- Joined
- Nov 10, 2008
- Messages
- 3,104
- Reputation score
- 52
Got a little inspiration for this from Caulder's Dragon Game, not going to lie. Also drew from other sources.
"Table of Contents:"
Rough Map of Alcheria that I've got done:
Core Details:
There exists in this world a number of ancient orders, wielding powers purportedly drawn from the world itself. While briefly described here, they will be detailed in full further down.
The Order of Water, whose members are often referred to as Cryomancers for their skill with ice and cold, is sometimes thought to be the oldest of the orders. It is, at least, one of two Orders who have regularly suffered the fewest casualties and whose original seat remains intact.
The Order of Air, called the Storm Callers, are the other Order whose original seat remains intact. They have often come to the aid of the Elves.
The Order of Light, called the Light Bearers, have long been practically part of the great realm of Caevaron, ruled and maintained by the Human race.
The Order of Fire, called the Forge Keepers, joined with the Dwarves after the loss of their original seat.
The Order of Earth, now called the Sand Shapers, have in recent years been one of the most volatile of the Orders, having started at least one major conflict, and nearly starting a second. They are also believed to have had a hand in several minor conflicts. Originally, they were known as the Stone Speakers.
The Order of Darkness, now called the Shade Weavers, were originally called the Oneiromancers. After the loss of their original seat, they retreated deep underground. They also granted asylum to a group of Elven outcasts who later became the Dark Elves.
Each of the Orders maintains members who have skill in dealing with the varieties of Dragons that live in this world.
Four major "organized" realms are detailed so far:
Caevaron - Perhaps the largest of the human realms, Caevaron stretches across much of the central part of the continent, bounded by the Frostveil Mountains to the north, the Stormwall Mountains to the south, the Elven Forest to the west, and the ill-historied Shadowfall Lake in the east.
Avalkris - Known as the "Wizard's Kingdom", Avalkris contained all of the Southlands within its borders at one time. A devastating civil war in the past, however, left most of the kingdom's former lands a burning desert. Now, only a warded isle in the middle of the Great River, and its seven cities, remains part of the kingdom.
Karnasis - Created after the Sand Shapers became militaristic, Karnasis is the youngest of the realms. Named after the slain leader of the Sand Shapers who organized the militarization, Karnasis often clashes with Avalkris for command of the southlands.
Varnaquetta - Originally the new seat of the Order of Darkness, the underground metropolis became known as Varnaquetta after the Elven Outcasts accepted the Shade Weavers offer of asylum. It is now their capital city, although the Shade Weavers still exert much influence.
Concerning Powers
Each of the Elemental Orders is known for manipulation powers that only members of that Order are capable of wielding, at least among mortals. Although the Wizards of Avalkris have long studied means of attempting to do so, no method of truly copying the abilities exists. Furthermore, it is known that there is no way for one person to have multiple sets of these abilities, nor anyway to hybridize them.
The closest anyone has ever come to these goals are the Avalkiri Wizards, and even they acknowledge that their efforts produce lesser results. Intriguingly enough, those who study and command the powers of wizardry are likewise barred from ever gaining the powers of the Orders, even if they abandon their spells completely. This occurrence has led to one of the few cases of the Orders and Avalkris collaborating on something. At least, something other than the major Wars.
One of the other discoveries of Avalkiri mages, and the one that ultimately lead to the War of the Shattered Ring was that certain types of magic, necromancy and fiend-summoning specifically, caused irreparable damage to their practitioners, not just to the soul but the mind and body as well. The mental deterioration, in particular, was rapid. Dark summoners very quickly became mere puppets, controlled by the same dark intellect. Necromancers suffered a nearly identical fate, however evidence of backstabbing and out-right battling between the two groups made it clear that the two groups were being controlled by two different beings, and those beings didn't really get along.
Realm or Order Descriptions:
The Cryomancers, the Order of Water
The members of the Order of Water tend towards being a hardy kind, dwelling in the Frostveil Mountains and the northlands beyond. For many outside of their Order, the typical image of a Cryomancer is that of taciturn mountain-folk living in a monastery-like outpost high in the northern mountains. Yet this is inaccurate. While many of those who are easiest to find do fit this image, their chief settlement, the underground citadel hidden beneath the Snowguard fortress, is surprisingly warm and inviting, as are its people, both the Cryomancers themselves, and their allies.
About their practices, it has been learned that the Cryomancers who are encountered in their outposts along the mountains are often either serving as trail guards or still undergoing training. As they are "on duty" in a sense, they tend towards gruffness, generally preferring to focus on their tasks, rather than make small talk. Of course, being the most commonly encountered Cryomancers, this behavior forms the basis of the common view of the Order as a whole.
Given the test, and the apparent longevity of some of their number, it has been theorized that the Cryomancers are in fact a separate race from "normal" humans, and that those outsiders who have been inducted to the Order may have a Cryomancer or two among their ancestors. As for their allies, the northmen are often seen as allies of the Cryomancers, as are the rare "Northern" Elven communities, and the few Dwarf holds scattered about the northern Frostveil Mountains. The most mysterious, though, are the allies that the Cryomancers claim are spirits of nature. These "spirits" take the form of women of striking features. While the Cryomancers themselves seem to treat these women as a separate people, some from the south rumor that they are, in fact, just particularly gifted female Cryomancers.
In dress, the Cryomancers favor outfits primarily of layered cloth, leather guards, and fur. Their reputation of being skilled in the arts of stealth is only amplified by their choice of colors: Black and an icy blue. What metal they do use in their outfits is generally made from frost-steel, an alloy of iron and a rare bluish crystal found only in the deepest glaciers. Frost-steel itself proves highly reactive to the cold manipulation power of the Cryomancers. The crystal itself can be worked much like iron, and is difficult for most to mine, as normally the ice around it must be carefully melted, which risks destabilizing the surrounding glacier. The Cryomancers, however, can simply manipulate the ice to free it. The crystal serves as the primary trade commodity for the Order, as the crystal can be worked into decorative tiles. The crystals also chill the surrounding air, which makes it highly desired for food storage rooms.
As for their Dragon Riders, two breeds seem to be favored: Tide Gliders, and Scauldrons. Rumors of a third breed, used exclusively by special members of the Order abound, yet no proof has been brought forth as yet.
Caevaron, the Shining Realm, and the Order of Light
As it was founded by a group of light-worshiping warriors, it comes as little surprise that the Light Bearers have kept an eye on the realm of Caevaron, quietly or publicly as the case may be. In recent times, much of its lands are turned over for farming. In fact, the city of Solavus is the largest settlement, being the capital. Much of the realms military matters are handled by the Brotherhood of the Shining Light, the group of warriors responsible for claiming and ordering the realm. After the Second War of Darkness, though, the Brotherhood was rocked by a minor rebellion in its ranks, as much of the leadership of the time had fallen into over-zealousness. It was then that the Light Bearers stepped in and openly allied with the more level-headed members of the Brotherhood. Since that time, the two groups have practically merged fully.
For the Light Bearers, the Shadowfall Lake that borders the realm of Caevaron to the east is a source of both sadness, and some pride. The lake was formed during the end of the First War of Darkness, when the Orders combined their powers to trap and banish the otherworldly evils plaguing the lands. The center-point for this effort was the Order of Light's own seat, volunteered for the effort by the Order. To their slight shame, during the Soulveil Crisis a cursed citadel rose from the lake, and served as a stronghold for the forces of evil. It collapsed, though, at the end of the final battle of the Second War of Darkness, falling back into the depths of the lake. Only a ruined gatehouse and a fraction of the bridge connecting the fortress to the shore remains.
Since the merging of the Brotherhood and the Order of Light, the Brotherhood's citadel of Solavus has become the new seat of the Order of Light. The fortified city around the fortress, which shares the name, has since become the capital of Caevaron.
Of special note is the so-called "Path of the Bright Fist" which serves as sort of a policing force for Caevaron as well as shock troops for the Brotherhood. Originally trained in unarmed combat and given "executioner" masks, they originated as special enforcers of the more zealous leadership, giving criminals whose guilt was in question a trial-by-combat. Although their executioner origins were put aside after the alliance with the Light Bearers, these members of the Brotherhood chose to keep the unarmed combat and the masks, which have over the years since shifted from loose and plain, to tighter and far more ornate. Indeed, many of the members of this Path choose to create fancifully name personae which they operate under while masked. This combined with their publicly-viewable sparring matches have made them highly popular with the common folk.
As for their dragons, those of the Bright Fist seem to prefer the Grapple Grounder breed for its tendency to "wrestle" with opponents. Light Bearers and most other Brotherhood members favor Rumblehorns, while the elite knights of the Brotherhood tend towards Monstrous Nightmares.
Varnaquetta, and the Order of Darkness
During the First War of Darkness, the seat of the Oneiromancers was destroyed, the first of the Orders to suffer such a blow. Seeing the need to rebuild, survivors of the Order hunted for a suitable location, one that was more defensible than their original location. Soon, a cavern was found. One with a long, natural "stairway" leading down to a vast underground lake, with numerous plateau-like islands. It was here that the survivors of the Order of Darkness chose to rebuild.
Many years later, a group of Elves were driven out of their forest home by their brethren, who were seeking to avoid open conflict with the Brotherhood of Shining Light. The Brotherhood, then during its highly over-zealous era, had learned of certain practices of the outcasts that disagreed with their own views. The matter was somewhat settled, though, as a traveling Oneiromancer offered the outcasts asylum at the Order's new seat.
Since then, the outcasts, now known as the Dark Elves, have turned the plateaus into a metropolis of sorts for their own kind. The Oneiromancers, now known as the Shade Weavers after the translation of the Dark Elves own name for them, still hold much sway over the city. This influence is not resented, however, as a few gifted Dark Elves have been inducted into the Order over the years. The cavern city is now known as Varnaquetta, with the name being drawn from the ancient language used by the elemental Orders, and said to be a translation of the Dark Elves original name for their settlement.
A known export of the city are strangely glowing purple crystals. Careful examination of the exported crystals show no existing magic on them, so some other property causes the glow. They are, however, sought after as decorations. The guards of the city tend towards the use of both the Boneknapper and Whispering Death breeds, while the Shade Weavers themselves favor Flightmares.
Rough Map of Varnaquetta: (Subject to change)
Image that inspired the city:
The Realm of Karnasis, and the Sand Shapers
Originally known as the Stone Speakers, the Order of Earth has had a rather difficult and turbulent history. For much of its early history, the Order bore only two noteworthy events. First was when the Order as a whole gained the pledge of service of an entire Dragon breed. The second was in part, perhaps, the origin of its reputation as pot-stirrers: A challenge leveled against the Orders of Water and Air of deliberate withholding of strength during the First War of Darkness. It was this challenge that lead to their current, and long-standing, feud with the Cryomancers.
However, one of the more crippling blows to the Order came during the War of the Shattered Ring, when the rebel faction in the Avalkiri civil war laid waste to the Order's seat. Left reeling from this blow, the Order initially struggled to remain on firm footing when the Soulveil Crisis, and later the Second War of Darkness, erupted. By the time of the Third Elemental Convocation, however, they had regained their footing, and were re-establishing themselves in the deep desert. It was during the Convocation that the Stone Speakers began calling themselves the Sand Shapers.
Shortly thereafter, the Order of Earth gained a new leader, Karnasis. This new Grandmaster began pushing a more structured, and militaristic, view. The normal "reactive" mentality of the Orders, he claimed, were the reason that the Order lost its original seat. During the build-up he instigated, Karnasis oversaw the transformation of the settlement of Sokurnas, the new seat of the Order, into a fully entrenched fortress-city.
Shortly after the fortress was completed, Karnasis launched an assault on the Avalkiri outposts in the desert, blaming them for the damage that the Stone Speakers suffered. The Sand Shapers assault, however, was stopped when the Grandmaster of the Cryomancers appeared and challenged Karnasis to a duel, claiming that the leader of the Sand Shapers had fallen to corruption.
The results of that duel did little to smooth relations between the two Orders. Since then, the Sand Shapers have carved a realm of their own out in the desert, naming in honor of their fallen leader. In more modern times, the Order of Earth has remained contentious, although the Gobsucker breed of Dragons remains allies, often launching themselves in waves against the Order's foes. The Shapers themselves rely primarily on the Hobblegrunt breed for its Dragon-riders, although rumors creep out from the deeper parts of the desert at times of a second breed in use by the Order, one that is terrifyingly stealthy.
The Marblehold, and the Forge Keepers
The Marblehold, capital of the Dwarves, began as a simple quarry, bringing high-quality marble out from underground to be used in other holds, as well as the other races should they purchase it. When ores were discovered nearby, the quarry was expanded to a true hold. It truly became the center for the Dwarves, though, after the Forge Keepers revealed the secrets to dragon-aided forging to the Dwarves of Marblehold.
The hold itself is fairly open and has something of a conical shape. This stems from its origins as a quarry, with the various halls and houses opening out to the old pit, which has since become the main training area for the hold's Riders. After the First War of Darkness, the Dwarves of Marblehold chose to welcome their long-standing allies of the currently homeless Order of Fire into their halls, and the new Forge Keepers' seat was established among the Dwarves.
Since then, both groups have prospered from the sheltered home, and the friendship between the two groups. Many secrets of metalworking were discovered once the command of flame held by the Order was combined with the ingenuity of the Dwarves. The Order also brought with it the traditions of Dragon Riding. Since then, the armies of the Dwarves have come to rely on the Gronckle breed for their Riders, and the Snafflefang breed for their couriers. The Forge Keepers themselves tend towards a related breed, the Hotburple.
The Storm Callers, the Order of Air
Perhaps the most enigmatic of the Orders, the Order of Air also has the most isolated seat. Nestled away within a high valley former by the cluster of western mountains known as the "Crown of Thunder", the hidden seat of the Storm Callers is well-secluded. Known to some as the Storm Pillar, the structure is the only true holding of the Order.
Only the surface Elves have significant contact with members of the Order, and even that is just visits from travelling members of the Order. Only masters of other Orders have seen the Storm Pillar, as it is often viewed as the oldest seat. Their Dragon Riders seem to favor the Shockjaw breed, although the Stormcutter and Changewing breeds see use as well.
Avalkris, the Kingdom of Wizards
Founded initially by power-hungry scholars, the realm of Avalkris is sometimes thought to be the most reckless of the realms. Certainly, history bore that image out, as much of their once expansive realm has been turned to desert, and a sizable chunk now ruled by the Order of Earth. Indeed, the only part of their lands that is still officially ruled by them is the island on which they started. Their power-hunger and recklessness, however, have also faded over the years, partially due to discoveries about the impossibility of their original goal, and partially due to "burned hands" as the saying goes...
The seven cities that remain of the realm are heavily warded against further attacks, and the wizards have even made peace of sorts with most of their once-rivals, the Elemental Orders. Only the Sand Shapers, the Order of Earth, remain hostile towards them, in part due to severe losses in the past that they feel the Wizards are responsible for.
As for the island the cities are built on, although it is larger than many islands, it remains an island. In fact, there are some who claim that the modern realm of Avalkris resembles less a kingdom, and more a sprawling university.
The northern-most city on the island, built on the island's highest point, is Avalkir, the capital, and is devoted to the study of magic itself. Each of the other six are named with relation to one of the six "elements" and each focuses on a particular aspect of magic.
Being the kingdom of wizards, it is of little surprise that the vast majority of magical devices are made here, and trade in them has brought a fair amount of wealth to the kingdom. Each city is features numerous spires, sparkling fountains, and quite a bit of other decorations.
{Under Construction: More to come later. -OP}
"Table of Contents:"
Post 1: Core Details, Concerning Powers, Realm Descriptions
Post 2: Notable Persons Catalog, Order Rank Advancements, Timeline
Post 3: Realm Relations, Active Races List, Overview of Faiths
Post 2: Notable Persons Catalog, Order Rank Advancements, Timeline
Post 3: Realm Relations, Active Races List, Overview of Faiths
Rough Map of Alcheria that I've got done:
Core Details:
There exists in this world a number of ancient orders, wielding powers purportedly drawn from the world itself. While briefly described here, they will be detailed in full further down.
The Order of Water, whose members are often referred to as Cryomancers for their skill with ice and cold, is sometimes thought to be the oldest of the orders. It is, at least, one of two Orders who have regularly suffered the fewest casualties and whose original seat remains intact.
The Order of Air, called the Storm Callers, are the other Order whose original seat remains intact. They have often come to the aid of the Elves.
The Order of Light, called the Light Bearers, have long been practically part of the great realm of Caevaron, ruled and maintained by the Human race.
The Order of Fire, called the Forge Keepers, joined with the Dwarves after the loss of their original seat.
The Order of Earth, now called the Sand Shapers, have in recent years been one of the most volatile of the Orders, having started at least one major conflict, and nearly starting a second. They are also believed to have had a hand in several minor conflicts. Originally, they were known as the Stone Speakers.
The Order of Darkness, now called the Shade Weavers, were originally called the Oneiromancers. After the loss of their original seat, they retreated deep underground. They also granted asylum to a group of Elven outcasts who later became the Dark Elves.
Each of the Orders maintains members who have skill in dealing with the varieties of Dragons that live in this world.
Four major "organized" realms are detailed so far:
Caevaron - Perhaps the largest of the human realms, Caevaron stretches across much of the central part of the continent, bounded by the Frostveil Mountains to the north, the Stormwall Mountains to the south, the Elven Forest to the west, and the ill-historied Shadowfall Lake in the east.
Avalkris - Known as the "Wizard's Kingdom", Avalkris contained all of the Southlands within its borders at one time. A devastating civil war in the past, however, left most of the kingdom's former lands a burning desert. Now, only a warded isle in the middle of the Great River, and its seven cities, remains part of the kingdom.
Karnasis - Created after the Sand Shapers became militaristic, Karnasis is the youngest of the realms. Named after the slain leader of the Sand Shapers who organized the militarization, Karnasis often clashes with Avalkris for command of the southlands.
Varnaquetta - Originally the new seat of the Order of Darkness, the underground metropolis became known as Varnaquetta after the Elven Outcasts accepted the Shade Weavers offer of asylum. It is now their capital city, although the Shade Weavers still exert much influence.
Concerning Powers
Each of the Elemental Orders is known for manipulation powers that only members of that Order are capable of wielding, at least among mortals. Although the Wizards of Avalkris have long studied means of attempting to do so, no method of truly copying the abilities exists. Furthermore, it is known that there is no way for one person to have multiple sets of these abilities, nor anyway to hybridize them.
The closest anyone has ever come to these goals are the Avalkiri Wizards, and even they acknowledge that their efforts produce lesser results. Intriguingly enough, those who study and command the powers of wizardry are likewise barred from ever gaining the powers of the Orders, even if they abandon their spells completely. This occurrence has led to one of the few cases of the Orders and Avalkris collaborating on something. At least, something other than the major Wars.
One of the other discoveries of Avalkiri mages, and the one that ultimately lead to the War of the Shattered Ring was that certain types of magic, necromancy and fiend-summoning specifically, caused irreparable damage to their practitioners, not just to the soul but the mind and body as well. The mental deterioration, in particular, was rapid. Dark summoners very quickly became mere puppets, controlled by the same dark intellect. Necromancers suffered a nearly identical fate, however evidence of backstabbing and out-right battling between the two groups made it clear that the two groups were being controlled by two different beings, and those beings didn't really get along.
Realm or Order Descriptions:
The Cryomancers, the Order of Water
The members of the Order of Water tend towards being a hardy kind, dwelling in the Frostveil Mountains and the northlands beyond. For many outside of their Order, the typical image of a Cryomancer is that of taciturn mountain-folk living in a monastery-like outpost high in the northern mountains. Yet this is inaccurate. While many of those who are easiest to find do fit this image, their chief settlement, the underground citadel hidden beneath the Snowguard fortress, is surprisingly warm and inviting, as are its people, both the Cryomancers themselves, and their allies.
About their practices, it has been learned that the Cryomancers who are encountered in their outposts along the mountains are often either serving as trail guards or still undergoing training. As they are "on duty" in a sense, they tend towards gruffness, generally preferring to focus on their tasks, rather than make small talk. Of course, being the most commonly encountered Cryomancers, this behavior forms the basis of the common view of the Order as a whole.
Given the test, and the apparent longevity of some of their number, it has been theorized that the Cryomancers are in fact a separate race from "normal" humans, and that those outsiders who have been inducted to the Order may have a Cryomancer or two among their ancestors. As for their allies, the northmen are often seen as allies of the Cryomancers, as are the rare "Northern" Elven communities, and the few Dwarf holds scattered about the northern Frostveil Mountains. The most mysterious, though, are the allies that the Cryomancers claim are spirits of nature. These "spirits" take the form of women of striking features. While the Cryomancers themselves seem to treat these women as a separate people, some from the south rumor that they are, in fact, just particularly gifted female Cryomancers.
In dress, the Cryomancers favor outfits primarily of layered cloth, leather guards, and fur. Their reputation of being skilled in the arts of stealth is only amplified by their choice of colors: Black and an icy blue. What metal they do use in their outfits is generally made from frost-steel, an alloy of iron and a rare bluish crystal found only in the deepest glaciers. Frost-steel itself proves highly reactive to the cold manipulation power of the Cryomancers. The crystal itself can be worked much like iron, and is difficult for most to mine, as normally the ice around it must be carefully melted, which risks destabilizing the surrounding glacier. The Cryomancers, however, can simply manipulate the ice to free it. The crystal serves as the primary trade commodity for the Order, as the crystal can be worked into decorative tiles. The crystals also chill the surrounding air, which makes it highly desired for food storage rooms.
As for their Dragon Riders, two breeds seem to be favored: Tide Gliders, and Scauldrons. Rumors of a third breed, used exclusively by special members of the Order abound, yet no proof has been brought forth as yet.
Caevaron, the Shining Realm, and the Order of Light
As it was founded by a group of light-worshiping warriors, it comes as little surprise that the Light Bearers have kept an eye on the realm of Caevaron, quietly or publicly as the case may be. In recent times, much of its lands are turned over for farming. In fact, the city of Solavus is the largest settlement, being the capital. Much of the realms military matters are handled by the Brotherhood of the Shining Light, the group of warriors responsible for claiming and ordering the realm. After the Second War of Darkness, though, the Brotherhood was rocked by a minor rebellion in its ranks, as much of the leadership of the time had fallen into over-zealousness. It was then that the Light Bearers stepped in and openly allied with the more level-headed members of the Brotherhood. Since that time, the two groups have practically merged fully.
For the Light Bearers, the Shadowfall Lake that borders the realm of Caevaron to the east is a source of both sadness, and some pride. The lake was formed during the end of the First War of Darkness, when the Orders combined their powers to trap and banish the otherworldly evils plaguing the lands. The center-point for this effort was the Order of Light's own seat, volunteered for the effort by the Order. To their slight shame, during the Soulveil Crisis a cursed citadel rose from the lake, and served as a stronghold for the forces of evil. It collapsed, though, at the end of the final battle of the Second War of Darkness, falling back into the depths of the lake. Only a ruined gatehouse and a fraction of the bridge connecting the fortress to the shore remains.
Since the merging of the Brotherhood and the Order of Light, the Brotherhood's citadel of Solavus has become the new seat of the Order of Light. The fortified city around the fortress, which shares the name, has since become the capital of Caevaron.
Of special note is the so-called "Path of the Bright Fist" which serves as sort of a policing force for Caevaron as well as shock troops for the Brotherhood. Originally trained in unarmed combat and given "executioner" masks, they originated as special enforcers of the more zealous leadership, giving criminals whose guilt was in question a trial-by-combat. Although their executioner origins were put aside after the alliance with the Light Bearers, these members of the Brotherhood chose to keep the unarmed combat and the masks, which have over the years since shifted from loose and plain, to tighter and far more ornate. Indeed, many of the members of this Path choose to create fancifully name personae which they operate under while masked. This combined with their publicly-viewable sparring matches have made them highly popular with the common folk.
As for their dragons, those of the Bright Fist seem to prefer the Grapple Grounder breed for its tendency to "wrestle" with opponents. Light Bearers and most other Brotherhood members favor Rumblehorns, while the elite knights of the Brotherhood tend towards Monstrous Nightmares.
Varnaquetta, and the Order of Darkness
During the First War of Darkness, the seat of the Oneiromancers was destroyed, the first of the Orders to suffer such a blow. Seeing the need to rebuild, survivors of the Order hunted for a suitable location, one that was more defensible than their original location. Soon, a cavern was found. One with a long, natural "stairway" leading down to a vast underground lake, with numerous plateau-like islands. It was here that the survivors of the Order of Darkness chose to rebuild.
Many years later, a group of Elves were driven out of their forest home by their brethren, who were seeking to avoid open conflict with the Brotherhood of Shining Light. The Brotherhood, then during its highly over-zealous era, had learned of certain practices of the outcasts that disagreed with their own views. The matter was somewhat settled, though, as a traveling Oneiromancer offered the outcasts asylum at the Order's new seat.
Since then, the outcasts, now known as the Dark Elves, have turned the plateaus into a metropolis of sorts for their own kind. The Oneiromancers, now known as the Shade Weavers after the translation of the Dark Elves own name for them, still hold much sway over the city. This influence is not resented, however, as a few gifted Dark Elves have been inducted into the Order over the years. The cavern city is now known as Varnaquetta, with the name being drawn from the ancient language used by the elemental Orders, and said to be a translation of the Dark Elves original name for their settlement.
A known export of the city are strangely glowing purple crystals. Careful examination of the exported crystals show no existing magic on them, so some other property causes the glow. They are, however, sought after as decorations. The guards of the city tend towards the use of both the Boneknapper and Whispering Death breeds, while the Shade Weavers themselves favor Flightmares.
Rough Map of Varnaquetta: (Subject to change)
Image that inspired the city:

The Realm of Karnasis, and the Sand Shapers
Originally known as the Stone Speakers, the Order of Earth has had a rather difficult and turbulent history. For much of its early history, the Order bore only two noteworthy events. First was when the Order as a whole gained the pledge of service of an entire Dragon breed. The second was in part, perhaps, the origin of its reputation as pot-stirrers: A challenge leveled against the Orders of Water and Air of deliberate withholding of strength during the First War of Darkness. It was this challenge that lead to their current, and long-standing, feud with the Cryomancers.
However, one of the more crippling blows to the Order came during the War of the Shattered Ring, when the rebel faction in the Avalkiri civil war laid waste to the Order's seat. Left reeling from this blow, the Order initially struggled to remain on firm footing when the Soulveil Crisis, and later the Second War of Darkness, erupted. By the time of the Third Elemental Convocation, however, they had regained their footing, and were re-establishing themselves in the deep desert. It was during the Convocation that the Stone Speakers began calling themselves the Sand Shapers.
Shortly thereafter, the Order of Earth gained a new leader, Karnasis. This new Grandmaster began pushing a more structured, and militaristic, view. The normal "reactive" mentality of the Orders, he claimed, were the reason that the Order lost its original seat. During the build-up he instigated, Karnasis oversaw the transformation of the settlement of Sokurnas, the new seat of the Order, into a fully entrenched fortress-city.
Shortly after the fortress was completed, Karnasis launched an assault on the Avalkiri outposts in the desert, blaming them for the damage that the Stone Speakers suffered. The Sand Shapers assault, however, was stopped when the Grandmaster of the Cryomancers appeared and challenged Karnasis to a duel, claiming that the leader of the Sand Shapers had fallen to corruption.
The results of that duel did little to smooth relations between the two Orders. Since then, the Sand Shapers have carved a realm of their own out in the desert, naming in honor of their fallen leader. In more modern times, the Order of Earth has remained contentious, although the Gobsucker breed of Dragons remains allies, often launching themselves in waves against the Order's foes. The Shapers themselves rely primarily on the Hobblegrunt breed for its Dragon-riders, although rumors creep out from the deeper parts of the desert at times of a second breed in use by the Order, one that is terrifyingly stealthy.
The Marblehold, and the Forge Keepers
The Marblehold, capital of the Dwarves, began as a simple quarry, bringing high-quality marble out from underground to be used in other holds, as well as the other races should they purchase it. When ores were discovered nearby, the quarry was expanded to a true hold. It truly became the center for the Dwarves, though, after the Forge Keepers revealed the secrets to dragon-aided forging to the Dwarves of Marblehold.
The hold itself is fairly open and has something of a conical shape. This stems from its origins as a quarry, with the various halls and houses opening out to the old pit, which has since become the main training area for the hold's Riders. After the First War of Darkness, the Dwarves of Marblehold chose to welcome their long-standing allies of the currently homeless Order of Fire into their halls, and the new Forge Keepers' seat was established among the Dwarves.
Since then, both groups have prospered from the sheltered home, and the friendship between the two groups. Many secrets of metalworking were discovered once the command of flame held by the Order was combined with the ingenuity of the Dwarves. The Order also brought with it the traditions of Dragon Riding. Since then, the armies of the Dwarves have come to rely on the Gronckle breed for their Riders, and the Snafflefang breed for their couriers. The Forge Keepers themselves tend towards a related breed, the Hotburple.
The Storm Callers, the Order of Air
Perhaps the most enigmatic of the Orders, the Order of Air also has the most isolated seat. Nestled away within a high valley former by the cluster of western mountains known as the "Crown of Thunder", the hidden seat of the Storm Callers is well-secluded. Known to some as the Storm Pillar, the structure is the only true holding of the Order.
Only the surface Elves have significant contact with members of the Order, and even that is just visits from travelling members of the Order. Only masters of other Orders have seen the Storm Pillar, as it is often viewed as the oldest seat. Their Dragon Riders seem to favor the Shockjaw breed, although the Stormcutter and Changewing breeds see use as well.
Avalkris, the Kingdom of Wizards
Founded initially by power-hungry scholars, the realm of Avalkris is sometimes thought to be the most reckless of the realms. Certainly, history bore that image out, as much of their once expansive realm has been turned to desert, and a sizable chunk now ruled by the Order of Earth. Indeed, the only part of their lands that is still officially ruled by them is the island on which they started. Their power-hunger and recklessness, however, have also faded over the years, partially due to discoveries about the impossibility of their original goal, and partially due to "burned hands" as the saying goes...
The seven cities that remain of the realm are heavily warded against further attacks, and the wizards have even made peace of sorts with most of their once-rivals, the Elemental Orders. Only the Sand Shapers, the Order of Earth, remain hostile towards them, in part due to severe losses in the past that they feel the Wizards are responsible for.
As for the island the cities are built on, although it is larger than many islands, it remains an island. In fact, there are some who claim that the modern realm of Avalkris resembles less a kingdom, and more a sprawling university.
The northern-most city on the island, built on the island's highest point, is Avalkir, the capital, and is devoted to the study of magic itself. Each of the other six are named with relation to one of the six "elements" and each focuses on a particular aspect of magic.
Being the kingdom of wizards, it is of little surprise that the vast majority of magical devices are made here, and trade in them has brought a fair amount of wealth to the kingdom. Each city is features numerous spires, sparkling fountains, and quite a bit of other decorations.
{Under Construction: More to come later. -OP}
Last edited: