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Concept Hallowworld [Grimdark AU]

I am Wake

The Rose
Crafter
Legend
Retired Staff
I_am_Wake
I_am_Wake
Crafter
Welcome!
This is my little project that has been on my mind for quite some time. Inspired by Dark Souls and the F:NV Mod "Dust,"

I have always wanted to write my interpretation of a grimdark universe for Hollowworld. I esentially asked myself the question of "what would happen if everything that could go wrong went wrong in our lore?"
This is the result! In my free time, I will work on more lore for this universe I have begun creating-- the Alternate Universe of Altera!

Thank you for reading and I hope you enjoy!
Let me know what you think in the comments :heart:



"The Realm ended when the Gods abandoned us for our sins."
-Last Exodus, Saint Marko von Sauer, 32 AE


Hallowworld
Grimdark Alternate Universe


It has been a 166 years since the Gods abandoned Altera Four.

The new era is known as "After End."

Altera has become a playground of endless warfare, suffering and strife. Only a handful of mortals survive- battling to simply stay alive each day. Nowhere is truly safe.



The Gods have abandoned Altera Four. Unprotected, walls of reality shattered and otherworldly entities roam free. Qlippoth is in eternal war with Corruption within the heartlands of the continent. The undead crossed the Shoreless Gulf which flooded the coastlines, spreading Skraag’s Touch to the Eastern Kingdoms. An eternal blizzard freezes the entirety of the north, making everything inhabitable and the northern ocean frozen. In the south, Bwabo tribes roam in black fog murdering and eating the dead whilst the deserts are host to vicious new life. With the Planar Infinity melding with Altera, elementals invade survivors and mages have unlimited power-- should they dare grasp it. With the absence of Gods, nobody truly dies: the souls have nowhere to go and are often harvested by whomever comes across them.
Only small communities of survivors exist now-- almost always on the move... unless tempting fate.






Everlasting War:

Since before the End, the Titan Qlippoth awoke to devour all life on Altera Four. Following the End, very little could stop it-- though skirmishes did delay the inevitable. Spreading their consumption and Blight from Qlippoth itself in the Blightlands south of Blackrush Crossing on the western side of the heartlands, the Rift saw dramatic activity in the eastern heartlands near the Ashlands. The Armies of Naught reformed under the so-called ‘daughter of Grief,’ the new Queen Grief began their invasion and spread Corruption. As the Corruption grew, as did the power of the demonic forces. Nether Portals began to open in the hearts of cities, spreading chaos and discord.
Eventually these two forces clashed. The monstrous Blighted creatures of Qlippoth devouring the world do battle with the Armies of Naught, the alien spreading Corruption which seeks to form Altera into another realm of the Nether. This war is everlasting and endless- both sides having limitless pawns and ceaseless battles.



Great Flood of Undeath:

After the End, the undead of the Northern Kingdoms crafted ships of bone and corpses to cross the Shoreless Gulf and the Sea of Storms to invade the Eastern Kingdoms, guided by an unknown hand. The elementals of the sea and the hurricane formed a brief truce that lasted the entirety of a single day to attack the Eastern Continent before resuming their constant conflict. This truce brought the undead to the Flooded Lands and the Eerie- the remnants of the eastern and western coastlines. Skraag’s Touch returned as an evolved disease that turns mortals to undead.


Soul-Stealing:

After the End, souls cannot pass to an afterlife- the metaphysical constructs of ‘normal’ life changed. Instead, when a person dies, their souls linger- sometimes taking the form of a ghost, other times taking the form of a wisp. These souls are often harvested by a powerful entity, demon, absorbed by a mortal, eaten by Qlippoth or even stored in a gemstone by a Mage. Death is never the end- it is merely the tool for someone else’s ascension.


The Blizzard:

Everything in the north is now victim to an endless blizzard through unknown means. The further north one goes, the worse the blizzard becomes-- as it has entirely frozen the northern ocean, making it walkable. The most southern ‘northern’ regions have heavy downfalls of snow, making it impossible to grow anything without constant work.


Planar Melding:

The Planar Infinity melded with Altera, causing mages to have limitless power and elementals to go berserk. Survivors found themselves being invaded by elementals, becoming ‘Touched’ (Spiritblessed) at rapid developments as elementals consumed the souls of mortals, taking over their bodies en masse. Mages became subject to great power, which some wielded to try and prevent the End. Others used it to save themselves.


Eternal Crusade:

After the Gods abandoned Altera, the remaining faithful banded together in an attempt to beg mercy for their return. For a time, this was successful: worship continued through trying times. The city of Linistel became the only true safe place on the Continent, shielded through isolation. It was here the Eternal Crusade was called by a Kaltic Ignite, Saint Marko von Sauer. Despite the fact Linistel fell over a hundred years ago, the Eternal Crusade continues with large clans or solitary knights murdering anything considered ‘unholy-’ from the undead, the demons, the Blighted, the Touched to an average man just trying to survive. Sometimes the remnant zealots themselves prove a threat upon the remaining mortals… especially the lawless and Bwabo.


Mortal Struggles:

Death is more common than life. With famine, limitless dangers and lawlessness abound, very few mortal communities now exist. Nicknamed ‘the Remnants,’ only a few communities have proper laws and are memories of the old world. Outlaws and bandits are the most common survivors now, struggling to live and thriving on the suffering of others- often living amongst ruins of great, fallen cities. These raider communities sometimes are unique to a specific region or ruin, having a residue of that location's culture within their actions and lives. However, this is overshadowed by their savagery and murderous intentions.







The Remnants:
Across the Eastern Continent, small communities continue to exist among the ruins of the old world.

The Armada:
The Armada is the most successful remnant community: a fleet of ships sailing across the seas with no permanent mooring, sailing across the western and southern coastlines made up of old Sangrian, Fuvurian, Kaltic and Moorish survivors. A new culture based on sailor life, maintaince of ships and strict law has evolved among the Armada. Each ship has a captain-- who is treated like nobility was back before the End. The Armada is one of the only communities with a functioning heirarchy, educational system and enforced law among the ships.


Soolerans:
Sooleran Caravans still exist within the southern regions of the Continent- roaming in constant migration and welcoming to trade with any survivors. Unlike before the End, however, they do not meet for Fadma- as it is too dangerous for an entire culture to meet in one location. Caravans sometimes do cross paths and stories are shared before they part ways once more. Stories are shared by word of mouth- very rarely do Soolerans keep hold of any written texts. Each caravan is heavily protected and Soolerans are even seen by Earthspawn as great warriors.


Sanctuary:
“Sanctuary” is a well known location and the last bastion of the old world from before. Created after the End, it is a vast underground city of metal and engineering, designed by the Immortal Constructs to shield from the outside world. It is located beneath the ruins of Astrakhan, chosen due to being a very central location. Survivors of various races defend themselves here, trying to survive the apocalypse. Sanctuary is one of the few places with law, education and- more importantly- a single, unmoving location. Many outside Sanctuary regard the location as doomed.


Dwarven Kingdom:
In the far north, the Dwarven cities of Khárûz Korum and Aeroch Rimtar became closed off from the rest of the world due to The Blizzard. Instead of dying of cold and hunger, the stubborn Dwargar chose to survive by their old codes of Korog. Closed off from the rest of the world, the Dwarves evolved into ‘Deep Dwarves,’ being able to see perfectly in the dark and survive solely on underground flora and fauna. The Deep Dwarves survive today in great underground labyrinths and halls nicknamed ‘The Hollows’ which encompass the entire underground northern regions. The Dwarven Kingdom does not overextend itself and is relatively isolationist with its own King, customs, law and rendition of what the world before used to be like. It is very rare for a non-Dwarf to be a part of the Kingdom.


Earthspawn Clans:
If any race can survive the apocalypse, it is the Earthspawn. Bol’tn’thar stands strong with its massive walls. Before the End, Clan Hakiaz was the only clan left. Today, several Clans exist and are growing in number. However, due to the dangerous nature of the outside world, the Earthspawn have become increasingly xenophobic and will see any monster, race and entity as a challenge to overcome with few exceptions. They trade sparingly with Sanctuary to the north and passing Sooleran caravans.


Bwabo Tribes:
Finally, the Bwabo tribes have flourished. Evolving with the world around them, the Bwabo adopted more savage traditions. They kill any non-Bwabo in the southern regions of the Continent, hunting them and eating them as a food source. Their approach is often warranted by a black fog which surrounds their hunting parties. Together, the Bwabo tribes remember very little about the old world, never writing anything down and living each day as a new challenge to their existence.

 
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I am Wake

The Rose
Crafter
Legend
Retired Staff
I_am_Wake
I_am_Wake
Crafter
Regions:


Flooded Lands:

The entire eastern coastline was flooded by the Sea of Storms and the Shoreless Gulf. Plagued by a constant hurricane, the lands are a thick marshland where undead roam. Cities and towns along the coast are, for one reason or another, in ruins among the deluge. The Flooded Lands stretch from the underwater south to the marshlands bordering the Hellscape.

Flooded Ruins:
Formerly Eldpoint. The third city to fall to the undead and flooding. Most of the population were wiped out from the floods, repeating the history of its founding from Arget Isles. Survivors were beset upon by the undead from the Northern Kingdoms. Refugees that tried to escape mostly succumbed to Skraag’s Touch disease, their corpses now littering the Flooded Lands wilderness.

Today, the city itself is mostly submerged- the old pathways now rivers between towering, ruined structures. When a mortal dares enter, undead arise from the water and the interiors. Most of the old treasures, submerged, remain.

Nobody remembers what the Flooded Ruins were originally called.
Wolf Valley:
Formerly Verdant Valley. After the flood, crops were destroyed and the wilderness difficult to hunt in. Refugees with Skraag’s Touch from Eldpoint turned into undead within the small community. Today, only the frames of the buildings and ruins remain. The Howling Heights remains wonderfully intact, however, and is a monument to the old world. Sooleran Caravans named this valley, as it is part of some of their trade routes.

Nobody remembers what Wolf Valley was originally called.
Skraag’s Landing:
Formerly Storm’s Landing, the ruins are mostly submerged. It was the second city to fall after the flood, especially to Skraag’s Touch. Nearly all of Storm’s Landing population became undead, thus the renaming of the city by modern remnants. Not many even remember it being called anything else.

Bandits over the last many years attempted to live in Skraag’s Landing by creating bridges across the rooftops of the upper districts and their impressive structures. They failed. Their corpses now join the undead, yet the relatively ‘safe’ wooden bridges between rooftops over the flooded undead-ridden streets remain. There is no loot to be had in Skraag’s Landing, as the old shops, banks, guilds and homes have long been left barren.
It is a common joke amongst Sooleran Caravans that, to go to Skraag's Landing, is to commit suicide.
Calamity Fortress:
Formerly Nid Arach. After the Gods abandoned the Realm, the Essence of Chaos dispersed, causing the location to become relatively normal with only the Arachain monsters to worry about. Arachian beasts began to escape and breed away from the Nid Arach, making the location less unique. Relics were picked clean. By the time of the flood, people felt safe passing through Nid Arach’s roads. After the flood, the location became feared to this day.

Today, Nid Arach is the operation fortress of ‘The Lich:’ the undead revived Whitespoor who experiments within the halls creating new horrors for the end of the world. With cultists following him loyally, they discovered ways to control the undead. The fortress is a bastion for all manner of twisted individuals. It is also the only location where the undead seem to be under direct control. Within those walls, dark histories are recorded- including the original history of Nid Arach.
The Crag:
Formerly Veraci. The first city to fall to the flooding and the undead-- though nobody remembers that anymore. Only a tiny population managed to survive that initial flood and the undead. After that, the city became a zombie-filled Atlantis with tall tower buildings sticking out of the waves for over a hundred years.

Over the last ten years, the ancient undead are slowly being disposed of within the eastern ruined, old towers poking out of the sea by a prominent clan of raider exiles from the Armada. Using the old towers as homes whilst using ships to hunt monsters and raid other remnants, the pirates are loosely organized and more often turn on one another- defending their tower territories in gangs, only unifying to fight larger threats. Some old apartment buildings have bridges between them, but the majority of homes act as small fortresses with varying entrances. Undead still loom in half the city on the west side closer to land whilst the towers on the eastern side are anarchy homes for raiders.

Nobody remembers what the Crag used to be called.
Marsh:
Formerly Mockingbay. At the mouth of a river and guarded by a maze of small islands from the floods, Mockingbay never fell to the undead. House Azerwind held strong and the city, whilst sustaining damage from intense flooding then Skraag’s Touch, the city continued to survive for many years into After End. Unfortunately, the city today is a flooded ruin with most of the structures damaged from ceaseless warfare. Undead were a looming threat, as was famine caused by the floods. Soon, the Armies of Naught sought to destroy Mockingbay as it was a stronghold for Alteran activity. Nether Portals can still be found scattered, dormant within the ruins today. It is not clear what caused Mockingbay to fall: though refugees fled to Sanctuary from Mockingbay before its fall. Benitoite Palace still stands strong in the middle of the flooded ruins, albeit in decay and blocked off from the rest of the ruins since most bridges have long been destroyed.

Today, Marsh gets its name for being simply what it is. Nature, ironically, has overtaken the old city of Shalherana. The ruins are now a marshland with low hanging trees and plentiful vines which wrap around everything. Demonic scouting parties are rare, but sometimes can be found in and around Marsh. Undead are far more common, though less numerous as their southern counterparts. Monsters are far more likely to be encountered, such as giant spiders, Arbori and- most commonly- Crooners. Mortal traffic is somewhat common, as some dare to travel along the river to reach Sanctuary whilst Sanctuary also sometimes scavenges amongst the ruins. Pirates from the Crag are also common, as are the bandits from Highground.
None dare enter the giant castle in the middle of the city. It is where the spiders come from.

Nobody remembers what Marsh used to be called.
Riverside:
Formerly Robin’s Creek, the village of Riverside is somewhat still intact. It is the official border to most in the Heartlands to the Flooded Lands. Until recently, it housed hopeful remnants who simply wanted a peaceful life farming, as the ground at Riverside is still fertile and the buildings were relatively intact. They refused to give food to the bandits at Highground, however… thus Riverside is a ruin once more, this time with more bloodstains.
It holds nothing of value, though is often passed through by Sanctuary remnants and Sooleran caravans.

Nobody remembers what Riverside used to be called.
Highground:
Formerly Kingfisher Fields, the only structurally sound buildings today are the ruined windmill and the old tavern. It is named Highground due to its elevated location being enough to avoid flooding, whilst surrounded by marshland. Different generations throughout the End remember Highground for different reasons, either through hopeful remnants, demonic slaughter, being a ruin filled with undead or a barren location to stay the night. This generation knows Highground for its bandits, “The Hunters,” who see themselves as monster-hunters, demon-slayers and hunters of men. They are responsible for keeping the undead population low around Marsh, keeping the Armies of Naught from the south using guerilla tactics… and murdering remnants to eat their flesh as cannibals.

Nobody remembers what Highground used to be called.
Underwater Temple:
The Temple of Knowledge/Silas was entirely flooded and is now underground. All of the books were lost, as were the artifacts. Not many know the underwater temple exists, as sailing that far out into the Sea of Storms/Shoreless Gulf is a deathwish. Those that do, however, see the old beacon shining up through the water.

Nobody remembers what the Temple used to be called.
Sandstone:
Formerly Sanardú, the fourth city to fall to the flooding and the undead. Due to the sea walls and the mountainsides, the flooding only went so far into the city. For a time, the undead were held back with blockades and the wisdom of Fuvurian battle planning. Unfortunately, Skraag’s Touch slowly killed all that remained within the city. Before the end, much of the population escaped on ships and braved the Sea of Storms/Shoreless Gulf. They became what is now known as the Armada.

Sandstone became known due to the majority of buildings being made of sandstone. Today, nobody would be aware the city fell to undead- as Sandstone was invaded by the Armies of Naught from the northern Hellscape. Today, the city is the most southern territory the Armies of Naught hold. Demons and Nether creatures of all description roam the ruined streets, defending a newly built fortress at the top of the city- built over the ruins of the Fuvurian palace. The lands here have not yet been Corrupted for unknown reasons, though armies are armassing at this staging area to, supposedly, invade the Flooded Lands.

Nobody remembers what Sandstone used to be called- not even on the Armada.
Lonely Mooring:
Formerly New Riseport, the tropical island was completely flooded during the undead invasion. Whilst Sanardú held out against the undead for some time after the End, New Riseport was doomed the moment it was flooded. Every jungle tree would perish, the ruins overflowing with undead and- eventually- becoming little more than grassy patches of rocks out at the eastern coastline.

Today, Lonely Mooring is used as an emergency dock for the Armada. It is rarely used, the former island merely now jagged and eroded rocks with flooded ruins within view of Sandstone. No mortal can remain too long, else be caught by the Armies of Naught patroling Sandstone. Undead and monsters still infest the waterlogged ruins.

Nobody remembers what Lonely Mooring used to be called.



Hellscape:
Formerly the Ashlands, the region has undergone a dramatic change via Corruption. Geographically, the region has not changed shape, nor has the pools of lava and magma been replaced. Instead, the stone has been replaced by Corruption and warped fungus grows across the region. It is here the Armies of Naught make their base in Altera in a massive Nether Fortress which can be found just north of Linlea’s ruins.

Hellport:
Formerly known as Linlea, the ruined city has been completely converted via Nether structures and Corruption into a fortified location for the Armies of Naught. Since the demonic name for the location is not known, Remnants call it ‘Hellport-’ despite the fact the Armies of Naught do not use ships or boats. Since water physically burns demons and Blighted, this location is perfect in the Everlasting War.

Beneath the monumental demonic fortresses, ruins of Linlea remain. Whilst wooden structures have all been withered away by time, stone buildings slowly decay. Within caverns, one may even find relics from before the End.

Moors remember what Hellport used to be called in the Armada.
Light’s End:
Formerly Astrum Isles, Light’s End is the last island between the Hellscape and The North. Completely surrounded by water with no land access, no demons are found in Light’s End- though ghasts sometimes float over the island with mild interest. The former city is in complete ruin and remnants of a Nether Portal can be found in the garden district. Whilst relatively ‘safe’ to visit via ship, Light’s End is inhabited by monsters who feed on the natural goat population, who survived the End. The Bastion’s bridge is completely destroyed, rendering the fortress unable to be entered.

Nobody remembers what Light’s end used to be called.
Old Reach:
Formerly The Rift and its fortress, Old Reach is little more than a ruined fortress which serves no purpose today. With the Rift closed and Corruption surrounding the ruin, travelers daring to go through the region use the ruins of the fortress as a place to rest. Demonic patrols often ignore the structure, as nothing can be found here any longer.

Nobody remembers what Old Reach used to be called.
Grief’s Fortress:
A new structure constructed after the End, Grief’s Fortress is a massive location covering the entire middle region of the Hellscape over a volcano. Larger than most cities from before the End, it acts as headquarters for the Armies of Naught. Multiple portals to the Nethers exist within these walls and, if Remnant rumours are to be believed, where Queen Grief herself resides. It can be seen from hundreds of miles away and dominates the region as the source of constant Corruption, demonic armies and demonic resources. Surrounding the Fortress are warped mushroom forests surrounded by the seas of magma.



The Theatre:
Also known as “The Crossing,” this land stretches from the Hellscape to the Blightlands. It encompasses the entire central-northern region of the Continent, from the ruins of Natri’Evar to the ruins of Barental. These lands are in constant warfare between Corruption and Qlippoth- devouring the lands in their own way. Each day, both make progress- only to be pushed back constantly by ravaging warfare between demons and Blighted. It is defined by a mixture of corrupted lands, Blightlands and scorched lands between. Nothing can grow here.

Ash:
Formerly Natri’Evar, the ruins of Ash is named after the intense amounts of ash found around the ruins. Said ruins are little more than foundations of what was once a humble city of Moors. Not even a sign remains. Grief’s demonic armies constantly travel through these ruins en route to battle Qlippoth’s forces, thus making it one of the most dangerous locations in the entire Realm to linger.

At some point after the End, the volcano north-east of Natri’Evar errupted and destroyed the entire city to ashes. What was once hot lakes and fertile farmland is now indistinguishable from the ashlands themselves.

Nobody remembers what Natri’Evar used to be called.
Harrow:
Formerly Cronewall, the modest walled town of Harrow held out as a stronghold for mortals to cross The Theatre for many years. Seven years ago, however, the town fell when both Grief’s Armies of Naught and Qlippoth’s Blighted advanced at the same time- destroying the town in all its entirety. Where once walls stood strong to protect mortals, it is now little more than recent rubble and destroyed homes. The fortress atop the hill still stands, though it’s ownership changes between demonic and Blighted very often.

A few refugees from Harrow now live in Sanctuary. Harrow is remembered.
Stoneheart:
The hamlet of Stoneheart, hidden within a valley, was never destroyed. Instead, the location was abandoned twenty years after the End. Ever since, the walled town has been privy to bandits, refugees and hopeful settlers-- usually undone by one another before the arrival of both the Armies of Naught and the Blighted. Today, the ruins exchange hands often between the demonic and Blighted forces.

Oddly, Stoneheart’s name has been remembered.
The Hill:
Formerly Thorne, ‘the Hill’ is the nickname given to the city ruins and the general vicinity. The ground around the Hill is entirely barren, scorched, often on fire when there is nothing left to burn. Little remains of Thorne’s old walls, as the ruins have been taken over too many times by demonic and Blighted forces to leave any trace. Whilst buildings do remain, their walls are often collapsed, rooms filled with corpses and Ashen Blight. All that stands above it all is the old grand cathedral, left standing by orders of both Queen Grief and Qlippoth to laugh at the irony. Upon the hilltop, a new demonic castle is being constructed-- though its efforts are constantly halted by Qlippoth.

Beneath the ruins, one can access the Hollows through Whitespoor Caverns.

Nobody remembers what the Hill used to be called.
Ignite’s Grave:
Formerly Knight’s Haven, the town has long since been reduced to rubble. The fortress in the hillside is little more than an open ruin, eroded and broken with age. It is said in legend this location was where a large army, mainly led and composed of Ignite Synnove followers, stood strong for years battling back Qlippoth’s ever expanding forces. Eventually, however, the city-- which had grown in size and power as a result of its bastion for ‘good’-- fell. Today, the walls crumble and very little happens within the ruins. Ashen Blight grows in every dark corner. In the middle of the ruins, a large statue of Ignis Synnove still miraculously stands surrounded by large stones with the names of the fallen on them. The rocks are entirely covered in names and, at the bottom, some names are unfinished where the stonemason was killed trying to write his own name.

Despite being in the Theatre, it is a relatively ‘safe’ location. Blighted are often fighting eastward at the Hill, thus making Ignite’s Grave simply a breeding ground for Qlippoth. It is good to pass through, but not to linger before the hivemind reports a mortal to be infected.

Nobody remembers what Ignite’s Grave used to be called.
The Pass:
Formerly Barental (or Varynhall), the village’s fortress was never completed- yet the general structure of the construction site remains intact. Bordering the Blightlands, the ruins of the village signals the entrance of the Eerie through the mountains. As a result, random mortals attempt to protect ‘the Pass’ to stop Blighted from entering the already nightmarish Eerie. Sometimes the Pass is filled with Eternal Crusaders, other times mages, sometimes even bandits. Occasionally, Qlippoth sends a small force of Blighted to take the Pass. These Blighted never hold the Pass for long until a new group appears. With the Eternal War raging in the east, the Pass is never taken by Qlippoth’s main forces-- only the expendable and weak.

Along the mountainsides, many mines- both old and new- lay near the Pass. Most are filled with monsters, making passing through the mountains an extremely deadly task.

Nobody remembers what the Pass used to be called.



Blightlands:
Before the End, the Blightlands was limited to a small region south of Blackrush Crossing. Now the Blightlands stretches from Blackrush Crossing, most of the western coastline and all the way south across the mountains to just past Eastwatch ruins. It is a land where Blighted roam-- creatures and races turned monsters by Qlippoth’s influence as it consumes the world. Each year, the Blightlands grows in territory.

Two Bridges:
‘Two Bridges’ is the simple name given to what is left of Blackrush Crossing. The ruins of the town are blighted beyond recognition. Nearby, a Hive wanders the flat marshlands around the river. Ashen Blight and dormant Blighted rest within the overgrown, mossy stones scattered which once was an entire thriving farming town. Today, the fertile ground only grows Blight-- which soaks most of the water from the river. Everything here is under Qlippoth’s influence, even the grass. No houses remain. Only the giant sword of Valiant, broken in half, remains within the town itself- as all beneath it has collapsed. The two bridges remain intact and maintained by Qlippoth.

Nobody remembers what the Two Bridges used to be called.
Qlippoth:
Once ‘the Scar’ or simply ‘the Blightlands,’ the Titan known as Qlippoth takes physical form as a giant, disgusting entity of grotesque proportions. Qlippoth can be seen for miles… which also means he can see you with his many thousands of eyes. With each slide, crawl or step it takes: the ground shatters beneath it, releasing more disease hidden beneath. It is said that this is only Qlippoth’s head-- and that the rest of his body lies within the Hollows.
Blight Point:
Formerly Eastwatch, the village still stands intact- though wholly abandoned. The empty manors and farmhouses grow Ashen Blight within them, as Blight Point is the very edge of the Blightlands to the Heartlands. Its name was given by settlers in Sanctuary. Little is known about the location, as it is hard to reach through the mountains and dangerous with all the Blighted protecting the new Hives created nearby. It is said that the village was abandoned long before the arrival of Qlippoth due to ‘ghosts’ and wrathful spirits haunting the hills. Before moving to Sanctuary, the villagers attempted to fight or reason with the lost souls- only to be killed.

Nobody remembers what Blight Point used to be called.



Eerie:
Formerly the lands of the Kaltstaat and the Talon Isles, the Eerie is a region on the rim of the northern Blizzard and somehow shielded from the Blightlands. It was flooded and filled with the undead in the Great Flood of Undeath, just like the Flooded Lands. The ruins of both old Kingdoms are plagued by monsters, undead and powerful mages. Whilst only on the border of the North, crops are difficult to grow in the frozen, flooded ground and require constant effort- to which none dare attempt. It is nicknamed “the Eerie” by the Armada, who pass through the waters in summer months and are unnerved by the region.

Valiant Rock:
Formerly Aegis, the small fortress island still retains a slimmer of knowledge about its past with the Armada. The fortress has been falling apart since the End- entire towers collapsed and most of the interiors exposed by fallen walls. It has some intact structures and underground caverns to reside within, though very little in the way of food. Only the docks are maintained.

Whilst not viable to live in permanently, the fortress is a common stop for the Armada in summer months to moor a ship for repairs. It is also a refugee point for mortals wishing to join the Armada. As such, it is cleared out of any infestation of monsters every year. Horrors keep returning, making it unsafe to stay for longer than a month.

Nobody remembers what Valiant Rock used to be called.
Mosswall:
Formerly Märzwache, the small bastion which once separated noble lands is now little more than a crumbling, mossy ruin which cannot be rightly called a fortress. The location provides dubious shelter from the cold for those following the old roads, but little more can be said for the plundered, dangerous locale-- as monsters and undead lurk.

Nobody remembers what Mosswall used to be called.
Shipwreck Island:
Formerly the island of Drachenhort (Meermotte), the large island is known today for its incredible amount of shipwrecks along its coastline and cliffs. Old structures on the island are hopeless ruins, occasionally home to passing mortals trying to avoid the intense population of undead that infest the Shipwreck Island. The mainland Eerie survivors are content with the majority of undead being located on the Shipwreck Island. Shipwrecks found on this island date back to the End where the undead crossed the ocean from the Northern Kingdoms, crashing here. Ever since, mortal ships have also been forced to smash into the island from powerful waves caused by the Shoreless Gulf and Sea of Storms.

Nobody remembers what Shipwreck Island used to be called.
Kalt:
Formerly Oren, the village of Kalt was all that remained of the Kaltic culture in the Eerie for over a hundred years. During that time, the village erected strong stone walls around its ever growing hamlet where tightly cramped huts were built over time. Today, the surrounding barrier has holes, the population slaughtered and the old fortress eroding. Undead wander through the village now- and occasionally bandits or monsters occupy the fortress for warmth. Refugees from Kalt can still be found sometimes around the Eerie, either as corpses or finding a home.

Nobody remembers what Kalt used to be called.
Harlow:
Formerly Blackstone, the City of Harlow is infamous for being ‘the most dangerous place in the Realm.’ There are many reasons for this. Nightmarish vengeful ghosts, one of the greatest hordes of undead in Altera wandering aimlessly across the island, a community of mages deep within the city itself and the Hawklight King still sat upon his throne.

Outside the city walls, the giant Talon Isles is infested with an army of spirits that ward away any unprepared mortals. They are used to power experiments by the community of Mages within the city. If a mortal does pass through this ghostly army, they must be mindful to avoid the horde of undead-- larger than any army from before the End, a horde so large that their groaning can be heard from a mile away. To be caught by the horde means to be eternally chased by an infinite number of undead. Even within the city, everything has been plundered, boarded up or destroyed in the lower half of the metropolis. The upper city is entirely blocked by a triple set of gates, unclimbable walls and a patrol of mages.

Harlow has a community within the upper city, only allowing Sparked mortals to join them. They are content to be left alone, though occasionally trade with the Armada in summer months. Mages here experiment with souls themselves to grow their arcane power. Entire manors are maintained for each mage family, protected by magical apparatuses which are used to grow crops within such harsh environments by heating and enchanting the ground itself. The old grand cathedral has been converted to be the ‘center’ of all Mage learning, with the graveyard and courthouse still used for their intended purposes. Roads to the old castle are blocked off.

The great Blackstone Castle is relatively intact and has been dormant for almost a hundred years. Nobody enters the castle-- it is still filled with pre-apocalypse treasures, armour and luxury. Even the Mages of Harlow, however, leave the quiet castle be… for within, it is legend that the last Hawklight King still sits upon the throne, silent and waiting. Any who enters the castle never come back.

The name “Blackstone” is still remembered, though Hieraxian culture is only retained by the vengeful spirits.
Dragontower:
Formerly Braes, the small fishing hamlet is gone. Nothing remains but the ruins of a watchtower, where a dragon now roosts. The dragon itself is nicknamed ‘Alison’ and is a common sight flying over both Harlow and Ire, preventing any livestock from being kept. Whilst Alison tends to leave mortals alone, she burns any ships that go near the islands around Dragontower, forcing ships to go south to reach Harlow.

Nobody remembers what Dragontower used to be.
Ire:
Formerly Queensport, the City of Ire is aptly named. The city is said to be cursed with Wrath itself, forever causing whomever or whatever lives there to become beyond fury. Whilst the city itself is intact, the city never has a permanent population. Recent refugees from Kalt attempted to settle within the city, only to end up killing one another as starvation settled in. A group of bandits plague the area, a band known as the ‘Doomcallers.’ The old castle is the nesting ground for horrific abominations from another Realm called Leechers, as it is believed a rift to an eldritch dimension opened somewhere within the keep itself. At night, the Leechers leave the castle and stalk the city. Any mortals daring to stay within the walls must remember to block every window and door to survive.
Being so close to the North and The Blizzard, crops are difficult to produce here. Monster meat is in ample supply for those capable, though the meat tends to change a person...

Beneath the city, accessible through the canyon in the center of the city, the mines are home to Giant Spiders. Deeper underground, attempts have been made over the years to dig a haven from the nightmare above. These have resulted in many collapsed tunnels, starved corpses and giant spiralling networks of tunnels. Some of these desperate survivors breached into The Hollows and now reside within an underground region beneath the Ire called Gloom.

Nobody remembers what Ire used to be called.



The North:
The North is the entire northern region of the Continent. Stretching from just north of Queensport ruins to the ruins of Halbed, the north is a barren wasteland ravaged by ‘The Blizzard.’ Very little life survives in the northern regions. Those that dare travel the north are at constant threat from freezing to death, famine and what lurks in the white mist. The Blizzard never ceases, not even for a day. The northern sea, named the Frozen Sea, is completely iced over due to the cold- allowing no ships to transverse the cold water below.

Old Halbed:
The old city of Halbed starved itself long before The Blizzard came and froze the city completely. Being the furthest point north, the city is frozen in time-- completely preserved with all the previous occupants either frozen with it or waiting. After the End, undead attacked the city and were successfully repelled. However, the Sangrians under King Cymic continued the Halbed tradition of celebrations everyday, draining itself of every resource. Most of the population sailed south, some of which formed the modern day Armada. A few that stayed froze to death when The Blizzard came. The brave mortals who have witnessed the old city in the hundreds of years prior claim undead and frost-related creatures now reside within the frosted walls.

Halbed’s name is remembered by the Armada.
Una Ciudad Congelada:
Formerly Ravenport, the city exists physically- yet very few mortals actually believe the location exists. “The Frozen City” (or Ciudad Congelada, the Aorian translation) is believed to be a lost city completely intact, filled with resources, riches and alcohol. It is a fairy tale amongst all remaining mortals, from the Armada, Sooleran Caravans to even the Dwarven Kingdom itself. However, with The Blizzard making crossing mountains impossible and the entire northern sea frozen over- impossible to sail through-- the city is, in fact, lost.
The legend is completely true. The city is still walled, protected and filled to the brim with shipments from all over the Realm before the End. Old world armour, weapons, masses of radiants, magical artifacts and entire barrels of alcohol… all frozen and preserved.

Nobody remembers what the Frozen City used to be called.
Stoltfar:
The town of Stoltfar fared well after the End began. Successfully, the undead threat which landed along the north-western coastline were all hunted down and stopped by House Strand. Refugees were welcome in Stoltfar and, so long as hunts were regulated and crops were tended, the town thrived within its remote location. That was until The Blizzard came. Today, the town of Stoltfar is entirely frozen over, trapped in an endless storm of ice where none can see two feet ahead. Most of the population died from hypothermia and are now mummified in eternal sleep. The few that survived wrapped in layers of hides would die of starvation, as the animals too died before monsters evolved to live within the Blizzard.

Nobody remembers Stoltfar. None can even rename it.
Aeroch Nor:
Before the End, Aeroch Nor was protected from all threats by the sea gates and the natural mountain fortifications. Being one of the most northern locations in the entire Realm, the stacks were hit the worst by the Blizzard. As the sea froze over, as did the crops and any dream of gaining food. Instead of waiting to die in frost, half the population sought refuge with the Dwarven Kingdom-- whilst the other half escaped with the Sicarus admirals. The Stormbringer airship took flight as new magic forged the means of air travel.

Whilst the location of Aeroch Nor is unreachable (unless one dares walk across the frozen sea with no means of navigation in the Blizzard), the name is now just a distant memory in families now part of the Armada or beyond.
Aeroch Rimtar:
The hollow stack of Aeroch Rimtar is still accessible through the city below it, Horud Hodur. Like Aeroch Nor, the sacred keep is entirely unreachable by any other means than the Hollows. Whilst hollow, the old halls are near abandoned aside from the occasional pilgrimage by Deep Dwarves. Everything is completely preserved-- every statue, every room and every room… yet abandoned due to the freezing cold. The holy forge, surrounded by magma, has completely cooled over. In the deepest reaches, one may survive in the cold… but the further up one goes, the freezing Blizzard taints all.

The Dwarves preserve Aeroch Rimtar as a holy site.



The Hollows:
Beneath the North, to shield away from The Blizzard, the Dwarves dug massive underground halls. Characterized by impossibly giant pillars keeping the ceiling from collapsing, these caverns are a labyrinth of mines, tombs and tunnels which stretch on forever into the gloom. Creatures of all manner reside in the darkness, not all of them native to Altera. The most northern part of the Hollows which stretches under the Dwarven Kingdom and the Frozen Sea are relatively safe, as guarded by the Deep Dwarves.

Horud Hodur:
Beneath Aeroch Rimtar, the city of Horud Hodur (Holy Hollow/Cavern) is the second city of the Dwarven Kingdom and the spiritual home of all the Dwarves who retain their allegiance to Korog, even after the End. The city itself is a spiraling series of gigantic caverns, carved with Dwarven walls along the sides with pillars to support the natural hollows for eternity. Like Aeroch Rimtar above once performed, all the greatest smiths live in Horud Hodur, following the traditions once laid before them by Khárûz Thôrdil Bárúmur. The extent of Horud Hodur stretches across the entirety of the north-western corner beneath the ocean of the Eastern Continent, all beneath Aeroch Rimtar and Aeroch Nor.

Whilst the Dwarven traditions live on among the Deep Dwarves, the location is restricted to solely the children of Korog. Any other mortal races is forbidden from entering Horud Hodur, even as prisoners. Likewise, it is forbidden for Dwarves to leave The Hollows. To see the sky is a great sin amongst modern Dwarves.
Warud Durzum:
“Water Maze” is an apt description to the entire furthest northern region of the Hollows. Stretching from Horud Hodur all the way to just short of Old Halbed, the caverns beneath the Frozen Sea are an unforgiving network of interlocking caverns which, if not guided correctly, can easily make one lost. Getting lost in the Warud Durzum is a death sentence-- giving form to the Deep Dwarven phrase “Baruk et dáruk” meaning “lost and dead.” These caverns are sometimes flooded with freezing water or dangerous monsters. There are ‘roads’ (“Aa Warud Tunr” - The Water Roads) the Deep Dwarves use to travel between Horud Hodur and Khárûz Korum, maintained and protected by the Dwarven Kingdom.
Khárûz Korum:
The Hollow Mountain of Khárûz Korum (King’s Mountain) is the capital of the Dwarven Kingdom, where the High King sits upon the throne in the upside down fortress built so long ago by Khárûz Kublai Kulligar. Long has the Blizzard frozen the world outside, forcing the Dwarves to seal themselves within their mountain by sealing every possible entrance with thick layers of refined Irzis-Fyr to heat the mountain within. For the last hundred and a half years, the mountain has expanded-- downward. The city is now an extraordinary large metropolis, the largest of all populated mortal locations in the modern day. Khárûz Korum is the crossing point into the Warud Durzum and the origin of The Hollows.

Whilst forbidden for other races to enter the city normally, mortals will be permitted to enter Khárûz Korum to face judgement if they had committed a crime within the Hollows. Some other races may be permitted to enter (and perhaps live) within Khárûz Korum if they prove their safety by doing deeds for the Dwarves within the Hollows... though these exceptions are never allowed to enter Horud Hodur. Deep Dwarves are forbidden from seeing the sky, although ironically, the higher a Dwarf is within Khárûz Korum, the more wealthy they are.
The Hollows:
Before the End, beneath the North, there were merely caverns. Today, massive halls. Da Hodur (“The Hollows”) is the name for these massive, empty expanse of pure carved stone. Pillars, larger than fully grown dragons and giants, support the ceilings- usually at least one mile apart from one another. The Hollows stretch across the entire North and beneath The Theatre. The further south one goes, the more dangerous… vice versa, the further north one goes, the more Dwarven settlements one may find-- usually small holdings where Dwarves grow underground flora to survive. Given the insane size and depth of the Hollows, parts of it are infested with creatures that have burrowed into the expanse to be their hunting ground through caverns. It is not uncommon, when traversing the Hollows, to come across random Dwarven tombs or mines.
Láer Rimtar:
Láer Rimtar (“Lava Fortress”) is located directly beneath the Natri’Evar volcano in the center of the North. A relatively new settlement, currently a military expansion for the Dwarven Kingdom, the underground castle has a magma moat and has lava flowing directly into the fortress itself like waterfalls. The purpose of this fortress is to be a bastion against Qlippoth and the Armies of Naught which advance into the Hollows. It is not uncommon for the Dwarves here to have to fend off against stray undead or “da Dûrrzûs” (the Cursed).
Whitespoor Caverns:
Beneath “The Hill,” the old mazes, tunnels and caverns which the Jishrimite Whitespoor once experimented in has been the access point to the Hollows ever since the Deep Dwarves accidentally dug into it. The caverns are well known to be one of the only locations to access the Hollows. From time to time, Blighted or demonic forces wander into the caverns as recon, usually falling victim to traps- either set by Jishrimites themselves or recent mortals. Ashen Blight grows within some of these caverns. The caverns are only accessible through the ruins of The Hill, especially the old cathedral.
Gloom:
Beneath the city of Ire, mortals that attempted to escape the nightmare above the surface back when the city was called Queensport sought refuge underground. These unlucky souls found the caverns of Gloom-- and have, ever since, expanded them. Gloom is a relatively small subterranean region that connects to the Hollows, accessible through Ire. The caverns are fairly normal with glowing fungus growing plentiful, giving a faint glow to the otherwise pitch black caverns. Dwarves regard Gloom are the source of “da Dûrrzûs.”

‘Da Dûrrzûs’-- The Cursed-- are mutated mortals that live underground. Their mental functions have become little more than base instincts with the ability to speak, communicate and hate non-cursed. They are pale, slightly glowing individuals that eat mainly the glowing mushrooms of Gloom alongside any meat they come across (though never their own). These ‘Cursed’ have no solid name for themselves, as they live in unnamed tribes. The Cursed very rarely go to the surface, as they dislike the intense light.

The Cursed are the remnants of Queensport and Aeroch Nor’s citizens. Whilst at first welcomed and sheltered by the Dwarven Kingdom, the other races began to dispute the Khárûz’s decisions and revolted shortly after Khárûz Korum and Horud Hodur were connected. As a result, the races were exiled with very few exceptions (some that did not revolt still live within the Dwarven Kingdom).
Nether Hives:
Beneath the Hellscape, the Nether Hives is a collective name for interlocking caverns entirely made of Corruption. These caverns are identical to the Nether in appearance with Nether flora growing wild. Queen Grief began creating these caverns for lesser demons to directly farm and grow Nether fauna within Altera itself. When an intruder, usually in the form of a stray beast or Blighted, breaches into the Hive-- the Corruption itself closes off caverns and suffocates the intruder until they pop.
Recently, these living caves breached into The Hollows...


Heartlands:
Between everything is the heartlands. Relatively unchanged from before the End, the rolling green hills, deep dark forests and Earthspawn marshes are ‘normal’ looking in comparison to the world surrounding. Under constant threat from Armies of Naught, Blighted, undead and monsters- the settlements of Sanctuary and Bol’tn’thar persist within the Heartlands. The large rivers and broken old world roads make this region the most habitable of all the regions.


The Dunes:
Bordering the Blightlands along the western coastline, the Heartlands and the Flooded Lands, the great deserts of Altera stretch further than they did before the End. It is not known why the deserts expanded, but lands that were previously green plains in the hot south are now seas of sand. Within these sands, dangerous creatures from the Sorrows and monsters of titanic size lay in ambush. The mountain ranges, such as the Black Mountains, are the only safe haven in the Wastes-- often infested with Bwabo tribes or outlaws. Sandstorms are common, though not unnaturally so.


Broken South:
The small islands on the most southern point of the Continent is all that is left of the old world’s name ‘Broken South.’ Whilst the reason for this name has been long forgotten culturally, it is today used to describe the ‘broken’ jigsaw maze that is the archipelago. Technically, these islands could be settled and grow crops-- however, between the Bwabo, constant floods and dangerous creatures which inhabit the islands, the Broken South has been disregarded as unsafe by most survivors. During the winter months, the Armada weaves its way through these islands. Shipwrecks are extremely common to find here, especially around the rim of the Flooded Lands- where undead sailors arise when a ship gets close.


The Sorrows:
Sometimes, stories reach the Continent of the Sorrows. Nobody truly knows what the wild lands are like anymore. Tales of horrific entities, eternal darkness and a blood moon. The Sorrows have become home to the remaining Vyres, who keep livestock to feed upon. Sometimes, these Vyres will return to the Continent to gain more mortals to feed upon… though this is rare.


Forgotten Lands:
The Lost Frontier has been forgotten. Nobody now knows it exists. A few remnants from before the End who are old enough to remember the Lost Frontier simply disregard the knowledge, as it would be impossible to travel there now.

 
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I am Wake

The Rose
Crafter
Legend
Retired Staff
I_am_Wake
I_am_Wake
Crafter
...also claiming one for good luck. Not sure what I will put here, but I have it now! Thank you :heart:

 
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Jase

"Something need doing?"
Staff
Whitespoor
Whitespoor
Legend
Blame it all on jishrim xD

And that it got so bad even he ditched
 

BoredBrit

Bored Brit
Staff
BoredBritishGuy
BoredBritishGuy
Legend
I really like this take. I often ponder the reverse though, what happens if the gods were free to meddle completely without restrictions or ties to each other? If they were able to manifest physically and attempt to bend the world to their will?

That said, I love what you’ve done here and I can’t wait to see post pantheonic aegis
 

Olligreen

Loyal Servant of Altera
Legend
Olligreen
Olligreen
Legend
This really made me want to AU-ify my characters, so I dun did that

GEMINI -- The Soul-Weaver and the Tide Reaper
Gemini sails with the Armada, under the sail of Tideborne. Starved for power after Visage left, they studied the newfound magic of a soul, firstly that of the Forlorn Daughter, Roselia. Now, he's collected dozens of them, each increasing their magical abilities greatly but, in equal measure, driving them utterly mad. Is it due to the guilt, or are the souls themselves somehow finding their way into their minds?

VULRYE THE LONGHORN -- The Beheader
Vulrye would have clung to Clan Hakiaz, particularly Kam once the world began to fall, living in hiding among the Earthspawn for decades, training her battle-ability and losing her sense of justice. As a Caparii among the newly xenophobic clans, she would be forced to train alone, looked at with suspicion and scrutiny constantly, forming a bitterness in her heart. This would manifest itself in battle, causing her to go into a full rage, unaware of who or what she was slaying, so long as its skin wasn't green. After this, she would collect the heads of her foes, paint them, and keep them as trophies.

gotta love some good ol ANGST
 

Kamaoe

The Green One
Legend
Kamaoe
Kamaoe
Legend
Love this idea Wake!
It gives an interesting take on the world as it could've been!

...might have to copy Olligreen's idea too, that looks fun!
 

Bartooliinii

An Alteran Bard
Patron
Bartooliinii
Bartooliinii
Patron
This really made me want to AU-ify my characters, so I dun did that

GEMINI -- The Soul-Weaver and the Tide Reaper
Gemini sails with the Armada, under the sail of Tideborne. Starved for power after Visage left, they studied the newfound magic of a soul, firstly that of the Forlorn Daughter, Roselia. Now, he's collected dozens of them, each increasing their magical abilities greatly but, in equal measure, driving them utterly mad. Is it due to the guilt, or are the souls themselves somehow finding their way into their minds?

VULRYE THE LONGHORN -- The Beheader
Vulrye would have clung to Clan Hakiaz, particularly Kam once the world began to fall, living in hiding among the Earthspawn for decades, training her battle-ability and losing her sense of justice. As a Caparii among the newly xenophobic clans, she would be forced to train alone, looked at with suspicion and scrutiny constantly, forming a bitterness in her heart. This would manifest itself in battle, causing her to go into a full rage, unaware of who or what she was slaying, so long as its skin wasn't green. After this, she would collect the heads of her foes, paint them, and keep them as trophies.

gotta love some good ol ANGST
Those are welcome as Villains under the Moon in Nid Arach any time haha, so cool.
 

I am Wake

The Rose
Crafter
Legend
Retired Staff
I_am_Wake
I_am_Wake
Crafter
Due to the positive feedback, I had much inspiration to keep writing! ^_^

Before I write out the fates of every city and settlement, I decided to determine what each region was like.

I have updated the second post with 'Regions' :heart:
 

Lenore

Bird, Knows What's Good
Staff member
Admin
Len0re
Len0re
Legend
everyone be floodin to Verdant Valley we got that heartlands hospitality

also this is dope

edit: or the Eark/Bwabos ate us, it could really go either way
 

I am Wake

The Rose
Crafter
Legend
Retired Staff
I_am_Wake
I_am_Wake
Crafter
everyone be floodin to Verdant Valley we got that heartlands hospitality

edit: or the Eark/Bwabos ate us, it could really go either way
The Verdant Valley is awfully close to the eastern coastline, meaning it is part of the Flooded Lands! Swarmed with the undead migrated from the Northern Kingdoms, being in the bottom of a valley after a giant flood and being a relatively new settlement-- I do not think much remains of the Verdant Valley after 166 years :p
Do not feel bad, though! Not much remains at all, actually! :D
 

Lenore

Bird, Knows What's Good
Staff member
Admin
Len0re
Len0re
Legend
The Verdant Valley is awfully close to the eastern coastline, meaning it is part of the Flooded Lands! Swarmed with the undead migrated from the Northern Kingdoms, being in the bottom of a valley after a giant flood and being a relatively new settlement-- I do not think much remains of the Verdant Valley after 166 years :p
Do not feel bad, though! Not much remains at all, actually! :D
This is what I get for sticking with Eldpoint. Thanks Mapboy. You got us killed in the HallowWorld AU.
 

Kamaoe

The Green One
Legend
Kamaoe
Kamaoe
Legend
Copy of Olligreen's idea now. >: )
Going to keep the three who might have the more interesting arcs, and I'm slightly embarrassed to share such writing. I do hope people enjoy it though! :)

As the world falls apart, Kam is forced to break tradition and sacrifice for the good of those who remain under her care. Using a strong arm, various threats, and magic, she's retained rule of the city of Bol'tn'thar. Expanding the miles of caves which run beneath the swamps, she bides her time. While time wears on, she becomes harsher. Harder. Crueler. The smallest of slights will carry a price, as the strong will of the Eark need to be kept in check; else weakness will be punished. Scrutinized each day for weakness, any softness is carved out, and the walls she makes are no longer just physical. Every action is heavily weighed and each cog in the machine of the city must do their duty. Despite all the hardship of carrying the city, she is glad. Glad to fight. Glad to be alive still. And glad to defend and sacrifice for the people in her city. Despite their hard work and war against what seems the world, each fight they lose more in number and she knows they only buy time. She carries with her a stoney string of souls of the dead, unused, waiting for the moment of most dire need; knowing what could come of using them.

Living in the Armada, Agnar has clawed his way into the coveted position of a captain. Despite the gods turning away, he adheres to Jax, and attributes to him the luck and ambition which pulled him into his spot. Even with the world going to hell in a handbasket, his life is good. He lives a fine life fit for a lord, married to a woman the envy of the other captains, with power to keep them both comfortable to boot. When the worst things happen, he finds himself gripped not with grief, but with a mania. Mind twisting every which way for something to be happy about. In the face of true loss, he would shatter under enough pressure. Despite this, he's a positive man, always looking to the bright side, certain that there will come an opportunity to dredge the world from the hell it finds itself in. And if not, why worry? What matters is living to tomorrow and having the best time you can while on that ride. It could be worse. They could all be on that damned continent.

When the world crumbled, so did this fragile princess. Seeing her city in ruins, her people dying, it was too much. She made very easy pickings for the air elemental who swept her off her feet. Seduced with not having to care about anything anymore, she fell deep and hard into it's grasp. Slowly she loses herself in the breeze as she floats along. She doesn't see the souls she consumes for being people. She only knows that they were there, she ate, then moved on. Every so often a face will draw her glance, but in an instant she's on to the next exciting thing. And goodness, what exciting things are going on. On occasion she lights past a battlefield, gorging herself on souls and feeding that which eats her. The harsh treatment some greet her with is quickly forgotten as she simply alights into the sky, carried off by some wind current. She feels a reckless calm, as she no longer has a worry or care of what goes on in the world around her. Even as the days go by, and her time runs out, she feels she can be content, even in death.
 

Blorbis83

Lord of Altera
Legend
Blorbis83
Blorbis83
Legend
I'll probably do my characters at some point, but I imagine Theo or Dimitrius would have fallen with their city and people :(
 
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