Shattered Realms

Table of Contents


Race names:

Types of Magics:

This is a constant Work in Progress, some things may be unfinished.


Full Map:

Names with clickable links have their own regional maps.

More is possible to come.



Nath- Nath, which means North, is the northernmost land, with forests and taiga from the south, to icy and snowy lands bordering the ocean to the north. 

Nath’ul- Nath’ul, which means southern Nath, is located to the south-west of Nath. It is mostly dense, alpine forests. 

Estirush- Estirush is the westernmost land, full of alpine forests near the mountains, jungles, and many swampy areas. 

Eshlund- Eshlund, which means Ash-land, is located completely south-west, and is a land mostly devoid of plantlife, ashy, rocky, or dirt ground. / 

Kurush- Kurush is the south-eastern lands with an arid atmosphere, deserts, and sandy valleys. 

Middlund- Middlund, which means Middle-land, is the eastern-most land between Nath and Kurush, with plains, grasslands, and highlands. 

Val’Munt- Val’munt, which means the Grand Mountains of Valhannas, is located right in the middle of the continent. It is a very mountainous region, with many valleys, alpine forests, mountain passes, and such. 


Vura’Tul- A fairly large island to the east with a few mountains, and scattered forests. 

Kalag’Tul- A fairly large island in the south that is seemingly split in two; the eastern side is a desert with some vegetation, grasses, and hills. The western side is similar to Eshlund, with mountains and ashy/rocky land. / 

Esh’Tul- A small island south of Eshlund with a small mountain and similar landscape. 



Ikirag- The northernmost lands, full of mountainous and snowy landscapes. 

Mythara- The north-western lands, with scattered forests, but more dense around the mountains. / 

Sykkara- The north-eastern lands, filled with dense temperate forests and a mountainous region. 

S’vara- The middle-western lands, with hilly prairies, sparse trees, and lush valleys near the ocean. 

Shara Kal- The sothernmost lands, primarily barren lands and desert, with a savanna to the north near S’vara. 

Estvale- The eastern lands, with a dense tropical forest full of considerably large trees. 


Sivikksa- An eastern island that has a tropical rain forest and swampy areas. 

Bodies of Water

Kurush’ul Sea- The sea that separates the mainland with Kalag’tul and Esh’tul.

Dirkath Ocean- The ocean that occupies the western waters of Valhannas.

Savikka Gulf- The large body of water that surrounds Sivikksa, as the large gulf of Arathos.

Agathus Ocean- The long ocean that separates Arathos and Valhannas.


Azutath- The caverns and ruins that are nearest to the surface. Some ruins or caverns are singular, but many of them are connected, and some go deeper down to the lower levels of the underland. 

Zal- The extremely large and vast caverns and cave networks that span around and connect the Underland. 

Ruekal- A large underground land that supports large subterranean plant-life. Small lakes, rivers, and waterfalls exist. Occasional ruins may litter the place. 

Ezruun- The lowest point of the underland. Some areas are covered with magma, but others are simply a dark, rocky abyss. /


Large Factions or Kingdoms


Info - The Empire of Vaderia is an authoritarian nation, built on its military prowess and armies. Located around Middlund and western S’vara.

Races - Humans, prejudice toward other races

Culture - Somewhat similar to medieval france, mixed with the roman empire. Castles and cities are strongly built, and very militaristic, with an emphasis on the royal family, and its state religion, Bane, the god of war.

Background - The empire is quite technologically advanced, especially in terms of weaponry, possessing siege weapons, and flintlock firearms. They are one of the most disciplined armies in the world, though they tend to lack in the arts, and finery of other nations. Blue, and purple are the colors commonly associated with the empire.

Motto - “We shall be your greatest ally, or an enemy from your worst nightmares; Our rule is firm, and our weapons strike deep.”

Pictures - village / city / castle


Info - The Astarian Kingdom that is built on unity and equality. Located in Vura’Tul, Nath’ul, and southern Nath.

Races - Primarily humans, but accepting of other civilized races

Culture - Similar government to modern-day england, with a monarchy and parliament. Cities are generally fairly magnificent, with medieval looking architecture.

Background - The kingdom is renown for its technological advancement and social progress. These technologies include advancement in armors, weapons such as swords or even flintlock, siege weapons, and architectural integrity.

Motto - “For the Kingdom and its people; where truth, justice, and virtue strive.”

Pictures - large city 1 / large city 2 / small village 1 / small village 2 / Kurash village


Info - A fairly large state that is closely allied with Astaria, located mostly in Ikirag.

Races - Mostly humans and dwarves, rarely other races with occasional intolerances.

Culture - Sort of like viking government, with viking and medieval architecture built for the snowy areas.

Background - Not very known for great technology, but with hard working folk and a deep culture.

Motto - “Hard work shapes one’s soul, honor breeds other’s respect, and revelry brings good spirits!”

Pictures - village / larger town 1 / larger town 2 / building architecture

Vuun Dryki

Info - A large and civilized Empire known for the worship of dragons as divinity, commonly employing fire magic they refer to as Vera’s flame. Capitol located in Vura Tul, but settlements and villages can be found across Valhannas and Arathos.

Races - Primarily lizardfolk, especially civilized/high-blooded, but sometimes accepting of others.

Culture - A viking-like monarchy. None would be higher than the High Ruler; down the chain of power would be the Matriarch, the Archdeacon [of Vera], then the Elders. Then for the common people: the Paladins, Clerics, Warriors, Artisans, Laborers, and lastly the Commonfolk or Outsiders. Very much based upon honor and respect, expected by most under the empire.

Background - While respect and honor is huge, their lust for glory in battle is great. While they would never consider killing a random or innocent person, they have no qualms with killing folk for a just purpose.

Motto - “Protect Our honor, redress the disgraced, and purge the vile. May Her flame light our hearts.”

Pictures - links


Info - A meager collection of sparse villages and camps, or occasionally nomadic groups. Found mostly around Estirush, but can be found shadowing any continent.

Races - Mostly lizardfolk, especially low-born ones, wary of outsiders.

Culture - Somewhat tribal, yet somewhat civilized. They rely on elders and champions who proved their strength to lead them.

Background - Inhabitants tend to be looked down upon by Vuun Dryki as lowborn, but don’t usually treat them harshly.

Motto - “Survive in this turmoil of life, to weave the story that is our bones in this parchment of earth.”

Pictures - links


Info - A civilization sheltered by the forest, mostly located around Sykkara.

Races - Mostly Valynn

Culture - They build their homes sometimes in the trees or raised above the ground, and inside of the trees. Similar power structure to Japanese feudalism.

Background - Somewhat lower technology, but very high quality and commitment to their arts.

Motto - “Respect the spirits in nature, and harvest what it grants you; Desecrate them, and seek ours and natures fury.”

Pictures - village1 / village2 / village3

Draena Lyuna

Info - A reclusive yet civilized society nestled out of sight in beautiful sanctums in Estvale.

Races - Mostly Astran and Aj-Zhakiith

Culture - The society is made up of several different houses of power, often with close ties between the highborn elves and lizardfolk; essentially a confederation. The lowborn beings of their race, or any other race is seen as lesser; some are even held as slaves or servants.

Background - Their culture is heavily influenced by their traditions, a sort of cultural fuse of Astran and highborn lizardfolk. Very reclusive, rarely dealing with the outside world. Their society is an enigma.

Motto - “The Light of the Sun does not touch the Shadow of the Moon.”

Pictures - links

The Kaiserreich

Info - The Kasierreich Empire, grand and glorious in many ways, but with a tendency for infighting. Located in Mythara primarily, with some settlements in Sykkara and Nath.

Races - Primarily human, with dwarves, elves, and orcs being relatively accepted, with some of them even holding high positions of their own. The more non-human-like races often face intolerances.

Culture - Similarities with German and Prussian monarchies, with a focus on trade and military power. Ruled by the Kaiser, whose dynasty often switches hands due to somewhat common civil wars. Cities and castles tend toward looking somewhat dull, but very pragmatic, and strongly constructed. The people of the Reich are referred to as ‘Geschwistern’.

Background - Fairly technologically advanced military wise, and disciplined. Considered to be quite competent in naval affairs, as well as fairly economically stable despite their infighting. Far less centralized than most other states, with kings even being present under the Kaiser, both its greatest strength and weakness. White and black are their primary colors.

Motto - “Glory to the Kaiser, and its citizens. Let the Reich, and its allies reign supreme!”

Pictures -

Vyth Nal

Info - A small kingdom mostly hidden from above ground, located in Shara Kal. Some extends to Kurush.

Races - Civilized snakemen, occasionally Lizardfolk

Culture - An absolute monarchy form of government. They craft some of their buildings masterfully out of sandstone; they may also live in refurbished large ruins inset into cliffs. They generally do not like outsiders, but it is not impossible to gain their trust.

Background - They are very traditional and not normally open to new concepts, so their technology is refined and hardy but not at all advanced. Some areas has a problem with bandits.

Motto - “Glory to the Sovereign, our grand Champion and Herald of the Great Flame.”

Pictures - sandstone village / old spire / large ruins home / bandit camp

Realm of Kurdarak

Info - Likely located in Eshlund, Esh’Tul, and southwestern Kalag’Tul. Said to be a dead land of ash, dirt, and bone, with ruin and old forts now used by dark forces.

Races - Unknown, but speculated creatures of the dark, or demons.

Culture - A monarchy, said to worship and take order from Kurdarak, the Augur, or to them, the True Sovereign. Under Kurdarak are several lords that rule in their own districts.

Background - Their capabilities and technology are unknown, only seen as they make attacks to foreign areas. They seem to possess some dark occult power that spreads corruption wherever they reach.

Motto - “Praise be to Kurdarak, the True Sovereign of this shattered world. May he regain this world from the wretched grip of light that inhabit it now. Accept our lives as forfeit to bring forth the Age of Kaeos.”

Pictures - Kurdarak 

The Harrowed Legion

Info - Found in central Val’Munt, and the Underland.

Races - Unknown, but assumed to be mostly made up of the undead, and the defiled of all races.

Culture - Unknown. It is believed that the Harrowed Legion is headed by the Shadow Man, but any information aside from that, is unclear. From the outside world, it appears to be a horde of corrupted, and undead monsters. Anyone who’s attempted to find out more information, by heading into Val’Munt, has never returned with much information, or at all.

Background - Capabilities and technology are unknown. What has been seen of them, they mostly attack in numbers, and with dark magic upon their side. They seem to corrupt, and destroy what areas they reside in, and bring those they slay back to life on their side. However, they rarely stray far from Val’Munt, mostly only attacking those they see, and little farther.

Motto - “The Shadow Man watches us, and protects us.”

Pictures - The Shadow Man 

Small Factions or Societies


Info - Several tribal groups found scattered around Estirush, Sivikksa, and Sykkara.

Races - Primarily Xukura, but also Kagrah and Igxahn.

Culture - Very tribal. They craft their dwellings inside dead trees, entwined brush and vines, and mud.

Background - Very basic technology, but some in the tribes are very keen on occult abilities such as pyromancy.

Motto - ...

Pictures - swamp hut / more huts

The Order of Arkaeus

Info - Primarily found in Nath’ul, the Malgrave Cathedral being their central point and where their religious leaders are.

Races - Exclusively humans.

Culture - The Order is a religious group of humans who keep an old tradition of Human supremacy. Protected by paladins who swear an oath to Arkaeus.

Background - They are attached with Astaria, but struggle to keep their foothold due to their extremist tendencies. They remain prevalent however, as around half of Astaria still worships Arkaeus or at least respects it in some way. Often wears pure white with a red accent, and their holy symbol, the asterisk.

Motto - “Praise Arkaeus; our Light and our Salvation.”

Pictures - Paladin / Holy asterisk

Rikivakni “The Ratmen Hordes”

Info - Several clans under different leadership, found all around the Underland, but mostly near the surface.

Races - Exclusively Riki

Culture - Each clan is held in tight knit hovels in hidden chambers of caves. Fairly tribal, not unintelligent. The clans very typically has extreme hatred of anything not their own clan, even other Riki. Their society is often very brutal and unforgiving among the clans, more keen towards slaughter than capture or torture; even their own kin in their respective clans, dissenters or weaklings aren’t spared. Rarely are the individuals in the clans seen working individually, but rather as a whole, strength in numbers; the exception to this rule are the rare trained elites who learn to keep in the shadows.

Background - Due to their reclusive  and violent nature towards the outside, clans consist of direct blood family. Some clans may be nomadic, as resources can be scarce, which typically means raiding other civilizations for their goods. Often very basic technology, but can be fairly ingenious to backward engineer items to create some for themself. Their architecture looks more like a hive of wood or carved stone. Their attire is usually just the ragged remains of the ones they kill, or things they’ve found in plundering, trimmed to their physique.

Motto - ...

Pictures - architecture / attire



Info - A language that roots from several different dialects, modern and ancient. Used commonly due to its easy and simplistic nature to many different kinds of races. Originally was used as a trade language, but has reached out further and adopted as the official language of civilized society of many.

Elder-tongue An ancient language that is essentially a dead language not many can understand now. A few languages have stemmed from it, but are vastly different from eachother.


Info - A common human language spoken in several different societies. Common among Vaderia, Astaria, and Valmarath with mild differences between countries.


Info - The language spoken by many elves, often has a elegant and syllabic form to it.


Info - Otherwise known as the language of Dwarves, or Durazi. Similar to the human language Vallahan, but harsher sounding.


Info - A barbaric sounding language that emphasizes body expression as well as vocal. Often spoken by Orcish beings.

Beast-tongue Languages with varying natures of dialect and origins, often spoken by the ‘beast races’.


Info - A near animalistic language with barely any grammar rules. It relies more on expression of sound and body, with heavily nuanced barks, yaps, or other sounds. A common language of many less civilized beast races. There is no written form, but rather hieroglyphs of the objects or concepts.


Info - A rough language consisting of throaty creaks and groans, and also chittering in a complex manner. Used mostly by Varmling.

Draconic Languages originating from an ancient dragon tongue, commonly used by lizardfolk and serpentfolk.


Info - An ancient dialect said to be the language of dragons. Not very common in modern times.


Info - A more formalized and modernized version of Draconic, with influences of other languages. Sounds fairly sibilant.

Demonic Languages with varying natures of dialect and origins of otherworldly, demonic, or unnatural beings to the world.


Info - A very old language, primarily spoken by Nyrethian creatures, and those in possession of Nyreth magic. It would sound syllabic, but harsh in tone, fairly long-winded and tortuous; 


Info - A complex language that sounds almost like a grating, hissing whisper when spoken normally, but when spoken loud, would be a bellowing or shrieking howl at the top of ones lungs; rarely any middle ground. Spoken by Ezuni creatures, especially those under Kurdarak.


Info - A guttural and savage language with a very perplexing form. Often spoken by various demonic creatures.


These are religions without apparent deities; religions with gods will be listed in Divinity.

Path of Khal

Info - Khal is the Apotheosis, Khal is powerful Blood, the true vision of power ever being should strive to achieve. Those who take the Path of Khal give up their past lives in order to pursue their desire of megalomania. It often requires a sacrifice of some kind to a patron, very often blood. To them, it is a justified means to increase one's power. To others, the Path to Khal is a wicked and demonic path to take.

Children of the Stone

Info - Many dwarven people worship not necessarily traditional gods or deities of power, but instead the stone itself, and the rock they often find around themselves. Generally, it is believed by worshippers of this that the dwarven people were carved out from the stone, long ago, molded by it, hence the dwarves propensity for having resilient bodies, and tough to break spirits. To worshippers, it is important to live a good life, and to work hard for one's community and family. They even have clergy dedicated to the worship of the earth, gaining some amount of power from their faith.


Info - Roughly translates to ‘servants of the spirits’. A religion based upon the idea of the world containing many, differing spirits, that truly embody the very concepts they represent, from the simple, to the abstract. These could be spirits of the forest, who embody the life and beauty of nature, to a spirit of gambling who is a trickster by trade. Often has many different names for the various spirits. Some can gain pacts with varying spirits, and gain some of their power, in exchange for sacrifices (depending on the spirits desires). Practiced by elves, halflings, and sometimes kobolds.


Greater Divinity (Gods)


Info - The god of light and virtuosity. Mostly worshipped by monotheistic humans who believe in this “one true God”. For the pious, Arkaeus teaches that humanity is the holiest of all beings, that creatures of the dark or demons are to be purged from this earth, and several tenants that preach of the “highest goodness” someone can achieve. Human-like races such as elves or dwarves are not harshly judged, but not held to the same regard as humans; non-human races are seen as inferior, suspicious, or sometimes as only slightly more intelligent animals, beings who often should serve humanity. Those more secular, which tends to be most people in bigger or more progressive cities, have a less intense belief. The religious symbol is an asterisk, with a prominent +. Arkaeus is depicted as a gleaming, heavenly, knightly figure with wings.


Info - Otherwise known as the Mother of Life or Nature; with Nature seen as a spirit called Narra. Those who worship understand death that it is necessary for life, for after death is new or sustained life.


Info - Otherwise known as the ‘Avatar of the Sun’, Ayailla is the goddess of love, light, and fertility, twin sister to the goddess Lunara. Said to be the mother of all sapient beings. She embodies beauty, and romance. It is said that, if you were to gaze upon her, she’d take the form of whatever that person most physically desires. She is worshipped by many, but it is rare for her to be any person's particular patron and thus her clergy are small, but highly devoted.  Her holy symbols would be that of a heart between two hands, though also of a white shield.,


Info - Otherwise known as the ‘Avatar of the Moon’, Lunara is the goddess of justice, law, and light, twin sister to the goddess Ayailla. She is considered to be the watcher of the night, a powerful being who protects the innocent during the night against the forces of darkness. Those who follow her serve during the night in order to keep others safe, though her clergy and following are smaller than many., 


Info - The god of war, order, and domination, although to those who dislike his ways refer to him as the ‘god of tyranny’. He is a god that demands respect, and devotion from his followers, and in return, it is said that he will lead any true believer of his to great success in all ways, victory in life, although particularly in matters of conflict and war. While the god is recognized in many places, none so more than the Empire of Vaderia, where he is the patron deity, the state religion even. In the empire, whilst one is allowed to worship other gods, Bane is considered to be the patron deity. Even priests, and clerics of other religions pay Bane lip service in that regard, if only to avoid persecution.


Info - Otherwise known as the Protector of the Waters, and the Drunk Slacker. Blackwater is considered a particularly important deity, to those who travel the seas. He is said to have once been human, a sailor himself, before then ascending to divinity, now protecting those he would once call his brothers. He is said to embody the tenacity of sailors, and their drinking habits. He even has his own clergy, though they are rarely found far from the sea, or the coast.


Info - To some, Inya is seen as a female warrior, which preaches strength of mind and body.


Info - Otherwise known as the avatar of Craft, or the Smith. Brumadar is worshipped for strength and craft.


Info - Otherwise known as the Great Flame, or basically just the sun. Commonly depicted as a coiled serpent in a circle with wings. Worshipped primarily by the snakemen, Akivyth.


Info - Otherwise known as the Blood Drinker, and the God of Battle. Tagrush is a fierce, and mighty god, dedicated to his craft of killing, and destruction. He expects his followers to fight, and to kill, for the thrill of battle, for their bloodlust, and for honor. A very common deity worshipped by Orks and Okrim, though occasionally tribal warriors of other races bow to him.


Info - Said to be a divine power connected to luck. While not a high and mighty god, Gredan is worshipped to gain their favor in bargaining or luck. Often practiced by Orks and Okrim, but scoundrel and thieves alike may also be found asking for a favor. 


Info - Otherwise known as the Laughing Jester, he embodies humor, and is generally considered to be a god of jesters and jokesters. Tends to be depicted as colorful, playful and witty.


Info - Otherwise known as the Goddess of the Waves. This goddess is one of the sea, representing the element of water, and all the creatures that dwell inside it. She is often considered to be free spirited, and fun loving, calm. At least, until her anger is forced into a bubbling storm of rage, as she is often depicted as being overly harsh at times to her clergy, any who step out of line. It is often said by sailors that, when the waves are most harsh, is when Salashana is at her angriest. Those who follow her tend to be denizens of the ocean, particularly Akiaga, or those who respect the more natural parts of the sea.


Info - Vera, otherwise known as the Matriarch of Flame. Tradition taught that she birthed flame, and gave life to many beings under her; those hatched from her clutch were blessed with flame. Regardless if this myth is true or not, some creatures are born with the blessing of “Vera’s flame”, able to manipulate or breathe it. Often worshipped by lizardfolk of many kinds, but other races may yearn for this power to become a pyromancer. 

Lesser Divinity (Demigods) or Known Powerful Beings

Sisters of Izoth- The fabled three sisters of Insanity, Trickery, and Bloodlust. Also known as the “Matrons of Bedlam”. Some consider them demi-gods, as they have had very rare accounts of walking among mortals causing havoc. Izoth is an archaic term for Chaos, but is said to be an enormous and jumbled mess of a being that grew indefinitely like a weed.


Info - Velza, the harbinger of chaos. She not only yearns it, but willingly spreads it with her power. When legends speak of her, they attribute one’s haphazard or careless nature to her. 


Info - Kyari, the trickster. Tales speak of her juvenile nature and tricks, wishing nothing but confusion for their own amusement. 


Info - Athara described a large, ominous beast with brutal strength and power. Some believe those with rage and bloodlust are afflicted with Athara’s corruption. 


Info - Otherwise known as the Terror of the Seas. Considered to be a massive monstrous creature living in the deepest, darkest part of the Dirkath Ocean. It’s name is known by all who sail the seas on the western portion of the world, and feared. It is said to destroy ships of all sizes with ease, often those who try and travel too far west, and too far from Valhannas and its islands. No one knows why, though sailors often tell tales about the beast, and its motivation for doing such deeds.


Info - Known as the Augur, the True Sovereign, Overlord, or known to those not under his rule as the Descended or Fallen One, the Corruptor or Scourge. Not immortal, but Kurdarak has powerful blood, and works to bring himself to becoming immortal; he has however lived for a long time. Primarily worshipped or respected by many of those with the power of Ezun. 

The Shadow Man

Info - Occasionally known as The Walker Between Worlds. He is an ancient creature, said to have once waged a war on the Vaderian Empire, having led an army of the dead, and corrupted. It has not been seen in hundreds of years at the very least, however, leading many to believe it is a simple myth. To those who do believe in his existence, he is thought to be an avatar, or servant to Zal’ganel, though some believe he instead serves Kurdarak, or even Velzath. None of these are confirmed, however. 


Info - Otherwise known as the Bloodbearer, or the Lord of Bloodthirst; one of the heralds of the path of Khal. It is depicted as a massive, somewhat bipedal creature that resembles somewhat of a demonic goat. Some give their flesh and blood to Drehzikkr to gain unnatural power, at a severe cost; typically that of their sanity, their humanity, or servitude to bring him more blood.

Forgotten Divinity or Obscure Creatures of Power


Info - Otherwise known as The Father of Madness, or the Psychotic Liberator. Unznarothan is an ancient creature, having existed as long back as most other beings can remember. It is said that the very sight of this creature can drive lesser beings to dementia. It’s mindset is completely alien, very few knowing exactly how the creature's thought process works. Often worshipped by the downtrodden of society, those who are shunned, with mental illness, or deformities. Is sometimes known to grant its power to its followers, at the cost of their sanity.


Info - Otherwise known as The Scholar, and The Ever Seeker. Xaenar is a creature of great power, and a seeker of knowledge and lore of the universe. Said to control power over the minds of others, with the ability to open portals between other worlds, and to see through the fabric of differing realities. Often is known to make deals with mortals, in exchange for knowledge, historical artifacts, ancient tomes, and trinkets.


Info - Otherwise known as The Great Hunter, and the God-Slayer. A serpent-like creature, he is thought to be a hunter of powerful beasts, and even gods themselves, believed to slay creatures far more powerful than himself. Despite his power, it is said that Zalar’s most powerful weapon is his cunning, and skill, not just raw strength. It is also said that he would never hunt weaker prey, finding it to be a dishonorable act to fight those weaker than oneself. Because of this, he has a surprising following amongst hunters, and honor-bound warriors, though the clergy of other faiths tend to frown upon this, believing him to be more a demon than anything. Some speak his name before great battles or hunts, and some even sacrifice animals in his name, and it is said that Zalar will bless them with his cunning in return.


Info - Otherwise known as The Black Corruption, The Crawling Dark, or Death. It is believed to be a god of corruption, disease, and death.  Commonly believed to be a demon by clerics, and paladins of most other deities. It’s most common worshippers are necromancers. It is rare to be worshipped, though, and these days, the power of its clergy has waned significantly, most hunted down and killed. It is believed that, by followers of Zal’ganel, that death is inevitable, and that it must be embraced wholeheartedly. Often depicted as a man shrouded in darkness, or a corpse wreathed in dark robes. 

Legends or Myths


Info - Ydros was a powerful being that has seen many fights. Those who teach Ydros teach the futility of ongoing battles of feuds; death only brings more death, fighting enables more fights. Honor and respect are paramount, but leaving oneself defenseless is also foolish. No longer living, but is respected among Drakyr or other lizardfolk for being a legendary warrior. 

Lady in Black

Info - Otherwise known as Susan Sylson. She is supposedly a being who was once a human peasant, thousands of years ago, who was renowned for her beauty and kindness. One day, she was supposedly found by an astran prince, who came to seemingly love her, deciding to marry her. Later, this turned out to be a lie, as the prince was found by Susan to be sleeping with a pretty half-elf girl. Susan was heartbroken, and in fear of the prince having his reputation tarnished, slit Susans throat, and had her buried in an unmarked grave. They say Susan came back to life, crawled her way out of the grave, and slit his throat on the next full moon in a rage, before then dragging herself into the nearest cave. From there, it is said she traveled as far underground as she could go, to get away from the light of the world, before then eventually finding a lonely corner of the underland. And there, she wept tears of black, filling the cave she inhabited, in a lake of dark tears, secluding herself for all eternity. The legends say she tempts those who are heartbroken, and filled with sorrow in their hearts to drink from her black sea, to gain her strength. It is also said, if you listen carefully while in the underland, you can still hear her weeping wails.,

Leave a Comment

Your email address will not be published.