These are the Lands of Aruin, a Plane of war and magic. BI= Before Infernatum PI= Post infernatumThis is a world building blog for my conworld of Aruin to collect and share with others! All artwork found is not mine and is used for reference only
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The Gheldrin Wars Part 3
But he could not have known how wrong he truly was, on the fourth day at the forward camp the mountain finally moved. Legion scouts spotted fires moving down the mountain and Flavius excitedly went to mount his great beast, but as he approached he found not a sleeping dragon but a river of blood and his mounts head lopped from his neck. “No! How? Guards!” shouted Flavius, suddenly as if from nowhere the very earth seemed to open and rabid tribesmen rushed from the holes in the earth, their skin covered in crimson. Loud warhorns sounded throughout the valley and the forest seemed to come to life with action and movement, the legion was surrounded on all sides. The tribesmen slashed their curved blades across the throats of the sturing legionnaires reveling in the blood that dripped from their wounds. Flavius pulled his sword and rushed to meet his enemy when he was suddenly ambushed from behind, a flash of white shoved him to the ground and lurched onto him with a scream that made his skin crawl. A woman, her hair wild and matted and tipped with a red hue, held a gilded knife to his throat “So many trophies for my lady, just like the other one. She showed me you were coming, my great lady. I saw you, from the cauldron I could smell the stench of the invader.” said the woman, a blood hag. The wild women of the Gheldrin Thrakathi tribe, those who followed the lady of blood, Kāthi. Flavius had only heard stories of this tribe, he thought it could only be the tales of superstitious barbarians that a rabid tribe of Gheldrin roamed the mountain paths. Her skin was marked with scars and it looked like it had not seen the sun in years, pale as the moon. Her clothes and armor were more of a suggestion than actual protection, it was not uncommon to find nude warriors among the Gheldrin, the power of their warpaint protected them just the same. Her smell was the worst part of it, her breath rancid and held the lingering taste of copper as she ran her tongue along the exposed skin of his neck. The tribesmen began to string the legionaries up into the trees, spearing them as they dangled and opened their bellies as they retrieved their spears. “Don't worry my lord, we have a different fate for you. My bloodied lady has a much better service for you. Just like the last one who came to our mountain.” She spoke to some of the warriors to drag Flavius along and they began to trek their way up the mountain, they passed through underground passages and flame lit halls of stone. The walls were lined with runes and carvings of the Gheldrin gods and the many sacred animals of the forests and mountains. When they reached the inner sanctum of the mountain, Flavius could do nothing but fear for his fate, as he saw Suprimus Volcaris, General of the twelfth legion, hung from the rafters. His skin flayed and dripped fresh blood into a boiling cauldron of blood and limbs, still alive as he moaned in pain above the floor. Flavius could only scream as he saw the knife come for him, if only pride had not guided him to the forest.
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The Gheldrin Wars part 2
The Legion marched for two days as it made its way through the Black forests of the western frontier, Flavius upon his mighty dragon watched from above them but the thick forests prevented much of his vision from the air. The legion did not meet any resistance as they moved toward the Ghol mountains, the last location of the twelfth legion, it was disturbing to not have met or interacted with any Gheldrin native as they moved along the roads. The ashen ruins of former Gheldrin villages could be seen as they passed on towards their goal, that could be the reason for the brutal attack on the twelfth. On the third day, the legion finally reached the campsite of their fallen comrades but they were not prepared for the scene they saw before them. Bodies strung along every tree branch that could hold their weight, their stomachs cut open and innards strung out although mostly eaten by beasts and carrion birds. The legion began to settle camp as General Flavius roamed the skies on his dragon, watching for any movement from the mountain. The legion waited for almost two days with no response from the Gheldrin and any attempts to contact the other legions seemed to disappear. Flavius was suspicious but knew he could match anything the savage Gheldrin tribes could send his way.
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The Gheldrin Wars part 1
“The campaign has gone on for almost five years now. Where all other enemies of the Dragon had fallen swiftly in ash and blood, these wild barbarians of the west have proven nothing but a problem. The Senate has raised a new legion to push forth against the enemy, as if killing more citizens will drive the monsters back into their dark forests. I have been a legionnaire all my life, dedicated myself to the pride and power of the empire, but this new enemy, the wild Gheldrin tribes to the western frontier, are something out of a nightmare. The cowards hide amidst their trees and dark foliage rather than face their fate on the battlefield like true men, the dragons have been unable to burn their positions in the mountains and deep inside the many caves that litter the western valley. Our enemy has grown wise to Altria’s greatest strength and it is angering the Senate, they beg the emperor daily to put an end to these tree savages but the Emperor has been distant of late, or so says my father. No matter, I have been called forth to lead this new fifteenth legion, they are calling it Igneus Custodi, keepers of the embers, the whimpering flame. But I shall show them, they will learn to fear and respect the name of Flavius Corneus once again.” - From the Recovered Journal of Dux Flavius of house Corneus, son of Corneus of House Plava.
The Tribune ran quickly to the General’s tent, his breath harsh and heavy, he had already been running for what felt like days. How long has it been? Two days? Three? It all seemed to blend together with what he and his brothers had experienced in those woods. The Tribune tore open the curtain covering the entrance, the General sat at a grand table littered with food. Chicken freshly plucked and burnt just so lightly as to hold onto the juniper sauce that coated it. Fruits from the edges of the Empire lined the many bowls. Flamingo tongue doust in cranberry sauces, it had been so long since the Tribune had feasted on such delicacies. He tried to raise his arm to his shoulder in a salute but fell to his knees in exhaustion in front of General Corneus, his limbs burning from the constant movement. “What is the meaning of… Tribune Commodus?” The General raised the man to sit on a nearby stool “What has happened? No one has seen your scouting party for nearly a week, we feared the savages got hold of you.” The Tribune took a cup of water filled by a nearby slave and drank deeply and long before speaking “They did ... .the savages took my men general. All of them. They bound them and marched them into the forest, I only barely survived by disguising myself alongside the mount of bodies. But… they took it General. The Draco, they took my legions standard.” Flavius repulsed back from the Tribune, how could any legionnaire allow this to happen. The Draco was the most important part of any legion, it was the very heart of the Legions shrine to the gods of the soldier, those who looked after the band of brothers of the legion. It was the empire manifested, and these cowards allowed it to be taken by filthy savages. Flavius whispered into the ear of one of the nearby guards and moved out of the tent. The guards grabbed hold of the Tribune and dragged him outside. The rain had finally let up but the light moisture still coated the Generals face “Brothers! Sisters! My loyal legions! This man has committed one of the greatest sins of the legion….cowardice.” He motions to the Tribune, still quivering and pleading to Flavius for his life “What do we do with those who show such cowardice?” Said Flavius “Burn them!” Shouted the legion, from behind them rose a massive mountain of black and green scales, a powerful rumble underneath the feet of the legion began as the dragon rose from his place by Flavius’ campsite. “I, Flavius of House Corneus, sentence you to the death of a traitor for allowing the standard of your legion to be taken and not fighting to get it back, instead cowering amidst the bodies of your broken brethren. Rise Cabraccus, feast upon this traitor's flesh.” Cabraccus’s maw spread wide as the light from within him grew, spewing flame across the Tribune’s body. His screams were only matched by the dragon's roar as he leaned down to consume the Tribune. Flavius marched towards his own Tribunes “ gather your men Commanders, we march to meet our enemies and take back that which belongs to the empire. Say your prayers to the gods of the soldier and hope that they guide us to our goal.”
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Vetrheim, The land of the Raiders and Tales
The history of Vetrheim is a tale of endurance, valor, and the power of stories that shaped an entire culture. It began with a collection of tribes residing in the harsh northern realms of Aldine. These early people eventually migrated through the Blackridge mountains alongside the Dunarii tribes, traversing the ice bridge that connected them to new lands. However, unlike the Dunarii, they diverged from the path and ventured onto what would become the Islands of the Skalds, eventually known as Vetrheim.
As the seas rose, submerging many smaller islands, the people of Vetrheim adapted to their new environment. They clung to the stories brought back by scouts who explored the mainland, developing a deep reverence for storytellers and historians. It was this foundation that led to their identity as the People of the Tales.
In their new home, the People of the Tales encountered an ancient spirit known as Jolmir, the god of stories and song. Jolmir welcomed them to the islands, claiming them as his children and promising them his protection. However, this divine gift came with a grave challenge. The Thur, a term used by the People of the Tales to describe the first children of Jolmir, trolls and massive giants, were the first inhabitants of these lands and they did not take kindly to their fathers replacing of them. The Thur launched brutal raids, decimating human settlements and leaving behind only blood and destruction.
The war between the People of the Tales and the Thur raged for over a thousand years. The people, blessed by Jolmir's divine children, the Singers of Praise known as Girgi and Fluki, fought with titanic strength, driven by the promise of a heavenly paradise if they became heroes whose stories would be told for generations. The Singers of Praise urged them to achieve legendary feats, ensuring that their names would be immortalized in sagas and songs.The first High Jarl of Vetrheim, Gunnar, was a warrior of unparalleled prowess. Under his leadership, the people waged a relentless campaign against the Thur, leaving a trail of slain giants and trolls in their wake. Gunnar's victories pushed the Thur further and further from the archipelago until the remaining creatures were forced to flee into the sea and the northern realms of ice. This epic conflict gave rise to countless heroes, each the subject of their own sagas and songs, their adventures and deeds becoming the foundation of Vetrheim's way of life. The tales of these heroes continue to be told, preserving the legacy of a people who, through the power of their stories and their unyielding spirit, claimed their place in the world. With the giants banished to the Lands of Ice and the trolls reduced to scattered remnants, the islanders were finally free from their monstrous adversaries. Under the leadership of High Jarl Gunnar, the humans unified and dedicated their new homeland to the three gods who had guided them.Their lives and culture became deeply intertwined with the worship of these deities, and the pursuit of fame and glory through stories and heroic deeds became the highest aspiration. However, with no more great enemies to conquer on the islands, the warriors of Vetrheim faced a new challenge. The island was at peace, and the once-glorious battles against giants and trolls had become tales of the past. To attain their promised paradise and achieve legendary status, the warriors needed new ways to prove their valor. Thus began the first days of the Age of the Raiders. Deprived of formidable foes on their own shores, the warriors of Vetrheim sought glory elsewhere. The invention of Dragon boats, created with the guidance of Foljuldor, the great serpent god of the seas, enabled them to embark on daring voyages across the vast oceans. These sleek and formidable ships allowed them to sail to distant lands in search of worthy opponents, fierce monsters, and new challenges to test their mettle.
As they ventured into the unknown, the raids became a means not only of proving their worth in battle but also of plundering and ravaging the coasts of larger nations across Aruin. These raids, initially driven by the desire for fame and heroic stories, grew in scale and frequency, becoming a cornerstone of Vetrheim's warrior culture.
The warriors of Vetrheim, now known as the Skaldr, or "Singers of Sagas," became feared across the seas. Their exploits were legendary, and their raids left an indelible mark on the histories of the lands they visited. Whether clashing with mighty warriors, hunting elusive beasts, or looting the riches of foreign realms, the Skaldr ensured that their names would be remembered in the sagas and songs of their people. This age of raiders marked a new chapter in the history of Vetrheim, where the pursuit of fame and glory transcended the boundaries of their homeland. The islands, once the battlegrounds of gods and monsters, became the launching point for a seafaring people whose thirst for adventure and renown knew no bounds.
#high fantasy#conworld#worldbuilding#world building#creative writing#dark fantasy#fantasy world#role playing games#sword & sorcery#weird fiction#cosmic horror#pulp fantasy#historic fantasy#aruin#aldine#fantasy
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The First Emerald Invasion Pt.1
"The threat laid down by the Padashah sat like stone on the Senate floor. No man or woman present could bare to think it was possible, Altrius had fallen, the ancient city now crumbled in ruins or housed the enemy across the Emerald sea. The heathen leader sent a message to the senate, one that was met with an uncomfortable consideration, join the khaganate and relieve yourself of your gods or face the sons of the mighty Khan of Khans. Senators argued and threw fists, should they flee across the sea and join their cousins in the foreign continent, should they stay and risk the end of their people. It was the cunning Anastasius who spoke first
“Have you become cowards? Have we not learned from our luxuries in the past that when we do nothing our nation crumbles underneath us. We have defended against Gods and daemons alike and we will not fear the likes of these common men from the mountains. They are like sheep, and what is a sheep to a dragon.” Another senator, Gaelia, spoke to him “It is easy for the noble Senator to speak of dragons when he beds the great general Hexemies, his noble beast Pyranthius the burning rose saving them should this great nation fall.” It was not Anastasius who spoke but rather his husband, the great general himself. “Calm yourself Senator, for is it not more common for a house like yours to hide behind walls and allow others to die for them. So I shall oblige you and offer myself and my two sibling riders as defenders of Satriya, along with their mounts, the Golden Flame Aureothor and the Ghostly wind Drethys. The mighty Altrian navy remains the greatest in the world, we have not to fear from children who have just learned that the ocean even exists.” Hexemies spoke boldly, as was his family's way, for they were of royal blood the beloveds of the emperors of old. The saviors of Altria would be the house of royal purple, the hot headed Golden rider Marius and the staunch commander Drusila, whose sword Moonsilver was just as mighty as her dragon.
It would take three weeks for the preparations to be arranged, the mighty boats of Altrian make each equipped with the mighty drake thrower, the ancient weapon that could spit fire as well as any living dragon. Pyranthius, her scales crimson as blood shone in the sun as enemy ships breached underneath the rising sun. Hexemies, astride his saddle, made a final inspection of his men before joining his siblings in the Arena of fire. The massive beast, known as Aureothor the Golden Flame, crawled from the cave entrance of the arena. His golden scales lined his body like a kite, fusing to form a seamless string from tail to wing. He was just as rambunctious as his rider, for he was known to escape the Arena and fly freely across the ocean before returning. But today, his face was stern and armored for battle, his rider’s own armor shone in the sun with a bright reflective wave so that his enemy could always know a burning death awaited them. The young boy, only ten and seven, was always eager to impress his far more accomplished siblings claiming Aureothor had been a bold choice, a dragon who was nearly three times the age of the boy and five times his size had finally found in a human the same pride and eagerness that he craved. Drusilla, armor bright silver to match her eyes beneath the draconic helm she wore, followed her brother as her horrifying mount, known as Drethys the Ghostly wind, strung below her. Drethys was a sight to behold, her scales that of a pitch black and violet hue and each claw as sharp as swords. Her horns seemed to curve and mark her face as if she had pincers, she looked more like a horrific spider than a dragon. She was a dragon bathed in the night, it only seemed fitting for her rider to appear as if she were the moon herself. The two were inseparable, as a young girl Drusilla would frequently sneak into the Arena to sleep with the dragon or secretly take nightly rides without the Dragon masters knowing. Drusilla and Marius took to the skies ready to meet the invaders." "The Emerald Invasions: a saga of fire and pride" by the Hierophant Julianus the Lesser, 1450 PI
#high fantasy#conworld#worldbuilding#world building#creative writing#dark fantasy#fantasy world#role playing games#sword & sorcery#weird fiction#cosmic horror#pulp fantasy#historic fantasy#aruin#aldine#altria
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The Kingdom Period
"Though the horrors of the Infernatum would be averted by the great unifier, he would not see his kingdom thrive long enough to be officially named its first king.The wounds he suffered in the conflict would catch up with him as an infection quickly overtook his heart. The crown was pass to his teenage son. Mirošmir of house Vaslanić ascended to the throne as the first king of the Vaslantians, succeeding his father Vasl the Unifier and begin what would be the Vaslantian Golden Age. His reign marked a pivotal period in Vaslantian history characterized by rebuilding, cultural resurgence, and diplomatic alliances.Under Mirošmir's leadership, the Vaslantian Kingdom focused on rebuilding the war-torn regions and reconnecting with neighboring nations, particularly the exiled Altrians on their home island of Satyria. Recognizing the strategic importance of diplomacy, Mirošmir fostered closer ties with the Altrians, solidifying a lasting alliance by marrying Basileia, an Altrian princess, as his queen. This union not only strengthened political bonds but also brought cultural exchanges that enriched Vaslantian society even further. Mirošmir earned the epithet "the Architect" for his many ambitious construction projects, most notably the development of Velgrad, the kingdom's capital. Under his direction, Velgrad flourished into a bustling city known for its grand domed architecture and strategic defenses that mixed stone with powerful ice magic. The Royal Husk, a sacred burial site constructed under Mirošmir's supervision, became a symbol of Vaslantian unity and reverence for their ancestors. Here, Mirošmir honored his father Vasl by interring him as the first spirit within the Royal Husk, solidifying his legacy as the founder of the Vaslantian Kingdom." "A history of the Non-Believers" Master Historian Jaraf of Khamal, 1300 PI
#high fantasy#conworld#worldbuilding#world building#creative writing#dark fantasy#fantasy world#role playing games#sword & sorcery#weird fiction#cosmic horror#pulp fantasy#historic fantasy
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Vaslantian unification
"Vasl the Unifier was born into a tumultuous time when the Vaslantian tribes were numerous, divided, and often at odds with each other. As a sickly child, his mother feared for his safety due to his fragile health, but this adversity would shape him into a resilient and wise leader. Despite his physical limitations, Vasl exhibited a keen intellect and an unyielding determination to bring unity to his people.Vasl's journey to unify the Vaslantian tribes was arduous and fraught with challenges. Understanding that force alone would not bind the fiercely independent tribes, Vasl employed a combination of diplomacy, strategic marriages, and his own prestige as an Altrian General. He traveled from tribe to tribe, often personally mediating disputes and demonstrating the benefits of a unified Vaslantian identity. His efforts were bolstered by his deep respect for the ancient traditions, particularly the reverence for the dead and the practice of Deathrite Magic, which he used to garner the support of the Deathmancers and other spiritual leaders as many Vaslantians who joined the Altrian army adopted the faith of the Family.
The peace and prosperity of the newly formed Vaslantian Kingdom were soon threatened by an unimaginable calamity,the Infernatum. This cataclysmic event marked the arrival of Humanities great enemy, the Dark Gods and their daemon legions, who sought to plunge the world into chaos and darkness. The Altrian Empire, which had gone lazy and decadent in their absolute power, was devastated by the onslaught, leaving many client nations in disarray.Vasl's leadership was pivotal during the Infernatum. Recognizing the existential threat posed by the Dark Gods before many other Altrian loyalists, he mobilized his forces and forged alliances with other surviving nations and tribes. Vasl personally led his warriors into battle, utilizing both conventional and Deathrite Magic to combat the daemon hordes. His strategic brilliance and unwavering resolve inspired his people and allies alike. One of Vasl's most significant contributions was his ability to rally disparate factions under a common cause. He convened the Council of Vassals, a historic assembly of leaders and representatives from various nations under Altrian rule, to coordinate their efforts against the Dark Gods. This unprecedented coalition played a crucial role in turning the tide of the war of pushing the daemons back to the infernal realm.
The defeat of the Dark Gods came at a tremendous cost. The lands of Aruin were left scarred, and many civilizations lay in ruins. However, the now united Vaslantian Kingdom under Vasl's leadership, emerged as a beacon of hope and resilience. Vasl's foresight in fortifying the kingdom and ensuring its self-sufficiency allowed the Vaslantians to weather the post-Infernatum chaos better than most. Vasl the Unifier's legacy is one of unity, strength, and perseverance. He is remembered not only for his role in the unification of the Vaslantians but also for his pivotal leadership during the Infernatum. His efforts ensured the survival and prosperity of his people in the face of near-total annihilation. Statues of Vasl stand proudly in Velgrad and other major cities, and his story is told and retold as a testament to the enduring spirit of the Vaslantians, he is often touted as a near demigod like figure." "A history of the Non-Believers" Master Historian Jaraf of Khamal, 1300 PI
#high fantasy#conworld#worldbuilding#world building#creative writing#dark fantasy#fantasy world#role playing games#sword & sorcery#weird fiction#cosmic horror#pulp fantasy#historic fantasy#aruin#aldine#Vaslantians
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The Vaslantian Collective
"The early history of the Vaslantian people is shrouded in myth and legend, with oral traditions passed down through generations. These accounts speak of a time when the Vaslantians were a collection of nomadic tribes, each fiercely independent yet bound by a common reverence for the dead. Though they were not called Vaslantians the original name is forgotten to time. The tribes roamed the vast landscapes, migrating from one sacred burial site to another, known as Husks. These Husks were underground burial mounds, intricately designed and imbued with magical protections to honor and safeguard the spirits of the deceased.
Each tribe held a deep spiritual connection to their ancestors, believing that the spirits continued to exist in the otherworldly realm of the Walking Night. To disturb a burial or rob from the dead was considered a grave sin, as it was believed to anger the spirits and transform them into wraiths—vengeful entities that brought disease and death. Thus, the preservation of the Husks and the proper burial rites became central to Vaslantian culture.
The relative peace and growth of the Vaslantian settlements were disrupted by the arrival of the Altrian Dragonlords, a powerful and technologically advanced civilization from across the sea. The Altrians, known for their mastery over dragons and formidable military prowess, sought to expand their dominion over all of Aldine. The Vaslantians resisted the Altrian advance, for even the fires of dragons can be snuffed with the coldest wind.
For many years, the Vaslantians waged a valiant struggle against the Altrian Dragonlords, employing their ancient deathrite magics to counter the devastating dragon fire. Despite their bravery and ingenuity, the Vaslantians were ultimately outmatched by the superior technology and magical prowess of the Altrians. Facing inevitable defeat, the Vaslantian leaders negotiated a surrender that would preserve their most sacred traditions, for as long the Husks were to remain undisturbed then Vaslantians would be loyal servants of the empire. They would be the personal bodyguards of many emperors of Altria and many would be some of Altria's greatest generals and commanders." "A history of the non-believers" Master Historian Jaraf of Khamal, 1300 PI
#high fantasy#conworld#worldbuilding#world building#creative writing#dark fantasy#fantasy world#role playing games#sword & sorcery#weird fiction#cosmic horror#pulp fantasy#historic fantasy#Vaslantians#aruin#aldine
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Yuexi, people of the Moon River
The Yuexi people inhabit the Southwestern Golden Highlands, a region of dense forests, mist-shrouded mountains, and numerous rivers, mainly the Yinshi She or Silver serpent named for its rapid and dangerous current and an abundant amount of silvery fish. The other major river of the region is the Yu Pubu or the Jade Cascade, a river that begins at the highest peak of the Highlands but as the river falls down the golden waterfalls and into the river basin it takes on a green hue and the river is blessed with many precious stones. The terrain is rugged, with terraced hillsides used for agriculture, the region is often called the food store of Aldine as it is blessed with fertile soil due to a massive volcanic eruption in Aldine's long ancient past. The Yuexi society is organized into a series of clans, each governed by a council of elders. These clans form loose confederations, coming together during times of war or crisis. The largest clans are the Lanyue (Blue Moon), Shanyue (Mountain Moon), and Huyue (Tiger Moon) clans, each with its own distinct traditions and rituals that separate one another.Yuexi society also has strong matriarchal elements, with women holding significant power in both spiritual and political realms. The Moon Priestesses are the most revered figures in Yeuxi society aside from the Royal family, believed to have the ability to communicate with the spirits and gods of the land. The Yuexi are devout followers of a lunar deity known as Mother Moon, believed to guide their people and protect them from harm. The phases of the moon play a significant role in their calendar, festivals, and rituals. The Yuexi believe in the spirits of the natural world, particularly those of the mountains, rivers, and forests. Ancestor worship is also central to their spiritual life, with elaborate rituals conducted to honor the spirits of the deceased who are believed to have an effect on the living world from the spiritual realm. Certain animals, like the white tiger and the moon owl, are considered sacred and are often associated with specific clans. These animals are believed to be messengers or incarnations of the gods and ancestors. The most important aspect of Yuexi culture is the art of tattoos. One can tell the different classes of Yuexi by the level of tattooing they have, Peasants and merchants typically have full covered tattoos on their arms and legs, symbolizing their place in society and connection to their work and the land. While nobility display more extensive tattoos that cover their entire upper and lower bodies, representing their elevated status and responsibilities. The Royal family are the only people permitted to tattoo their entire head, high noble family may tattoo smaller portions such as the neck and sides of the head but not the face. The Yuexi prefer to remain isolated from the larger empires and kingdoms of Aldine, valuing their independence and unique way of life. However, they are fiercely protective of their territory and have repelled numerous invasions throughout their history, they are currently in a major rebellion against the Tazarids to the east and Yuexi mercenaries are often found among rebel soldiers in the Tazarid provinces.
#high fantasy#conworld#worldbuilding#world building#creative writing#dark fantasy#fantasy world#role playing games#sword & sorcery#weird fiction#cosmic horror#pulp fantasy#historic fantasy#aruin#aldine
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The Empire Rises
"The death of Tazar Khan left a power vacuum that his generals were eager to fill, each vying for control of the vast empire he had forged through conquest. However, his blood brother Hulugu proposed a traditional solution rooted in Avenid customs—the Jykall. This ancient trial of leadership would determine the successor through a daring hunt for a Wildfyre Dragon, a creature of formidable strength and power. The competitors, including generals from both the Avenid and Olugat tribes, set out into the untamed wilderness in search of the Wildfyre Dragon. This mythical beast, known for its fiery breath and massive antlers, roamed the northern realms freely, making it a formidable challenge even for seasoned warriors. As the generals traversed the forests and fjords, the Wildfyre Dragon emerged from the shadows, unleashing its devastating breath upon the unsuspecting groups. Chaos erupted as flames engulfed the landscape, claiming the lives of many Avenid generals. Amidst the chaos, Hulugu rallied the remaining Olugat forces and launched a coordinated assault on the dragon. Volleys of arrows and spears rained down upon the beast, weakening it and forcing it to the forest floor with broken wings. Hulugu, displaying incredible courage and skill, closed in for the final blow to claim victory in the Jykall.
However, As Hulugu moved to finish off the wounded dragon, a blade pierced through his chest, ending his life abruptly. Osrad, the High Governor of Darennia, now stood as the last surviving contender. He removed the head of the Dragon and brought it back to the remaining retainers and showed off his prize. Though Osrad was a relatively recent addition to the ranks of leadership, his decisive actions in the Jykall solidified his claim to Tazar's empire. With no challengers left to question his victory, Osrad ascended to the throne, ushering in a new era of leadership for the Tazarid Empire. Under Osrad's rule, the Tazarid Empire underwent significant changes that would shape its future trajectory. With the Wildfyre dragon's head as a symbol of his triumph, Osrad ascended to become the undisputed ruler of the Khaganate. The Avenids, while unable to openly challenge his authority due to the Jykall's outcome, still held deep reverence for their fallen Khagan, elevating him to the status of a deity in their pantheon.
However, tensions simmered beneath the surface as the Olugat culture began to overshadow the once-dominant Avenids in the imperial court. As Olugat influence grew stronger, Avenid traditions and customs were gradually pushed aside, prompting many Avenid tribes to distance themselves from the Olugat-dominated empire. These tribes retreated into the mountains, clinging to their ancient ways and ancestral lands along the paths once traversed by the legendary Ogres. The empire that Osrad now presided over required a different approach compared to the era of Tazar's conquests. It needed steady governance and a delicate balance to manage the diverse cultures and peoples within its borders. Recognizing the need for unity and cohesion, Osrad made a decisive move to rename the empire and its people. Henceforth, they would be known as the Tazarids, a homage to the great conqueror who had forged the empire through blood and steel.
The transition marked a new chapter in the history of Aldine, where the legacy of Tazar lived on as a unifying force, even as the empire navigated the complexities of multiculturalism and shifting power dynamics. Osrad's reign would be defined by his efforts to maintain stability and harmony amid the vast and diverse realms of the Tazarid Empire." "saga of Tazar" Imperial Scholar Surok of the Crimson Stallion clan, 520 PI
#world building#aruin#conworld#aldine#dungeons and dragons#game of thrones#d&d#creative writing#fantasy#high fantasy#tazar#tazaria
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The Fall of a Khan
"Tazar Khan's final conquests in the southern Altrian cities were marked by fierce resistance and epic battles. Despite his seasoned warriors and strategic prowess, many of these cities stood defiant, leading to prolonged sieges and stalemates. One such city, Alepolis, in the far southern lands, proved to be a formidable opponent that truly challenged the now elderly and wize Tazar Khan's might.
After years of relentless campaigning, Tazar Khan's forces were exhausted, longing for their northern homeland and the comfort of their families. The stalemate at Alepolis tested the limits of Tazar's endurance and resolve. In a desperate bid to break the deadlock, Tazar Khan personally led a charge into the heart of the battle atop his legendary steed Tazim. His prowess in combat was unmatched as he single-handedly slew scores of enemy soldiers, inspiring fear and awe among his own men and the defenders alike.
However, fate had other plans in store. Amid the chaos of battle, Tazar Khan was struck by a well-aimed arrow that pierced his eye and shoulder, causing grievous wounds and sending him tumbling from his horse. Despite his valiant efforts, Tazar Khan was left wounded and broken on the battlefield. His loyal soldiers quickly rallied to his side, dragging their wounded Khagan away from the carnage and breaking the siege to retreat to their homeland. The journey back to Darennia, the capital of the Khaganate, was fraught with pain and despair as Tazar Khan's life slowly ebbed away from his mortal wounds. Ultimately, the Great and Mighty Khagan Tazar succumbed to his injuries, passing away before reaching the safety of his capital. His death marked the end of an era, leaving behind a legacy of conquest, resilience, and the rise of the Tazarid Empire." "Ballad of the Khans" Imperial Scholar Batu of the Silvermoon Clan, 500 PI
#world building#aruin#conworld#aldine#dungeons and dragons#game of thrones#d&d#tazaria#creative writing#fantasy#high fantasy#writing fantasy
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The Sea of Dunes pacified
"The conquest of the Sea of Dunes by Tazar Khan was a monumental undertaking that tested the limits of his great military prowess and strategic acumen. The harsh desert terrain and the resilience of the desert kingdoms posed significant challenges, but Tazar's determination and cunning ultimately led to victory. Tazar Khan's initial forays into the desert lands were met with unexpected resistance from the Tazarid raiders, who fiercely defended their territory. This setback prompted the great Khan to rethink his approach and expedite his southward push before facing a more organized opposition. The rapid mobilization of his highly mobile army of fifty thousand troops allowed Tazar Khan to cover vast distances in a short span, establishing forts and outposts along the way to secure his retreat if needed. However, what awaited him in the heart of the Sea of Dunes were the formidable Emirates of Al-badr and Al-Amaria, known for their skilled warriors and enigmatic Black Shards.
The Black Shards, with their ability to peer into the future and wield shard magic, proved to be a thorn in Tazar Khan's side. Their elusive tactics and strategic foresight disrupted his plans and inflicted initial defeats, a rarity for the burgeoning Tazarid Empire.
Frustrated by these setbacks, Tazar Khan turned to the dark powers of the blood goddess Hanugar. Through sacrificial rituals and bloodshed, he sought to gain her favor and unlock powerful spells that could decimate his enemies. The whispers of Hanugar guided him towards devastating lightning spells that became synonymous with his military campaigns. The siege tactics employed by the Tazarid forces were ruthless, sparing no city that resisted Tazar Khan's rule. The Tazarid's build pyramids of heads and boiled men alive in the name of the Khan's Goddess. The red streaks of lightning and blood became symbols of his wrath, instilling fear and awe in equal measure among his foes. With the newfound magic and relentless determination, Tazar Khan's forces laid siege to city after city, forcing capitulation or facing destruction by the devastating spells." "Ballad of the Khans" Imperial Scholar Batu of the Silver Moon Clan, 500 PI
#world building#conworld#aruin#aldine#dungeons and dragons#d&d#tazaria#tazar#creative writing#game of thrones#high fantasy#fantasy
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Conquering of tuvograd
"As Mighty Tazar Khan marshaled his forces for war, the northern kingdom of Tuvograd stood as a formidable adversary. Blessed with ancient magic by their heathen Gods and formidable defenses, Tuvograd's lords were not easily swayed by the threats of an upstart Khan in the southern steppes. Undeterred, The Khan unleashed a relentless campaign, employing his strategic acumen and the martial prowess of his seasoned warriors. The early clashes proved costly, with Tuvograd's magic-infused defenses repelling the initial assaults.
However, Tazar Khan's resilience and adaptability became apparent as he employed new tactics and alliances. Utilizing spies to gather intelligence and sow discord among Tuvograd's ranks, he weakened their unity from within. The turning point came with a daring night raid led by Brave Tazar Khan himself, penetrating deep into Tuvograd's capital under cover of darkness. Utilizing guile and deception, his forces infiltrated key positions, disrupting magical defenses and sowing chaos. As dawn broke, Tazar Khan's army surged forth in a coordinated assault, exploiting the confusion and disarray within Tuvograd's defenses. With relentless determination, they breached the city gates, engaging in fierce street-by-street combat. Finally, after a grueling siege that had lasted almost three months, Tuvograd's resistance crumbled before the relentless onslaught of Tazar's forces. The city's walls were breached, its defenders overwhelmed, and its ancient magic shattered. For his victory, Great Khan Tazar slew the Grand Prince of Tuvograd and posted his head alongside his fellow nobles to warn the Tuvogradians what should happen should ever rebel against their new masters." "Ballad of the Khans", Imperial Scholar Batu of the Silver Moon clan, 500PI
#aruin#conworld#aldine#world building#tazaria#fantasy#d&d#dungeons and dragons#game of thrones#high fantasy#creative writing
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Hierona, Supreme Dragon Goddess
"Beneath Hierona's wings, we stand in awe, Humbled by gifts from celestial law. Yet shadows of shame cloud our gaze, For letting glory dim in ancient ways. Your Children once soared, in grandeur and might, Now weak, diminished, a fading light. We sought to multiply, but lost the old flame, Forgive our missteps, in your blessed name. Oh Hierona, in your radiant blaze, Grant us redemption, as we seek your ways. Restore the glory of dragons past, In your grace, may our spirits amass. Guide us to honor, in sacred devotion, To reclaim the splendor of ancient motion. With every breath, we strive to redeem, The legacy of dragons, in your esteem. Hail Hierona, in majesty untold, Lead us to paths where redemption unfolds. In your celestial light, may we find, A path of renewal, for hearts aligned" "Hymn of Forgiveness" Gladiator of Hierona, 10 PI
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As the Son of a humble farmer, my life had been one of toil and hardship, far removed from the grandeur and mysteries of the world beyond my small village. But on this fateful day, I found myself standing at the edge of the temple courtyard as my father left the market for the night, upon entering the Grand Temple of the Great Mother my eyes fixed on a sight I had only heard of in whispered tales—the majestic form of a dragon. The dragon stood tall and proud, its fiery red scales shimmering in the torchlight as if adorned with rubies and gold. Its wings stretched wide, casting a shadow that seemed to eclipse the whole room. I could hardly believe my eyes, for I had never imagined such a magnificent creature could exist outside of legends. But it was not just the dragon that held me in awe. Surrounding the magnificent beast were figures clad in armor adorned with Hierona's symbols—the Draco Gladiators, as I later learned. The Leader moved with a grace and reverence that spoke of a deep connection to the dragon, a bond forged in ancient rites and sacred rituals. As I watched, mesmerized, the Draco Gladiators began a chant, their voices rising and falling in a haunting melody that seemed to resonate with the dragon itself. It was as if they were communicating in a language beyond words, a language of the soul. The dragon responded, its own voice a deep rumble that reverberated through the courtyard and shook me to my core. I could feel the power and majesty of the creature, a living embodiment of Hierona's divine will. In that moment, I felt a stirring in my heart—a sense of wonder and awe unlike anything I had ever experienced. The sight of the dragon and the Gladiators filled me with a deep reverence for the mysteries of Hierona's realm, and a newfound belief in the gods. Leaving the temple, I carried with me the memory of that awe-inspiring encounter. The sight of the dragon, and the devotion of those who served it, had opened my eyes to a world of magic and wonder that I had never dared to dream of before." "Journal entry, page 20" by Gladiator Pollux, 600 PI
#world building#aruin#conworld#altria#aldine#dungeons and dragons#game of thrones#d&d#high fantasy#fantasy
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The Winds of Magic
"We at the college have studied many ancient texts of magic, its origins according to the ancestors. They have solidified that the strings of magics are more like....winds....each blowing past us all unless harnessed by powerful individuals. These winds each blow into our world through the Astral Sea from different planes of existence. At the dawn of creation, when the cosmos was but a swirling maelstrom of potential, the Winds of Magic were born. These ethereal currents, flowing from distant realms of elemental power, carry with them the very essence of creation itself. There are many winds of magic, most of which cannot be touched by even the most powerful of mages without divine intervention. But there are primary winds that all of the others originate from. I shall go over each of the primary winds I have discovered in my studies
Hish, The Tranquil Tide of the Winds of Water: Picture, if you will, a realm where the sky meets the sea in an endless expanse of azure. Here, amidst colossal sea creatures and the gentle lapping of celestial waters, Hish arises as the serene Wind of Water. Its essence whispers of tranquility and life, imbuing our spells with the fluid grace of the ocean's embrace.
Kresh, the Controlled Inferno of the Winds of Fire:The heart of a realm ablaze with volcanic fury and the ancient roars of dragons. Here, amidst molten rivers and fiery daemons, Kresh reigns as the primal Wind of Fire. Its essence embodies the fierce passion of flames, empowering us to command infernos and wield great feats of molten fury.
Luth, The Celestial home of the Gods and the Winds of Light: Here the many gods and celestial beings bask in divine luminosity. Luth shines forth as the radiant Wind of Light, illuminating our magic with healing energies, banishing shadows, and invoking the blessings of celestial realms.
Roth, The Obsidian Veil of The Winds of Darkness: a shadowed realm, a twisted echo of our own world. Here, amidst undead horrors and shades, Roth lurks as the enigmatic Wind of Darkness. Its essence weaves illusions, unravels the secrets of the unseen, and delves into knowledge most dare not seek.
Voc, The Verdant Grove of the Winds of Nature/Earth: a curated wilderness tended by nature Daemon, Voc emerges as the vibrant Wind of Earth and Nature. Its essence harmonizes with the elements, granting us communion with the wilds, mastery over flora and fauna, and the nurturing embrace of the land around us.
Grush, the Primal Roar of the Winds of Beasts: The untamed realms of chaos and primal ferocity. Grush bellows as the wild Wind of Beasts, where monstrous creatures and primal instincts reign supreme. Its essence connects us to the untamed wilds, enabling communication with beasts, assumption of animal forms, and the raw power of nature's fury.
These primary winds shape the fabric of our world and the mages within it are able to use them to their own whims. We at the college have barely scratched the surface but I have not yet seen all of what magic can show me."
"On the Winds" by Stygian Valorum of House Torbale, 400 PI
#world building#aruin#conworld#uldine#luvalon#aldine#altria#game of thrones#dungeons and dragons#d&d#fantasy#high fantasy
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The Battle guild was founded by Knight Chevalier Vito Battaglia, renowned for his valor as a Chevalier and his clandestine affair with King Louis the Cruel, envisioned a new paradigm for the application of magic. He observed that the conventional approach of the College of Stygian Sorcerers, which primarily employed magic defensively, did not fully harness its potential in combat scenarios and had in many situations put the nation at risk. Vito's insights led him to pioneer a fusion of martial prowess and magical aptitude, giving rise to the concept of Spellswords within the guild. These Spellswords, or battle mages, were trained not only in the arcane arts but also in the art of war, blending spells with swordplay to devastating effect on the battlefield. Central to Vito's vision was the creation of the Fleur de Bataille, a revolutionary code of honor that departed from the strictures of traditional Chevalier ethics. While still embodying principles of courage, loyalty, and honor, the Fleur de Bataille notably removed the requirement of celibacy, acknowledging the multifaceted lives of its members. Under Vito's guidance, the Battle Guild flourished as a bastion of martial magic, attracting mages eager to explore the dynamic interplay between combat and spellcasting. This innovative approach not only elevated the guild's standing within Luvalon but also positioned it as an indispensable force alongside the kingdom's conventional military apparatus. As the Battle Guild grew in prominence, its Spellswords became revered for their versatility and strategic acumen, playing pivotal roles in decisive battles and earning accolades for their contributions to Luvalon's defense and expansion. Many would be hired as mercenaries all over Aruin.
#world building#aruin#conworld#uldine#luvalon#game of thrones#d&d#dungeons and dragons#creative writing#fantasy#high fantasy
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Lusei, God of the Sun and Moon
"In Lusei's realm, the sun reigns high, Masculine brilliance fills the sky. Golden rays caress the earth below, A fiery dance, a radiant glow.Yet as the world turns, and dusk draws near, Feminine Lusei, the moon, appears. Silvery beams in the velvet night, A gentle touch, a tranquil light. Masculine might and feminine grace, In Lusei's dance, they find their place. Eternal cycle, a celestial embrace, No boundaries set, no defined space. For Lusei knows no bounds or chains, In one's fluidity, the cosmos reigns. Masculine and feminine, entwined in flight,Lusei's devoted, in day and night. In Lusei's realm, where light meets dark, We embrace the change, shining bright as we embark. A cosmic journey, without constraint, In Luminari's heart, the skies many paints." "Devotion of the Heart" Luminari Selene, 50 BI
"On a journey to deepen my connection with the divine, I ventured beyond the familiar confines of our temple into the Mountains of the Akrian region the home of Lusei the Goddess of the Sun and Moon, only to stumble upon a gathering that both fascinated and horrified me in equal measure. It was a ritual conducted by the Veratatum of Lusei,the Luminari, a sect I knew to be unorthodox, but I was wholly unprepared for what I witnessed. In a secluded clearing, illuminated by a sacred fire that danced with colors unseen and unfathomable, the Veratatum moved with a grace and conviction that seemed almost otherworldly. They wore garments that defied the traditional binary of male and female, reflecting the dual nature of Lusei as both sun and moon, masculine and feminine. The sight was as perplexing as it was entrancing. They invoked Lusei in a manner that transcended all teachings I had encountered. Their chants celebrated the sun's fierce radiance and the moon's gentle luminance, acknowledging the fluidity between these binary forces in a ritualistic expression of unity and balance. The sacred fire at the center of their circle mirrored this duality, changing hues from the fiercest golds to the softest silvers, captivating my senses and challenging my preconceptions. I must confess, my initial revulsion gave way to a reluctant intrigue as I observed their initiation rite. The aspirants stepped into the flame, not with trepidation but with an embrace, as if to undergo a transformation far deeper than the physical. It was an affirmation of their identity and devotion to Lusei, signifying a rebirth that transcended the constraints of the flesh and the societal norms that bind it. This encounter has left me deeply conflicted. As a Hierophant, I have devoted my life to the teachings of the Hieronian faith, yet the Veratatum of Lusei challenge the very foundation of these beliefs. They embrace a conception of divinity that is fluid and all-encompassing, rejecting the rigid structures that have long defined our worship. Their ritual symbolizes a connection to the divine that defies the orthodox practices of our temples. It is a tangible expression of their belief in our gods divinity that transcends gender in this portion of Aldine, a divinity that is both and neither, ever-changing like the phases of the moon and the cycles of the sun. As I reflect upon this experience, I am left with more questions than answers. The practices I witnessed, though radical and taboo, speak to a profound understanding of the divine that I cannot simply dismiss." "Seeking the Gods: a codex about the Vertatum, ascetics of the Gods" Hierophant Lex, 130 PI
#world building#aruin#conworld#aldine#altria#d&d#creative writing#fantasy religion#high fantasy#dungeons and dragons#game of thrones
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