to understand the mysteries around them. Except it was limited. Magic was a rare and valuable resource
only to be used carefully.

The details would be that these crystals act like a battery or a fuel. It a different kind of fuel though, but it is only
through this, and their soul, that magic can be used. It is not a residual mana force in every living thing. It is the
leftover energies of creation. It guides the ley lines of the world, but still even the ley lines can only be used through
the crystals, called Nectithite, and through opening the soul up. Because the soul is opened up to the forces of
creation, the soul can also be vulnerable. However, the soul is a mysterious aspect unto itself. It cannot be destroyed
or corrupted like most other things - unless through the misuse of magic. Though a soul is never destroyed. A soul without
a host, can no longer retain presence in the phyiscal world, and fades into the next, along the thread of creation linking
Heaven to Nur.

On the note of creation - the energies of creation are of a different type of Magic than normal, despite the energies of
which are absorbed into other minerals and non-living natural material. This is because the nature of heaven itself is
different. When a diety confronts a mortal, they can use the power of creation in whatever way they want. They may even
bless a mortal much how Paladins are blessed in other fantasy worlds. Creation powers in a mortal are severely limited and
can only be given through direct contact. The diety will be aware if its light is similarly bestowed, and can approve the
blessing...or deny it. The "creation" power is limited to light based and healing magic, and is the only kind of magic able
to exist inside an organic form without a violent reaction, and the diety who bestowed the blessing also forms a kind of
connection with the new user. People who can use this type of magic are incredibly and indescribably rare.

(This is what I have so far to explain light magic, it may change in the future)

The Elves


The Elves arrived on the world of Nur after the humans. They are yet in their infancy in the height of the Aeoman Empire.
As the story goes, they have their own hardships fighting and dying to the ruthless giants on their portion of the world.
It is a time of darkness for them, when most elven lives end in the belly of another creature. In order to escape, they try
to flee their fate by boat across the sea, hoping to find land...and land they find. They wash up some time later upon the
shores of the human kingdom. It is developed, beautiful, and safer than their world.

The Aeoman Empire notices that clearly they are not giants, or a threat. They are different, but also suffer. The humans see
the wisdom in taking them in, and with benevolence, allow them a full place in their world. There thrives a small community of
elves in the heartland of the Aeoman Empire. Some time later, a ruler decides to spend excess resources during a longer
period of peace over to the Aeoman Kingdom, along with one of the princes. With their magic and tactics, they teach the
elves how to fight with cunning and bravery. This expedition never returns, unfortunately, but the actions of the prince go
down in Elven history.

According to their legend he fought bravely to kill the giants, raise the elves into an Army, teach them of their culture
and wisdom. Beliefs, values, food, music, much of elven culture is inspired from this, and so the human prince Onathal is
deified, attains Godhood in the elven pantheon, and is the God of courage. His figure can be seen in the center
of most elven depictions of their Gods. Even in the far far distant future, should Aeomans lose their glorious light, the
elves retain the wisdom and culture of the old human empire, as those who see themselves as but children to the ancient
humans, worshipping one of their own as a God.




Elven Religion


Elven religion is based off the desires of having someone or some things out there who can save them. Due to Elves having a
long historical memory, they can sense the magic in the minerals, trace it to creation. They believe in a group of beings who
where there since the beginning who gave life to the world. These are the primary gods who are to be thanked for the creation
of the world.

They take care of various attributes, and are the ones responsible for any related actions. When someone dies, the diety can
adopt the soul into the realm of their "aspect". These aspects are the positive spirits and negative spirits both - but a
negative spirit is secluded from the afterlife realm. Souls of the good go to the realm of the gods, while bad spirits, the other.

Iolnos: Fire is life and passion. The elven goddess of fire governs these aspects.
Veone: Nature and Cunning can go hand in hand, governed by one goddess as well. She looks like a Gumiho (but not evil).
Talirna: Wind, adaptation, the goddess governs the ability to survive and go with the flow.
Rhobos: God of reason, speaking, making music, and thinking. These mental aspects are governed by him.
Dhiton: God of crafting and magic. He is often seen wearing a mask.
Krathuun: Water and Storms. Krathuun is depicted as a dragon.
Midros: Stars and Dreams, he is seen in a more spectral and esoteric nature.
Aegirn: Chance and Balance, law is seen as an aspect of his as well; symbol is a white dragon tail, coiling a golden bowl.
*Melzennir: Courage and Perseverance. Human Prince who saved the elves and was raised to their pantheon.
------
Negative aspects are more powerful and described as something that can cause ruin.
Greed, Ignorance, and Pride are the three main forces of ruin, each with their own lieutenants that govern related forces
These are things like hunger, lust, deception, insanity, suffering, nescience, and what not. Though cunning is the aspect
of a goddess, Deception is seen differently, and intentionally sinister while cunning is seen as intelligent. SOme of them
have a specifically different form, like Insanity, for example, as depicted as a grotesque figure with many tentacles.

Some of these gods serve more abstract purposes. Peace, for example, isn't specifically absence from war. He helps people
be at peace when their lover passes away. He helps someone be at peace instead of suffering, and often works together with
balance. She [balance] is often shown embracing peace as they stand over nature, and thus the two serve animation and earth
for the creation of life. The god of Art is ambiguous, always seen in a suit of armor, but is a god of smithing just as much
as the god of music, painting, writing, any sort of art that flows from the imagination. Art and Love are both seen as
siblings. Love is the only known aspect to govern two qualities. Many aspects have a brother or sister they are seen with,
yet bravery (or courage) is still seen by himself, at the head, who helps all those around him stand up for what they
believe in.




Human Religion and its influence


Human worship follows a singular goddess. So do women give birth to sons and daughters, so does the creator of Nur give
birth to her own creation. She looks down upon it in pleasure as her Valkyries help her maintain balance, and the various
aspects that the elven pantheon believes are governed by the aspects and their service to the Primals. The valkyries are
displayed as beautiful angels who's job it is to help maintain all aspects of balance, creation, and deliverance. They not
only rescue and escort those from death to the afterlife, but also tasked with different parts of creation. They are the
creator's infinite holy army of supreme power.

They believe they govern aspects of life and death both. Death is not viewed as a malicious entity, but rather a necessity.
It is often misunderstood, and so Valkyrie statues are seen looking over the tombs in the massive subterranean mausoleum of
Thenurale. Some are carved into the rocky sides and seen as even larger than the giants the empire fights. The Valkyries
also pass judgement, supposedly, and escort those who die to various realms depending on how they have acted in life.

Due to the nature of their most holy creator, they believe in a family line that passes through matrilineal descent. Status
is passed down through the mother. However, despite this, it is still the king who rules, but his heritage comes from the
previous queen. This goes for average households as well.

Sociologically their culture is heavily collectivist. This is also in their military as well - platoon first, society first,
family and the well being of others is drummed into them at an early age, and reinforced by the visibly apparent factors
that is evident in their world. Social class is definitely apparent, but social mobility also exists, as well as voting for
district and council representatives who assist in the governing locally and at the Imperial level. This keeps the working
class happy and loyal, and it keeps the upper class humble (along with several other factors). It is because of this that
sometimes, given circumstances, couples can get married in the beautiful temples in the aristocratic areas.




The Dal'an Order

This order was founded after the assassination on the Imperial Family in 63 N.E. Investigation and plots, scandals, and
bloodshed led to a dragon cult in the mountains to the east, just north of Al-Aiom, the eastern quarter's capital city.
A long bloody battle was waged, as the military had to fight the cultists and their dragons. Dal'an was the captain of
the Crown Guard, a battlemage who killed the most dragons, but also managed to convince saving the young dragon lives.

It was after this point the survivors were either imprisoned, executed, tortured, or in the case of the dragons - put in
captivity, studied, looked after by Bestiary Masters. Eventually they were raised and bonded with Aeoman mages. As it so
happens the Aeomans found out Dragons to be the only living beings in existence who have magic innate to their very being,
which helps them bond to mages and magic users easily. They are also sapient, or near-sapient easily able to understand
human communication. Dal'an became the captain of then called "Dragon Paladins" changed after his death to "Dal'an's
Order". Later known simply as "Dal'an Order". For it if t wasn't for him, it wouldn't exist. No stronger user since has
ever been recorded. Except perhaps one.

Teryus Tauber. The current captain of the Dal'an order in current era of N.E. 240. An older man, a powerful battlemage
with a braided beard, long hair that's salt and peppered. He also the only known practitioner of the legendary type of
white magic, or holy magic - before only a theoretical possibility.

All members of the Dal'an order are required to be mages at the bare minimum and have an affinity for animals. Also
to be considered is that they learn basic defensive and offensive magic, as well as melee combat skills. "Basic" skills
for members of the order are still on a whole other level though. They go through intense training.

Dal'an order members are very close to one another, which can be both a blessing and a curse, however. They fight with
an incredible level of unity when they are with one another, so the powers of multiple members fighting together is more
or less multiplied in power. It also makes it hard to deal with loss, because its like loosing a family or close friend.
Over time, however, the ranks of the order became filled with more elves due to the increased life span giving more time
to increase their abilities - despite that many of the most powerful members have been humans.








Heaven and Hell

Contrary to the current religions, Heaven and Hell operates in a different way. They are not right, but they are not
wrong either. There is a singular god, but at the same time is a god and a goddess, both of them are one person, and
yet each of them incorporate multiple different attributes and ideas that are essential to existence, which are seen
through attribute deities of the elven empire, and the monotheistic nature of the humans. Both the elves and humans
are right, but they are also wrong.

People who die do indeed go to heaven, but deeds, mentality, how someone lived their life and cared for others are
very important, and can affect their 'treasures in heaven'. People tend to 'assist' various attributes. Someone who
dies and is very couragous would become a part of that attribute when they are in heaven. Someone who was powerful in
this role in life may be able to exert more influence and representation, while still being part of the whole. There are
some who manage to realize this, and it affects many parts of the mortal and immortal planes of existence. Think of it
like joining a "house" or a "guild" of heaven. Indeed the various realms of Heaven are not too far off from representing
ideals as well and being fonts of power, the souls inside also contributing to it.

However, those who die and have malice in their heart go to that attribute as well, and are contained in a plane of the
immortal world called 'malice'. There are fewer malicious attributes, but they overlap, and contain more souls...which
is part of the reason why these emotions and attributes can sometimes be seen as more powerfully represented in the mortal
world. Most people are greedy, or jealous, and that can often drag someone to that part of the immortal plane. It is also
a part of it as well - for every good thing, there is also a bad. A yin and yang, but at the same time, they are not wholly
separate from one another. This is represented in the souls of the living, in the mortal world...and also the immortal
world. Can the souls of those trapped in one wind up in another? Well, its certainly possible...

Demons and angels both have their own jobs, their own circles. They are separate and yet part of the same system. They
butt heads, but are essential to the whole system to maintain balance. Despite that, they tend to neglect each other,
and this resonates with the souls of the departed. Those in 'hell' feel separated and isolated, trapped, and cordoned off
from those in heaven, who also feel separated, elevated...free from these negative emotions and forever part of the light
of the deity. This system is more joined than separated, however, is more grey than black and white, and pieces of it are
always interpreted in every religion, but in a different way, and nobody sees the whole picture until they pass.







Giant Culture
Giant Culture is surprisingly more complex than any elf or human would rather you believe. I was also sorely
tempted to keep them at around 100 feet tall, but I changed it to 30 because its similarly terrifying regardless,
and a lot easier to justify. Anyway, the content:

Physiologically they are humanoid and mammalian, with fur covering parts of their body more or less dependent
on what part of the world they live in. They are typically around 30 ft tall, or roughly five times the size
of a normal person give or take - as some humans and some giants are shorter or taller than average. However,
because of their increased size, their skeleton needs to be more robust to handle gravity and their organs
without crushing itself. They are surprisingly durable and powerful even with their size, and their organs have
developed to accomadate and adapt, able to compensate for the failure of a completely different organ.

They also have expandable jaws and throats, often swallowing food entirely whole. They also have long lives and
a slow reproductive cycle, which is how Aeoma's took advantage of a disease and low birthrate to wrestle control.

Culturally speaking, their society is a bit more strict. They believe fiercely in their own religion, and follow
its ideas. Religion is a powerful societal tool for them. They have a very old story saying the continents and
islands were formed from the remains of the first giant and his wife, and together they covered the world. They
take this on a literal level, believing the couple were colossal in size. From the couple, their descendants were
born.
Religion is a two diety system. There is a god and goddess, both as technically the same person, and this is also
why the original giants that formed the lands came in a pair. It also influences their tribal structure.

Giants believe everything has a place and a value. Everything has a defined role in the balance of the world - they
see humans and elves rebelling against their position in life as blasphemy, and because they follow religion closely
Giants don't consider them to be anything else. A very convient role for them given their dominance.

Their tribes will have different individual ruling styles, either as a pair of chieftans, a pair of councilors, a
pair of spiritual leaders, but they always come in pairs, as respect to their diety. Decisions made for the group
are also made with the group. Religion governs their decision making, but against common belief they do not make
ritualistic sacrifices, and believe such practices to be barbaric.

Habitually, they have many events focused around hunting, and holidays which are based around the respect toward
nature, hunting, and pairing up with companions. They also have many stories and songs about such things. Good
hunters can become shrine guards, a prestigious position. Technologically, they develop extremely slow, and tend
to hoard things. They also get buried with their possessions as a way to give back to nature.

The giants have been reduced to smaller living areas since their conflicts with the humans took their turn for the
worse. The Aeoman kingdom constantly patrols for their tribes, and giants living in Aeoman kingdom lands tend to be
in very small numbers, and aren't too aggressive - they know they can't stand up to the human military by themselves
and humans are careful because its not difficult for a single giant to do lots of lethal damage. Giants stay in the
southern and northern lands mostly, and in the arid places off on the eastern side of the continent.



Stories


Toluun's Corruption
(available for play)

Toluun was once a powerful elven mage, his apprentice a promising elf as well who was known as Norlith. Toluun's
work was famous for being the most powerful alchemist in all the land. His potions, tinctures, and salves were so powerful
it was said they had the power to bring someone back from the brink of death. It was this power that helped him
fight the threat of the giants by using his abilities to rescue people who got stranded, heal them up, and give
them back to their tribe. His apprentice was all to eager to help, and she believed in his goal, his methods, and
did her best to be like him.

However, unlike Toluun, Norlith hadn't yet given up on learning how to harness Nectithite into a powerful magic
or potion ingredient. She thought they should have taken their research one step further, despite Toluun's objections.
Elves hadn't yet learned how to harness magic, and thought it was only a deadly weapon to be used against the giants -
for they could not use it either. Norlith thought the secret lay in her master's healing potions, so she researched
into forbidden arts to devise a method to allow her to access magic, and Toluun was blinded by his apprentices abilities
to believe she was going against his wishes.

Norlith used her sacrificial ritual to access the magic properties of Nectithite. Although she was successful in reaching
its magic, it wound up killing her master and several nearby people who they were helping to heal. Toluun died, but in
that moment had an epiphany. He saw the mutated form of his apprentice, merged with a creature into a fantastical form.
As he watched flowers magically bloom around the corpse, his soul's departing words to the surviving recouperating elves
told them the secret lay in the closed up heart of his apprentice. Assuming he was talking about her last deed, they
devised that magic could not be used by people, and that it corrupted their hearts, mistaking Toluun's real meaning.

Several weeks later, the petrified corpse rejuvenated, and Norlith, now partially human, partially forest creature,
scampered off into the forest with no memory, but able to use magic at will. It is unknown if the story is true, but
once in a great while, stories of a large beautiful shadowed creature with the body of part human part forest animal
could be seen scampering off into the darkness of the forest.


Telaani and the Dragon
(available for play)

Telaani supposedly lived thousands of years ago, as one of the descendants of the great hero Aeomar himself
except that no records exist, and no proof remains except for a statue and bust in the heights of the
Mosoleum of Thenurale. This story talks about the only known leader who befriended a dragon, and led a heroic
campaign in the north. According to stories, she was partially malformed from birth, supposedly as a punishment
from the gods to her parents for a heinous misdeed. Telaani was scorned and shunned in private, but supported and
lauded in public for her skill in weaving magic. Unable to withstand her environment, she left her sorrowful
parents and headed north toward the colder lands of the north.

Despite the assumption of divine punishment toward her parents, it is said the goddess of grace bestowed upon her
a great gift. She fell into a ravine by a large river, and somehow survived only to wind up landing on the belly
of an injured dragon. The two cared for each other, drawn to each other for being part-magic, and formed a
connection with each other.

This is where the story often splits. Some accounts suggest she lived in the north and returned years later in a
swath of fire and death, killing humans and giants alike. Other stories suggest she came back years later, returning
a beautiful maiden and working alongside her relieved parents to rally against the giants and drive them from their
lands. Some yet suggest the dragon was the servant of the diety of grace herself, and healing the dragon impossible
for anyone but her - and her generosity rewarded her with ascendance to the heavens, granting a luck to humanity in
the coming years to drive off the giants. Surely it is no coincidence the goddess of grace, has always been the
goddess of luck also, even before the story was ever recorded into the stories.


Iolnos
(available for play)

Iolnos is the elven goddess of fire, which is attributed to both destruction and life simultaneously. Iolnos is
in reality the aspect of life, one of the attributes of Heaven, but is seen differently in each culture. She is
depicted as a fusion elemental being most of the time, or an elven woman with literal fiery hair.

The story is obviously different for each culture, but elves believe that when their pantheon gathered to create
the heavens and the realms they each presided over an aspect. However, they say that Iolnos used to be a man called
Nosova, and he had a lover named Iolona. Iolona was presiding over the stars, heat, and death, but her destructive
nature gave meaning to the beauty held in all things. Nosova governed the void, all things cold, but also life.

The two were like mirros of each other, both required the other to survive and create worlds, but they could never
be together. Despite their roles the worlds they created were always barren and lifeless, unable to support life
since both their elements were together, and were eternally bound to the destruction of the other.

However they made their love known to the other gods and goddesses of the pantheon, stating that they wanted to be
together because it was too painful being apart. They pleaded the others to grant them the ability to love and not
be destroyed. However, the other dieties combined their forms as an irony. Their combined power and love gave birth to
the sun, named "Iolnos", and their bodies gave birth to the unified form, the one commonly depicted as female. It is
believed this star holds their power.

Elves also believe that their combined form appears female because women give life and share some attributes of
both sexes. This is also why elves follow matrilineal ancestry.

The human's counterpart is named "Aiolnna", prounced more like "Aiyana", and stands as a valkyrie representing a
similar concept of both fire, destruction, and life.







Creatures

Note these pictures are "similar" and not "exact" references.



Night Gernolg
This is a creature native to darker areas, such as large dense forests that see little daylight. The
southern areas of the main continent is steeped in lush dense forestry, cliffs, wide rivers, and
especially caves - and minus the large rivers, it is the perfect area for these creatures. However,
a non-glowing variant exists in the northern regions, which has developed longer legs and horns for
use on the plains and mountainous areas. It is mostly herbivorous, but will eat smaller creatures.
The Gernolg creatures stand at a minimum of 9-12 ft in the darker forested areas, or 11-14 ft in the
plains area. They are fairly large compared to humans, but have been tamed and used as beasts of
burdern or warbeasts as they are incredibly strong and the plain variants have deadly charges.



Ridgiskite

So named because of the ridge like horns protruding out of their back shell. These creatures are
fairly small, but as insects do boast one of the larger sizes. Instead of trees or wood, they
prefer rock, and look for particular kinds that are still under studies in various academies.
It is theorized that the leading factor is magic dense areas, making them resistant to magic and
useful to farm for their shells and tracking nectithite deposits. Their bodies process
ingested materials and instead of producing waste, it is instead secreted out of their back and
formed into their shells. Most creatures tend to avoid trying to eat them, as they are very hard
for a digestive system to efficiently process.




Alaquan

The Alaquan is a large sea creature easily as big as a whale. The true size of these are actually
rather unclear, as it is difficult to study large, dangerous, underwater creatures. What is clear
is their carnivorous nature. They do not eat wood or stone, like some other creatures, but instead
are satisifed mostly with fish. Humans in a boat are not hunted, but if one is nearby when someone
goes overboard, they might find themselves made into a quick snack.They are incredibly agile and
rapid swimmers, able to close speeds from where they float around underwater, and make it to the
surface rather quickly. They do not use their teeth for chewing, however, and merely for trapping
prey in their mouth. They prefer to swallow creatures whole, and people who find themselves under
water are no exception. Just like sharks in our world, they have varying colors, forms, and sizes.

Wyrvoth

The Wyrvoth is a large flying creature which has a few small wings and two large ones. Instead of
powerful legs, it has two rear flexible appendages with joints that fold in or lock out straight
behind it. This helps it land, as it otherwise roosts on its belly. This creature is usually seen
on the eastern side of the continent, and some southern zones because of the arid environment. They're
smaller than dragons by a fair size, and although they can support a human, they can do so for a limited
time, so the eastern kingdom trains them for war without people on their backs. Despite having few horns or
spikes, it has sensory areas on its head that helps it "feel" everything going on around it, making it
acutely aware. It has an incredible sensory range, and its smooth looking body is extremely durable with
a powerful jaw that can crush almost anything with ease. They rarely hunt humans.

Chiral

The Chiral is a desert creature which enjoys the heat. The little tendrils that come out of its mouth
are used to siphon the heat from rocks, sand, and uses a shell on its back to absorb heat as well.
Why and how it manages to metabolise the heat isn't exactly clear, but it can also occasionally eat
the quarts, mica, and other mineral contents from the sand, process it into its absurdly thick, semi-
scaly surface. Instead of having observable eyes, nose, etc, it has pores and receptors in various
areas around its body to help sense its surroundings. The semi-cartilaginous flaps under the armored
hood can also vibrate to create various sounds, which also act as a sort of geographic radar to allow
it to "see" nearby objects of any kind that may not have a distinct odor. Since it can metabolise
heat, sometimes its tendrils can wrap up a creature and draw it into its mouth. Its digestive system
isn't fine tuned for eating creatures yet, however, so it digests living creatures excruciatingly slow.
It stands between 30-35 ft tall.



Nydox

The Nydox is a night creature which rests in caves and areas that are dark during the day, and then
goes out to hunt during the night - or hunts deeper into its cavern. Its back is covered with a tough
leathery surface, making it difficult to puncture. The patterns are reflective of various pores that
sense airflow and soundwaves to hear, and assist with smell and sight. It has no forward nostrils, and
its body is not only blindingly fast, but it is also stretchy. Its jaws unhinge, and can easily engulf
the head of another creature, injecting it with venom that disrupts sensory perception as it courses
through the body. It tends to leap on to something, clamp itself in some way, and hold there. A few
seconds of exposure can render a human being temporarily blind. It stands 5 ft tall, and its body can
fully stretch to 8 feet long or more. They generally don't eat humans too often unless in a pack.
It is possible to have your sense of feel completely disrupted, but still be able to watch a pack of
them eat you.

Zunn

Zunn (plural and singular) are smaller relative to most representated creatures, but
are nonetheless still fairly dangerous. Their main defense mechanism lies in small nodes
that shine out from under their fur. Zunn have a very intelligent mind, and are one of
few creatures able to natively interact with Nectithite crystals nearby. This helps it
use its "gleam" to distract and distort a creature's eyes' ability to perceive distance
and can quickly and heavily disorient its prey. This ability is drastically underrated,
and very effective against anybody - regardless of their opinion of their own abilities.
That being said, they are about half as big as humans when fully grown, and will scavenge
in addition to hunting for itself. It learned to stay near humans because of this, and over
thousands of years have been slowly accepted into society - but have never been fully
domesticated. They have a mix of behaviors reminiscent somewhere between cats and dogs.
They come in a variety of colors and breeds, and are incredibly popular pets. It also purrs.

Dragon (a more formal description)

The most rarely seen creatures of all the world. Dragons are often high in the sky, or in secluded
locations around the world. Out of the entire recorded history, until 66-71 N.E. Dragons were
mostly a myth or in stories. They are massive creatures, and the only known being in all the world
capable of harnessing magic intrinsically within their own being. They do not need Nectithite to
use magic, and are rather liberal in its use. Dragons are seen partially as a force of nature in
addition to being a creature. Their level of intellect is unknown, but are capable of bonding with
other similarly intelligent creatures through respect and caring for each other. They lay many
thousands of eggs at a time, only a few ever hatch. Those that don't are filled with deadly acid
that the dragon is immune to. When her young are born, the acid filled eggs partially dilute and
are re-ingested, metabolised, and processed into a magic saturated fluid that is specifically
nutritious only to her dragon clutch - and only when they're young. It is for these reasons stealing
dragon eggs never works, but are nonetheless capable of befriending humans - however, they do eat
giants, and are often eager to do so.


Genbolt (no picture yet)

Genbolt is a creature that is slightly larger than a horse, similarly shaped, and a lot more
ferocious. Similar to a horse, it has four legs, and a neck that juts out. However, instead of
hooves, it has large powerful raptor-like claws at the bottom of digitigrade legs. Its spine is
also slightly curved, but naturally highly flexible. At the end of its powerful neck it has a
head that's similarly shaped to a horse, but with more of a fox-like, slender sort of look to
it. The Genbolt also has a horn on its head for ramming, and one on the bottom of each jaw.

The main threat of this creature is the sheer speed of its sprinting. With its four digitigrade
legs, and the rest of its body it can spring incredibly fast, ram into something with its horn
at high velocity, and with its spine and talons it can easily shift directions. It is flexible,
dextrous, and agile. It is omnivorous, eating mostly plants but also smaller creatures. This is
the standard mount for all Aeoman cavalry, helping them easily dodge and and run fast enough to
evade the giants of this world.







Chronology

Dates are estimations, and not completely precise. 0 A.E. is when the golden age began. N.E. is used after its beginning.

A.E. Alna Eteza - pre "golden age"
N.E. Nelna Eteza - post "golden age"

3000 - Aeomar is born

2970 - Aeomar makes the first recorded slaying of a giant

2955 - Aeomar leads his tribe to victory and wipes out local giant tribe.

2940 - Disease strikes the local giant population. Diplomacy with the nearby human tribes form an alliance.

2920 - Other nearby human tribes find victory at high cost

2885 - Aeomar forms first inner tribe council, but dies shortly after.

2500 - Official establishment of Aeoman Empire, named after the liberator.

1723 - General Thenurale creates his legendary war doctrine, detailing specific anti-giant strategies which prove effective.

1000 - 1500 years of constant expansion, war, and resource gathering. Aeoma builds up their empire. The art of
construction takes off and develops after living in hiding for untold millenia.

941 - General Thenurale's shield is recovered and preserved.

834 - King Nümvar presides over the finishing touches of Aion'Sil and its Castle. It is still built up over the following millenia, however.

800 - Elven refugees land on the nearby shore within Aeoman borders.

780 - Low local conflict encourages Prince Melzenir to lead an armada to elven lands to assist.

770 - Melzenir frees many local elven tribes, agree to an alliance

750 - Elves develop large military, magic, and additional culture, expanding and building up their society.

670 - Melzennir sacrifices his life to save the elves, and ascends to the elven pantheon upon death.

0 - Aeoma's empire expands further, reaching incredible distances and enters a new golden age. There are
many strongholds, a massive military, and culture flourishes.

15 - King Kalzammar is born.

35 - The "Global Succession" project begins, also known as "World Seed", to enhance Nur's innate magic level.

40 - Kalzammar ascends to the throne, and marries.

50 - Kalzammar finally has a child, Zeralia "the golden" becomes heir to the throne.

63 - After three more children are born, an assassination attempt is made on the royal family.

64 - Zeralia becomes the last survivor of the royal line, inherits the throne at 14 years old.

66 - After 3 years of conflict, investigation, and turmoil, the assassin stronghold is linked to a mysterious Dragon Cult.

71 - The conflict finally ends, many dragons killed or captured, the assassins are killed. The Dragon Knights are established.

75 - Zeralia marries and has a son. Remnants from the assassin guild sneak in an attack via the world seed project, the resulting
fight hurts Zeralia, sending her into a magic coma of sorts. The world seed project is "officially" suspended.

632 - Zeralia regains consciousness, the magical coma/stasis effect ends. She retakes the throne.

636 - The world seed project, which had continued in secret, finally finishes, and the world's internal magic is strengthened.
This results in more verdant forests and wildlife, as the planet adjusts to having a higher level of magic. It is rumored
it happened via strengthening the connection between Nur and the celestial realm, resulting in more Nectithite as well.

637 - Current Date

643 - Major mapping and exploration yields results. the continents of the elves and humans are fully mapped.

688 - Borders are expanded even more. Southern human tribes finally join the empire.

772 - At 166 years old, Zeralia dies of old age. Her son, a half elf, takes the throne.

854 - Another war with the giants start, a particularly brutal one continues for many years.

920 - The war officially ends somewhere in this time zone, leaving much of the kingdom devastated.

959 - A tyrant takes advantage of turmoil following the war to grow his cause, and usurp the throne. The
royal family goes into hiding.

1092 - Tyrant overthrown, royal family retakes the throne.

1248 - Full recovery takes around two centuries.

1276 - King Adkannir takes the throne, militarizes Aeoma even further, ramps up expansion campaign, beginning the "no rest for the
wicked" act. Over the next several centuries Aeoma expands south rapidly, leaving many giant tribes in small concentrated
areas. The southern forests are claimed all the way to the coast, but not past the mountain range of Nigeon.

1839 - King Girthaad ends the campaign started by King Adkannir. The imperial highway has been extended, the southern district of
Nehlondir is established. The capital city at the southern coast is established at a strategic location, and named "Ur-Nehl"
(pronounced quickly as "urnell").

1967 - Major giant attack threatens empire, lasts centuries.

2092 - Captain Veldman wins a critical, miracle battle while stranded behind lines with his company.

2124 - Veldman wins another crucial battle, but dies of his wounds afterward. He is entombed in Thenurale's Hero Hall.

2252 - rebellion in the south causes a two front war.

2345 - two front war finally ends

2445 - 100 year anniversary ends with a dramatic coup, a man attacks Aeoma from within, seizing power with cunning and immense magic
forcing the Royal family to flee. He turns the kingdom into a dictatorship, claiming it has become weak.

2457 - Eldest son reaches mature age, and the small rebellion turns to a full rebellion within 15 years. Crown prince Gehlrund ("Rudi")
courts an elven girl, Ilvera.

2459 - Prince "Rudi" and Ilvera get married. The wedding is found by the tyrant overlord, and attacks unsuccessfully, but many lives
lost by the rebellion forces.

2468 - Ilvera gives birth to fraternal twins. Telvina and Rulnas.

2501 - Many oppressed Aeomans flee from the southern city of Ur-Nehl, taking a large number of ships, discovering the southern
continent. Here they live in peace from the oppression and start new lives. Nobody knows what becomes of them - but they
do survive.

2506 - For several years, small skirmishes and opporession continue, and create fuel for a growing rebellion. Many Dal'an have
turned against their people in favor of power.

2516 - A massive battle takes place after the rebellion gathers a sifficient amount of forces. The city of Westridge is the battleground
and mutual losses result in a divided kingdom between those who hold power and the people. Nobility and Leaders are divided.
2553 - A series of crushing defeats shrinks the rebellion back to a handful. The royal family is still hidden, however, and the tyrant
is unable to locate them.

2587 - King "Rudi" dies of old age, his elven wife lives on with their children who are half elven.

---- - Between these years, the royal family lives in hiding, gathering strength and trying to overthrow the tyrant. Radhas, a
descendant of Rulnas sees to take the capital back in N.E. 2820 after losing his son in battle.

2612 - A new attack from the giants up north convince the northern territories supporting the rebellion to give in to the Tyrant, who
promises protection for service, they agree, and a war against the giants displaces the rebellion for almost two centuries.

2763 - The war with the giants comes to an end. Successors of the true throne still aim to regain their power. The dictatorship clamps
down again, and dissenters are forced into slavery.

2797- A little girl born on the border of the resumed rebellion sees her town razed and her people enslaved. She is renamed as "Celdanna"
translating to "one who serves" in the ancient tongue of Aeomar's time. The girl prays for escape for years.

2803 - Years in captivity end with a miraculous accident, and Celdanna escapes, and finds her way through a rebellion battle, as if
guided by a higher purpose. She begins to hear voices, assumed to be a byproduct of her captivity, but she proves capable and strong.

2810 - Neldessa becomes instrumental in the planning of a major attack to reclaim the capital city.

2820 - Minor skirmishes and questioned allegiances lead to the first major conflict of the rebellion in many years. Dal'an order splits
from those who support the tyrant, and those who support the King. A massive siege besets the capital for months. Brother turns
against brother, and a small team led by Celdanna manages to infiltrate the city and successfully depose the Tyrant, restoring peace.

2823 - A very old King Radhas manages to overthrow the dark, mutated, old tyrant who has used a newly discovered form of magic to
live on far past his age. This form is given the name "necromancy" and is henceforth banned through the empire.

2825 - King Radhas dies of old age, his grandson takes the throne. A memorial for this ordeal is erected in Thenurale Mausoleum.

2834 - Ilvera, Rudi's wife, passes away. Her descendant Valhn holds a massive funeral, and the kingdom begins to heal.

2876 - Valn's two daughters and one of his sons die from assassinations from the last supporters of the old tyrant. This leaves
his son Valdas the heir. However, he marries very late, and produces a son at an older age after three daughters. He dies
before his father Valn does, leaving Valam as the heir - who despite marrying, doesn't produce a child until later either.

2994 - King Valhn dies. His grandson Valam takes the throne.

3000 - New army from across the desert attacks with an army of undead. The Kingdom of Neksemun, the "Everlasting Empire". The
Aeoman Empire seeks to put their name to the test, and war rages over clashing philosophical ideals.

3001 - Aeoma initially holds strong, but a massive surprise attack catches them off guard, and cuts off their resources

3002 - The Empire pushes through the Nigeon Mt. Range and take several regions, moving to surround Aion'Mir. The siege lasts for
several years and a protracted battle ensues while the Neksemun Empire bleed troops into Aeoman lands.

3006 - King Valam pulls off a successful attack, cutting off Neksemun troops, retake the lands, and push them back through
Kae-Varnum.

3007 - King Valam retakes Kae-Varnum, and pushes into Neksemun territory.

3008 - Valam dies in battle at of Pagarnum Point, delaying the advance of the enemy army and reinforcements by himself so Kae-Varnum
could be reinforced. His eldest half elven daughter Irilani takes the throne, after dying before producing a son.

3008-9 - Queen Irilani leads a demoralised Aeoman army to a string of several back to back victories, showing leadership and
courage. This gains faith and support from many Aeoman citizens.

3017 - Aeoma's armies enter a protracted battle in the Ekentum Canyon

3049 - The war swings back and forth many times by this point, but after a huge battle, the majority of the fighting dies down and
results in constant skirmishing for 150 years. Neksemun slowly pushes Aeoma back to the mountain range, but never get farther.

3200 - constant war and fighting lasts for two hundred years before coming to a formal end with the foreign "Everlasting Empire"
being vassalized, and slowly incorporated into Aeoma over three hundred years.

3623 - Last of the "Everlasting Empire" is fully incorporated, marking the Aeoman Empire controlling 60% of the Continent.

3650 - Remnants of the Everlasting Empire loyalists rebel, starting a civil war that lasts for three decades.

4411 - After constant warfare, Aeoma expands through the rest of the southern continent, claiming everywhere except for
small giant holds, hideouts, and the giant infested lands to the north. The last 1/4 of the continent is untouched.

4452 - Skirimishing with the giants to the north starts, and becomes nearly indefinite, completely halting Aeoma's dreams
of ever wiping out the giant threat. This is also due to giants entering an iron age, and unlocking magic potential
within themselves, introducing shamans into their society. This creates an everlasting standstill with the order.

4631 - Imperial highway project (mostly) ends

4702 - Major societal and social reform results amid a time of great plenty and philosophic endeavors.

5188 - Many societal equality issues are ironed out. Social class is far more flexible, more equal rights for all, but
Aeomans starting to prefer a "personal gain" mentality over their old "do the right thing because its right" mindset.

5213 - The "province" of Neksemun (the old necromancer kingdom), had a few secret societies that never gave up necromancy. In a
foolish effort to use Necromany to attempt to gain eternal life, the research backfires in a cataclysmic manner.

5214 - Efforts to contain the epidemic fail. Black mist and corrupted land spread wide, and Silbraean citizens flee. Aeoma works
on a possible counter curse in a period known as the "necrolithic descent".

5233 - Three decades of research and efforts to suppress the issue reduce the black clouds and corrupted lands, but the curse
continues. Necromancy is used to slow the curse, only to cause a self sustaining plague of undead.

5449 - The plague continues, eventually replacing the advancing curse with another necromantic curse, preventing the spread to the
entire continent, but undead are still multiplying.

5783 - The Dal'an order manages to discover a reversal to the epidemic, and uses a method of celestial magic to "sanctify" parts
of the continent - including the Mausoleum of Thenurale to prevent undead from flooding out of it..

5803 - The epidemic is formally over, but the citizens revolt. A new group who blames magic for all their problems gains incredible
support very quickly. In a bid to not throw the kingdom into chaos, the government of Aeoma puts a ban on all magic with the
exception of the Dal'an order who discovered the cure, and the temple priests.

5805 - The surviving necromancy guilds try to weasel support back to their cause, but futile attempts result in them going into hiding.

5812 - The "witch hunt" for necromancers begin. A still angry populace seeks out the hiding necromancers, blaming them for all their
problems, and systematically execute them. The government urges the vigilantes to not take life into their own hands, causing
a rift between the government and the vigilantes.

5822 - Tensions keep rising. King Simmund IV appoints a small council of representatives to oversee the tensions. In an effort to
avoid bloodshed, King Simmund "the merciful", winds up bending to the senate and the council on many issues.

5829 - King Simmund IV dies mysteriously and his son, King Simmund V takes over. In an effort to rally support behind the throne, he
acts as a catalyst, claiming empathy and understanding, manipulating the people behind him slowly, starting with the senate

5842 - King Simmund the V regains full support for the throne, continuing to support the magic ban, and keeps support of the people
claiming magic was the reason his father died.

5854 - King Simmund V uses his power to oppress the people, focusing their anger away from magic and onto him. The witch hunt lets
him unjustly execute innocent people for the sake of his secret goal, causing him to be overthrown. Simmund forces the people to
require magic to overthrow him, and everything goes according to plan.

5914 - King Gelmund, son of Simmund V, joins the revolt with the people, executing the Tyrant king, and works on restoring order again.

5936 - The ban on magic is finally lifted. The few mages that have survived through all this come out of hiding. The necromancy guilds,
however, are blamed for this with the start of the curse outbreak almost 800 years prior, and are forbidden from guilds.
6005 - Necromancers are allowed to practice their art under strict conditions, longer periods of schooling, and are required to
minor in "ethical studies" in any Arcane Academy they study at, along with other things.

6020 - King Gelmund occupies the people with the goal of uniting the entire continent.

6632 - New golden age as Aeoma unifies entire continent after much effort.

6889 - Economic depression, Aeomans invest in further construction and magitech development, further military applications

6912 - Levitation magic discovered

7000 - Construction begins on the Obelisk of Andonal

7500 - The floating obelisk is officially finished, and a celebration of Aeoma's 10,000 year anniversary commences.

7808 - Economic and societal disruptions cause lasting conflicts and turmoil.

8044 - After many years, war erupts again, and Aeoma finds itself in a three front war.

8500 - Disease strikes Aeoma, and decimates the content, and Aeomans nearly collapses, establishes truce with remaining
giant population.

8550 - Aeoma's infrastructure lies in utter ruin, sends the dragon knights to guard its borders and secures what it can
to keep Aeoman culture. The people live, but the government and institutions collapse.

8650 - Aeoma completely crumbles, humanity enters a dark age. Dragon knights continue their mission of training apprentices, and the
elves and knights keep humans safe from giants who try to violate the old treaty. Meanwhile, the Aeoman throne remains empty.
Rumor has it, the Royal family moved to a small out-of-the-way town near Kae-Varnum called Amberfeld.

???? - Perpetual dark age lasts for the forseeable future, magic still in heavy use, Aeomans forget their old honor and become
more focused on survival, themselves, and their towns. Old capital cities are used by leaders who likely cause the once
unified empire to be split up into what would be many "countries". The Dal'an order continues, living in the spire, and
their sacred mission continues. The order becomes nearly mythical as the last remnants of the Aeoman Empire. At this point,
the heir to the Aeoman throne is completely unknown to the masses, but continues to survive in the town of Amberfeld.






But what if I like the world and want an alternate timeline?

I've been debating theorizing about a possible futuristic or sci-fi alternate timeline. This would be a point in
"Nur's" history at this point, which would take place after the Kingdom of Aeoma. I have always considered that
Aeoma is the old kingdom - this means there is one that comes afterward, its just my focus is on Aeoma, and not
whoever comes afterward - but that doesn't mean that's the only situation to RP in.

After Aeoma falls, the world, called Nur, would be still turning, and events still unfolding. So here's the general
ideas:

-After Aeoma's fall, the world descends into a kind of "dark age", the beautiful structures are still around but as
time wears on, they fall into more and more disrepair except for powerful local leaders who invest in them as ways
to ensure their own power. It becomes a mix of a more "The Witcher" style feel, combined with a few rare examples of
a bygone shining age.

-Thousands of years pass before any real progress is made. I imagine a "rennaissance" like period, and a "Classical"
style one too, but those are probably going to remain less developed. I'd like a Victorian or steampunk style, but
I don't think either of those actually fit in this world, much to my sorrow. It leads to another alternate-

-A modern world with technology such as computers, cars, grocery stores, etc, and these familiar modern
appliances are still shadowed by monolithic architectural marvels that still tower over the various countries that
sprang up in the aftermath. A small handful used as government buildings, most restored, renovated, or kept for
tourism. Magic still exists, and helps to greatly offset any environmental damage that mass consumerism would cause.

-Sci Fi. Eventually they reach space. Here's the fun part I haven't shared at all yet:

Aeoma is a double planetary system. Its moon is rather big, big enough for a light atmosphere, and situated just enough
for life to develop. The moon is verdant. It allows for early colonization, and significant advancement through the
cosmos. Followed by one world after used for resources, a massive space station, and an asteroid field guarding it. At
this point, any varied stages of galactic colonization could be imagined, from a small, new space civilization, to a
massive one, with fleets of advanced starships, still clinging to old traditions, and developing magi-tech ships.

The ships would have the designation of "ASF [shipname]" which would probably utilize something more "covanent-esque"
from Halo. Such as "Vanguard of Justice" or "Unyielding Dawn" or some other holy-sounding crap. Its fitting given the
old Aeoman standard of unity and justice - though at this point that would be in contrast to reality. Aeomans would no
longer hold the same morality, but be far more susceptible to corruption, greed, and relatable modern day issues. The
"doing the right thing for the right reasons" mentality is purely a state of mind related to Ancient Aeoma.

So you have technology mixed with magic systems for powerful sci-fi magitech starships in an expansive galactic
with two other main races that I'm thinking of. Other races would be still evolving or tribal. This is early on
in galactic history. I still want some planets to have the gritty sci fi setting, and others to be a more pristine
one.







Characters - (all available for play, only two have profiles though)

Zeralia

- Current crown princess. The senate refuses to vote for her queenship without a king, but
having a king means giving up her ruling authority even though she's the descendant. She aims
to change that, making it so queens can hold the authority.

Valethia

5th Seat of the Dal'an Order. Incredible natural talent, powerful spellwarrior. She moved from
the elven continent and worked hard. She specializes in defensive magic, and it is so strong that
she can use her defensive magic in an offensive manner. She can also use her staff like a polearm
quite effectively, and has minor staff-manipulative magic to go with it.

Radanus Valand -

Older man, captain of the order. Muscles, long hair, long beard, grey hair, and the most powerful
since Dal'an himself. He is a master of elemental, manipulation, illusion, and holy magic. He uses
them in deadly combinations in addition to powerful physical prowess with many different weapons and
combat styles. He is referred to as "The Inheritor".

Daltenne ("dahl" - "ten") -

Third seat, Dal'an order. A bit stronger than Valethia, also a rising talent, but a human and not
an elf. She Specializes in manipulative techniques, and is very good using her staff as a weapon of
all types, sometimes in deceptive ways. However, every member of the order is trained in defensive
and retaliatory magic types, more of which can be explained with the Dal'an order section here.

Sanborin

Second seat of the Dal'an order. Adult male human. His specialty is elemental magic. He doesn't
rely on defensive magic, because he doesn't need to. His elemental magic is mastered to a degree
that it can be used instead of a shield, and has mastered the elements enough to easily overwhelm
his opponents with it at the same time. Although extremely powerful, he over thinks situations and
is prone to never accepting help even when he needs it as a desire to impress those around him -
especially his captain, and his mentor.
Sanborin also has fire scars on his body, and wears a demon's horn on lace around his neck - after
sacrificing his life to save his men fighting a demon - and somehow survived the encounter at the
cost of the demon's life. Since then he has been known as "the demon slayer".

Arich

Fourth seat, middle aged elf of about 700 years old. Powerful in conjuration style magic, which can be used
to conjure whatever he needs in any given situation, resulting in some wacky, tricky moves. This elf is the
son of original refugees to the human continent over 900 years prior to current date. He has lived with humans
all his life, and is closer to them habitually, but is still a bit reserved.

Other noteable characters include, but not limited to:
Vel'rässe - Half elf/human female, fire spell warrior
Olond - Human male, martial/physical magic
Amos Hartland - Human male, alteration elementalist
Halruk - Human male, martial/illusion magic
Yul'dor - Half elf/Human male, ice/martial magic
Nelse'rinne - Elven female, dimensional/elementalist magic
Taferne - Human female, cleric-based magic
Sil'nerridine - Elven female, dragon watcher/breeder
Celedun - Elven male, martial/alteration magic
Zanadhel - half elf/human female, lightning/earth specialist






These are famous locations or landmarks that can be seen in the world.





Mausoleum of Thenurale.

This massive underground construct is in the mountains behind the capitol city.
There are enormous bridges and statues, everything is well lit, and many people constantly visit.




Monolith of Andonal

Near the end of the Aeoman Empire, they consolidated all of their cultural, technological, and societal
knowledge and history into this colossal floating tower. It was to be a symbol of their accomplishments,
and an investment for the future. Luckily they finished it before they fell about a thousand years later.
Even into humanity's dark age this structure stands tall and proud. They use magitech to rewrite the
natural properties of magic stone, giving them the ability to levitate. It is an innate ability of the
tower, there is no floatation power source, ensuring it remains in the sky forever.






Imperial Highway

This picture would show what it might look like a thousand years later without upkeep or care - far after the
kingdom of Aeoma has fallen. However, it is the best, most relevant picture I could find (lol dragon age).
Regardless, the Imperial highway is also an aqueduct at the same time, and it is built much thicker and more
sturdy than real life roman aqueducts today. It is also far larger, with a lot more of open arches filled in.
The imperial highway was a constant work in progress from the first expanded city at the west coast, Aion-Nir,
("Aionir")until the Monolith of Andonal was completed. Segments were constantly added, expanded, maintained, and
built on. It also served as a very useful focus for jobs during the various economic recessions the kingdom suffered.

By the time the kingdom fell, the Highway had expanded the entire content.






Kae-Varnum

Kae Varnum is the name of a massive fortress complex that lies at the major choke point of the
large eastern mountain range. It safeguards the passage from any intruders, and is so massive it's
basically its own city. The reason has to do with the rogue human groups in the area, and plenty
of dangers that lurk in the arid lands beyond.

The fortress was built during conflict with the dragon cult, and is well manned and well stocked
able to fend off an army on its own. It is placed perfectly in the choke point in the mountain
range. Nothing can get close without being seen. Multiple Dal'an order members live here.




Aszantum University

Despite being the main center for education, it is not in the capital. Instead the University sits at a crossroads.
Multiple large rivers convene here, and an island sits in the middle of the converging waterways. It used to be a
fishing village before the foundations of the Imperial Highway increased traffic flow by over 350%. This attracted
merchants and most notably con men. Educated nobles in the area sought to instruct each other's families, servants,
protect themselves with information and education. This led to a surprisingly rapid and profitable academy that has
grown out of proportion. The entire central island changed from a village into a single academy complex. The fishermen
and other citizens live on the shores outside of the many bridges.

The city of Anondal, the "academic capital", is not far to the south, and it is so close in fact, Aszanum is informally
referred to being part of the city as well. Many students have families there, and guilds and research groups in Anondal
all come from Aszantum. This was the site of where the obelisk of Anondal was thought of, announced, and refined.

 
Roleplay Preferences (Click here for explanation)

As PredAs Prey

Being PredBeing Prey Always/Love
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Never/Dislike Reminder: anyone or anything in the "Characters" "Myths" or "Bestiary" section are available RP partners.
Hard Vore Always/Love
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Never/Dislike This, blood, scat, watersports are heavily mood dependent.
Evolving Character Always/Love
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Never/Dislike Story is loved here. Vore is also fine, public or private.