Some Enchanted Evening discussion
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The capital of Divum lies above a deep lake that has formed in the crater of an extinct volcano. The clouds are likely more than hundreds of years old and are held in place by the strongest spellcasters in Divum (though they simply maintain a complex set of spells set in place long ago). The castle is creamy white, with blue roofing and gold accents. The royal family resides there, along with the royal guard and some very select few servants. Most of the servants live in the nearby town and come up at the beginning of the day to work. Kingdom officials live spread throughout the realm, overseeing villages and towns with whatever local soldiers and knights they may have, protecting them from external harm.
Dragons are frequently seen throughout the realm as the ground is primarily volcanic. Dragons speak, are very intelligent, and often live to be very old; they can be very wise and knowledgeable. However, as the majority of humans are dull, obnoxious, and ask stupid questions, sensible dragons tend not to waste their time. Power is very attractive to dragons, and a dragon will make occasional exception to their personal code for a person in a position of power. Dragons call the land below Divum Igní and have claimed it as their own. None have opposed them.
The people of Divum tend to have fair features, include pale or light eyes and skin, and often hair. In addition, their bones are significantly lighter than most humans. The ability to fly is rampant within the people of Divum—almost every individual has wings, of varying kinds.
Butterflies exist in Divum like flowers do in Terrae. It is very common to see butterflies in hair or in homes, or being used as temporary decorations on clothing, by the use of some light spells.
While stone may be used as a construction material in Divum, it is only possible through the use of strong spells, which can be very expensive. And while cloud is very malleable, it does not hold shapes. Woods is the most common building material, requiring only light spells.
Divum has no set currency. They trade and negotiate individually, every vendor setting their own prices and negotiating deals on their own. As exotic foods and scents are considered commodities in Divum, spices and perfume scents are highly valued.
The people of Divum are known for being curious and innovative.
Prime Age: 40


The capital of Maré lies in the middle of the realm's deep, cold waters. Land is not visible in any direction; it is accessible only by boat. At the top of the island stands the palace, a gleaming building with black roofs and glowing spires that stretch high into the sky above. Other buildings, similar in design, fill the island. There are no plants here. In fact, there are very few things here, besides the structures. The royal family does not live here. Very few people do. Most live under the surface of the waters, in the vast network of towns at cities there.
The people of Maré are markedly different from their neighbors in Marmor and Terrae. For one, most have gills on the sides of their necks. Their hands are webbed, as are their feet, but they swim mostly with their bodies, which are in turn sleek and sheer, powerful muscle. Their skin often has a blue, green, purple, or sometimes even pink tint to it, and thier eyes are always a pale or very light color. On their hand, their hair is bound to be any in a wide range of colors. Unsurprisingly, many of these people have abilities involving water. The more gifted sometimes find that they have abilities relating to sound, but this is also not surprising as these people are known to have enchanting voices. Many intruders sailing on their waters have been lured to their deaths by their seductive songs. These people are rarely seen, and when they are, it is usually just before they drag someone to their death at the bottom of the sea. They do not like intruders; they would much rather be left alone.
There is no form of currency in Maré, for they have no need of such a thing. Hunting parties fish for an entire city or town, and there is little need for clothing, only the basics. They work together as a whole, to benefit the community. They are like a large family, always looking out for one another and watching each others' backs.
The people of Maré are known for being alluring and deceivers.
Prime Age: 80



The capital of Marmor sits on the cliffs bordering the conjunction of Maré and Terrae. It is a stone fortress, a cold face revealing no presence of emotion. While the rulers do spend some time at the capital, the royal family lives in a more protected area towards the center of Marmor. The people living in the capial are mostly soldiers; soldiers and a few ordinary citizens. Merchants frequently stop here in their routes about Marmor as the castle is quite the hub for trade.
The royalty of Marmor have always been rather authoritarian in their rule. Law-breaking is not tolerated and punishment is severe. Many of the rulers of Marmor have genuinely loved their subjects, however. The realm is divided into eleven provinces, each of which is overseen by a High Lord or Lady. They have a great deal of independence, but they ultimately report directly to the rulers. Each province contains a number of districts, headed each by a Lord or a Lady. They have very little room to maneuver and they report directly to the their corresponding High Lord or Lady on a regular basis.
Marmor has a number of large cities tucked into its rocky crags. Each city has its own small army of soldiers to protect it against trolls and goblins. Few people are brave—or stupid—enough to live out in the wilderness on their own. Goblins aren't too bad; they are small and scrawny and terribly greedy, at least so far as food is concerned. They are ugly, hairless, whiny, and perpetual liars, but they are little more than a nuisance. On the other hand, trolls, do present a real danger. They have a fondness for human flesh, particularly that of children. While they are not particularly smart, they can be surprisingly sneaky at times, clever even. They are lanky, agile, and good climbers. The average troll stands between seven and eight feet in height and cannot speak. In addition, they are deviously fast. The good news is that the bright light hurts their eyes, so they are only a real concern at night and on some stormy days. Anyone would be a fool to travel Marmor without being accompanied by a few soldiers and at least one spellcaster.
The monetary system in Marmor is based on precious jewels. The purer, largere, and rarer the stone, the more its value. Bartering is a common practice at all but the nicest places.
Plants are not particularly common in Marmor. There are trees and bushes, particularly in mountainous areas that see regular rain, but there are no flowers.
The people of Marmor tend to have dark hair, vividly-colored eyes, and ruddy complexions. They are little shorter than the people from other realms, except maybe those from Divum. They are built strong and hardy, and it is rare to find a weak person in Marmor, at least by outside standards. Naturally, these people have an affinity with stone. Some of the more powerful magicians or more talented people of Marmor have peculiar mental abilities.
The people of Marmor are known for being strong and durable.
Prime Age: 53


Also known as the Land of Mysteries, Calígo is a very strange place. The capital almost seems to move, for travellers swear they have never found the gleaming white castle in the same place twice. As far as mysteries go, the castle has plenty of its own. It is constructed of alabaster stone; there are a number of outbuildings, and an abundance of waterfalls, fountains, and gardens. Only the royal family lives in the castle, with a few close friends who have garnered the status of long-term guests. The majority of the lofty rooms of the spacious castle are seldom used, but they do not gather dust. The castle seems to almost be biding its time, preparing... But for now, the castle takes care of itself. And for now, its mysteries are best left untouched.
The residents of the realm are equally mysterious intriguing. Calígo is the only realm where unicorns live. They are independent, silent creatures of great wisdom and power. However, they are highly elusive and reputably picky as to who they will grace with their company.
The people of Calígo are rather nymph-like, with silvery, delicate features and slightly pointed ears. In spite of their reputation for being flighty, they can make for very powerful mages. They seem to have a natural affinity for illusions, or at least many do. These people are often very slender and lithe, they are swift runners and are incredibly stealthy. They also seem to be able to disappear anywhere at a moment's notice.
Little is known about the social structure of Calígo. The are a very peaceful, solitary people. They have very few villages and have no monetary system of any kind. They have very little crime, but the rare cases are dealt with quickly and efficiently directly by the rulers.
The people of Calígo are known for being mysterious and elusive.
Prime Age: 60


The capital of Terrae lies tucked into the side of a mountain, beneath a series of small waterfalls. Many people live in these white, dark-roofed buildings. The capital is always bustling with activity, no matter the time of day. It is a common place for merchants or horse traders to stop, not to mention all the other travelling vocations. The army trains and lives here in times of peace, and there is a university right near the palace. The royal family has lived at the palace for generations, for longer than anyone can even remember.
The people of Terrae tend to have vivid hair and eye colors and rich skin tones, all of great variety, usually limited only to the tones of the earth. The magic of the realm is equally different. The people seem to have unusual connections with certain animals, generally those of higher intelligence. Some of the more talented have abilities including fire, but those people are few and far between.
This realm is one of beauty and peace. The rulers are very open and accessible, as per tradition. They visit their people regularly, travel the realm to see what the pressing issues are. Floods from Maré and frequent rains can be a problem upon occasion, but when the issue arises, there are a few weathermages to be found. Griffins may be occasionally found hiding in a cave or a pegasus may be seen circling the skies, and rambunctious teenagers will always be off causing mischief, but these are good times for Terrae.
The monetary system in Terrae is based off of the value of precious metals, bronze, silver, and gold. Gold is most valuable, followed by silver, and then bronze. Three pounds of gold is equal to twenty one pounds of silver, which is equal to eighty four pounds of bronze. (Each bit is approximately the same weight so one gold bit equals seven silver bits, which equals twenty-eight bronze bit. One silver bit is equal to four bronze bits.)
The people of Terrae are known for being very affable and idealistic.
Prime Age: 35


There is no official capital of Silva. However, the next closest thing, the royal family lives in a palace tucked away in a valley, surrounded by a small town. The buildings are white, with orange roofs, and a stone bridge marks the entrance. The towns in Silva are quite spread out, and there are no real cities. Towns function independently, paying very little attention to one another.
The people of Silve are a strong-willed bunch, determined to make it through even the toughest of times. They function on a system of trade and negotiation, they do not use any type of coin. Most towns are self-sustaining; they grown their own food, do their own hunting, and make their own clothing.
The people of Silva are renowned for their hunting and tracking skills. Few have "real" magic, but their supremacy in the forest tends to make up for the "loss". They are a simple people who keep to themselves. They tend to have hair and skin on the brown spectrum, and eyes ranging anywhere from dark brown to green. Their ears also have slightly pointed tips. Those who have magic tend to have abilities relating to plant or the earth, but mainly, the people of Silva are spreme hunters. They are strong, swift, silent, and deadly.
There are large things out there that go bump in the night, but these people don't scare easy. Hydras are a common problem, but the people of Silva known how to handle themselves. Children learn from a very young age how things are done.
The people of Silva are known for their perserverance and hunting skills.
Prime Age: 40



Their is spelled thier on time, I recommend using Ctrl+F to find it because I'm lazy
VERY EXCITED RARARARRARAR
Realms are very independent. Children grow up with their parents telling them horror stories about the people from other realms, so citizens from each realm are (generally speaking) very distrustful of people from other realms. With very rare exception, if any, the realms are monarchies or other forms of authoritarian leadership.
[The above was very poorly said. If anyone thinks up a better way to say what I wanted to say or thinks of something better to say, please suggest so below.]