Kingdoms And Territories
The Kingdom Of Bavorla (Bavorlan Citizens.)
◈BASIC INFORMATION◈
Population At Peak: 52 Million
Population Diversity: Varied, Majority Human
Government: Autocracy◈DESCRIPTION◈
A coastal kingdom in the North-West, known primarily for their generous royalty and loyal people. Their trades are frequent and fair, and the Kingdom was seen as the crown of the continent for many centuries. Ruled by the same bloodline ever since its rise, the kings and queens were always seen as just and honest with their citizens, which gave them a great reputation of trustworthiness from their people. The territory of Bavorla strives to act as a melting pot of cultures, religions, and species, but the humans have always had a majority in the population of the cities. Despite this, the streets are usually filled with beings of all shapes and sizes, with Bavorlan embassies scattered along all parts of Vorkarra, often acting as a neutral third-party whenever conflicts between races or territories arise.◈ATTRIBUTES◈
Valiant Military:
Multiculturalism:
Religious Acceptance:


The Kingdom Of Ralevyyn (Ralevyysh Citizens.)
◈BASIC INFORMATION◈
Population At Peak: 32 Million
Population Diversity: Elves, Nymphs, Satyrs.
Government: Theocracy◈DESCRIPTION◈
A heavily forested Kingdom covering the East, known primarily for their respect for nature and co-inhabitant lifestyles with magical nymphs. The kingdom is ruled primarily by a council of elves, but all are somewhat related with a royal bloodline. Seen by outsiders as rather pompous or overzealous in their love for nature, results in elves residing mostly within their own territory, as well as having harsh standards on newcomers attempting to enter their borders. The inhabitants of Ralevyyn mostly keep trades within their own territory, so certain native ingredients or materials can be quite expensive if found outside of the borders.◈ATTRIBUTES◈
Defenders Of Nature:
Cultural Fixation:
Interpreters Of Vastiisi:


The Kingdom Of Vamatar (Vamataran Citizens.)
◈BASIC INFORMATION◈
Population At Peak: 26 Million
Population Diversity: Varied, Selkies, Majority Pouliiti
Government: Republic◈DESCRIPTION◈
A mountainous and cliffy territory to the south, home to the Pouliiti and a large majority of the Selkie population. The Pouliiti are beings of flight and respect, and have devoted themselves to providing a place of equality for all demi-human races, as they feel they are seen as freaks by the other territories of Humans and Elves. They have a republic government, and are arguably the most organised territory in the continent. The terrain is littered with bridges made by the native races in order to assist outsiders with traversing the cliffs and peaks, and their trades focus primarily on lightweight equipment as well as rare minerals and plantlife found high in the dangerous crags of Vamatar.◈ATTRIBUTES◈
Fighters Of Flight:
Demi-Human Haven:
Religious And Political Balance:


The Kingdom Of Moir (Moiran Citizens.)
◈BASIC INFORMATION◈
Population At Peak: 34 Million
Population Diversity: Lamias, Humans, Majority Gatalans.
Government: Oligarchy◈DESCRIPTION◈
A savannah and desert territory covering a large expanse of the mainland's west. Moir is the native homeland of the Gatalans, whilst also being inhabited by a large majority of the Lamia population thanks to its warmer climate. Moir is a trading territory by default, and the people live with money on the forefront of their minds. Leadership of the Moir territory is based around status and societal power, leading to a large majority of trading families owning subsections of the landmass, and passing down their wealth to their own generations. Pleasure and recreation is a key component of the Moir mindset, and has been known to act as the more chaotic and impulsive territory on the Vorkarra continent.◈ATTRIBUTES◈
Warriors Of Fortune:
Culture Of Carouse:
Coin First, Chaos Second:


The Kingdom Of Thirrival (Thirrivian Citizens.)
◈BASIC INFORMATION◈
Population At Peak: 38 Million
Population Diversity: Centaurs, Goblins, Majority Orcs
Government: Autocracy◈DESCRIPTION◈
◈ATTRIBUTES◈


Ravabee Islands
(Goblin Homeland)
◈BASIC INFORMATION◈
Population At Peak: 15 Million
Population Diversity: Goblins
Government: Oligarchy◈DESCRIPTION◈
◈ATTRIBUTES◈


Habitants
Territory Races
Humans
BASIC INFORMATION
Approximate Continent Population: 14.2%
Life Expectancy: 80-110 years
Conviction: N/A
Base Ascension Vitality: 5HISTORYTRAITS & ABILITIES

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | |||
Ambivert | ✔ | ||
Introverted |
Elves
BASIC INFORMATION
Approximate Continent Population: 13.6%
Life Expectancy: 650-700 years
Conviction: Vastiisi
Base Ascension Vitality: 10HISTORYTRAITS & ABILITIES


Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | |||
Ambivert | |||
Introverted | ✔ |
Pouliiti
BASIC INFORMATION
Approximate Continent Population: 10%
Life Expectancy: 70-80 years
Conviction: Parlan
Base Ascension Vitality: 7HISTORY
As tensions sparked and wars grew at the dawn of the Ruination Era, a minority of those not blinded with religious fury from select races attempted to quell the flames of conflict. Of course, this attempt at democracy; to snuff out the embers of chaos, was not met kindly by Alavara. With the God of Chaos wanting nothing more than destruction and combat for their entertainment, these humans and elves were cursed. Their demand for peace was mocked by Alavara, who chose to curse them with bird-like half-forms as a mockery - in simpler terms calling them cowards.Alongside the curse came a more putrid form of hatred. The people these now cursed beings had strived to save had turned on them. They were freaks, and in so, were hunted at worst, and exiled at best. As less and less places provided refuge for these beings, they were forced to migrate further south of the continent, until they had formed camps at the edge of the vast river that had been carved into the landmass thousands of years ago. Starvation began to rise as the population of these cursed beings attempted to survive without freedom to roam the land - until a man by the name of Ackel decided on a new plan for his fellow cursed folk.He formed a group, a flock of those that were not too weak from hunger, and took flight. The concept of using their cursed forms for flight was unthinkable to the beings, most buried too much in pride or shame to attempt such a feat, but not for Ackel. For days in a row, he and his group flew over the great river, in search of a new land for his people. Some of his group fell from the skies from exhaustion, drowning in the waters below, but Ackel continued on, until after two weeks of continuous flight, only he alone survived to make it to a new land. With the land void of civilised life, and ripe with resources, the cursed folk migrated under Ackel's guidance to live in peace, becoming the race of Pouliiti.TRAITS & ABILITIES
No Voice Unheard: A Pouliiti will always strive for balance in the group. Usually quite calm and collected, they will often act as careful observers in most situations, and as times became more civilized after the Ruination Era, a Pouliiti will most often be trusted to provide fair trades and even fairer opinions. They speak without bias no matter the race, and are unlikely folk to hold a grudge for a long time.
Flight And The Hunt: Over the years, the Pouliiti grew more familiar with using their cursed aspects as a blessing instead of a hinderance. They learned to fly as others learned to run, and they grew more skilful with scaling the steep cliffs of their new terrain with their talons, as well as adapting to combat using their flight and claws alongside their more regular weaponry.

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | |||
Ambivert | ✔ | ||
Introverted |
Gatalans
BASIC INFORMATION
Approximate Continent Population: 13%
Life Expectancy: 100-110 years
Conviction: Alavara
Base Ascension Vitality: 6HISTORY
Gatalans were one of the earliest races to come into being on Vorkarra. They were one of the four Primordial Races to be created by Alavara in the early Inaugurate Era, and served as an embodiment of Alavara's desire for entertainment amongst all the chaos. As tribes flourished and civilizations grew in order to efficiently worship the triptych Gods, the Gatalan people were the first to question their existence, thinking less about devoting their lives to serving powerful immortals, and deciding to build their civilizations to exploit trade and recreation amongst the other mortal races. As great statues were built in devotion to Vastiisi and Parlan by the other races, the Gatalans instead sought out thrills and fun - inadvertently giving their vitality in service of Alavara themselves.As the Inaugurate Era reached its end, the Gatalans had gained a reputation for beauty, agility, and self-fulfilment. This however, caused those that spent centuries living heavily religious lives to perceive them as a blasphemous civilization, and with the arrival of ascended deities came the demand for worship. The Gatalan people refused, and in so had put themselves as the first to wage war on the divines, acting as one of the catalysts to begin the Ruination Era.TRAITS & ABILITIES
Freedom At All Costs: Gatalans are always putting their independence first. Usually forgoing religion for more cultural and economic based devotions, the Gatalan race are always ones to fight suppression or enforcement, and are incredibly prideful in doing so. They are often seen as uncontrollable by other races, but personally see themselves as the 'true' leaders of the continent through inflated opinions of their own self-worth, and most will usually have goals of being at the top of the pecking order to maintain their own freedoms.Glamour And Guile: There are very few unattractive Gatalans. The pride of one's worth is paramount for their race, and so they will always put effort into their appearance no matter which task they undergo. Their figures are almost always on the more slender and flexible side, and so a vast majority of Gatalans take advantage of this to become excellent gymnasts and hunters, as well as the most light-footed of thieves.

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | ✔ | ||
Ambivert | |||
Introverted |
Goblins
BASIC INFORMATION
Approximate Continent Population: 8.5%
Life Expectancy: 40-60 years
Conviction: N/A
Base Ascension Vitality: 2HISTORYTRAITS & ABILITIES

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | ✔ | ||
Ambivert | |||
Introverted |
Orcs
BASIC INFORMATION
Approximate Continent Population: 11.2%
Life Expectancy: 200-220 years
Conviction: Parlan
Base Ascension Vitality: 8HISTORYTRAITS & ABILITIES

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | ✔ | ||
Ambivert | |||
Introverted |
Minority Races
Athonae
BASIC INFORMATION
Approximate Continent Population: 1.8%
Life Expectancy: 1900-2000 years
Conviction: Vastiisi
Base Ascension Vitality: 98HISTORY
During the Inaugurate Era, the God of Chaos created many races and creatures. Then, Alavara proceeded to create powerful beings forged for chaos and pain. The God of Growth saw the mayhem that ensued from these beings, and created her own race; the Athonae, putting all of her power and wisdom within this one race, instead of spreading it out amongst many.During the Ameliorate Era, Athonae tasked themselves with guiding and nurturing the lesser races, but their goals fell in conflict with the heavily grown population of beings created by Alavara, known as vampires, who had enslaved many and used the lesser races for feeding throughout the Ruination Era. The Athonae set to work toppling the evil reign of vampiric lords, and whilst the lesser races attempted to rebuild, their silent protectors overpowered the vampires with their bespoke knowledge of perfumes and magic that the bloodsuckers had never witnessed before. The Athonae nurtured the lesser races, and sent vampires fleeing and disorganised, and decided to watch over the races silently to ensure vampires wouldn’t plague the continent again, and throughout the Ameliorate Era, they were the only reason vampires hadn’t taken over the continent, but to this day, they cannot communicate that to the lesser races, due to a lack of translation for their language.TRAITS & ABILITIES
Mute And Untranslated: The Athonae do not possess mouths, and therefore cannot verbally speak to lesser races. As they are a race of ancient beings, their writing language and typography is one left behind in history, so cannot be translated. Few things have been understood about the Athonae by the lesser races, such as recipes for unique perfumes, as well as understanding their unending compassion for all races, seen through example over centuries of servitude towards the races they love with such parental passion.Bespoke Perfumers: The Athonae know vast knowledge regarding the realm and all things within it, resulting in exceedingly superior proficiency in regards to perfume potency, as well as recipes that would’ve never been discovered by lesser races. The Athonae also survive through inhalation of specific perfumes due to their lack of mouths, so therefore are always known to collect ingredients for the most pleasurable scents. Perfuming originates with the Athonae, and many observing beings of lesser races have replicated their recipes in an attempt to learn more.

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | |||
Ambivert | |||
Introverted | ✔ |
Vampires
BASIC INFORMATION
Approximate Continent Population: 4.5%
Life Expectancy: 2000-2100 years
Conviction: Alavara
Base Ascension Vitality: 22HISTORY
During the beginning of the Inaugurate Era, select races were created to become sentient by the hand of Alavara, the God of Chaos. They forged these races as entertainment for their desires for chaos. During the beginning of the Ruination Era, Alavara ‘blessed’ select followers with powers of manipulation and extended lifespans, in exchange for their service in battling lesser gods’ followers with chaos and blood. These beings became known as vampires. Carrying the same hunger for dominance and entertainment, this race sought to overpower all the lesser races and use them for food and slaves to their long-living wishes, all in worship of Alavara. Unfortunately for the vampires, the God of Growth intervened. The Athonae were created specifically to overpower the vampires and to protect the lesser races, and so throughout the Ameliorate Era, the vampires went from grand castles built from the blood of slaves, to disjointed pockets of bloodlines scattered across the realm.Pockets of vampires formed covens scattered around the continent in an attempt at reorganising themselves. Some continued in their devout worship of Alavara, whilst others strayed, seeing a need for a higher purpose than mere chaos. Many vampires starved in hiding, or were killed by hunters when they lost control and went rampant for blood. Some vampires attempted to disguise themselves in the forming societies, slipping through back alleys and feeding off of farm animals in an attempt to sate their biological desire for blood.TRAITS & ABILITIES
Blood Rampancy: Without consistent feeding and blood consumption, vampires can go insane. They are no longer able to easily blend in with other races due to obvious features that become worse deeper into rampancy. Only an immense amount of blood consumption within a short amount of time can restore one from rampancy, and has caused many small villages to be completely wiped out from covens of rampant vampires.Becoming a Vampire: Victim must be bitten, and vampiric blood must be transferred into their system. This is optional for a vampire during a bite. Then, the victim must consume blood from another non-vampire being of the same race, to activate the dormant vampiric DNA within the victim’s system. The vampiric blood circulates out of the system after a few days, so a victim will not be vulnerable forever.Blessings Of Chaos: Along with near-immortal lifespans, vampires gain access to many different perks, as well as setbacks. Sunlight does not burn them, but will very much make them weaker and queasy when exposed for too long. It’s a similar sensation to sea-sickness or heat stroke. Vampires within the Murkverse do not possess powers of transformation either, but can push their bodies past normal limits to attain heightened strength and agility, with the cost of pushing themselves closer to rampancy. Without many years of practice to do so on command, most vampires must use specific blood perfumes to ‘trigger’ their bodies into this state of adrenaline. As vampires age, and become wiser, most learn powers of manipulation and seduction to get what they want, but these powers do not work on strong-willed mortals, such as Athonae. It is also harder to manipulate someone’s mind if they’re under the influence of alcohol or drugs.

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | |||
Ambivert | ✔ | ||
Introverted |
Nymphs
BASIC INFORMATION
Approximate Continent Population: 5.7%
Life Expectancy: 1300-1500 years
Conviction: Vastiisi
Base Ascension Vitality: 52HISTORYTRAITS & ABILITIES

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | |||
Ambivert | |||
Introverted | ✔ |
Lamias
BASIC INFORMATION
Approximate Continent Population: 5.1%
Life Expectancy: 400-450 years
Conviction: Parlan
Base Ascension Vitality: 18HISTORYTRAITS & ABILITIES

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | |||
Ambivert | ✔ | ||
Introverted |
Centaurs
BASIC INFORMATION
Approximate Continent Population: 5.4%
Life Expectancy: 150-170 years
Conviction: Parlan
Base Ascension Vitality: 17HISTORY
The birth of the Centaur race was one spawned by the God of Order. During the final years of the Ruination Era, Parlan had lost all patience with this chaotic war. He decided it was time to create a warrior so firm and loyal to balance, that they alone could bring the continent’s races back in line. With the Athonae so distracted by the eradication of the ruling vampires, it was up to the Centaurs to settle disputes between the growing territory races. Acting as the dawn of law enforcement, centaurs ensured that the races would rebuild fairly, and evenly. As the Ruination era ended, and the Ameliorate era began, the Centaur race fractured, deciding to separate themselves across the continent and devoting themselves to maintaining order amongst the independent kingdoms. As generations of centaurs passed, they began to see themselves as patriots to their territories, believing that they alone hold the mantle of protection, with almost all centaurs volunteering to join some form of military during the early Collocate Era, to protect and serve with zealous adherence.Unfortunately, as tensions grew between territories, centaurs became blinded by their patriotism, arguing amongst themselves over which kingdom was just, and which kingdom should be the one to be crowned as the commanding empire of the continent. This eventually boiled over, and caused a great civil unrest during the Deleterious Era, as the once collective values of balance amongst the Centaur race became manipulated to serve their own personal allegiances. Some refused to accept the terms of fighting their own kind, and surrendered their loyalty to flee into the Vorkarran wilderness, becoming factions that strived on keeping order of the natural land, seen by most as mercenaries and bounty hunters. Some became cold warriors of their kingdom, murdering their own kind with blind devotion to even the most corrupt leadership. They have no family name, with a majority deciding to see themselves as children of their respective territories.TRAITS & ABILITIES
Loyalty Like No Other: All Centaurs are raised with the mindset of allegiance. They strive to become the instrument of their leaders, and will fight unendingly to protect those that they have grown a bond with, often sacrificing themselves in hopes of assuring the continued life of another.Champions Of Parlan: From the dawn of their race, they were warriors. Blessed with innate strength and speed, the Centaurs were always seen as soldiers that could turn the tide of any battle. Able to adapt to different forms of fighting at great speed, they were seen as excellent tacticians both on the battlefield as well as within politics, with some leaders often choosing a Centaur as an advisor for their decision-making.

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | ✔ | ||
Ambivert | |||
Introverted |
Satyrs
BASIC INFORMATION
Approximate Continent Population: 3.6%
Life Expectancy: 260-270 years
Conviction: Alavara
Base Ascension Vitality: 24HISTORYTRAITS & ABILITIES

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | |||
Ambivert | ✔ | ||
Introverted |
Selkies
BASIC INFORMATION
Approximate Continent Population: 3.3%
Life Expectancy: 800-840 years
Conviction: Vastiisi
Base Ascension Vitality: 11HISTORY
During the final years of the Ruination Era, Vastiisi watched as the sentient population dwindled from the centuries of war and blood. This also came with the consequences of the Triptych Gods all being severely weakened as their worshippers perished, unable to devote their energies to keeping the Gods at their full strength. Without her powers at the fullest capacity, Vastiisi was unable to simply create new life to bolster the population, so instead came to an alternative decision.Using the native creatures of the land, Vastiisi blessed many with sentience, and the ability to transform into humanoid forms to assist in growing the numbers of her own worshippers, and in so, also growing the population of the races. These blessed creatures would be called Selkies. However, the Goddess' plan did not go as intended. With the remaining population of territory races stricken with hostility from the thousand years of war, the Selkies were instead seen as no more than tainted animals, and in so were hunted for their pelts for coin, and their bones for experimental ingredients in alchemy and sorcery. The Selkies were not seen as equals to the territory races, instead as the animals they once were.During the Ameliorate era, whilst many territory races were rebuilding their kingdoms and civilizations, the Selkies were constantly in fear of being hunted, hiding in the forests and oceans, hoping simply to be forgotten by those that hunted them. But as kingdoms grew, and the races chose to create, instead of destroy, the Selkies began to form an alliance with the Pouliiti, finding common ground in their more animalistic qualities that the other territory races saw as freakish or bizarre. The Pouliiti acted as ambassadors for the Selkie kind, and as the Collocate Era came to be, found success in convincing the other races to see Selkies as truly sentient beings. The scars of genocide remained, however, and the Selkies refused to openly inhabit any territories outside of Vamatar; some boldly living secretly as companions or in the wilderness of Vorkarra.TRAITS & ABILITIES
All Shapes And Sizes: Vastiisi's indiscriminate blessings amongst millions of creatures lead to the Selkie population sourcing from all kinds of beings. Selkies are a vast race with many subspecies. One Selkie's existence could have been birthed from a mouse, whilst another could have been birthed from the largest of whales.Unique Cultural Groups: Due to the Selkies being so varied, it is common to see Selkies form communities based on their own subspecies, which in result spawns many different cultures and tribal traditions. This has also led to some predator-birthed Selkie communities hunting those that birthed from prey.

Communal | Nomadic | Isolated | |
---|---|---|---|
Extroverted | |||
Ambivert | ✔ | ||
Introverted |
Unique Beasts
Nothing Here Yet!
Nothing Here Yet!
Timeline
Inaugurate Era (IE1 - IE5065) | Ruination Era (RE1 - RE1043) | Ameliorate Era (AE1 - AE989) | Collocate Era (CE1 - CE776) | Deleterious Era (DE1 - DE462) | Vicissitude Era (VE1 - VE657) | Prepotence Era (PE1 -) |
---|---|---|---|---|---|---|
The era of creation. | The war of the Divines. | The era of rebuilding. | The era of unification between races. | The war of the continent. | The industrialization era, leading to modern day. | The era of spacefaring advancement. |
Divinities
The Triptych Gods
Alavara, God Of Chaos
BASIC INFORMATION
Date of Birth: ???
Race: Nymph
Sex: ???
Pronouns: They/Them
Height: 6'3 / ???
Alignment: Chaotic Evil
Base Ascension Vitality: 51,777

Vastiisi, Goddess Of Growth
BASIC INFORMATION
Date of Birth: ???
Race: Lamia
Sex: Female
Pronouns: She/her
Height: 9'2 / ???
Alignment: Chaotic Good
Base Ascension Vitality: 66,897

Parlan, God Of Order
BASIC INFORMATION
Date of Birth: ???
Race: Half-Satyr
Sex: Male
Pronouns: He/Him
Height: 6'2 / ???
Alignment: Lawful Neautral
Base Ascension Vitality: 74,566

Deities (Mortal Gods)
Nothing Here Yet!
Nothing Here Yet!
Nothing Here Yet!
Nothing Here Yet!
Dusky's Murkverse Characters
Sir Lykus, of Cerdenham
BASIC INFORMATION
Date of Birth: 13th Thiiden of Kryvery, CE749
Race: Human
Sex: Male
Pronouns: He/Him
Height: 5'11 / 8'4
Alignment: Lawful Good
Ascension Vitality: 176 - 532BACKSTORY
Lykus was born in Cerdenham, a Kingdom City in the Bavorlan territory. He was raised by his parents in a rural home outside the cities walls, and from a young age strived to become a knight. His mother, who was quite reputable amongst the local neighbourhood for her skills in perfuming the sweetest smells, taught him the basics of alchemy. His father was a respected military leader and tactician within the Cerdenham guards, second only to the Centaurs themselves with his ingenious strategies for battle. As Lykus grew up, he followed in his father's footsteps, training his sword skills and mind every day, as well as learning more helpful recipes for perfuming from his mother. Lykus' father retired from combat in the year CE766, after having an arm crushed by a lamia's coils during a raid upon a bandit camp that had set up a toll on the main trading route to Cerdenham from Archport. His father decided to give Lykus his gladius-styled sword, seeing as his son would be much more useful with it in protecting others than he would.
In the year CE770, Lykus found a place as an apprentice knight for the Bavorlan royalty, scouted out by Stalren, the head of the Royal Guard, after an outlaw attack on the town of Castora was diminished by Lykus, in which he had managed to stall the outlaws and evacuate a large majority of the townsfolk alone, by using the port's trading ships to send refugees across to the mainland. With assistance from Stalren and other knights arriving a few hours after the outlaws had burned most of Castora to the ground, they rode into the town centre only to see Lykus circled by a dozen bandits with the market burning around him, dripping blood from injuries all over his body, but still holding his father's blade with grace and respect for his enemy, despite the impossible odds that he had been placed in.
A majority of the scars upon Lykus' face and body came from the attack on Castora, and without the intense healing from the Royal Perfumer, he would have died that night from his wounds. Over his month of bedrest in the Royal Castle, Lykus was visited by the King's only daughter, and the two bonded, becoming close friends. Once Lykus' wounds had healed, he was invited to train under Stalren to become a Royal Guard, and he gladly accepted, vowing to protect the royal family with his life. For many years he trained and bonded with the royal family, especially the Princess, rarely getting a moment to return to that quaint family home outside the Cerdenham walls in which his parents lived. In the year CE775, Lykus earned the title of Royal Guard, and respected associate of the Princess. He became a peer of Stalren and the other Royal Guards in both respect, and combat skill.In the year CE776, a civil war broke out across the Bavorlan territory, sparked by the King's poisoning and subsequent death, and the arrival of the Princess as the new ruler of Bavorla. With one side's goal of overthrowing the Princess, and the other staying loyal to the throne, Lykus, as well the rest of the Royal Guards refused to turn their swords on their new queen. Battles raged as loyalists and abolishers clashed, and it broke Lykus' heart to have to enforce such harsh laws upon the people, but he also knew the Princess far too well to see her as corrupt - Until the year DE3, when the Queen vanished from the throne, leading many loyalists to believe she had abandoned her people. Lykus refused to accept these theories, striving to figure out the reasons behind her disappearance and leaving the capital and its chaos to journey across the continent in search of the Princess, whilst doing as best as he can to assist the townsfolk and embassies all throughout Vorkarra. Lykus relies on Diatara Nectar to maintain immortality whilst he searches the continent for his Princess, but dilutes it with alcohol to avoid the aphrodisiac effects. He has unfortunately ended up becoming a rather cold alcoholic because of it over time, however.THE CURSE
In the year DE11, Lykus discovered the reasons of the Princess' disappearance, and had grown desperate and lost in his search for her, finding no clues to her whereabouts. With him losing confidence in his ability to undergo such a daunting task, he investigated rumours of a powerful witch who could give him the strength to accomplish his rescue mission through incredible sorcery. Unfortunately, Lykus had fallen trap to her twisted offerings, and was cursed with lycanthropy. For several months, he was controlled by the witch in his cursed form, who used him as a weapon to get what she wanted from the local towns, with Lykus ravaging them in blood when things didn't go her way. One fateful night, Lykus awoke from under her spell, fleeing into the woods with great speed and ferocity as he raced away from her control in his cursed form. The morning after, he awoke in the woods, no longer in his cursed form, and with no recollection of his time under her control. After returning to the cabin to steal his father's gladius sword, Lykus ran far from the obsessed witch, determined to return to his mission of finding the Princess and saving her from the fate she had befallen. His cursed form can easily be triggered by a certain scent. The key ingredients used by the Witches that cursed him was a concoction of Labdanum and crushed Canna Lillies. He has learned to hold back on brief inhalations, but continuous smelling or a heavy inhalation can overpower him.
Diatara, Deity Of Corruption
BASIC INFORMATION
Date of Birth: IE3049
Race: ??? (Human Origin)
Sex: ???
Pronouns: He/Him
Height: ???
Alignment: Neutral Evil
Base Ascension Vitality: 13,358BACKSTORY
During the first years of man, ancient civilizations existed that worshipped a multitude of different Gods. A single man was defiant of these gods, refusing to bow a knee like the many mortals around him.
So, the Deity of Chaos, as old as time itself, cursed him out of spite. This man was Diatara, cursed with a putrid form and forced to serve under the God of Chaos for centuries. During his enslavement however, he learned to manipulate this form. He became silently powerful and deceitful, until one day when he converted an entire congregation and turned them against his former Master, weakening the God of Chaos and overpowering them during a large and long war.
The God of Chaos fled, never reappearing again. Diatara however, lost much of his power too during this final battle, and went into hiding to regain his strength as well as an attempt to return to his original form. He was determined to rebuild himself. He would become the Deity of Corruption. But he needed power, and power came from worshippers and prayers. With a foul reputation of death and loss surrounding him from the war, few choose to worship him. He became weak, nearly perishing without power to protect his original cursed body that sat at the core of his corrupted form.
He slumbered for centuries, until his reputation of evil faded away, before awakening some time during the Ameliorate Era. Over the next few hundred years, he would spend this time mutating his form to become more efficient in converting mortals to worship him. During the transformation of the Late Ameliorate Era, his body fractured under the weight of his powerful magic and his weak form, causing a shard of himself to be born into existence. This new form was ‘The Messenger’, a humanoid being made with very little emotion and only the goal of corruption in mind. This being was sent out whilst Diatara was weak, to bring mortals back to his shrine for conversion. It was inefficient and slow, but it was much safer, as the Deity’s core was unprotected and vulnerable during this time.
The Messenger continued his journey for hundreds of years, becoming a renowned myth over time as many learned the story of his “Chain Parade”. Diatara too became more powerful over time, taking more risks with magic in an attempt to both cure himself, and also become as powerful as he was in the ancient times.
In the Late Deleterious Era, he fractured again. Another shard of himself came into being during his attempt at healing his cursed body. This being, was a man, looking identical to his original form. But it was not Diatara. This tormented him, as he watched this shard exist, looking just as he had wished himself, but being an entirely separate being, linked through only their blood. Diatara sent him out to serve as a prophet amongst the people, hidden as a regular human. This man however, learned more about emotion, seeing some mortals as more than just vessels for power. He agreed to continue serving the Deity, but maintained hidden relationships over the years of his life with those he grew close to, out of the eye of the Deity’s corruptive grasp.
Penna "Javelin" Ojjani
BASIC INFORMATION
Date of Birth: 3rd Tilden of Kryvery, VE632
Race: Human (Quarter Gatalan)
Sex: Female
Pronouns: She/Her
Height: 6'0
Alignment: Chaotic Neutral
Ascension Vitality: 19BACKSTORY