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Concept Hallowworld [Grimdark AU]

I am Wake

The Rose
Legend
Retired Staff
I_am_Wake
I_am_Wake
Legend
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
Legend
Retired Staff
I_am_Wake
I_am_Wake
Legend
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.

Gravestone:

Formerly the town of Alderwood Cove, Gravestone is a largely submerged town on the most southern point of the Floodlands. All streets are knee-deep in water. Every building waterlogged and in ruin. It was the fifth town to fall to the undead. Because of its isolated location in the south, it rarely sees any living. Great amounts of undead infest this region, making any journey here a pilgrimage of great suffering.

Beneath Gravestone, the great maze of crypts and caverns are unflooded. With its resource of many dead, it was a treasure to necromancers in the beginning years of the End. Today, said undead remain where the living do not. Things lurk in the dark here, hiding where no man tread so they may never be found, protected by the legions of corpses and skeletons.

Nobody remembers what Gravestone used to be called.
Repose:

Formerly the city of 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 in the early years- refugees that tried to escape mostly succumbed to Skraag’s Touch disease. Their corpses now littering the Flooded Lands wilderness, a vast legion of Elvish dead that still mutter forgotten words of Aurion.

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 waters. Most of the old treasures, submerged, remain. The exception to this is the grand palace, which hovers over the flooded ruins like an overlord. No lights are ever lit here, nor doors ever opened, less one invites the wrath of the spiteful fallen.

Nobody remembers what Repose used to be 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.
Bloody Anchor:

Formerly the Tilted Whale and Anchor Taproom, the lone estate northeast of Repose is an oddity amongst the End. Hidden by the mountain hills between itself and Repose, the undead only luckily stray sometimes towards the structure- which has long since had walls, both stone and makeshift, constructed to keep them out. It is here various bandits make their home, using the building for its original purpose: a bar... perhaps the last true pub building in existence.

The Bloody Anchor gets its name from the worn symbol of the original Tilted Whale and Anchor Taproom, which has faded to remove the whale- only leaving the more clearly defined anchor, which as some point, had blood splattered over the signpost. The building itself is crumbling in parts, but maintained by makeshift repairs. Waters constantly hammer at its walls, especially at night, due to its dangerous proximity to the sea. This location makes it perfect as a lighthouse for those at sea, albeit dim in light as to not attract the undead.

Surrounding the Bloody Anchor itself is remnants of what seemed to once be a town. Little remains of it now but crumbling exposed walls coated in vines. On the hill nearby the Bloody Anchor is a stone manor. The bandits know to stay clear of it, despite how intact it remains.

Nobody remembers what the Bloody Anchor used to be called.
Silverwall:

Formerly Forthyr's Rock, the great keep appears intact and in remarkable condition considering great waves smash against its walls constantly from the storming seas. Silverwall does not get its name, however, from any manner of 'silvery' appearance, but instead, for the reason nobody goes there. Amongst Bandit Clans, it is well known that the spirit of the Silver Queen haunts Silverwall-- and that any that dare venture near the preserved, cracked walls of the keep are doomed to recieve her ire.

Nobody remembers what Silverwall used to be 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.
Bluetop:

Formerly known as Stirling Reserve, 'Bluetop' is aptly named for the dull remains of the manor's blue roofing. The mansion and its surrounding buildings are all underwater, largely flooded and otherwise filled with aquatic monsters. All people can see of this locale is the old roofs when gazing from the coasts of Skraag's Landing or sailing passed. Everybody knows not to linger too much.

Nobody remembers what Bluetop was originally called.
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.
Scorched Ruins:

Formerly Candlewood, all that remains today is burned cinders of what was one of the leading scholarly locacles in Altera before the End. The charred remnants of the several buildings Candlewood made up of-- and some of its surrounding forests-- have long been weathered away by the elements and passing critters.

No Remnants can agree what started the fire. It is a commonly disagreed story. Some believe it was because the scholars of Candlewood invited eldrich horrors from other Realms in an attempt to contact the Gods, whilst others believe firmly it was because the scholars became mage cultists that held life in little remorse. Ironically, only the Dwarven Kingdom knows the true story- though they never have the opportunity to share.

And yet, despite the tales of what happened to the ruins...
Nobody remembers what the Scorched Ruins used to be called.
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.
War's Crossing:

Formerly the ruins of Amalfia, War's Crossing is a large 'forward camp' for Grief's fortresses. The ruins were built over, creating a large demonic fortress of Naught over the tainted rivers of blood and gore below. Constantly, War's Crossing is being crossed- either with returning soldiers or reinforcements. It is one of the most important and protected locations of all the Hellscape. Very rarely do people get close enough to risk a peek at War's Crossing, for it is suicide to do so.

Nobody remembers what War's Crossing 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 host to 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.

The old fort on the island is overgrown with horrific new flora which infests the veins of various undead like parasites. It is a localized hivemind where all roots, vines and flowers work as one to protect the fortress-- a lingering remnant of a once isolated mortal..

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.

Sanctuary:

Formerly the city of Astrakhan, Sanctuary is known by the Remnants after the End as the vast underground city beneath the ruins of the former Asrokosian city. Very few Asrokosians still persist, attempting to preserve what was in vain. It is said to be one of the safest locations in all the Realm... though such statements are only hypothetical- especially when danger looms so close by.

Built after the End beneath the once active city, the Immortal Constructs- with the aid of other creations and relics of the Immortal Kings- dug out a vast underground network before using fallen Star Ships to build protective metal walls, supports and ventilation systems. Today, the Sanctuary is one of the only locations that have magical technology to clean water and alternative sunlight. Mortals cannot simply exist in this appeasing utopia, however. It is ruled by the Immortal Constructs whom set the rules- strict rules for people to follow. Actions guided by logic and preservation, not kindness nor utopian ideology. There are tales the Immortals warn mortals whom stray, stating 'we have had people who did not follow the rules before.'
A common sight in Sancturary is the Immortal Golems: large constructs of stone and glowing eyes, a hivemind guided by the Constructs. They make up the bulk of the guard in Sanctuary and are the sole reason, it is said, the place still exists.

It is one of the few locations to offer education in the Realm.

People of the Sacntuary remember what the ruins above used to be called. However... it matters little in the grand scheme of things.
Forbidden Valley:

Formerly Emyn Arnen, the valley today is avoided with great reason. The few whom know its existence call it the 'Forbidden Valley.' From outside of its hidden locale peering in, one could be forgiven for thinking the world had not ended. Flowers, vines, trees all grow wild here- the beauty of which is unheard of around the rest of the Realm. However, those that enter the Forbidden Valley never come back out, as it is said the valley is protected. Nobody has lived to say what lurks, however.

Nobody remembers what Forbidden Valley used to be called.
Bitterfall:

Formerly Ralidor, the mansion has long since fallen into ruin, even before the End. Bitterfall's isolated location makes it easy for the clever Remnant to avoid. It is said by Sooleran Caravans that the hills scream at night with the sounds of those whom cannot pass on, sourcing from the ruined mansion of vast size and untouched wealth. Very few have ventured into the hills. Those that have claimed to have seen the manor before never speaking of it ever again.

Nobody remembers what Bitterfall used to be called.
Deepwood:

Formerly Bloodrose Glen, Deepwood is what the old wooden structures are known as today. The walls and farms from before the End have long since worn away into little more than curious rots, though the inn has miraclously stayed intact-- mostly due to the large tree growing in the middle of it which keeps the roof on with its huge branches. Brave/foolish Remnants use this location as a resting point if they ever found themselves transversing the dangerous dark forests surrounding.

Nobody remembers what Deepwood used to be called.
Know's Domain:

Formerly known as the Compendium, Know's Domain starts through the burned, scorched farms and through the ruined gatehouse into the valley of ruins. Eerie and silent, with only the sound of wind whistling, all glass shattered and corpses litter the place- some recent, others skeletons and more merely ash. This is where the Figment of Know is said to rest for eternity, devoid of care for mortals- caring only for his horde of treasures within. Tales of brave heroes have made trades with Know since the End, though these are dismissed as falsehoods as nobody believes the Figment of old allows a mortal into his domain. Thus.. the corpses.
Few have made it far enough to know if the library still exists.

Nobody remembers what Know's Domain used to be called.
Bol'tn'thar:

Bol'tn'thar and it's surrounding swamps are the lands of the Earthspawn Clans. No other race is usually permitted to enter the area, else be hunted and killed. There are only a few exceptions to this rule- such as the Sooleran caravans. Relatively untouched since the End, Bol'tn'thar's walls have allowed the Earthspawn to survive the literal end of the world. Throughout the years, through miracles, nature and magic- more Earthspawn have been born, enought to create several clans that fight for their land. There is a saying amongst the other Remnants: "never anger an Eark."

The Earthspawn today are amongst the greatest warriors since the End. Tradition holds that during the End, Qurk'Qa Kam Hakiaz forged 'Ude Puk' (The Way) for all modern Earthspawn to survive. This 'Way' is highly ritualistic and aggressive, a culture where only the strongest can survive with no matter the costs or sacrifices so long as it is not your fellow Eark.

Bol'tn'thar resembles and stays true to what it was known for before the End.


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 it is suspected the armada of fallen Star Ships scattered across middle of the desert are responsible. 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. Sandstorms are common. Large lakes of sentient black oil is more available than water.

Fadma:

Formerly the city of New Soolera, the spiraling ruins of sandstone and decay is a gloomy sight. Once, the massive metropolis along the river Sool was a safe haven for Remnants, albeit full of greed and hate. Today, all that remains is spite and sand. Unnatural sandstorms constantly ravage the remains.


Fadma is the all-encompassing name of several districts and overwhelmingly large ruins- from the distinct palace, the city's narrow streets, its underground network of former slums, the abandoned ports to the mysterious pyramids across the river. Not even the Sooleran caravans that once called this a sacred site venture, for within the ruins is a myriad of dangers that await the prospecting Remnant. Each passing season brings forth new peril. Never does one threat loom, for another will take its place. Even Fadma's name is an ironic, dark twist- as the Sooleran Caravans claim with each equinox, the city has a new arc of horror.

Nobody remembers what Fadma used to be called.
Matamoros:

Formerly the city of Linstel, Matamoros is perhaps the most well-known and famous ruin throughout the world of the Remnants. It was the first hope for the world beyond the End, a united effort of various faiths, cultures and lands to come together in the well-protected and isolated city. With natural clean water, guarding mountains and a vast population, it seemed impossible for the city to fail.
And yet... it did. Vast relics and pre-End trinkets lay within the holy city of Matamoros, for it is both a mass grave for the end of the world and the birth of the Eternal Crusade.

Beyond the closed, rusted gates through the mountains, one will find a once beautiful city in crumbling rubble. From the docks beyond the walls leading all the way up to the once elegant royal palace, Maramoros is still with unnatural still air, a lack of coastal winds- despite how close the location is to the ocean. Stale and shimmering with latent magical energy, the ruins are mostly ravaged by age and elements. What lay within these once populated structures is still perfectly preserved... Wells and springs still filled with clean water, untouched spoils and the occasional wild farm overgrown from decades of abandonment. These treasures are not unguarded, however... for much lurks within the shadows, both living, dead and everything between.

From time to time, the Armada uses the rotting docks of Matamoros for emergency repairs. They never linger long. None dare approach the rusted gates.

The Eternal Crusade always seem to have a presence within the ruins of Maramoros in varying numbers. To the zealous faithful of the absent Gods, Maramoros marked the beginning of their great struggle that shall last for all time. Each journey begins with single steps, thus new soldiers of the never ending crusade will often find themselves on a pilgrimage to the city of the End.

Yet nobody remembers what Maramoros used to be called.
Descabezado:

Formerly the ruins of Scourge, Descabezado (meaning "beheaded" in Aori due to the destroyed nature of the mountain) is a massive crater where once a hostile culture were eradicated before the End. Today, said crater was crashed into by a fallen Immortal King's Star Ship, causing the mountain and any remnants of the Lucan to be rendered unto ash. Today, the location is merely a landmark for travelers.

Nobody remembers what Descabezado used to be called.
La Tumba de los Olvidados:

Formerly known as the ruins of Aelmere, the "Tomb of the Forgotten" from Aori is the name given to what little remains of the old capital of the Wise Empire. Following the Star Ships that crashed atop the outside ruins, crushing what could have been recongisable to a happenchance scholar, nothing remains but pillars, brick walls without markings, the fallen, broken Star Ships above-- and 'The Tomb.' The area is used as a landmark, though is avoided due to what lays within the Tomb.

The Tomb of the Forgotten is what little remains of the former palace, hollow halls within the black mountains. No light reaches within, no torches lit. It is said something of great value is held within these hollows. None have breached the veil and lived.

Nobody remembers what La Tumba de los Olividados used to be called.
Grave of the Immortals:

Scattered throughout the deserts, between Matamoros, Descabezado and Fadma is a vast expanse of fallen Immortal Star Ships. From the skies they fell all at once into the deserts, spreading fires, once contained horrors, Constructs and Immortal King relics across the forsaken Realm. Every Remnant remembers the earthquakes caused by the crashes, followed by the spread of new dangers across the already deadly Realm. The metal hulls, burning wreckages and lakes of black, oily sentient substance stretch a large expanse of the desert.
Paredes Vacias:

Formerly the town of New Veilmere, the town of Paredes Vacias ("Empty Walls") is a walled town, constantly in battle with the sands which now surround it. The downtrodden settlement has been destroyed a few times since the End, with rebels from famine, siege, Bwabo raids, wildfire and even a stray Nether Portal. The name is apt, for the town is but broken ruins with crumbling stone and rotting wood. The only reasonably structually sound building is the keep, which is usually home to some manner of stray on their journey through. The town hides secrets beneath its shambles.

Nobody remembers what Paredes Vacias used to be called.
Gnarred:

Formerly the town of Hardanger, aggressive sands have claimed the humble town as its own. Whilst it's walls held sturdy, they now are buried beneath mountains of sand. Buildings sometimes reveal themselves from the dunes as winds and storms conceal and unconceal them in an ever flowing cycle. What one may hope to find within the town may have long since been looted or destroyed.

The only structure that rises above the sands is the remains of Sunblessed Keep. It remains, despite all odds, as the sand cannot destroy the strong stone nor the wills of the Ignites which hold such a place sacred, despite having no memory of it's original name. Even the location's name, Gnarred, is a 'h' short rearranged of Hardanger. Determination of a fallen faith rebuilds what breaks with age, albeit hallow of its original craft.

Nobody remembers what Gnarred used to be called.


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.

Poppy:

Formerly Palmwood, the island of 'Poppy' is called such due to the wild, excessive growth of poppy flowers. The buildings from before the End were abandoned, though never destroyed, thus merely ruins of what they once were. The Botanical Palace, long aged from its glory days, has collapsed in some sections whilst its once cultivated plants overgrow in others. The only building that has remained fully intact after all this time is the lighthouse, which guides the Armada whom maintain it in passing during the winter months.

The reason this reasonably settable location has not been within the scope survivors to farm is because of what lays in hiding within the poppys... and the nearby homeland of the Bwabo.


Nobody remembers what Poppy used to be called.
Osso:

Formerly the island of Hurr Nor, Osso is the ancestoral home of the Bwabo. After the End, the almost extinct tribe came back together to reclaim their sacred island from the Dwarves. That was over a century ago. Since then, Bwabo have ultimately grown, changed their culture and developed their language... as well as their magic. The presence of the Bwabo in the Dunes and Broken South sources from Osso, which none dare go near. The Bwabo have long since become hateful of the Realm beyond their islands, for it was them whom took their home. They believe firmly that the End is punishment to the Realm for taking their home.

Bwabo are no longer simply savages, though uphold cultural norms from their tribal days. They have harnessed magic to forge, construct and pillage with. The Dwarven ruins of Hurr Nor advanced the tribes further. Cannibalism is accepted and encourged, for it is merely part of life to survive and feast. Even their language developed from the primitive origins to a fully articulated tongue of thousands upon thousands of words. It is one of the new cultures that not only survived, but grew from the End in their isolation.

Nobody remembers what Osso used to be called.
World's End:

Formerly Crow's Perch, the ruins of a broken town is the final stop for the Armada on their voyages southward. It is here they halt, never daring to go further east unless for very good reason. The town is always under threat of the undead hordes, thus it is used not only as a port to dock for the Armada- but a training grounds for the Armada's would-be warriors. This final stop earned it the name 'World's End,' for the town may as well be the edge of the Realm for the Armada.

The ruins of the town are more well preserved than others in the region, with the walls of the structures still intact. The church at the south and the fort at the west parts of the town are the best preserved buildings, though hold little of value than warmth at the cold coastal nights. Since the valleys of water are so short and surrounded by jagged, ruinous cliffs- the town is only assessable by smaller boats. It is impossible to use said boats at night, however... as the waves shall rip even the strongest of hulls apart.

Nobody remembers what World's End used to be called.
Lament:

Formerly the Sisterhood Temple and Archon's Tree, Lament is a vastly flooded area on the fringes of the Floodlands. Where once it was near a lake connected to the sea via rivers, it is now connected to the ocean as the entire land south of it was flooded in the Great Flood of Undeath. The caverns of paradise that once held the Sisterhood of Shalherana and the Bastion Stones was completely flooded. Today, it is, predictably, filled with undead and the occasional necromancer.

Archon's Tree is still there, untouched... although it grants nothing any longer- nor seems to be break, no matter how much effort.

Nobody remembers what Lament used to be called.
Sodden:

Formerly the ruins of the Ruby Isles Academy, Sodden is a submerged island in a vast expanse of water as this entire area of the continent has been flooded. The upper floors and towers of the old academy stick out of the water, allowing temporary stay to any passing vessels. It is a relatively safe corner of the continent, although lingering too long will always make conflict with the next visitor.

Nobody remembers what Sodden used to be called.


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
Legend
Retired Staff
I_am_Wake
I_am_Wake
Legend

Factions:


The Armada
Armada
"Coastal chill and ocean spray than wither and rot"

The Armada is a massive fleet of ships that migrate between the western and southern coasts, the furthest most going between Valiant Rock and World's End.
"Stray not into danger willingly."


Besides Sanctuary, the Armada is the most successful Remnant society which remains open to outsiders (unlike the Dwargar or Eark). As both Demons and Blighted are harmed by water, the ships are mostly safe besides the occasional encounters with abnormalities and sea monsters. Typically, it is more common for an adversary to encounter the Armada than a potential new crewmate found along the coastlines. It is common knowledge that the Armada will be in the west during the summer and the south during the winter (as its warmer in the south). When the fleet comes within the horizon, it can be seen from a great distance as it is made up of at least a hundred and thirty unique ships-- including one airship.
"Together, we survive."


Not all ships are equal. Some are two-deck galleys. Few are five-deck collosi that tower over everything.
Ship Captain's in the Armada are akin to land-owners, the nobility, from before the End. They are treated like Lords and Ladies, despite simply holding the title of 'Captain.' The larger the ship of their ownership, the more status they have amongst the Armada. Their populations, their "crew," legally decide what ship they wish to live on. Some ships do not allow new members so easily to preserve their individual cultures or isolationist tendancies. However, the Remnant Code declares such rights.
"Each soul, their own."


The Armada's large population allows for new generations to be born into the world fairly regularly, meaning the Armada is one of the few places left that has an education system. One of the ships is solely dedicated to this task, a massive vessel containing all books, scrolls, maps and scholarly works from before called the Exodus. Individual ship crews teach their children about their life on sea and whatever culture they originally come from-- be it Moor, Fuvur, Sangrian, Aorian or Kaltic especially.
"Preserve what little remains."


Whilst every ship has its Captain, sometimes there are decisions to be made that cannot be easily solved by a single leader. When large decisions need to be made, 'the Assembly of the Armada' is called aboard the Exodus. Every Captain votes on a decision. It is an unstable manner of affairs, as those that choose not to follow the majority may not. However, there is a large emphasise on survival amongst the Armada where one may agree to do something they, themselves, are not willing to do.
"Honour before pride."


When times become difficult, the Armada sometimes splits up. Most of the time, however, the Armada stays together. It is not unheard of for a ship to leave on adventures of its own, however. Regardless of where one sees a ship in the Realm, it is considered- at one point or another- 'part of the Armada.'
"We are the remnants."
Remnant Code

'The Remnant Code' is a rough, generally agreed set of laws and creed to live by. It was set two generations ago as the Armada began to grow larger with increasing reputation with the few survivors left after the End. It is set into two parts: laws and creed. The laws are agreed upon in large texts that were copied and made publicly available to every single ship. The Creed, however, is a stone tablet carved which rests aboard the Exodus. It is as follows:



Stray Not to danger willingly.
Together, we survive.
Each soul, their own.
Preserve what little remains.
Honour before pride.

We are the remnants.



The laws are a large set of texts that go over the individual rights of every crew member, laws between captains and how to settle disagreements should they arise. Things such as plague control to quarantine ships and famine prevention are written. Should a crewmate of a ship wish to leave their ship, the laws allow them to seek asylum aboard ships that would have them. Duels are legal. Thievery is forbidden and the punishments for murder are case-by-case, but severe. Mutiny aboard ships are seen as a dubious subject, which again is judged situationally dependant on the Captain being overthrown. Captain's maintain much power over their vessels and are forbidden to set rules upon other vessels unless agreed upon by majority votes within the Assembly of the Armada.

The laws have had three ammendments since creation and are open to more.

The Assembly of the Armada is the gathering of all Captains (those that do not attend have their vote automatically irrelevant) to vote upon important subjects.




Sanctuary




Dwargar Khárûzspak

Dwargar Khárûzspak

Perhaps the largest population to survive since the End is that of the Dwarves... yet adapted to their advantage.

Beneath the North lay da Hodur- the Hollows. The Dwargar carved the Hollows into existence after the End, during their progression into the Deep Dwarves. These Dwarves resemble the same Dwarves since before the End, yet have harder, paler skin and can see in the pitch darkness of the underground. The End brought about the first golden age of Dwarven culture and innovation, progressing the ancient Horgaahn language and customs since Korog's disappearance. There have been a few Khárûzs et Khárûzarrs (Kings and Queens) since the End, each with their own individual introduced laws. The Dwargar Khárûzspak (Dwarven Kingdom) is a vast and large place, encompassing two major cities, a few fortresses and various holds within the grand expanse of the Hollows.

Near all the population of the Hollows is Dwarven, with some very rare exceptions to other races. After the End, Khárûz Thôrdil Bárúmur attempted to help the Realm by declaring both Khárûz Korum and Aeroch Nor sancturaries. Refugees would spill in and, for a time in the Dwarven Kingdom's history, the races lived together in the hollow halls. This only lasted a few years, however, until after Warud Durzums construction and the beginnings of da Hodur. Seeing the dangers of the outside Realm, it was the first decision of Khárûz Ragrik Uncarrétà to seal the Kingdom from any further arrivals and refugees.

What followed was a revolt, mostly lead by non-Dwarves.

It was crushed ruthlessly. Thus, Khárûz Ragrik's second decree was the exile of near all non-Dwargar from the Kingdom.
A few families that did not rebel were allowed to stay within the Kingdom, some of which remain today as second-class citizens. However, no non-Dwarf may ever step foot in the former mountain of Aeroch Nor... now only known as Horud Hodur.

Today, the Dwarven Kingdom has hollowed out a colossal area beneath the Continent, so far they have endangered themselves by breaching near both the Blightlands, Hellscape and the Theatre. Singular Dwarven holds, tombs and 'farms' exist within the Hollows. There is a unique economy with Dwarven currency, near everyone speaks solely Horgaahn and the laws are still enforced by a Loyarbárr (Royal Guard).




The Eternal Crusade




Eark Krezlok




Sool




Synod of Magi




Bwabo





Necromancers




The Armies of Naught

The Armies of Naught

When the End came, none felt the future so wantingly than the Fiends of the Nether. Originally, however, demons came from tears in reality, Rifts, pouring out in disorganized warbands and possessed the unwary. That was a long time ago, however. A good many years after the End, Corruption began to spread out from portals that opened up around the Ashlands. Few Remnants tried to fight against it, grand heroes from a time when Gods still roamed. What they coud never have predicted was that the forces of the damned never stopped, never ran out of resources, never wilted in numbers. They were under the influence and command of the 'daughter' of Grief, a new Queen Grief.

Corruption has only continued to spread since those years. The lands have been forever altered, resembling that of the Nether. Thankfully, the only thing stopping the Armies of Naught from stretching out across the greater Realm is Queen Grief's command to consume and Corrupt Qlippoth. The Theatre has been ravaged by endless war.
Queen Grief

Queen Grief died a long time before the End.

Yet nobody since the End has ever met or had the chance to investigate any understanding as to who the mysterious new 'Queen Grief' is. The only thing people know for certain is that she is the daughter of Grief- a Corrupted higher being that controls and commands everything Corrupted, be it demon or the earth itself. Some believe she resides within Grief's Fortress in the Hellscape, but none have lived to prove this rumour amongst Remnants.




Blighted
Blighted

When the End came, Qlippoth stirred to wake. The Blightlands, originally a small stretch of land south of Blackrush, began to slowly spread whilst the walls of reality collapsed. At first, the Remannts fought back against the Blighted and won, forcing Qlippoth back to sleep.

Unfortunately, when he reawoke a hundred years later, Qlippoth awoke to a dead land filled with desperate survivours. The few Blighted left hidden reawoke with him and began to scout the forgotten, lonely Realm. If Qlippoth desired to consume to the Realm; he found little to oppose him. Thus, Qlippoth began to spread-- slaughtering the few survivours that remained around what is now simply more of the Blightlands. He grew in size, breaching the land itself. Any animal, beast, eldrich horror, demon or mortal that dared oppose him were consumed as part of his army-- becoming Blighted.

Unfortunately, his spread was halted. The Armies of Naught opened Nether Portals in what is now the Theatre, attacking Blighted and beginning an endless war against Qlippoth. Queen Grief's plan to Corrupt Qlippoth underway, the Titan battles for his own survival and domination of the Realm itself. For every demon that falls in the war, they become Blighted... and the war continues with no victor in sight.




The Cursed




Bandits
Bandits

Bandits are the collective name for clans of Remnants that have no regard for other Remnants, often surviving via dubious means.

[more]




The Hunters
The Hunters

Those within the Floodlands fear the word 'Hunters.' There are few Remnants as dangerous as the Hunters, whom consider themselves far removed from common 'bandits' and instead view themselves as monster hunters and demon slayers. They have no written creed or any ancestoral home, instead moving wherever they desire and living in a tribe of no rules aside from the strongest prevailing. There is no overall 'leader' of the Hunters, only a gathering of the strongest and- should a disagreement be had- a bloodbath. Even simple bandits call the Hunters savages.

Currently, the Hunters live out of Highground, a series of village ruins with a windmill high along the coast and far from the murky waters that flood the land. Each building is decorated in totems and trophies of their kills. Nobody here has a specific 'role,' as any Hunter that does not hunt is not considered a Hunter-- and thus killed. Or worse.
Hunters are not opposed to cannibalism. They eat anything they kill as prey, including other Remnants- but also the foul meat of beasts and demons. This has lead to some Hunters being forever changed in body and mind by the consumption of unholy substances... yet this only makes them stronger.




The Doomcallers




The Ministry

The Ministry

When the End came, no group saw the signs more clearly than that of the Vyre. A large group of unconnected individuals-- from Hawklight blacksmiths to Sooleran traders, from Sangrian sailors to Storms Landing guards-- went missing. These people would never resurface and believed casulties of the End. In reality, there was a large exodus of hidden Vyre to the Sorrows. What began as a few cabins in the middle of an undead wilderness quickly grew into castles and farmlands. Each keep contains its own court of Vyres, usually contained within individual bloodlines that have grown over the last hundred years.
Yet all the bloodlines are beneath the Ministry.

The Ministry is a mysterious organization that keeps all Vyre in check. Each bloodline must pay a tithe to the Ministry. They must obey the laws of the Ministry or surrender their very souls. Should they obey and begin running out of supplies or food, the Ministry shall step in and help. No need to ask them-- they will know.
Their activity is not simply contained to the Vyres, however. Lifeblood of mortals is required to maintain one's eternal undeath. As a result, the Ministry can sometimes be found operating outside the Sorrows.

Not many know the Ministry exist. After all-- who is mad enough to go to the Sorrows?





 
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BoredBrit

Bored Brit
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

Legend of Altera
Legend
Pronouns
They/Them
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
Retired Staff
Pronouns
He/Him
Slimy_Froggy
Slimy_Froggy
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
Legend
Retired Staff
I_am_Wake
I_am_Wake
Legend
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
Retired Staff
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
Legend
Retired Staff
I_am_Wake
I_am_Wake
Legend
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
Retired Staff
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
Pronouns
He/Him
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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