#very rarely does the descriptor «beloved» feel like such a threat
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age-of-moonknight · 1 month ago
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“Shame,” Moon Knight: Fist of Khonshu, (Vol. 2/2024), #6.
Writer: Jed MacKay; Penciler and Inker: Domenico Carbone; Colorist: Rachelle Rosenberg; Letterer: Cory Petit
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anchracorpus · 8 years ago
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BOI so i just spent like 30 years making this map of AC on Inkarnate! ignore the location thingies, i wrote descriptors for everything but then it exported as a jpeg instead of like a link :| so i might just add those in this post!
Anchra Corpus: The fantasy continent made up of four countries: Faruin, Evalia, Esria, and Myvana. A magical creature called a Flull, who is the last of the Creator's original helpers, oversees the region and is promotes new gods from extraordinary citizens, essentially being responsible for all religion. It is a largely tolerant place with many mixed religions and cultures, strong trade routes and solidarity between the cities' leaders. Still, life isn't perfect, with the dire threat of the Creator's traitorous child, the Nether Unspeakable, ever looming on the horizon, and the struggles of everyday conflicts and lingering xenophobia towards the newer races.
Esria: The great desert country known for its exotic treasures and vast trade opportunities. The capital city is Ashwan.
Ashwan: A desert city inhabited by humans. Ruled by an Empress, the first of whom gave the city its name. The capital city of Esria, Ashwan gets its water from a spring atop the nearby mountain range, and most food is imported.
Nomad Camp: A general area where the mystic Esrian nomads roam and live. They wander through the desert in groups, trading and learning; not having permanent housing, but preferring to call the whole desert region a welcome home for all its people.
Lizardfolk: The lizard people call this encampment amidst rainforest ruins their home. With great skill in magic, medicine and hunting, the lizards frequently trade with other Esrians, but otherwise are usually left in peace to live off the land.
Merfolk Kingdom: The children of the ocean live underwater in a vast, magical palace-city, amidst a small archipelago. They are not seen much on the surface, as they require an abundance of water to survive, but they like to trade undersea goodies with their neighbours on land.
Faruin: The middle nation in Anchra Corpus, and the most populated. Many communities live in this area, and the leaders of each come together and decide what happens. Faruin is a country that values trust and acceptance.
Feldenar: The capital city of Faruin, Feldenar is a melting pot of cultures and class. Everyone is welcome here, and there are many mixed race people living here due to the wide variety of parents they could have. The inner city is made up of four districts in which different classes of people live: the Commons, a residential area for working and lower class people; the Magic quarter, where the magic academy, churches, temples and hospital are located; the Merchants' quarter, where the market and artisans are; and the Noble quarter, where the high class citizens, militia, and government are. Many farms are outside the city gates. Overall the city is ruled by a Mayor, and the patron god is Tor.
Axemount: The dwarven city of Axemount is built within the bowels of a great mountain and is traversed via many winding paths up and around. The dwarves are regarded as a trustworthy and warm people with a knack for innovation. Atop the large mountain is a flat surface with a large crater, in which water is collected. Gnomes, genetic hybrids of dwarves and elves, live around this crater above their cousins, and the gnomish crater is known as a place of great magic. Axemount as a whole is ruled by a King or Queen, and the patron god is Kegorrom.
Mordskamir: Initially founded by migrating vampires, Mordskamir is a bustling multilevelled city that houses the undead. It is considered the hub of necromancy and magic in Anchra Corpus. Ghosts, skeletons, zombies, liches, vampires, necromancers and spirits are all common citizens here. Mordskamir and Axemount share a close friendship and are frequent trading partners, although other cities and communities are still wary of the undead due to the exiled ghouls from a hundred years past, and a timeless unease regarding death. The Mords are generally an open and friendly people, however, just a little misunderstood. They are ruled by an Elder Lich, and their patron god is Dami, goddess of the night and founder of the city.
Black Pool: The Black Pool is not a place many civilised folks like to visit. It is a large lake of fetid, black swampy water, the area around which is inhabited by wild ghouls, the ancestors of which used to live in Mordskamir, until the former Elder Lich was murdered by a group of methodical ghoulish killers and the whole community was exiled as a result for fear they may strike again. The ghouls' nature of being unstable makes it difficult for them to adapt to society for the most part, and since their exile, the lack of structure has led them to lose much of their civility and sanity. Mord forces patrol the area regularly, to make sure the ghouls remember not to wander too far from their home and cause trouble.
Druid Grove: A cluster of trees and plants just outside Feldenar is a sacred place for druids, rangers, and their animal companions. It is a very serene and peaceful location. Those who live here are ruled by the Grand Druid, and primarily worship Levan.
Lithan: Scattered villages of elves throughout southern Faruin collectively call themselves the Lithan. They enjoy living amongst nature and in smaller communities, though many elves from this area do go and live in the bigger cities. Each village has an Elder who leds them, but the area as a whole is ruled by a High Elf. The patron god of the Lithan is the god of nature, Levan.
Bonecleaver Clan Caves: A subterranean cave system where the largest clan of orcs resides - the Bonecleaver extended family. The orcs are known to have had petty problems with humans, but usually their quarrels are amongst themselves and they are willing to deal with other races - just not for too long. Orcish warriors and shamans have a reputation for being the best of the best, and they are a formidable ally - or opponent.
River Feld: A river that extends from Axemount's crater all the way over to the Great Ocean. The city of Fendenar was named after this river.
Werebeasts’ Camp: Beasts of all kinds live here - wolves, rats, tigers, bears and many more - but they are all capable of transforming into humanoid form and back at will. The village they built together is in the middle of the forest and is hard to find if you don't know the way. They are very wary of outsiders and prefer to stay among the trees where they feel safest.
Southern Forest: A large forest around the southern end of Tor's Shoulders mountain range. The Lithan, the werebeasts' camp and the only paths to Myvana extend through here.
Tor’s Shoulders Mountain Range: A vast range of mountains, which spans not only the southern and northern parts of the continent, but also connects them through the middle. It is so named because of the god Tor, who is likened to the mountains by the way they both carry the people above their shoulders (figuratively).
Evalia: Evalia is the country with the fewest settlements, and a lot of plain fields, snowy caps, and a dreamy, magical atmosphere. The capital city is Cathatoria, a city inhabited by humans.
Cathatoria: The capital city of Evalia, Cathatoria is a place that values law, strength, and cunning. The city is essentially a fortress on top of a snowy hill with a large moat surrounding it. Many Faruans are descended from Evalians. The city is known to be as cold personality-wise as it is temperature wise, and have some laws other places don't agree with.
Mountaineers: Many people live on the mountain range, in the snow. They are referred to as Mountaineers. A hardy and strong people due to the difficulty of navigating the mountain paths, they often form close knit communities and are very spiritual.
Fairy Circle: A secret, magical place where faeries live. Not too much is known about this reclusive species other than that they are the physically smallest race in Anchra Corpus, and have a natural aptitude for magic.
Halfling Homes: The largest halfling community lives here in the northeast. They aren't seen too often outside of their beloved home, but they are known Corpus-wide for their wonderful cooking and welcoming personalities.
Myvana: A scenic location which is sadly rarely visited due to the difficulty in getting here. The only walking paths are to the north, through either side of the Southern Forest ending in a set of massive gates; although it is possible to travel on the back of a dragon. The area is renowned for its beautiful views and pure state compared to the rest of the continent. It does not have an official capital city, and the residents of Myvana mostly keep out of the affairs of others.
Golden Valley: This lake is so named because of the gold that has been rumoured to have been seen below the clear waters. It is a large and wide body of water which stretches through most of the country. There are further rumours that the water here has magical properties.
Giants’ Village: The largest race in Anchra Corpus, giants are basically humans but doubled in size. They are an insular people, enjoying their simple lifestyle in the snowy woodlands. Giants are known as great builders and woodworkers, although they have trouble making things that are too small compared to them.
Dragons’ Caverns: These caves high up in the mountains house numerous dragons and their families. Dragons are curious and knowledge-hungry creatures, so they travel often, and sometimes bring back visitors. They are able to transform into a humanoid form, which they use while travelling in humanoid sized settlements, but usually they stay in their draconic form whilst in their home.
The Great Ocean: There's a lot of water and no one really knows what else to call it.
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