Forms of magic
Fire, water, ice, air, lightning, earth, time, space, light, and dark. These are the elements that elementalists channel through their weapons, which have their own souls. These souls are elementals from another world known as the Elemental Plane. Though their forms take shape into weapons, they are linked to each elementalist, speaking and guiding them within their minds. But these weapons aren’t the true forms of the elementals. It is said that powerful, trained elementalists are able to transform their weapons to more closely resemble that of their elemental.
Even further, some are able to call out their elemental unto Ashkar. Such a feat is only a rumor, for most eyes have never seen something so grand. Still the mystery remains, who are the elementals and why have they linked with the sentient races of Ashkar? While the Veri have delved into elementalism for centuries, their civilization has existed for far longer.
The same can be said for the other races, such as Humans. One of the younger races of Ashkar, Humans have been around for several centuries, but only recently have heard the call of elementals. Why now, then? Without a proper answer, many turn to the supernatural.
Some say elementalism is a boon from the gods to better the lives of mortals. That elementalism is to be used to enrich and better the world. Some civilizations, like the Veri, have made strides in technology, science, and medicine as a result.
Others, out of fear and paranoia, claim elementalism to be the work of demons. Elementalists are simply cursed or possessed, and should be banished or cleansed.
Elementalism has also shaped the geopolitical landscape, with some kingdoms rising to power with the mastery of the elements. Cruel men and women have also used the power to their advantage, inflicting pain and subjugation upon others while pursuing wealth and influence.
To this day, the discovery of elementalism and its true purpose eludes the minds of mortals.
Witches and warlocks–half-mortal, half-demon outcasts who delve in the magics belonging to demons–are few and far between. One is not trained in witchcraft, they are born; only one who has demon blood running through their veins can call themselves a witch or warlock. During Hell’s first invasion of Ashkar, demons rampaged through the lands of mortals and sewed destruction in their wake.
But a few also mingled with mortals, some forced and some mutual. Out of those unions were born witches and warlocks, with mortal forms but the ability to wield demonic magic. Not much is known about the depth of such power, but common mastery may include: demonic summoning, conjuration, and even teleportation. Laden with dark power, some suspect it a form of the dark element. The validity of that conjencture has yet to be proven.
A mysterious organization known as the Executioners has accessed a strange form of magic. While originating in Hell, those who wield Vaikar’s blood are not demons nor wield demonic magic. The armor of an executioner, heavy, black plate forged in a wicked appearance, is not from any metal on Ashkar–nor is it metal at all. The same can be said about their sharp edges, though few if any know of the true source of Vaikar’s blood.
Another mystery of the Executioners come in the form of each member’s eyes–glowing orbs deep within dark helms that show no face. An executioner’s eyes denotes their level of strength. Green is the weakest, followed by blue, red, and finally, purple.
A purple-eyed executioner has yet to be seen.
A dragoon is one who has bonded with a dragon to form a more powerful entity. To date, only one mortal has been able to completely merge with that of a dragon. He is Kalic Rorkim, known as The First Dragoon, and his union was not one out of mutual consent, but one born of dire strife.
After the inception of the dragoon, other dragons sought to use the same method to produce more able protectors of Ashkar. To their horror, the first experiments to merge dragon and mortal led to the death of the mortal, leading to the assumption that a dragon’s power was far too great for a single mortal to contain.
The question, then, is how was Kalic able to do so? To this day, the answer remains a mystery.
But the dragons came to a conclusion that proved successful. Instead of merging with a single mortal, a dragon can link with two or more mortals and thus spread both boon and burden. Thus the dragoon was born, an enhanced mortal with many abilities that dragons possess. Most dragoons are paired with another or in groups of three and linked to a dragon.
Demonic magic is one of, if not the oldest, form of magic known. It originates from the five Lords of Hell, Lion, Titan, Rimas, Aeuvi, and Zorvinus. Its depth is limitless and can cause a level of destruction as terrible as it is old, and each Lord’s form of magic is unique. Common spells wreak havoc on anything that lives, eating away at flesh and bone in seconds. Other spells create barriers out of thin air or bone. Some of it can be used to curse, turning mortals into creatures that resemble demons.
Curse of Undeath
The Curse of Undeath, a form of demonic magic that defiles the land and flesh it plagues, turns most mortals into mindless monsters bent on attacking anything that moves. On the rare occasion, however, it kills and revives a mortal instead. Only by being infected by the Curse of Aeuvi or Zorvinus does this occur, with the mortal retaining their once-living form, albeit with a few alterations.
The Curse of Aeuvi causes one’s skin to turn an unnatural pale, and places upon the now-undead man or woman an unquenchable thirst for blood. With each victim claimed by the cursed undead’s fangs, the Curse of Aeuvi takes the death of another mortal. A strange, secondary augmentation allows one cursed to assume a form more reminiscient of Aeuvi herself, with bat-like wings sprouting from the back and elongated limbs.
The Curse of Zorvinus is similar in that fact, altering the cursed to become more beast-like. Those with the curse of Zorvinus find themselves with an insatiable hunger, while being able to transform into a creature that most would call half-man, half-wolf.
Veri (pronounced Vair-I)
The oldest living race, and the most advanced one. Veri are tall, purple-skinned humanoids who are elegant and have sharp features. Their populace, while small when compared to the other races, reside primarily in southern Garen, walled and isolated from every other civilization.
The Veri have lived for several millenia, cultivating their understanding of elementalism to the point where they have made strides in technology, science, and medicine, and have developed electricity channeled through ley-lines spread throughout their cities.
Some veri have chosen to settle in different lands. Many made their home in Illistainn, a kingdom of veri residing in Makka, a primarily human-settled land. Others have made their homes in Arcadia, a vast kingdom comprised of many different cultures and races.
The Veri have a saying: one who casts a shadow must not avert his eyes.
It refers to the Veri perception of the other races, most notably the Dommogin, but also Humans, Seamenders, Kivu, and Towrth. The Veri think of themselves as superior to the other races, like an adult would view a child. While some may find that condescending, the Veri consider it a duty.
The Veri, one of the earliest races to roam Ashkar, were present during Hell’s first invasion of Ashkar. When the forces of Hell were thwarted by Amatheus, the Creator, the Veri built their capital city, Bacille, where the demons appeared from.
The Veri named it Hell’s Keyhole, and raised Bacille to the skies in order to watch over the gateway to Hell, a duty they felt placed upon them by Amatheus. As such, they have remained vigilant ever since.
While one of the relatively younger races of Ashkar, Humans have a long history starting from Makka and continuing to Terra Nort, Terra Sur, and even other continents such as Arcadia and Onturi.
The Asmani Empire, the first great kingdom of the humans, stands tall in the snowy peaks of northern Terra Nort. It is as old as it is resilient, and its walls have never been breached. Like the Veri, the Asmanians prefer to remain isolated from even other Human kingdoms. The crest of the Asmani bears a gryphon, flying creatures that appear as birds mixed with lions. Gryphons are common in the northern parts of Terra Nort, and are tamed and bred by Asmani Handlers.
Lorine, a kingdom surrounded by Corsma, a set of tall peaks, is another old kingdom. Those who live within the kingdom’s walls have developed an unusual dialect of maurtotz, the common tongue, in order to separate and elevate themselves from those who live in the surrounding villages in the region. Like the Asmani, Lorine considers itself a step above the rest, though Lorine does not have the boon of sharing the land with tameable gryphons.
The black dragon Corsma, of which the peaks are named, threatens the kingdom at every turn. As such, Lorine is constantly focused on defending itself from the dragon, and crafting ways to bring it down. So far it has been unsuccessful. Corsma’s presence is so engraved in the people of Lorine that they chose to bear the dragon as their emblem in defiance of Corsma.
Enept-Ihs, a Human kingdom in the center of Makka, serves as defender and policer of the region. Enept-Ihs was formed by the original group of Blue Swords, a handful of warriors who banded together to bring peace to the region. When Enept-Ihs was formed, the founders designed a trial system to try accused criminals before determining if they were guilty or absolved of accusation.
Enept-Ihs prides itself in its justice, and was derived from Enept-Ihs, the Exalted One, a deity representing order, truth, and justice.
Arcadia, the most recent of Human kingdoms, was born out of a need to survive. In 4979, an army of dommogin sailed east from Garen, or Dommoginar, as they call it, and landed on the western shore of Arcadia. At the time, the kingdom of Arcadia had not been formed yet. Several groups of humans, all with different cultures, lived in Arcadia. The Avanosians of the Tokkan Peaks, the Eversongians, and those living in Bellford all banded together to fight against the dommogin invasion, termed the War of Arcadia.
The combined might of Arcadia was led by three people. Graeme Warren, who would later become the Grand Arcanist of Arcadia, led the inhabitants of Bellford. Avanos Hildir led those from the Tokkan Peaks. Finally, Master Ranger Guy Srdiv led the forest-dwellers of the Eversong Woods.
Together, the forces of Arcadia collided with the dommogin. But it was not enough. The dommogin far surpassed Arcadia’s forces in number, and the tide was turning. It was to their fortune that a small force of veri, led by Laralen Ohrl’han, came to lend their aid. The dommogin force was pushed back and scattered, and in 4981, the kingdom of Arcadia was born.
The four leaders came together and united, leading four sectors of the kingdom. Magia is led by Graeme, Avanos by Hildir, Eversong by Srdiv, and Sol by Ohrl’han. Thus, Arcadia was born.
Still there are other human kingdoms and groups spread throughout the world. Come back and read more when this section is updated.
The Dommogin are a race of purple-skinned humanoids who also find their home on Garen, or in their tongue, Dommoginar. But while they share the same color of skin as the Veri, the Dommogin are far from being advanced. The Dommogin are tribal and primal, scattered throughout most parts of Dommoginar. They are lanky, with wild hair and sharp tusks on their faces. Body art and piercings are natural to the Dommogin.
They do not live in kingdoms, and do not surround themselves in walls. They prefer to live out in the open, their hovels made out of clay, wood, or other materials readily available. While there may be many different communities and subcultures of Dommogin, they are united by a singular purpose: war against the Veri.
Neither the Dommogin nor the Veri recall what exactly sparked their long history of war or who was responsible, but to the Dommogin it makes no difference. The Dommogin life is fueled by conflict, though the Veri have made attempts at ceasing war by erecting the Northern Wall, a barricade that stretches from coast-to-coast and splits Veri lands from the vast and untamed wilds of Dommoginar.
Still the Dommogin do not relent.
The only living sentient race under Ashkar’s oceans, the Seamenders have made their homes where no surface-dweller can breathe. Seamenders, who have blue skin and are humanoid in form aside from having fish-like tails, fins on their limbs, and fins or other protrusions in place of hair, enjoy the ability to breathe both on land and underwater through the use of gills.
Check back for more on the Seamenders and their culture.
A lizard-like humanoid race who find their homes in deserts such as the Qwenainn and Reshatep Deserts, the Towrth are like the Dommogin in terms of their simple and primal culture. The Towrth have no cities or congregations, and instead live in small communites if they don’t live by themselves.
To many of the other races, the Towrth are beasts at best, attacking and pillaging those misfortunate enough to come across them. Some even consider them below Dommogin when it comes to intelligence, though not much else is known about the Towrth. Not many enter their lands and come out alive.
Check back for more on Towrth and their history.
A sea-faring, cat-like race who primarily live in the Central Isles, the Kivu are furry, bipedal humanoids with tails. They make excellent navigators, though many don’t travel outside of the Central Isles or the surrounding waters. The Kivu are also tribal, though they do not engage in war or any physical conflicts whatsoever.
Kivu means spiritual, and Kivu culture uses and considers elementalism differently than the other races. Where Humans or Veri might use it as a tool or a means to an end, the Kivu believe elementalism to be a connection with the spiritual world and a way to reach a state of enlightenment.
As such, using the elements to fight is not a part of Kivu culture.
Check back for more on the Kivu and their way of life.