At this point all of my “wips” are just worldbuilding settings that I pick up or drop on a whim. Anyway, newest one:
No this has nothing to do with MHA, quit taking my Latin from me.
“For as long as there was Word, there have been the Realms: seemingly infinite, little understood strata in which creatures reside. Civilization bloomed across many of them. These people would coexist, war, trade, and mingle for thousands of years.”
The long strider caravans, Woodswalkers cities, peaksmason fortresses, beastfolk tribes, and Starborn utopias would propagate the realms, sharing and exploring culture, faith and the powers higher than them. They would study the composition of the realms and the intertwined nature of their gods.
But peace is only the calm before the storm, and the storm was fast approaching. A all consuming, corrupting Devourer capable of rending the realms and consuming gods was approaching. And now, the Endless city of the Starborn stands as a bastion against the Devouring darkness.
The remaining gods, weakened and injured, distilled the remainder of their power into 12 graces, seeking mortals who could wield this power and Knighting them as the would-be saviors of the realm. These 12 knights for the roundtable, each with a simple yet daunting task: defend the realms.
Longstriders are an intelligent biped species of the Relams known for their nomad caravans. They are creature of endurance. Despite their diversity in height, stature, and appearance, the Longstriders have long since identified as one singular species.
Longstriders form Caravans and Waystations. Though these way stations have grown to become cities now, many Longstriders maintain huge mobile caravans that travel across realms, carrying goods between cities and realms. Though there are thousands of independent caravans, there exist 5 major factions that rule and oversee almost all waystations and lead major expeditions and caravans. These are: Die Wanderstadt, Wanderlust company, the Trade Federation, Lamplighters guild, and the Expiditioners.
Woodswalkers: elves, Fae, and Spirits
Woodswalkers describe the three sibling species who propagate various wooded realms and environments. They identify themselves as the Elves: tall, elegant folk. They pride themselves as woodworkers and hunters. The Fae- mages and archivists, the learned among the Woodswalkers. And the Spirits: protectors and guardians of the enclaves these three species call home.
Woodswalkers form enclaves deep within forests and wooded areas. These hidden cities provide sanctuary for these three species across the realms, creating formidable armies and vast libraries.
Beastfolk describes dozens of species across the realms who seem like amalgamation of beasts and the other species. Particularly, a resemblance is often drawn to Longstiders and the Elves of woodswalker Enclaves. They form tribes and independent cities across the realms, but all worship one god, who created them all and seeded them amongst the realms.
Due to early wars of aggression, poor biology and other factors, many early Beastfolk species died out. Left are the Tabaxi, Leonin, avians, Dragonborn, Lupines, Centaurs, Satyrs, Ursus, and Merfolk, spanning the realms in settlements and tribes.
Starborn separate into three distinct groups: Angels, Seraphim, and Celestials. They are distinguished by their wings: 1, 2, and 3 pairs respectively. Starborn are most closely related to their gods more than any of the other species: in fact, they live among them. Atos, Formos, and Vehmos: the three sisters. They grant their children three gifts: the gift of Magic, the Gift of foresight, and the Gift of power.
Starborn organize themselves in a strict hierarchy dictated by their Halos of Power. The more one has, the more power they are given and the higher in the hierarchy they lie. Starborn can “give away” their rings to other Starborn and to other creatures: a symbol of love, respect and trust. Often they are given to spouses or the closest of trusted friends.
The peaksmasons are stout folk known for their smithing and masonry. They erect powerful fortresses and monuments wherever they go. Time has given way to three distinct subspecies of Peaksmasons: the D’ver, D’vali, and D’varga: regional names to describe the differences not only in appearance but also their cultural divergence.
The Peaksmasons have three “great cities” from where the 3 great kings rule. Their cities stretch miles underground and often connect to Longstrider waystations in a mutually beneficial network of trade.
The Marquis of Greed: Hedy Nefefau
The Princess of Lust- Atlanta Ferros
The Keeper of Pride- Myril illiard
The Prince of Envy: Sonitas of Fendelin
The Knight of Despair: Rodya Levnisona
The Thane of Animosity: Kall Grigore
The Duchess of Justice: Jupiter Evon-Kerl
The Duke of Courage: Palas Malachite
The King of Temperance: Harrison Kromer
The Baron of Loyalty: Vivide of Phanis
The Queen of Perseverance: Evelyn turner
The Marchioness of Compassion: Revaly Argentum
These 12 are the Saviors of the realm, bound by duty that some did not exactly willingly take on. But they are the Realm’s best shot at defeating the world-eater and its corruption.
Their titles denote the order in which they got their powers, in pairs: king/queen, princess/prince, etc down to knight and keeper. They each are blessed with unique powers, abilities and skills. I’ll expand more about them individually in separate posts.
If you read all the way, As always, I hope you enjoyed. I’m working on some more Frontline stuff too, I am suddenly inspired and motivated. Asks are always appreciated- about anything writing related, really. Cheers, everyone!
Tags: @the-ellia-west @chaotic-orphan @angst-is-love-angst-is-life 👉👈