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Post by Deleted on Jul 16, 2010 22:08:57 GMT -5
Ljusalfheim and Svartalfheim
Ljusalfheim means "land of the elves" in Astaru. Ljusalfheim is one of the nine Runic Lands, which are accessible through portals on the sides of the rock.
Goblins, druids and elves live in Ljusalfheim, and none of the former are very happy about the fact that the realm is both named after elves and has been ruled for the last 1,000 years by an Elvin queen.
Wars amongst each kingdom of the realm are nearly constant, with the only semblance of peace being the Aelvin alliances of Alf and Duk, the lands of the elvin and the Old Astaru, which are basically humans. This alliance has nearly complete control over this realm, but its rule is certainly not unopposed.
Almost daily, the Goblin launch massive raids against Elvin villages, stealing food and precious jewlery, and occassionally raping women. The Goblin by far have the most battle experience and, before the Elvin, were the last group to rule Ljusalfheim. They sport the most advanced weaponry, on par with 1960s US military technology.
The Elvin have a complete mastery of Goblin battle tactics, and as such are able to beat back the typical Goblin attack. There have been a few surprises here and there, but nothing the queen can't deal with. Most of the more powerful goblins are left to her. The Elvin are a warrior group for the most part, just like their enemies, but at least half of the Aelvin have proclaimed no side in the conflicts, most opting to simply practice what magic they need to to keep crops healthy and to defend against individual attack.
The humans in the realm, playing a part in the wars with their Aelvin alliances, provide little actual support besides reconnaiassance. For the most part, humans in the realm are left alone, and as such human cities are much larger than cities of the other two, and to most extents more well defended. The humans are the most populous group in Ljusalfheim. Under the Alliance, however, humans must provide support when possible when any Aelvin city is attacked.
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Post by Deleted on Jul 16, 2010 23:14:56 GMT -5
Schwarzerwaldenheim
"Schwartzbald" is the root term for the name of this realm, and it stems from its German translation "black forest". It is so named because it is little more than a continuous concvlave of mountains and forests.
Schwatrzbalenheim has no real human population, with the exception of people who have made this place their home after being lost for hundreds of years.
This realm consists mostly of a sparse population of Druids, who after practicing their crafts in peace for thousands of years have become extraordinarily powerful, able to control the movements of the forest around them as well as the mountains to an extent.
Coming to this realm, the person to look for is a male Druid named Invictus. He is the oldest and strongest of the Druids, and is also able to create portals into other realms.
Another kind of species lives here, called the Abrasax. As the Druids live in the deep, winding forests, the Abrasax are a race of humanoids descended from dragons and, as their ancestors did, they too live in the high mountains of the realm. They are very strong, and can control fire and wind, but they are timid, and you will seldom see one on your journeys here.
A species you will see far more frequently, however, is the cute puffs of errant Druid energy called Wizdigs. They are innocuous puffs of power that simply dart through the world, and are quite large, about the size of an average human. They look like fuzzy little white spheres, and will often bug you when on a journey, though they mean no harm by it. Sometimes, they'll eat you, just to wisk you away and show you to their compatriots, so they can find out more about you (by bugging you some more.) If you are kind enough, one might follow you around!
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Post by Deleted on Jul 17, 2010 21:53:28 GMT -5
Helheim
This a very peculiar place. In this realm, things are apt to one of two things: stay as far away from you as possible or stick to you like a weld.
One of the creatures who will do the latter are the ever-curious Perennials. They are slight creature, who claim to be a kind of human, but look more like cats. They have heightened senses when compared to normal humans, and they sleep only three hours per night. More likely than not, one of these creatures will constantly pester you, asking nothing more than a litany of questions designed for nothing but bothering you.
Another race is the Cocono (pronounced CHO-KOE-NOH). A bit less curious, and a lot more furious, their primary goal is torturing as many cratures as possible. They live for no other purpose than to do do harm to other things, and these can range from killing sheep to burning entire crops, which can span thousands of miles, to cinders.
Their victims are the Hyuri, a race of humans descended from the last real humans to inhabit the region. Because of the frequent attacks, they are skilled warriors as well as experienced agrarians.
Another, unknown race lives off in the distance reaches of the realm. No one has ever seen them before, but they are said to bear a resemblance to WizDigs.
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Post by Deleted on Jul 17, 2010 22:45:05 GMT -5
Muspelheim
This is an extremely dark and dangerous place, inhabited by the three most powerful beings in the Runic Lands: Azototh, Cthulhu and Lepaca Qliphoth.
The Qliphoth (more commonly known as the Kilffoth) are a race of gigantic, superpowerful dragons, each with many billions of times the strength of all other creatures in every other realm combined. There are only 55,000 of them, and they are all ruled over by the most powerful dragon ever to exist: Lepaca Qliphoth. This Dragon is larger and more powerful than all the other combined, and it is his goal to assimilate all realms into a single existence...no matter who he must obliterate.
The Hor are a race of demons, the likes of which Satan would be proud. Each of these demons is strong enough to take over a realm alone, and together they pose the greatest threat to individual realms. Their leader is Azototh, a being of power great enough to destroy anything he sees, with sight alone.
The most versatile of the races are the Kraken, who populate the massive seas of the realm. They are the most feared of all sea creatures and even ships from the toughest realms will not pass through, fearing "The Kraken's delight."
Ruling over all this, is a human woman with power (and beauty) beyond anyone's dreams...the infamous Adulruna Redivivia. Unlike instinct, she cares nothing for humans or any other creatures except those living in Muspelheim, and does not tolerate disobedience of any kind. She is ten times stronger than all of the creatures of Muspelheim, and at one point ruled all Nine Runic worlds, as well as the whole of the Other Universe, with an iron fist no one could break...until the Lemurians showed up.
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Post by Deleted on Jul 18, 2010 17:27:08 GMT -5
Vanaheim
Vanaheim is most like the world in which we live, or it can be most likened to our world at one stage in its history. It is a land of lush decidious forests, cascading waterfalls and a bit of open desert.
The species here like to live in isolation, and when assisting you or anone else, they WILL expect recompense, such as helping with the farmwork. If you are not asked to do any work around their estates, do not assume it is because they consider you to be too fine a guest for such task, because the opposite is true: that means they hate you and will likely kick you out soon.
If you are mean enough, you will likely earn the deception of the creatures along the way (of course, that all depends upon who you speak with). A man you have wronged may lead you into a trap, or a man you have helped may follow you along and help you avoid such treachery. There are a myriad of different creatures which live in Vanaheim, but you would do well to remain in the company of humans, no matter how abject.
Vanaheim is the smallest of the Runic lands, and all that lack of size leads to some internal conflicts here and there. You would do well to avoid them, lest you stir Adulruna's attention....
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Post by Deleted on Jul 18, 2010 22:51:54 GMT -5
Nifelheim
Nothing. Literally, nothing. Well, at least there may as well be nothing underneath the clouds. No one in Nifeheim knows anything about anything down there.
Nifelheim is a literal collection of civilizations in the sky. Of these lofty species, the most prevalent are the Nifel. They are a race of dwarf descendants--without the stunted growth--and as such are very solitary, and rarely leave their homes...Because the live so high up, it is difficult to find oxygen, and as such they have had to adapt. Nifel skin is a distinctive and royal blue.
The Nifel do no share the realm with any other species, but a portion of the Qliphothic Tunnel runs underneath the ground. On occassion, Adulruna will send her gigantic pets into Nifelheim via the Tunnel, and boy, do they wreak havoc on the Nifel. If you help them defeat a dragon, something which has never been done, they will be eternally grateful to you...very, very grateful.
You see, the Nifel are a group of Nymph elves. As such, hey lead very carefree and promisuous lifestyles, sometimes getting inebriated enough to fall straight into the dreaded Qliphothic Tunnel itself...can you say lunch? Using this to their advantage, they have managed to lure a naive enough soul or to to do what obviously can't be done...defeat a dragon. If they ask you do go down and retreive on of their own...just say no....you are not Jesus.
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Post by Deleted on Jul 19, 2010 10:10:37 GMT -5
Jotunheim
Bigger is always better in this place. In Astaru, 'Jotun' means giant, and just about everything in Jotunheim is bigger than you...even the grass!
In this land of little actual land and much sea, the prominent features of Jotunheim are the collections of gigantic pillars, which can be said to be the giants' cities. They can stretch for hundreds of miles, and underwater they will sprawl out to include an intricate network of beautiful palaces and underwater estates.
Do not be fooled by their sophistication: these giants, the Jotun, all boast enormous power and speed, and their punches cause earthquakes across the land big enough to swallow whole pieces of a realm...and they use this strength readily and expediently at any hint of opposition....
Another species does exist, the antithesis to the testosterone-fueld rampages of the Jotun, and they are called............fairies! After being expelled from Vanaheim by Adulurna Redivivia, these diminutive creatures have worked up quite a bit of defensive (and offensive) strength battling giants, and winning each time. Even the leader of the Jotun, the feared Berik, cannot penetrate the enormous shield which envelops their half of the realm. They are thoughtful and intuitive creatures, and are easily the most intelligent creatures in all the Nine Worlds.
As the have been bullied for thousands of years because of their size (about that of a human), they are understandably not the most friendly of beasts...if you enter Jotunheim, best to stick with the Jotun themselves, than these creatures who will kill you out of logic alone: You are most likely larger than a fairy, thus you logically pose a threat.
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Post by Deleted on Jul 19, 2010 14:45:28 GMT -5
Asgard
The Gods of the Nine worlds live here. From Asgard, they hold sway over the existence of all creatures living in the realms, albeit tenuously in the case of Muspelheim. The God Odin rules over Asgard, and his wife and second in command, Friggia, keeps watch over the portals into each realm, again making sure no one tries to leave Muspelheim in particular.
Valhalla, the heaven of the fallen warriors, is also located here, presided over by the Thunder God of the realms: the famous Thor, also known by his compatriots as the 'Powerhead'. It is sworn duty to use his power to protect soldiers fighting on behalf of any of the Nine Worlds while in ours. When a soldier dies, he personally comes to reckon its spirit and guide it to Valhalla, making sure it does not stray into other parts of Asgard
Asgard is a gigantic floating island, and beneath it lies the land of Punt. In this land are the guards and sentinels charged with protecting Asgard when the Gods are unavailable to do so. They are directly connected to the gods' powers, and as such fighting one will immediately invoke their wrath... do NOT provoke a Sentinel.
On the edge of the realm, lay the Nine Great Doors, each leading into a different realm. Once you pass through one door, you must exit that same door, so do not get lost or sidetracked visiting other realms.
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Post by Deleted on Jul 19, 2010 14:55:49 GMT -5
Midgard (Also known as Middgeared)
Midgard is a penal colony of the Nine Worlds. Only the most dangerous criminals are sent here, in order to distance them from the general populace. As of yet, no one born since Adulruna Redivivia has been deemed dangerous enough to have to be placed in Midgard, nor strong enough to defend it. Therefore, the old job of guarding the realm is left to the great Jormangandr, a creature many thousands of times larger than any Kraken. He encircles the land of Midgard and swims around it in the Great Sea, an expanse of saltwater which is impassible.
If you are unfortunate enough to find yourself in Midgard, GET OUT. There are no other creatures there to assist you on you journey, and the Jormangandr will kill you if he catches you, and just as swiftly as your journey began, it will be over. DO NOT talk to anyone in Midgard, not even the trees...
There is only one route out of Midgard, and that is bringing a freed criminal back with you. Good luck with that; no one who has ever been consigned to Midgard has ever been allowed to leave. Entire civilizations have sprung up and fallen in the millions of years Midgard has existed, and you will mean nothing to it as a living or dead man...
Midgard is also the name given by the Runic ancestors to our universe, as it just happends to sit on the middle plane of all other universes...hmm........
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Post by Deleted on Jul 19, 2010 19:11:27 GMT -5
Acta Sanctorum
In Latin, this term is used to describe a collection of 60 works of writing dating to the first few centuries after the death of Jesus of Nazareth. It describes the life and work of early saints, and it is after these works that Sirius' realm is named. It is simply called "Sanctorum" by its indigenous inhabitants.
Acta Sanctorum is the site of nearly every major religious event in the Nine Worlds, from the Offerings to Valhalla (very, VERY fun) all the way to the Rite of the Symphony Masses (not very, very fun--at all.) The Symphony Masses are the group of musicians who control the portal into Acta Sanctorum. They are a beautiful group of Nymphs kidnapped from Nifelheim.
Typically, unless a religious ceremony is sanctioned to occur there, passage into Sanctorum is allowed to no one...if you'd like to test your luck, one of the Nymphs will eat you and spit your spirit back into the realm it originated in (ex: if you came from our world, and tried to enter via, say, Vanaheim, you will be returned to our world.) If a second attempt is made, you will simply be killed.
For security purposes (and since the Masses cannot be everywhere at once), the portal into Sanctorum is sealed by the power of the god of earth, Sophia, for most of the year.
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Post by Deleted on Jul 21, 2010 17:12:07 GMT -5
Circle of the Tyrants
Long ago, a man named Therion engaged the gods in a war which grew to destroy entire realms completely. Therion almost emerged victorious, until the creatures of the surviving realms locked him and his compatriots in a disc and threw it far into eternity...The realm known as the Circle of the Tyrants was born. A cold, windswept discus of land cut off from even eternity by the other creatures, so things do not age here. The sun is stuck in the same twilight position it was in when the war ended all those eons ago.
Only 16 creatures inhabit this realm, all of them powerful enough to annihilate all realms with great ease, but none even a fraction as strong as Therion...the most powerful man in the universe. Because of his strength, he has been sealed off by his compatriots at his request, in a gigantic fortress the size of Earth, which is barely standing under the strain of his rage.
Entry into this realm is granted to none, as it is not even considered to be among the 6 "lost realms" Therion wiped out in the War of Eons. When someone mentions it, SHUT THEM UP. When someone ponders going there, KILL THEM. If you find yourself here, simple give up... Below is a web map of the Circle of the Tyrants.
The rules are simple...enter this realm and it's game over.Attachments:
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Post by Deleted on Jul 21, 2010 19:24:21 GMT -5
Lemuria
"When the sailman's sailing away, he shows that the dream of Lemuria is true."
These are the opening lyrics to the 2004 song "Lemuria" by Therion. They describe the nature of the many failed journies, in both our world and in the Other, to find this seafarer's El Dorado.
They embody the spirit of the thousands who, despite their minority, claim heritage with Lemuria and will defend it with their live, shunning proven science.
Most of all, it is a cognitive personification of what we have seen with our bodies and know with our minds not to exist, but belive with our hearts and empower with our souls to be within this reality and universe, and will not let go of. Lemuria has become a story of undying love for one's heritage, even if science proves it does not exist.
Lemuria was once thought to be a continent which was centered in the southwestern Pacific Ocean, and stretched from New Zealand to Madagascar. In the late 19th century, paleogeologists from Britain and the US measured the Indian ocean's depth and, in the 1950s, a geological history of the Indian Ocean was pieced together. Using this information, it was concluded that Lemuria could not possibly have existed in this location, nor anywhere else. The tales of its demise speak of the land sinking below sea level, but the Indian Ocean crust has been shown to have always been below sea level.
...Then, in 2060, a gigantic tsunami flooded southeastern Africa and southern Asia, killing 130 million people and unleashing rapturous chaos around the two continents. Out of all the confusion and death, a gigantic, overturned pramid rose...
Do you dare to enter the ship, and hope with not body but soul to cross into the wonderous land that may just be Lemuria?
Are you ready to be lifted into the soul of the wonderful land of Mu, as the Astaru called it?
Most of all, are you ready for the biggest adventure in the history of mankind?
If your answer is yes, than take my hand, and let us immerse ourselves in this spectacular universe! We'll send the other humans postcards from the Aelvin Winter Festival!!!Attachments:
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Post by Deleted on Jul 22, 2010 12:07:55 GMT -5
Mellengarden This realm is not so much an actual location as it is, say, a medium. Mellengarden is the name the residents of the Other Universe have given to space, and in their world space is less of a deadly vacuum on average, and more of a inner sanctum of peace. it is infinite, bleak and beautiful. It has all the same wonderful spectacles as our space, and as such the Other Universe confers that there is a very lucid quality to it. While in Mellengarden, one will be at peace, and his strife and turmoil will be irrelevant. He can escape to the sanctuary of a nebula, and rest with the perennially sleepy Infinity, or he can ride the shockwave of a supernova with the ever-supercharged Mellen, after whom the realm is named. The Mellen are a very energetic people, always looking around for the next big adventure. Even if it is something as innocuous as visiting Midgard, they are utterly and cosmically fascinated by all existence, and will likely view you as a wonder unto yourself. They want nothing more than to be friends with all creatures, and will consider you a friend right away just for existing, whether you are friendly or not...in return, all they ask is you join them on an outing or two! The Infinity are, as aforementioned, perennially sleepy. They can be found doing one of three things. They can be asleep, which they do for years on end. While they sleep, they are senernaded by a perpetual system of musical movement. This movement, consisting of only string insturments (and the occasional flute), moves through their sanctuary, the Temple of the Moon, and out through the ground, resulting in an incomparably beautiful and eternal sound. An old legend states that this sound can be used heard from anywhere in the universe... The other thing they can be found doing is darting about the universe on small stars. They love to see other people, and are every amorous, though they will only tease you...never fall in love with you. They belong to the universe, they say, and as such no one can have them! They like to find creatures and take care of them, and an old legend from Vanaheim states that you will become temporarily invincible if one kisses you. This is the Temple of the moon. Attachments:
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Post by Deleted on Jul 22, 2010 13:51:36 GMT -5
The Qliphothic Tunnel.
"...and down the Qliphothic Tunnel we go..."
This is a phrase common throughout the Runic Lands, and describes a conversation that is going nowhere and should be ended. The actual Tunnel, however, is a bit more tangibly dangerous. You see, "Qliphoth" means dragon in Swedish, and the Tunnel is used by Adulruna's infamous beasts so they can travel afar and wreak havoc and destruction on her behalf. It runs through 3 realms: Muspelheim, Nifelheim and Schwartzbalenheim, and the former two are kept in a vicious vice of fear by the simple fact that this Tunnel exists.
There are two more phrases credited to this, all of which are infamous in their own right:
"You are over the Qliphothic Tunnel": what you are doing is extremely risky
"You are at the end of the Tunnel, thank the gods" you are close to finishing a difficult task.
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Post by Deleted on Jul 22, 2010 19:03:53 GMT -5
Valhalla
Valhalla is an ancient Norse term, meaning "Hall of the slain".
Valhalla is widely known as the kingdom of the warriors, to which a brave enough soldier goes when he dies. Thor himself will decide rather or not one is qualified to enter Valhalla, and if not you will be sent to the hall opposite the land, Folkwang, instead.
Valhalla is the realm which comes under attack most often, possibly as a test to the warriors or an attempt of vengance one one person's part on another. Either way, no attack has ever succeded in killing anyone up here, a true testament to the strength and power of the warriors who inhabit it.
This is the actual hall which the gods officially deem Valhalla. The land within sight of it is considered Valhalla by most, but it is officially still Asgard.Attachments:
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