[Eternal Empire] Lore Page

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Domain Magic
Magic is seen as a force of power in the Eternal Empire, a weapon to be used by the skilled and a talent that is admired. However, all magic requires a license to be used, and some of the more intense or unstable magics are only allowed to people that are trusted enough to possess them. When a mage is in the Eternal Empire it is expected that they offer support in a way that someone with no magic can't. Most mages will be offered a military position, and others will be given the chance to use their magic for indirect military gain, such as Dustforge mages making weapons for the army. While it is not a demand that you help the military as a mage, it is heavily frowned upon not to.
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Alchemy : Alchemy is a magic that is incredibly useful from a military standpoint, as it offers a wide array of perks and buffs to different factors of the Eternal Empires forces. Due to the nature of Alchemy not requiring a spark, it is viewed differently from most other magic as it is nigh-impossible to lose yourself to, making it safe for almost any to use. A license, however, is still required.

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Ensorcelling : Another magic that needs no spark to be used, Ensorcelling is useful to both the mages and the general foot-soldiers of the military. Its primary use is for those that don't possess a spark, as it allows them to create counters to any magic that would otherwise prove incredibly difficult for them to beat in a one on one encounter. Higher ranking military officials will often be seen with items created by this practice.
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Aberration : While Aberration is chaotic and, at times, dangerous for everyone around including the user, it is a common weapon for the Eternal Empire. A license is only given to the most disciplined for this magic, but with the raw destructive power it offers there is no reason Raskalarn and her council sees to be rid of such a power. However, all Aberrants will be watched incredibly closely, and any sign of them losing themselves to the magic may lead to a mysterious disappearance.

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Abrogation : Abrogation is a magic that is incredibly sought after in the Eternal Empire due to its ability to protect armies with ease, as well as offering another counter to magic as a force. Abrogation mages are sent in alongside many of the more elite sections of the Empires military as a protective force from both magic and physical threats, tasked with keeping their forces alive and preventing ambushes.

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Attunement : Attunement is a magic that is seen as minor, albeit fairly powerful. While it can offer some benefits for the military it has little in the way of offensive potential, meaning it has mostly flown under the radar. While it can be useful to most and will still require a license, it is perhaps the least strict magic in terms of obtaining it. Use for it, however, is seen when accompanying other magic or when being used to track and trace rogue mages.

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Becoming : With the powerful creatures that surround the Eternal Empire and all of its forces, it is no surprise that Becomers are sought after for the military. Regenerative powers, the ability to turn in to dangerous beasts that can take out many men and the borrowing of abilities and features from animals makes Becomers some of the best soldiers in the Eternal Empire. As such, it isn't hard for a soldier to be given the license and initiation for this magic.

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Defiance : Defiance is another magic that offers destructive potential. However, unlike Aberration, this magic is a lot more stable and can offer alternatives to just combat usage. It is a common magic to find and can be seen all over the city due to the variety of uses it has, and the license is easy enough to obtain for a citizen of the empire.

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Dustforge : As a city with a heavy focus on military power, the weapons and armor that Dustforge can produce are one of the many reasons Raskalarn loves it so much as a magic. Similar to Ensorcelling, the elite of Raskalarn's forces are given weapons and artifacts created by the magic to give them a significant upper hand over any enemy they come across.

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Empathy : Empathy is perhaps the least trusted of the magic available, due to the ability to manipulate anyone that you please in ways that are unsettling to Raskalarn. While it is a magic that she allows, as she does with all magic, it is one that is closely watched and beyond difficult to obtain.

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Graft : Graft offers a multitude of purposes, some of which more useful to the military than others. With the ability to heal, Graft is sought after, as well as the ability to potentially alter soldiers to be better fighters in a variety of ways. However, due to the lack of direct military gain Graft mages are often sought out as no more than healers.

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Hone : Hone is the primary magic used in the military, offering physical capabilities beyond that any other mortal could achieve. Providing an incredible level of power that will surpass many soldiers, Hone is a magic that is given freely to any soldier that proves themselves to Raskalarn. Most of the heroes of legend will have been offered Hone, even if they had not taken it, as the more Hone mages that work for the military the easier assaults will be.

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Mirage : Like Empathy, the general view of Mirage is met with some level of uncertainty. There is no denying the illusions Mirage provide make for incredibly useful and powerful assets in an army, but can also easily be used against the army it is being worked for. Only the most trusted will be given permission for such a magic.

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Necromancy : Raising the dead to fight alongside you in battle is a talent Raskalarn has great use for, especially with the power it possesses. While many places view this magic as dark and evil, the Immortal of conquest and her city share a different view. It is a tool that can be used to up the number of soldiers had, some of those soldiers being much harder to kill due to the types of thralls available.

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Pact : Pact has a similar attitude to Necromancy, due to the ability to up the manpower used in the Empire's forces. Pact is a magic that isn't seen often, but will be given to those that can be trusted. This especially falls to leaders, giving them their own personal army alongside the one they are in charge of, making them a force to be reckoned with.

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Rupturing : Rupturing is useful in tangent with other magic, and isn't inherently dangerous in most situations. As such it is a magic that can be seen commonly used by trusted military personnel. However, if given to a civilian it is done with caution and many background checks, as such a magic could be used as a tool for crime.

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Schism : Schism is a magic that is harder to understand, and one that offers little in the way of military gain in the eyes of the Immortal of conquest. As such the license is easy to obtain. However, it is a hard magic to find due to how rare it is, meaning there are very few Schism mages in the Empire.

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Sovereign : Sovereign is a powerful magic for the Eternal Empire, and is therefore found most commonly in the military. It also has a purpose in other aspects of the Empire such as construction and craft, meaning it can be found in many areas of the Empire in use.

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Transmutation : Transmutation, like Dustforge, can be used to buff the military in a way that is beneficial to many soldiers. As such it is a practice that is commonly found in a way that provides equipment for higher ranking people.
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Race Relations
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Aukari:
With the conflicting factor of Immortals, the Aukari are looked upon with some uncertainty in the Eternal Empire. While no race will be directly disallowed in the city, all Aukari will be looked at with a level of distrust. Their instability also causes some concern within the Ithecal and other citizens of the Eternal Empire, leaving them on high alert. Should any Aukari be found to be directly tied with Faldrun in any way, they will be immediately exiled, and refusal to leave or an attempt at attacking the citizens of the Eternal Empire will result in death.
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Avriel:
Due to historical events, there is a lot of tension between the Empire and the Avriel. This is strengthened by the dislike of Athart, and the mutual tension between the two. As such, any Avriel are viewed cautiously and with high levels of suspicion. Any small action that might be deemed as a coincidence for other races will be seen with aggression towards the Avriel, and they may often find their punishment much steeper for a crime than the other races would.
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Biqaj:
Biqaj are viewed as a respectable race, with no conflicting ideologies. Being some of the best sailors in the world makes them excellent for the Eternal Empire with both trading and the navy. Their positive outlook is also due to the fact they have no specific immortal to worship, meaning they can usually be trusted. Often found in the Eternal Empire, all Biqaj will be made to feel welcome, treated just like the humans that they so closely represent.
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Eídisi:
With incredible intellect, the Eídisi are seen as a useful resource if nothing else. Any that wish to swear their intelligence to Raskalarn and help the Eternal Empires goals will be welcomed with great respect, and even those that offer no direct military service can be of use, providing places for others to learn and proving to be good sources of information for anyone that asks. Their knowledge and wisdom is something that are both necessary and respected, giving the Eídisi a good image in the Empire.
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Ellune:
Despite the close bond many have to Treid, Ellune are not viewed with any distrust in the Eternal Empire. While they may not be openly welcomed like some of the other races, there will be safety for the Ellune so long as their motives are clear and align with Raskalarn and the rest of the Eternal Empire. Their power gives some uncertainty, however, and the use of it in public will be met with a level of uncertainty similar to the use of public magic.
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Humans:
With a wide array of talents and specialties, humans are argued as the second most useful race in the Eternal Empire. While a lot of them are recruited as soldiers due to their combat ability, they are also useful for many other reasons, such as Smithing and tactics. They provide an overall usefulness to the Eternal Empire that is well respected by all other citizens.
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Ithecal:
Acting as the primary race in the Eternal Empire, all Ithecal are looked at with a mass of respect due to their decision to work with Raskalarn and abandon the lies of Ethelynda. While the Ithecal in the city are primarily military, they will also be respected should they choose to work as any other physical role, such as working in a Blacksmith. Any Ithecal that opts to not work in a job as such, however, will lose some level of respect - branded as a coward among their people.
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Lotharro:
Lotharro are seen as a powerful fighting force, offering incredible military power to the Eternal Empire and their forces. Their combat ability and animalistic nature earns them a lot of respect due to the resemblance, whether intentional or not, to Karem. Any Lothar, however, is expected to have some presence in the military - as it would be a waste of talent for them not to be. Any that do not take this path, while still welcome, will be frowned upon by the citizens of the Empire, and the Immortals running it.
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Mer:
While the Mer are viewed with some level of uncertainty, there is no real hatred for them. If anything, they can prove to be useful allies with regard to battles at sea and trading. However, seeing a Mer stay long term in the city is uncommon, and will be looked at with some level of confusion. This is due to their physical appearance more than anything else. They will, however, always be welcome in the city, if not with a little caution.
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Mixed Race:
Mixed Race aren't, normally, looked at with suspicion so long as both parents are viewed with respect. Any race that would normally be viewed with caution, however, will be met with the same mistrust as their parents race. Mixed race that are of a respectable race, however, will be met with the same level of trust as any of their pure-blooded brothers and sisters would be.
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Naerikk:
Due to their worship of Audrae, the Naerikk are all looked at with distrust, and at times with total animosity. While they aren't immediately exiled, the main populace of the Eternal Empire will make their distrust clear of the shadow-folk, meeting them with distrust and aggression. Any Naer that have proven their trust will provide a useful resource for Raskalarn and the Empire, but until that point their stay will be fairly unpleasant, if not outright miserable.
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Qi'ora:
Their usefulness as craftsmen makes them an incredibly powerful asset in Raskalarns forces, providing many resources the Eternal Empire will need for their goals. As such, Qi'ora will be immediately recruited in to some trade, depending on what the city needs at that time. All the Eternal Empire respect what they bring to the table, meaning they will be made to feel incredibly welcome for as long as they prove useful to the city. When they stop being useful, however, their time will become a lot more difficult.
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Sev'ryn
Sev'ryn are seen as useful, due to their natural ability to hunt. As such, they are often recruited for that task, helping hunt and bring in resources for the Empire. Due to this, they earn a lot of respect from the others in the Empire. While this is not as prestigious as the military roles are, they will still be treated as courageous, should they work with the hunters. However, a Sev'ryn that does not offer help hunting is seen as a problem.
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Tunäwä:
Being as small as they are, the Eternal Empire sees these creatures as fragile. This leads to them being viewed as weak, though not necessarily in a negative way. While their inability to provide direct military use is frustrating to some inhabitants of the Empire, it is well understood by many that their skill with plants and poison can make them useful nonetheless, providing remedies and poisons that may be of use against an enemy or to help those inside the city. They are, however, ignored by many.
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Yludih:
When a Yludih is discovered as such, they are met with an incredible lack of trust. While they can prove useful if trusted, most will be seen as a potential threat, their ability to shapeshift allowing them to get away with much more than other races could. Some will be recruited for espionage in the Empire, but most will choose to remain unknown in fear of the threats or violence that may come to them should they be revealed.
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Immortals and Worship
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In the Eternal Empire worship is treated with some level of uncertainty. Being a city run by two Immortals means that, of course, worship is entirely legal and expected in all areas of the Empire. Which Immortals are worshipped is where it becomes an issue that is met with some controversy in the empire. Every city will have a temple to Raskalarn and Karem as a symbol of respect for the two Immortals that help the city thrive and keep it as what they believe to be the greatest Empire in Idalos. These temples are used for common worship, as well as hosting events dedicated to the rulers.

Any allies of either Raskalarn or Karem will also find themselves a temple in the larger cities alongside a few others around the smaller ones, and anyone that is seen as neutral to Raskalarn and Karem will have at least one temple in the Empire, usually more. However, the enemies of the two Immortals will find themselves with no place of worship. This is because any and all worship of said Immortals is outlawed, especially Ethelynda. Any found marked by one of these Immortals will be met with Exile, if not immediate death.
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