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Chivalier Isles

#places #geography #continents_and_major_regions !(https://inkarnate-api-as-production.s3.amazonaws.com/RnS8EsyjWPpH1K51y37xyF)  
  • #Nations|Nations
  • #Geography|Geography
  • #Ecosystem|Ecosystem
  • #Ecosystem Cycles|Ecosystem Cycles
  • #Localised Phenomena|Localised Phenomena
  • #Climate|Climate
  • #Flora and Fauna|Flora and Fauna
  • - #Flora and Fauna#Virtus:|Virtus: - #Virtus:#Flora:|Flora: - #Virtus:#Fauna:|Fauna: - #Flora and Fauna#Trifaction:|Trifaction: - #Trifaction:#Flora:|Flora: - #Trifaction:#Fauna:|Fauna: - #Flora and Fauna#Haven:|Haven: - #Haven:#Flora:|Flora: - #Haven:#Fauna:|Fauna: - #Flora and Fauna#Meletar|Meletar - #Meletar#Flora:|Flora: - #Meletar#Fauna:|Fauna:
  • #Natural Resources|Natural Resources
  • #Ancient Beginnings and the Verdant Year:|Ancient Beginnings and the Verdant Year:
  • #The Emergence of Civilizations:|The Emergence of Civilizations:
  •   Nestled amidst the azure waters of the northern expanse of the Matrillian Ocean in Vea, the Chivalier Isles form a realm of intrigue, where the destinies of nations, cultures, and beings intermingle in a mesmerising dance of conflict and unity. These main islands—Virtus, Trifaction, the twin isles of Haven, and Meletar—bear witness to the mark of history, where great wars and valiant coalitions have shaped the course of the realm.   One of the Powers that Be, The Silver Flame, a divine force embodying the relentless battle against evil, darkness, and corruption, has cast its radiant influence upon the Chivalier Isles. This deity, revered across the nations of the Isles, symbolizes purity, righteousness, justice, and unwavering protection. Its divine power resonates through the luminous flames of light and fire, a beacon of hope that kindles the spirits of its faithful. The Silver Flame's touch is felt in every corner, guiding the inhabitants of the Isles toward the path of honour and virtue, while dispelling the shadows that seek to cloud their lands. Its luminous essence unites the diverse cultures under a common banner of good, infusing the Chivalier Isles with a collective resolve to stand against the forces of darkness and champion the cause of righteousness.   The Chivalier Isles, once a land at peace, were cast into turmoil by the invasive grasp of the Empire of Flames, led by the tyrannical drow Empress Salvatrice. Argenthold, a land steeped in the legacy of the grey orcs located in the island of Meletar, became the empire's first target, followed by the dwarven kingdom Morrer, setting off a chain of events that would ignite the fiery conflagration known as the War of the Phoenix. Throughout this dark period, the embers of hope never ceased to burn as the Alliance for Chivalry was born—a coalition of nations determined to resist the Empire's dominion.   The War of the Phoenix concluded with a fragile peace, as the nations, save for Argenthold, reclaimed their independence and rid themselves of the Empire's influence. The embers of rebellion had been stoked, and a few decades of uneasy stability followed. However, war once again reared its head, this time known as the War for the Chivalier Isles. The Alliance for Chivalry stood firm, rallying against the Empire of Flames, and through a combination of valour, strategy, epic magic, and sacrifice, the Empire met its end. Empress Salvatrice, along with her Drow and the very castle she ruled from, vanished to an unknown location, leaving the Chivalier Isles free from her dark grip. However, this came at many great costs, from the deaths to many great leaders to the fall of entire nations, and even the dissolution of the Alliance itself.   # Nations   At the southern reaches of the Chivalier Isles lies Virtus, a smaller island that houses two distinct nations divided by a mountain range called Caminus Heights. The southern kingdom of Arthuria, a realm home to leonin and filled with arcane prowess, finds its heart in the grand city of Arcanis. Here, the marble capital reflects the leonin's strength and mystique. Led by Imperator Ajax, and once ruled by Queen Leonadra Crenellforth and Prince Leoland Crenellforth, the nation stands as a realm where rebirth and transformation define its essence, especially with the influence of the nation's Theoroi, Illume, the White Phoenix.   To the north of Virtus, the remnants of Ourona, once a united kingdom of humans, the Hearthguards, and Halflings, the Aldermoori, now grapple with a succession crisis after the War for the Chivalier Isles. With the demise of King Elwyn Devonna and no clear heir, the kingdom's regions turn to self-governance, as power-hungry individuals vie for control. With Ourona splintered, now the three nations (the Briarwood Baronies, Verdelight and the Highthrone Sovereignty) that once united to create Ourona have become independent once again. The cultures of justice and righteousness, guided by the benevolent deities Halveron, Guide of the Half-light and [insert halfling god], have faced tests in this fractured realm.   Trifaction, once the home of three nations, now echoes with the whispers of dragon clans in the west and the haunting remnants of two fallen nations, Morrer and Lashela in the centre and the east. The still-standing Dracostan, led by the dragon clans consisting of Brass Dragonborn|brass dragonborn and Brass Dragon|brass dragons in harmony, was once influenced by the wisdom of the primal dragons, Hierophants Vazdodrytha and Nirdraranaazal, however, the death of the revered Vazdodrytha at the end of the War for the Chivalier Isles has sent ripples of grief throughout the nation. Now only Nirdraranaazal remains to guide his nation, but his more reclusive nature has caused his people to feel less acknowledged.   Tír Na Nóg, a realm of the Ae'luriel elves located on the Haven Isles, remains shrouded in mystery. High magic flows through its domains, and natural beauty reigns supreme. The elusive inhabitants rarely venture beyond its borders, leaving much of Tír Na Nóg's essence to speculation and awe. The inhabitants of Tír Na Nóg worship Aeloria, the Celestial Enchantress, a being embodying the themes of creativity, natural beauty and high magic. Her benevolent presence infuses the realm with an aura of wonder and enchantment, ensuring that art, magic, and philosophy flourish in the balance of the elven legacy. Despite their preference for relaxation and pleasure, the high elves are nonetheless some of the most capable and effective warriors in the realm; the presence of but a small contingent has turned the tide of battle numerous times.   Morrer, a subterranean realm within the centre Trifaction, was once a thriving haven for the Dwarves. However, during the War for the Chivalier Isles, the Empire of Flames somehow plunged Morrer into chaos. Whatever malevolent force the Empire used drove the kingdom’s inhabitants to madness, starting with King Norangrummlin Deephorn and his seven sons. The once-harmonious nation now echoes with tormented whispers, a haunting testament to the devastating power of chaos. All those who venture near the nation's abandoned cities seem to face the threat of descending into madness. The dwarves of Morrer are now a scattered race, with only those few who existed outside of the cities at the time the nation fell remaining. Many seek solace in their worship of Drogthar, the Hammer of the Earth, whose stoic nature encourages the Dwarves to maintain an unbreakable spirit, and to continue perfecting their craft despite the tragedy. Once a nation of Aasimar and Tiefling|Tieflings, Lashela witnessed a tragic rift between its two leaders; the Seraph Laylia Celestine and the Morningstar Belilal fought and argued often throughout the end of the War for the Chivalier Isles. Their discord led to a cataclysmic event, splitting the very souls of their denizens and banishing them to realms beyond. Lashela now stands as an abandoned, eerie landscape, a haunting reminder of a once-glorious civilization.   Once the original homeland of grey orcs, Argenthold and the island of Meletar fell under the grasp of the tyrannical Empire of Flames before the events of the War of the Phoenix. Following the War for the Chivalier Isles, the orcs reclaimed their land, and the Empire's shadow has been lifted. Argenthold stands as a testament to the resilience of its people, a realm restored to its rightful owners. Vayne, Harbinger of Shadows, the patron deity of the orcs of Argenthold, was separated from his followers as his worship was punished by death under the rule of the Empire, but now his champions are capable of much more overt worship, and many orcs have returned to seek his guidance in matters of combat, self-sufficiency and the making of many tough choices with regards to rebuilding their nation.   There are also two small city states in the Isles, Pip, a small Gnome community whose ancestors travelled to an unoccupied island soon after the realm's very conception, and Du, an equally small community of Aarakocra in a nearby island with characterised by a large spire of rock.   There is also the fortress Storm’s End, a testament to the strength of the North Empire Shipping Company, a powerful and influential organisation with a monopoly on nautical trading within the Isles. This grand fort acts as the Company’s headquarters, and is a fully functioning settlement within its own right.   # Geography   The Chivalier Isles boast a diverse and enchanting geography, shaped by both natural forces and the influence of deities. Virtus, the centre-southernmost island, unfolds as a picturesque realm of rolling hills and expansive plains, adorned with myriad rivers, serene lakes, and verdant forests. The harmony between water and land fosters a rich variety of ecosystems, nurturing life in its most vibrant forms. A large mountain range, Caminus Heights, runs from west to east along the island, acting as a natural barrier between the two halves of the island.   Trifaction, positioned to the Isles' north, presents a dramatic contrast to its southern counterparts. Its terrain ascends into towering mountains, particularly where the storied Morrer once stood in the island's centre. Yet, where Lashela once graced the land to the east, mesas rise majestically alongside floating islands that defy gravity's pull. The rugged contours of Dracostan, to the west, sculpt a landscape marked by craggy canyons and somewhat arid deserts that stretch toward the south. Here, the earth whispers tales of both fierce resilience encapsulated by the looming presence of a dormant volcano.   Haven, on the western coast, veils itself in an expanse of enchanting forests. The verdant land, untouched by the chaos of the outside world, harbours a sanctuary where the delicate balance between life and nature thrives. The high elves of Tír Na Nóg have woven their mystical essence into every glen, imbuing the land with an otherworldly aura. Here, the trees themselves seem to whisper incantations, and the delicate balance between life and nature is celebrated in harmonious unity. Amidst the ethereal glow of moonlight filtering through the branches, Haven stands as a sanctuary where the magic of the elves intertwines with the very heartbeat of the land, painting a vivid portrait of nature's captivating embrace.   Meletar, the easternmost isle, highlights the duality of creation. To its north, a surprising expanse of verdure flourishes against all odds—mountains, mesas, and even dormant volcanoes coexist in a delicate harmony with lush forests and grass-adorned valleys. Yet, the south reveals a stark contrast, where wastelands, deserts, and untamed terrain paint a rugged, unforgiving portrait. Amidst this variety, Meletar's resilience endures, a testament to the strength of its people.   # Ecosystem   On Virtus, vast meadows and rolling hills sustain an array of creatures, with graceful stags standing as icons of the land. Crystal-clear rivers and serene lakes teem with aquatic life, while towering forests harbour a diverse community of fauna. Among the trees, the air resonates with the melodies of countless bird species, and the forest floor is a bustling world of critters and insects. Wildflowers paint the landscape with bursts of colour, creating a paradise for pollinators and nectar seekers alike.   Haven presents a fascinating blend of nature and mystical magic. Enchanted woodlands imbued with elven magic create an otherworldly ecosystem. Elusive creatures of the Fae frolic among the flora, leaving traces of sparkling magic in their wake. Birds of vibrant plumage dart through the trees, their songs harmonising with the enchantment that permeates the land. Streams whisper stories of bygone days, and plants seem to glow with an otherworldly radiance, casting an ethereal ambiance over the entire domain.   In the realms of Dracostan in the west of Trifaction Island, life exhibits remarkable adaptability. While parts the arid lands may appear inhospitable, intermittent rainfall sustains a surprising diversity of life. From craggy terrains and deep canyons to expansive dunes, the ecosystems reveal resilient flora and fauna that thrive in the unique environment. Young brass dragons and wyrmlings grace the skies, their presence a symbol of the region's connection to these mighty creatures. The vast desert to the south stands at odds with the rest of the isles, but its origins reveal its true nature. The primal dragon Nirdraranaazal finds deserts to be his preferred terrain, and used his powerful magic to transform the region’s south into a vast desert, although one where life can still thrive. Unlike natural deserts, oases are frequent, and the existing rivers remained, leading to significant plant growth and suitable terrain for wildlife.   Where the remnants of Lashela lie in the east of Trifaction Island, the region harbours a diverse array of life. Graceful wildcats navigate the undergrowth, accompanied by the elusive dart of rabbits and the measured presence of cunning foxes. Aloft, the avian chorus resounds as majestic birds paint the skies. The outskirts resonate with the nocturnal calls of coyotes and owls, testaments to the delicate equilibrium between predators and prey. Above, the ethereal spectacle of floating islands decorates the heavens, casting an otherworldly interplay of light and shadow upon the forest floor. Amidst this enchantment, the whispered movements of mystical entities evoke an air of wonder.   Deep below Trifaction, Morrer, with its subterranean caverns and bioluminescent flora, hosts a complex ecosystem that flourishes in the darkness. Dwarves have carved out niches in the rocky landscapes, adapting to life below ground. Above the surface, rugged beauty reigns, where tenacious plants cling to rocky outcrops and creatures find a foothold in the harsh environment.   In the lands of Argenthold the ecosystems mirror the stark contrasts of the island's landscapes. Verdant forests in the north pulse with life, fostering seasonal rhythms that dictate the movement of creatures. To the south, deserts and wastelands appear barren but conceal a surprising range of adapted life forms. Amidst these diverse realms, young Red Dragon|red dragons and Blue Dragon|blue dragons and wyrmlings roam, contributing to the island's intricate web of life.   # Ecosystem Cycles   The shifts in the Chivalier Isles' ecosystems are entwined with the cyclical dance of the seasons, painting a vivid image of fantastical life. With the arrival of spring, enchanted blooms burst forth, carpeting the lands with vibrant colours, and heralding the return of mystical creatures like the iridescent songbirds known as Aeloria's Chorus. During this season, mages, particularly druids, commune with the spirits of nature to enhance fertility rituals, ensuring bountiful harvests for the coming months.   As summer's warmth blankets the realm, the ancient Treants of Ourona awaken from their slumber, their voices harmonising with the wind. Lakes and rivers, enchanted by water spirits, brim with shimmering aquatic life like the elusive Sylphidian Koi, which are believed to bring good fortune to those who catch a glimpse. Throughout the Isles, knights and bards oft engage in grand tournaments and musical galas to honour the power of the sun, Heliora, and celebrate life's vitality.   With autumn's embrace, the veil between realms thins, allowing mischievous faeries to cross over and weave their playful enchantments. The graceful Springcroft Stag|Springcroft Stags of Arthuria, adorned with luminescent antlers, engage in elaborate courtship rituals as they prance through golden glades. Meanwhile, secretive herbalists harvest rare ingredients under the waning moon to concoct potent potions that harness the season's magic.   As winter's frost descends, the inhabitants of the Isles seek solace amongst their communities, working together to fight against the cold. The cunning Frostweave Foxes, known for their shimmering coats and hibernating all throughout the rest of the year, skilfully navigate the snowy landscapes of Caminus Heights, scavenging for sustenance and evading predators. Seers and mages invoke ancient rituals to honour the winter solstice, invoking protective wards against malevolent forces.   # Localised Phenomena   The Chivalier Isles contain numerous mysterious and fantastical phenomena, some of which are listed as follows: 1. Ethereal Moonlight Pools: In secluded glades deep within Haven's enchanted forests, there exist small pools that reflect the moon's light even during the sun's zenith. These pools are believed to hold prophetic visions that whisper secrets of the future. Adventurers seeking guidance or treasures journey to these pools, but the visions they receive are often cryptic, leading to quests full of mystery and unexpected challenges. 2. Celestial Starfalls: During certain celestial alignments, vibrant meteor showers streak across the skies of Virtus, lighting up the night with brilliant trails of colour. The falling stars are believed to possess cosmic energy that can grant wishes or temporarily enhance magical abilities. Rival factions frequently compete to collect the starfall fragments, however, they are frequently bested by the local animals, who undergo transformations into spectacular celestial beasts upon contact. 3. Emberglow Caverns: Within the heart of Trifaction's mountains lie labyrinths of caverns where luminescent crystals emit a gentle glow. These Emberglow Crystals possess unique properties that amplify emotions, making them an ideal setting for passionate speeches, bonding experiences, and even heated debates. Visitors are drawn to the caverns to harvest these emotional energies and crystals for various purposes, from artistic inspiration to the crafting of magical items. 4. Echoing Fae Woods: Deep within Haven's ancient forests, there are mystical groves where echoes of past events resonate in the air. These echoes allow travellers to witness glimpses of the past, revealing forgotten stories and untold histories. As explorers navigate the woods, they may uncover conversations that have remained hidden, often sparking quests to reconcile the past with the present. 5. Skyveil Nexus: Above the highest floating islands of Lashela, there exists a magical phenomenon called the Skyveil Nexus. This shimmering curtain of energy connects the material realm with the Border Ethereal, allowing skilled navigators to traverse between worlds. The pursuit of rare knowledge and the exploration of the ethereal realm has become a source of fascination and danger for adventurers and scholars alike. 6. Everbloom Glades: On the outskirts of Virtus' woodlands, there are hidden glades where flowers perpetually bloom and change colours in response to the emotions of those who approach. The vibrant hues and enchanting scents of these flowers are sought after by artists and alchemists alike, leading to competitions and collaborations that transcend the boundaries between disciplines. 7. Bloodfire Pools: In the heart of Meletar's deserts, there are small, naturally occurring pools that seem to shimmer with a crimson glow. These Bloodfire Pools are warm to the touch and are believed to be infused with the essence of fire spirits. Orc shamans and fire-menders use the pools to conduct powerful rituals and forge mystical bonds with the spirits, granting them the ability to control and manipulate fire with heightened precision.   # Climate   The Chivalier Isles exhibit climatic characteristics akin to other temperate regions throughout Vea, enriched by unique features and magical influences that contribute to their distinct weather patterns. Rainfall, frequently graces the Isles with its nurturing touch. Coastal areas tend to receive more precipitation, nurturing diverse landscapes and supporting various flora and fauna.   Virtus, adorned with its rolling hills and plains, experiences frequent, gentle rains. Its interconnected web of lakes, rivers, and forests flourish under this climate, fostering a rich biodiversity and vibrant ecosystems that not only shapes the topography but also determines the timing of plant growth and animal migrations. This harmonious cycle sustains a vibrant ecosystem of verdant woodlands, flowing waterways, and flourishing grasslands, where stags roam and birds nest in abundance.   Trifaction boasts a diverse climate influenced by the varying terrains of its regions. The towering peaks that house hidden mountain lakes contribute to microclimates across the island. While the coastal regions experience the ocean's moderating effect, the interior of Trifaction witnesses sharper changes in temperature and precipitation. The presence of floating islands to the East impacts local weather patterns, creating many environments where rare flora and fauna flourish. This intricate interplay between weather and geography nurtures ecosystems that vary from craggy terrains supporting hardy plant life in Dracostan to dense woodlands in Morrer and the ethereal presence of floating island paradises in Lashela.   The land in Haven itself seems to revel in its unique climate, punctuated by enchanting magical elements. Ethereal energies imbue flora with a radiance not seen elsewhere, while unique biomes thrive under the influence of these mystical currents. This coexistence between forces has given rise to the captivating scenery that defines Haven. The ancient forests that blanket the land thrive on the combined energies of sunlight, rain, and enchantments, fostering an environment teeming with mythical creatures and rare plant species. Towering trees, adorned with bioluminescent flora, form a majestic canopy that hums with arcane energy. In the eastern island in particular, the land is veiled in a realm of light and shadow, and hosts microclimates that foster flora adapted to these conditions. Verdant meadows emerge from the dance of sunlight and shade, while hardy plants flourish amid the shifting balance.   Meletar mirrors its neighbouring lands' climatic tendencies. Coastal regions to the North experience steady rainfall that nourishes the verdant landscape, allowing a variety of plant life to flourish. As one ventures South and inland, the climate transitions into arid and desert-like conditions. Despite the frequency of seemingly harsh environments, the region exhibits surprising resilience, with adapted plant species and desert creatures making use of the limited resources. The cooler, more temperate northern reaches of Meletar harbour a stark contrast to the southern wastelands. Verdant valleys, fed by mountain streams, create oases of life where lush vegetation thrives, and unique fauna roam.   # Flora and Fauna   ## Virtus: **Flora**: 1. Starpetal Orchid|Starpetal Orchids: Found only in Arthuria's Everbloom Glades, these bioluminescent blooms not only add a mystical glow to the landscape but also release a gentle aroma that acts as a natural repellent for certain herbivores. 2. Golden Redwood|Golden Redwoods: These towering trees serve as not just shelter but as communal havens for creatures across Ourona. The enormous, hollow interiors of these giants often provide homes for elusive wood sprites, creating a unique and symbiotic relationship. 3. Moonlit Lily|Moonlit Lilies: These night-blooming flowers in the woodlands of Ourona not only glow softly but also possess healing properties when used properly, leading to their inclusion in various medicinal remedies. 4. Silverleaf Willow|Silverleaf Willows: These graceful trees Arthurian trees have leaves that shimmer with a silvery hue in the moonlight. The bark of the Silverleaf Willow is used by herbalists to create a soothing tonic that eases muscle pain and calms nerves. 5. Moonflower Vine|Moonflower Vines: Found throughout the depths of Ourona's forests, this climbing vine has flowers that only bloom under the light of the full moon. The petals of the Moonflower are a sought-after ingredient for potion-making, as they enhance the effectiveness of certain healing brews. 6. Mistberry Bush|Mistberry Bushes: Found all across the fields of Arthuria, this bush produces small, translucent berries. While they have some alchemical uses, they are also a favoured snack among wild animals and humanoids alike. **Fauna**: 1. Sylphidian Koi: Residing in the pristine waters of Arthuria, these fish possess bioluminescent scales that react to moonlight, creating a mesmerising display that has become a symbol of purity and luck among the local culture. 2. Aeloria's Chorus: Throughout summer, Arthuria's forests are alive with the harmonious melodies of these birds, which are known to mimic the sound of gentle rain—a trait that is believed to invoke blessings of bountiful harvests. 3. Griffons: The majestic creatures of Ourona's cliffs are known to participate in ritualistic aerial displays during mating seasons, with their precise manoeuvres and synchronised flights thought to predict weather changes among locals. 4. Treants: Guardians of Ourona's woodlands, these sentient tree beings are said to harbour immense wisdom. Their presence influences the growth patterns of nearby plants, and an extended presence can foster the birth of smaller, sentient saplings called Whisperspite|Whispersprites. 5. Stardust Hares: These fleet-footed inhabitants of Ourona's forests have silver-tipped fur that glitters in moonlight, acting as an efficient form of camouflage and allowing them to evade predators with ease. 6. Giant Eagle|Giant Eagles: The aerial hunters of Virtus are known for their strong territorial instincts and act as a natural check on the population of smaller avian species, helping to maintain the ecological balance.   ## Trifaction: **Flora**: 1. Crimson Thistle|Crimson Thistles: Adorning the northern region of Dracostan's mountainous terrain, these thistles have thorns that exude a fragrant, smoky resin when brushed against, often collected for incense production due to its soothing scent. 2. Poppy of Twilight|Poppies of Twilight: Flourishing in Dracostan's arid plains, these vibrant flowers release a hypnotic aroma that can induce a calming trance, or even induce sleep in higher potencies. Alchemists distil their petals to craft elixirs that aid in meditation and relaxation. 3. Crystalbark Tree|Crystalbark Trees: In the lofty woodlands above Morrer, these trees bear bark infused with mineral deposits that give them a sparkling appearance. The fruit___ 4. Duskshade Fern|Duskshade Ferns: Native to the shaded glens of Lashela, these ferns release a subtle, calming aroma during dusk. Certain herbalists dry their fronds to create teas and tonics that ease restlessness. 5. Echosap Maple|Echosap Maples: Found amongst the Western region of Lashela, where floating islands adorn the sky, these maples exudes sap that mimics sound. Bards extract this sap to infuse instruments with enchanting melodies and harmonious notes. 6. Glowroot Fungus|Glowroot Fungi: Nestled within the caverns of Morrer's depths, these luminescent fungi emit a soft, ethereal glow. Apothecaries incorporate their luminescent into potions and ointments to enhance their magic properties. **Fauna**: 1. Brass Dragons: The offspring of the ancient brass dragons, these beings possess the inherent magic of their lineage, possessing breath weapons of fire and tranquilising gas. They often aid in maintaining the delicate balance of Trifaction's ecosystems by protecting local creatures and regulating natural processes. 2. Sandstrider Lizard|Sandstrider Lizards: Native to the sun-baked deserts of Dracostan, these reptiles possess specialised scales that reflect sunlight, aiding their thermoregulation. Their skin secretions are used in alchemical concoctions that bolster heat resistance. 3. Granite Ram|Granite Rams: Resilient inhabitants of Morrer's mountainous terrain, these creatures have horns with unique mineral properties. alchemists grind these horns into powders used for enhancing the durability of equipment and gear. 4. Stoneclaw Bear|Stoneclaw Bears: Apex predators within many of Morrer's forests, these bears of immense size are known for their ferocious strength and their terrifying relentlessness in combat. The mark of a slain Stoneclaw Bear is considered a highly prestigious trophy among hunters. 5. Umbral Lynx: Prowling the shadowy forests of Lashela, the meat of these rare predators are considered a delicacy, and can be found in many expensive dishes due to their versatility. 6. Whisperiwing Moth|Whisperiwing Moths: In the night of Lashela, these delicate moths emit soft, harmonious sounds as they flutter. Their wings are collected to create enchanting musical instruments, enhancing melodies with their ethereal tunes.   ## Haven: **Flora**: 1. Ether Blossom|Ether Blossoms: Delicate flowers that emit a faint, soothing glow at night, attracting moths and other night-flying insects. The petals of ether blossoms are used by Tír Na Nóg's druids in crafting luminescent dyes. 2. Whispering Grove Tree|Whispering Grove Trees: Tall, ancient trees known for their rustling leaves that carry faint whispers on the breeze. Elves believe that these trees hold the memories of the fallen and thus frequently plant them in graveyards, whilst their wood is used in crafting instruments with haunting melodies. 3. Lumina Fern|Lumina Ferns: These shimmering ferns emit a soft, soothing glow during the night that never seems to be too bright or too dim, lighting up the forests and serving as natural lanterns for both elves and nocturnal creatures. **Fauna**: 1. Starlight Sylph|Starlight Sylphs: Tiny, fairy-like beings that are said to be the messengers of celestial entities. Starlight sylphs are often found around forest pools, and there laughter is believed to grant fleeting moments of clarity and inspiration to those who hear it. 2. Goldsong Sparrow|Goldsong Sparrows: These small birds have iridescent gold plumage that glistens in the sunlight. They are known for their beautiful melodious songs and their feathers, which are used to create enchanted quills for the inscribing of spell scrolls and spellbooks. 3. Crystalwing Butterfly|Crystalwing Butterflies: These giant, ethereal creatures flutter among the forests of Haven, their glimmering wings reflecting sunlight and moonlight in brilliant hues. Crystalwing butterflies are said to be drawn to magical auras, making them a valuable guide to seekers of hidden arcane items or enchantments.   ## Meletar **Flora**: 1. Desert Iris|Desert Irises: These persistent flowers flourish in the arid landscapes of South-Western Meletar, showcasing vibrant petals that bloom in a variety of warm hues. Desert iris roots are harvested for their natural pigments used in traditional orc warpaint. 2. Sunfire Cacti: Thriving in the scorching heat, these cacti store solar energy within their thick stems. Orcs extract the energy to create concoctions that temporality enhance strength and resilience or that boost resistance to heat. 3. Cinderbark Tree|Cinderbark Trees: These trees have bark that resembles charred wood, a testament to their resilience against the region's harsh environment. Many orcs harvest the bark for its fire-resistant qualities, using it to craft shields and other protective gear. **Fauna**: 1. Red Dragon|Red Dragons: 2. Blue Dragon|Blue Dragons: Preferring to reside near the more verdant shores of Meletar's northern regions since being brought over by the Empire from Chutor, these dragons harness the power of storms and lightning. Orcs believe that their electrifying roars can bring life-giving rains to the island's arid terrain. 3. Conflagregated Cavefish: Dwelling in the hidden subterranean lava rivers and lava lakes of central Meletar, these fish can produce a flaming, extremely bright bioluminescent light that resonates with magical energies, causing spells to manifest with flaming intensity. Their elemental attributes become more pronounced, infusing fire-based spells with extreme added potency. 4. Shadowvine Serpent|Shadowvine Serpents: Twisting through the shadows of northern Meletar's forests, these serpents have scales that can adjust colour to blend better into the darkness. Orcish mystics revere them as symbols of hidden wisdom. 5. Veilstalker|Veilstalkers: Native to Chutor, but introduced to Meletar in large quantities by the Empire, these giant arachnids are capable of generating illusions to aid them in hunting. Now an invasive species in many regions, these creatures have experienced a significant increase in population due to their position as apex predator in many parts of Meletar. 6. Lave Serpent|Lave Serpents: Thriving amidst the molten flows of Meletar's volcanic regions, these serpents are covered in heat-resistant scales. Orcs often utilise these for their numerous alchemical properties, which if expertly distilled can provide immunity to lava. 7. Stronghoof Behemoth|Stronghoof Behemoths: Massive, horned, bull-like creatures that roam the mountains and mesas, these behemoths have armoured carapaces and deadly powerful hooves. Orcs hold them in reverence for their unyielding resilience, and the presence of but a single one can encourage entire tribes to move.   The rich connectiveness of flora and fauna within the Chivalier Isles extends beyond mere aesthetics, profoundly influencing the cultures and societies that call these lands home. The symbiotic relationships between creatures and their surroundings have given rise to unique rituals, crafts, and even belief systems. The ethereal Moonflower Vines, for instance, have become an emblem of healing and resilience, woven into medicinal practices that echo through societies. Similarly, the mythical Sylphidian Koi, through its mesmerising display, has inspired tales of luck and purity, shaping the local customs that revere these waters. The interconnectedness of flora and fauna with daily life reflects the Isles' essence, where harmony between beings and nature is celebrated, offering a profound sense of belonging.     # Natural Resources 1. Aetherstone: Stones consisting of arcane energy, found in Virtus. Often utilised by mages and enchanters to amplify spells and magical effects. 2. Resonite: Gemstones found only in the heart of Caminus Heights, revered for their remarkable ability to amplify the innate abilities of monks, and their utilisation as material components for teleportation spells. 3. Starwood: A luminescent and lightweight wood found only in the deepest parts of the forests of Haven. Elves craft exquisite items from starwood, known for both its aesthetic appeal and its magical essence. 4. Adamantium: An extremely rare and sturdy metal forged within Morrer's depths, used for crafting near-unbreakable armour and other items and constructs. 5. Mithril: An even rarer metal found within Morrer, known for its light weight despite its high strength, mithril is used by skilled craftsmen to create intricate items to preserve agility despite size of bulkiness. 6. Cobalt: Found in Dracostan's craggy terrain, Cobalt is a metal carrying a mystique due to its association with dragons. Local folklore believes that this metal can channel draconic energy, and skilled artisans craft intricate items from it to harness its reputed magical properties, which are bolstered by the presence of brass dragons in the region. 7. Luminite: These resplendent crystals are responsible for the natural levitation of Lashela's floating islands. They resonate with unique, gravitugy magic, and have a plethora of potential applications, however, are renowned for their volatility. 8. Celestite: Heavenly blue crystals imbued with angelic magic, sought by mystics and seers for their ability to enchant items with additional power if wielded for good. 9. Infernide: Fiery red gemstones infused with devilish power, sought after by the villainous to curse items with extra power if used for evil means. 10. Emberium: A rare and incredibly adaptable metal found deep within the volcanic regions of Meletar. This metal not only grants exceptional elemental resistance but can absorb magic, giving it tremendous applications. 11. Umbral Water: Very rare, naturally occurring water found in certain springs in Lashela with healing properties. When umbral water is found, it is often bottled up in vast amounts to allow for use in the creation of healing potions.   Beyond their intrinsic value, the remarkable natural resources of the Chivalier Isles have guided the trajectory of societies, forging alliances and fostering innovation. Aetherstone, as a conduit of arcane energy, is the cornerstone of many mages and enchanters, empowering their magic and contributing to the evolution of magical scholarship. The resonance of Resonite, linked to a monk's inner strength, finds manifestation in their practices and philosophies. Likewise, the precious Starwood from Haven's forests serves both artistic creation and magical potency. These resources are not mere commodities but vessels of cultural identity, deeply embedded in the lore and livelihood of the Isles' inhabitants.   # History   ## Ancient Beginnings and the Verdant Year: The history of the Chivalier Isles begins at the dawn of creation when the Powers that Be set their eyes upon the planet Vea. The Verdant Year marked the beginning of life in the Chivalier Isles. The Powers, aided by the Theoroi, brought forth plant and animal life to the region. The Silver Flame played a significant role in imbuing flora and fauna with purity and strength. Two ancient brass dragons, Vazdodrytha and Nirdraranaazal, were born on the island of Trifaction. At the end of the Verdant Year, these dragons were ascended to a state of lesser godhood.   ## The Emergence of Civilizations: Following the Verdant Year, seven civilizations were founded in the Chivalier Isles, each with the aid of Theoroi:
  • **Hearthguard**: Hearthguard: Halveron created these humans, beings of immense potential and innate curiosity.
  • **Aldermoori**: Mirth created these halflings, a race who prioritise freedom, peace, and pleasure.
  • **Leonin**: Illume created the Leonin, a proud and adaptable race of lion-folk.
  • **Ae'luriel**: Aeloria created the Ae'luriel, an elven subrace with an arcane and otherworldly presence.
  • **Dunholts**: Drogthar created the Dunholts, a subrace of dwarves characterized by their resilience and stoutness.
  • **Vlorn'gar**: Vayne created the Vlorn'gar, a subrace of orcs with great strength and survival skills.
  • **Brass Dragonborn**: The two ancient brass dragons, with the aid of the Silver Flame, created the brass dragonborn, draconic beings with power over fire and sleep.
  • **Aasimar and Tieflings**: The Silver Flame bound the souls of some of the flora and fauna who had perished during the Verdant Year, granting them another chance at life, this time as aasimar and tieflings, their blood imbued with the essence of the afterlife.
  • **The Gift of Knowledge**: For one year, the Silver Flame aided the Theoroi in nurturing the new civilizations. Humanoids received gifts of understanding, logic, compassion, language, and various skills and concepts. These gifts allowed societies to flourish, with leaders emerging in most regions.   **Formation of Nations**: In the early days of Northern Virtus, the Hearthguard and Aldermoori were initially separated into three major regions across four major cities: Briarwood and the city Treeton, Verdelight and the cities Pristim and Wheatley, and the Highthrone Sovereignty and the city Crenellford.  
  • **Briarwood Baronies**: The Briarwood region was led by Baroness Asema Hunt and her knights, with lords and ladies establishing families with hereditary power based on lineage—assuming they had the prowess to keep it.
  • **Verdelight**: Verdelight consisted of both human and halfling settlements, each with its own leadership structure. Human settlements consisted of elected mayors under chancellor Lul Farfoot, while the halfling communities were initially governed primarily by council. Over time, especially as the settlements intermingled, Verdelight would evolve into a more diverse and democratic region.
  • **Highthrone Sovereignty**: The Highthrone Sovereignty was ruled by Grand Duke Petfinas Envoril, with Dukes/Duchesses and Counts/Countesses below them. This tradition would continue for decades until the aftermath of the War of the Phoenix.
  • **Leonin**: The leonin of the grand city of Arcanis were guided by two Imperators, the incredible warriors Ajax and Astel, who wielded immense power. They guided the destiny of their people as rulers until a monarchy was temporarily instituted above them decades later. Numerous leonin clans left the city in the civilisation’s early years, each of which was led by powerful warriors known as Pridespeaks.   **Ae’luriel**: The mysterious and otherworldly Ae’luriel had a unique form of leadership. They are led by Loreweavers, individuals gifted with an prodigal capacity for learning, be it through having a perfect memory, a miraculous capacity for understanding magic, or the ability to infer meaning from the land itself. These Loreweavers were chosen by Aeloria to interpret the needs of the land and guide their people accordingly.   **Dunholts**: In Morrer, the Dunholts were ruled by King Norangrummlin Deephorn and his seven sons, each son leading one of the major clans within Morrer. This system ensured a balance of power and unity among the clans, with each son being responsible for the well-being of their respective clan. While the hereditary aspect existed, the Council of the Seven Sons was formed, allowing collective decision-making to occur.   **Dragonborn**: Dracostan’s dragonborn were a collection of tribes with a strong sense of community and loyalty. The leaders of each tribe, the Dragonlords, were influential figures, even though the structure of Dracostan’s society didn’t revolve around the holding of political power. The two brass dragons, Vazdodrytha and Nirdraranaazal, known as Hierophants, served as spiritual leaders and mediators between the tribes, but did not rule over them.   ## Key Events   **The Rise of the Empire of Flames**: In 41 P.C., the Empire of Flames, led by Empress Salvatrice, invaded Meletar, leading to the enslavement of the grey orcs. They expanded their influence into Morrer and other regions, exploiting the Isles' resources, magic, and technology.   **The War of the Phoenix (41 P.C.–76 P.C.)**: The War of the Phoenix began with the invasion of Tír Na Nóg by the Empire of Flames and escalated rapidly. The Empire's path of conquest extended to Morrer, Highthrone Sovereignty, Verdelight, the Baronies of Briarwood, and Rúprúlía, establishing a strong presence in these regions.   The conflict saw a series of significant battles and events:
  • **Battle for the White Beaches (49 P.C.)**: Drow forces, supplemented with orcs, invaded Tír Na Nóg, marking the beginning of the war. Orders were given to the dwarves of Morrer and other regions to join the invasion.
  • **Rebellions and Civil Wars (41 P.C.–55 P.C.)**: As the empire expanded its influence, rebellions broke out, especially in Morrer. The leaders of the Highthrone Sovereignty, Verdelight, and Briarwood began to openly denounce the Empire of Flames.
  • **Betrayal and Alliance (55 P.C.)**: Rúprúlía, previously loyal to the Empire, and Tréubía, previously neutral, switched sides. A royal family was appointed in Arthuria to prioritize diplomacy and unity.
  • **Cataclysmic Battles and Salvatrice's Defeat (71 P.C.)**: The Battle for Ventterre Valley marked the final confrontation. Salvatrice took to the battlefield but was defeated by Illume's intervention. Salvatrice perished, and the Empire retreated to Argenthold.
  • **Post-War Changes—War of the Phoenix**: After the War of the Phoenix:
  • The Empire's influence remained in Argenthold, imposing martial law.
  • Nations asserted their independence, including the three nations in Northern Virtus, which unified under the banner of Elfred Devonna, the first king of the new nation Ourona.
  • Arcanis opened its gates to non-leonin beings as Arthuria was officially established as a nation, welcoming thousands of refugees who were displaced by the war.
  • Trade and diplomacy began to flourish somewhat, and the Isles’ nations began to interact more.
  • Illume's legacy influenced spiritual beliefs in Arthuria, but influenced the culture in the entire Isles.
  • Banditry and piracy became somewhat commonplace, as the soldiers of the empire not in Argenthold when the nation impose martial law were not able to return, leaving most of them to turn to a life of pillaging.
  • **The War for the Chivalier Isles (98 P.C.–106 P.C.)**: The War for the Chivalier Isles, lasting for eight tumultuous years, was a complex and protracted conflict that reshaped the Chivalier Isles in profound ways. It commenced in 98 P.C. when the Empire of Flames invaded the coastal town of Beckinsdale in West Arthuria, with the primary objective of securing an urn containing the ashes of Illume, which was prophesied to be the key to unimaginable power.   This war featured a series of crucial events and battles:
  • **Infiltration of Crenellford (98 P.C.)**: The Empire's cunning infiltration of the capital of Ourona resulted in the loss of King Elfred Devonna, sending shockwaves through the Arthurian leadership. His only child, Elwyn Devonna took up his father’s mantle, but his youth and inexperience made many lose faith in the strength of the nation.
  • **Cataclysm of Laylia and Belial (101 P.C.)**: A cosmic event, triggered by the fighting of celestial and infernal forces, resulted in the disappearance of all aasimar and tieflings from the realm as they were delivered to the afterlife.
  • **Fall of Morrer (106 P.C.)**: The sudden disappearance of all of Morrer's dwarves, amidst strange phenomena, left a void in the heart of the Isles, sparking speculation and concern.
  • **Victory at Ventterre (106 P.C.)**: The climactic Victory at Ventterre Valley marked the ultimate turning point. Combined forces of the Isles managed to break the Empire's stranglehold, forcing their retreat to the fortified stronghold of Argenthold.
  • **Salvatrice's Disappearance (106 P.C.)**: Empress Salvatrice teleporting her drow and the very castle she ruled out of at the war's conclusion left a lasting legacy of unanswered questions and political instability in the isles, but the remains of the Alliance for Chivalry had won—though many would consider it a pyrrhic victory.
  • **Post-War Changes—War for the Chivalier Isles**: The aftermath of the War for the Chivalier Isles:
  • Empress Salvatrice's disappearance along with all drow present at the Victory of Ventterre caused the Empire of Flames to fall. The remaining drow are now an incredibly rare folk in the isles.
  • The orcs of Argenthold regained their independence, and many tribes reformed. However, many, with no tribes to return to, sought a new way of life elsewhere throughout the Isles.
  • The Chivalier Isles experienced widespread destruction, with entire towns and regions scarred by warfare and magic, causing many to be displaced.
  • The Isles underwent a significant shift in their sociopolitical landscape following the dissolution of the Alliance for Chivalry, with many nations re-evaluating their governments and alliances.
  • Ourona splintered into the nations it once consisted of, as many within the Highthrone Sovereignty, Verdelight and the Briarwood Baronies vie for power
  • Dracostan adopted a more autonomous leadership structure due to the death of Vazdodrytha.
  • Arcanis closed its gates to non-leonin beings under the rule of the lone Imperator Ajax following the death of Astel.
  • The disappearance of Morrer's dwarves remained a mystery, with scholars and arcanists investigating the strange occurrences to no avail.
  • The fall vanishing of Lashela’s inhabitants caused many to race to plunder the now-empty cities.
  • Tír Na Nóg, previously isolationist, began to open its borders and engage in diplomacy, seeking a more active role in regional affairs.
  • These two transformative wars, the War of the Phoenix and the War for the Chivalier Isles, marked defining moments in the history of the Chivalier Isles, shaping their cultures, politics, and the destiny of their inhabitants for centuries to come.

    Geography

    The Chivaleir Isles consist of a small number of islands of varying sizes. Many of the islands feature wildly different geography, from the barren wastelands of Meletar to the lush woods of Tír Na Nóg.   The Chivaleir Isles has greatly varying geography, depending on which nation and which island you're in. The Isles is made up of four main islands, each with different climates and topology:   Virtus is the island that has the countries Arthuria and Ourona. For the most part, the island is made up of grassy plains and hills. The centre of the island is made up of a mountain range spanning the length of the island, from which a number of rivers flow all across the island to the ocean. The fact that there is a large amount of rivers and lakes located around the island means that it's very easy for plants to grow, leading to a large amount of forests and wildlife. While quite a lot of the island is flat, there are a large number of hilly areas.   The Adamantine Island is the northernmost island, consisting of the nations Dracostan, Morer and Lashela. For the most part the island is rocky and very mountainous, and usually filled with mesas and cliffs. It was named after the prevalence of the rare metal adamantine in the island, which is far greater than the rest of the Chivalier, and even the wider planet.

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