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LevROLL — Lore
Published: 2012-05-07 20:27:24 +0000 UTC; Views: 193; Favourites: 0; Downloads: 2
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Evonarle, Lord of Memory. The Lost King, the Lord of Shadows, Father of the Night. The Whisperer of Deeds, the Dark One, the Obscuring Mist, the Champion's Bane, the Shadowed Hero, the Encroaching Shroud, the Ebon-Lord. His sphere is memory and darkness and fear, mists and shades and fog. He is also one of the three beings of supreme Order. He is the patron of the lost hero, the forgotten champion. Those who serve him are forgotten to history and themselves. They dress all in black and obscure even their faces, and set out for things both great and small. Those who find favor with the Ebon-Lord do not so much do his will as propagate it. They are masters of illusion, at controlling memories. They can manipulate shadows and the fears of others.

Horaphel, Lord of the Hunt. The Joy of the Hunter and the Fear of the Hunted. The Beast-in-Man and the Man-in-Beast, the Primal, the Instinct, the Hidden Rage. The Violence and the Excitement of the Chase, the Lech of Sport, the Raging Hunter, the Father of the Beastkin. His sphere is the anger, excitement and glory of the sport, the confusion and suppression of emotion. Those who devote themselves to Horaphel are talented and clever huntsmen who take on the blood of the beast, allowing them to twist their bodies into the shape of an animal. Some become conflicted with their inner beast, leading to a sort of violent/calm schizophrenia. They have little care for things other than the hunt, or that don't bring some sort of violent joy.

Sarahk Sal, Lord of Justice. The Harbinger of Righteousness, the Herald of Verity, the Bane of the Unjust. The Truth, the Vigilant, the Destroyer of the Unholy. The Punisher of the Foolish and the Savior of the Devout, the Dark-Light King. His sphere is truth, justice, light and devotion. He is also one of the three beings of complete Order. Those who follow him drape themselves in white and pursue the unjust. They are truthful, blunt, solemn and unwavering in their devotion to Sarahk Sal. They will brook no injustice, though such things are subjective. They can bend and summon light and rely on techniques involving a single sword and its sheathe.

Arastilos, Lord of War. The Anticipation of Battle, the Brewing Feud, the Great Conflict. Father of the Blade, the Sound of Clashing Steel, the Living Weapon. His sphere is war, battle, and conflict. Those who follow him revel in battle and the glory of war, and often seek fortune as mercenaries. They form strong bonds with their weapons and armor and will not let others use, or even repair, them. They are often gifted with unusual strength, stamina and resilience by their Lord. They constantly wander when not engaged in battle, forever seeking greater fame and glory and a bloodier battle.

Darop'khel, Lord of Corruption. The Defiled Innocence, the Putrid Flesh, the Indulgence of Depravity. The King of Rape, the Advocate of Murder, the Bribe, the Theft, the Venal Lord. The Scourge, the Infestation, the First and Final Pestilence, the Waters of Corruption. His sphere is disease and vermin and the deep, dark depths of mens' desires. Those who devote themselves to Darop'khel are hedonists first and foremost, indulging in whatever, whenever and often are self-centered or downright narcissistic. They can be vile and revolting or charming, but all are less than moral. They may have control over pests or diseases, or even have powers that allow them to manipulate the thoughts and emotions of others.

Illazon, Lord of Entropy. The Winds of Chaos.

Domraath, Lord of Progress. The Copper God, the Bronze Deity, the Metal One. The Gleaming Man, the Gilded Inspiration, the Forgemaster. Bringer of the First Flame, Patron of Innovation, the Golden Colossus, the Fires of Invention. His sphere is invention and innovation, metal and fire. His followers revere metal and fire, and put both to use.

Rakestlos, Lord of Suffering. The Sting of Pain, the Shadow of Strife, the Soul of Madness. The Twisted God, the Burned Flesh, the Slashed Eye, the Weeping Sore. The Death of Life, the Living Death, the Tortured, the Tormented, the Rent Mind, the Paradigm of Tribulation. His sphere is the suffering of men, whether physical, mental, or spiritual. Oddly enough, he is seen as a being of absolute Order, one of the three Lords who keep the Eternal Balance. Those who follow him are devoted to either Pain, Strife or Madness. Their powers and appearance vary based on which face of Rakestlos they are devoted to.

Vertraj, Lord of Knowledge. The Keeper of Secrets, the Oath, the Covenant, the Pact, the Master of Promises. The Giver of Knowledge, the Arbiter of Power. His sphere is knowledge, magic, secrets and oaths. Those who follow him are pursuers of knowledge and magic, seekers of power. He offers them pacts for his knowledge that often manifest on the person themselves in the form of a magical tattoo. Because virtually anyone can appeal to him, there are no stereotypical attitudes for his followers. However, those so indebted to him often have some physical or emotional quirk tacked on because of his rather strange disposition.
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Vonarlum:

Vonarlum is a very rare stone found only in select mines around the Broke Spine mountain range. It comes in many varieties, but all share a common trait: a naturally high concentration of magic. No one is quite sure why these stones appear in so few places, though many societies and theologies have theorized why. Some simply call it magic incarnate, others have called it the blood of the gods; regardless of precisely what vonarlum is, it is a highly coveted substance that was popularized during the reign of the zetrasir but has since been all but outlawed in much of Armhys.

Vonarlum stones were once a much lauded resource during the times of zetrasirian expansion. The use of vonarlum during this time was many fold. Primarily, it was used by the scholars of the Great Halls for research. Later on in the history of the empire, vonarlum became used as a way of controlling slaves and the lower classes: this was the origin of stonedust, a powerful and addictive drug made from finely ground vonarlum. Of course the strength of the different kinds of stone was the main factor on the potency -and addictiveness- of the drug.

After the fall of the zetrasir, vonarlum in all its forms was especially widespread in the South. Gradually, use of vonarlum was frowned upon or downright outlawed by many emerging civilized nations. Still, the use of this drug was deeply-rooted in the pasts of many people and so clung to many, especially to the rich or those near vonarlum-production zones.

Use of stonedust manifests as a generally euphoric feeling not unlike intoxication, as well as a flushed, warm skin all throughout the body. Some types may cause hallucinations.

Types of Vonarlum:

Greenstone- A mostly clear crystal with a green or blue-green tint. This is the most common kind of vonarlum and is one of the weaker variants, though still an incredibly powerful force in the hands of a skilled sorcerer. It was likely one of the first strains used as a drug, and its effects are mostly mild .

Dead Man's Rock- A type of vonarlum with a relatively low magical charge, this stone appears as a lustrous black. Next to the greenstone, this is the most common variant, as it appears in the many barren fields around the Broken Spine. It was often used for decorative purposes in the old empires. As a drug, it is the only type more mild than greenstone, though its properties as such are virtually identical.

Sand- A variant of vonarlum with a more pronounced and hallucinogenic effect. It is found in the arid climes of central and western Armhys, and gets its name from the desert sand its color emulates. Next to bloodstone, this variant has the strongest hallucinogenic effect. Next to this, its other capabilities are secondary.

Bloodstone- A type of vonarlum found only in a very particular area in Armhys. It glows an angry, violent red and is considered the most powerful and volatile of all variants. The inherent magical potential of this stone can have adverse effects even on those not normally attuned to the mystical. As a drug, bloodstone is by far the most addictive and powerful and, quite often, lethal. First time users often die, or experience extreme dementia and vivid hallucinations. After prolonged use, going for even a few days without this substance can cause a violent, and lethal withdrawal.

Seamarker- The final type of vonarlum found commonly on Armhys, this stone is found primarily off the shores of Miren Mirelda and radiates a light, blue aura. It has been used for centuries by the tolluan for recreational or ritualistic purposes, which is likely how the zetrasirian use of the substance was popularized. Stronger than greenstone and the most mild of the hallucinogens, seamarker is one of the most popular versions for use as a drug.
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The Seven Kings:

Denarc, the Bane of Life. A once-loyal soldier whose taste for atrocities contorted him into a monster. A murderer, a rapist and a thief, Denarc knew no boundaries and cared not for his life nor for the lives of others. Using the skills and cruelty he learned during his career as a soldier, Denarc hunted and tortured those who angered him or were unlucky enough to catch his fancy. To Denarc, death was the pinnacle of life, and life could not be truly appreciated until death. He was one of the most famous serial killers in the history of the zetrasirian empire. Eventually, Denarc was captured and executed; but from beyond the grave he came to serve his nation in undeath, rising a creature of bones cloaked in anger.

Tterulim, the Slave Who Would Not Die. A man born as a slave during the era of the split empires, unusually gifted with magic. For his service to his master and his nation, Tterulim was eventually risen above this low station and became a true soldier and sorcerer for his people. During the aftermath of a terrible battle, Tterulim was caught and subjected to many years of mind- and body-breaking torture. Still, Tterulim would not die or submit, even as he lost fingers, toes, eyes, ears, his nose and his limbs. A bleeding, gibbering stump was all that remained of him when Tterulim was finally freed, still muttering, "I will not break..." And so this gibbering husk of a man was converted by his people into a weapon of war, a tortured creature composed of countless worm-like beings made of an amalgam of limbs twisted into the shape of a disfigured man.

Rhysaria, the Lecherous Queen. A woman of incredible beauty and the wife of a major lord in a dying empire. Rhysaria was commanding, jealous, easily-angered and extremely sadistic, though most of all she was known for her insatiable sexual appetite. She manipulated her husband and his governing, seduced his men and put to death those that defied her. She reveled in playing with the emotions and feelings of others, and loved few things more than crushing their hearts and minds. Even her own husband was subjected to this. After years of this undermining and crippling emotional torture, her husband slit Rhysaria's throat in her sleep as she lay surrounded by paramours. In death, she was transformed into a mass of flesh and hate, her old form retained in its center if only out of primal vanity.

Stelfayn, the King of Yore. A king who lived centuries prior, whose unnatural longevity was the result of crippling paranoia and terrible experimentation. Stelfayn was a brutal and tyrannical ruler who reigned during the third century of the zetrasirian empire. He taxed his people mercilessly and executed any suspected of rebellion; Stelfayn abused his power, doing whatever he wished whenever he pleased. After a series of assassination attempts, one of which took his eye and another of which crippled his left leg, Stelfayn was overcome with the paranoia that would mark his later years. He grew increasingly angry and cruel, secluding himself away from his advisers and hiring a string of unscrupulous sorcerers to teach him. Eventually, Stelfayn was locked away by his own people, sealed beneath his own home, forgotten and left to rot by his son. He broke free but was beaten, and came to  be counted among the Seven Kings as a one-eyed angel of vengenace.

Wwehdris, the Seeker of Death. A career soldier,  talented and employed by one-half of the failing empire. Though severely skilled, the war between the sundered nations proved to be too fierce and Wwehdris was forced to watch as his friends, family and his fellow soldiers died around him as he was -time and again- the sole survivor. Eventually, this took its toll on his mind and body and Wwehdris devoted himself to finding death. Still, he was not content to simply lay down his blade and die; he would only accept death from one who was better than him, who felt that he truly deserved it. Even once his wish was granted, Wwehdris was not set free; his talent and recklessness earned him a spot amongst the Seven Kings as a terrible scaled beast of fire and destruction.

Kkralgis, the Phantom Marauder. Not a patriot, but a rebel leader who would have rather seen both nations fall. Kkralgis was a devoted rebel and a talented tactician, sabotaging supply lines and harrying small armies. Though his ways were successful, the annoyance and distress he caused the dual empires made him and his men extremely valuable outlaws, and he himself was constantly hounded. With his knowledge in magic, Kkralgis perfected a technique that allowed himself to become nearly invisible, but this trick only worked for so long. Like so many others, Kkralgis was eventually captured, tortured and executed. His skill as a tactician, though, earned him a place amongst the Seven Kings as a twilit terror of land and sea.

Melaphalon, the Edge of Night. The most talented assassin in either empire. Melaphalon was a skilled swordsman and was capable of such stealth that no target ever knew he was there. He could bend shadows and darkness to his advantage and could even silence his own footsteps. Despite this skill, many mistrusted Melaphalon for his bleak and apathetic attitude and his unambitious mindset. No one could believe that someone so talented could be so uncaring about the state of affairs, and so he was harried at every turn. Eventually, Melaphalon completed one job too many and was betrayed by his employer. He was hunted down by a group of rivals and thus was given a position amongst the Seven Kings as a merciless creature of blackest night.
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The Aspects:

Hazaril, Aspect of Fire, Pillar of Conviction, Antithesis of Treachery, the Firedancer, the Zealous Flame. Those who devote themselves to Hazaril's Order of the Zealous Flame are the most devout and fanatical of the Grand Order. The Apostles of Hazaril are granted the power of fire, which is the median power. Not the fastest nor the strongest nor the most flexible,  but it is the most destructive and the easiest to control. Consequently, it is difficult to master.

Adakai, Aspect of Lightning, Pillar of Valor, Antithesis of Cowardice, the Thunderchaser, the Brave Storm. Those who devote themselves to Adakai's Order of the Brave Storm are among the strongest, bravest and most loyal of the Grand Order. These men are granted the power of lightning, which is the most powerful but least flexible. It is hard to control but easier to master than many.

Grel, Aspect of Stone, Pillar of Might, Antithesis of Weakness, the Quakecaller, the Stalwart Mountain. Those who devote themselves to Grel's Order of the Stalwart Mountain are the most durable, hard-bodied and indomitable of the Grand Order. They are granted the power of stone, which is slow but powerful and not inflexible. It is easier to control and master than many others.

Manak, Aspect of Water, Pillar of Reason, Antithesis of Imprudence, the Floodmaker, the Clever Inundation. Those who devote themselves to Manak's Order of the Clever Inundation are the most intelligent and cunning of the Grand Order. The Apostles of Manak are granted the power of water, the most flexible of the Apostles' abilities. It is difficult neither to control nor master.

Yytra, Aspect of Wind, Pillar of Skill, Antithesis of Incompetence, the Windweaver, the Masterful Gale. Those devoted to Yytra's Order of the Masterful Gale are the most adroit and dextrous of the Grand Order. Yytra's Apostles have control of wind, which is the easiest to learn and master and is very flexible, but is the weakest of the abilities.

Malwys, Aspect of Light, Pillar of Faith, Antithesis of Falsehood, the Dawnbringer, the Righteous Blade. There is only one Apostle of Malwys; the Patriarch, the high priest of the Order.
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Dragons:

The dragons are a now all-but-extinct race of ancient, powerful beings that were unheard of before the zetrasir rose to prominence in Armhys. They were noted for their Breath- a power that could give life or take it. They were behemoths of various appearances and sizes, but all were monstrous, sentient, elemental beasts capable of unrivaled benevolence, or equally unrivaled destruction. They materialized in force only after the zetrasir began their expansion and experiments, and have been interpreted by many as avatars of nature sent by the gods as punishment for the hubris of the zetrasir.

Unfortunately, the zetrasir were not so easily swayed from their path by even a fearsome foe such as the dragons. They bred special warrior-slaves to combat the dragons, and these people would eventually go on to adopt the very power of the dragons and bring them to the brink of extinction. These people were later called the gorrashal, a name meaning "Butcher of the Scaled Ones."

The dragons, though fierce and awesomely powerful, were not numerous, and so the far more numerous slaves overwhelmed the dragons with pure force. Though no dragons have been actively sighted on Armhys in centuries, it seems likely that some remain hidden somewhere. The belief that particularly longevous and fierce or prosperous conditions may be due to these beasts, some areas of Armhys could suspect.

What the dragons truly are, or where they came from, has been the subject of as much debate as the rest of their existence. Still, this is likely the area where the least is known about these already mysterious beings.
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