World Myrios

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World Myrios

Content Warning
  1. Graphic Violence
  2. Narrative Bigotry
  3. Sensitive Topics

GremlinSage

violent
Inner Sanctum Nobility
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group thread | roleplay thread
For thousands of years, elemental spirits, or demons as the mortals have come to call them, have roamed Myrios free and unhindered until the Age of Humans arrived. It started with a shipload of refugees from another land, seeking a life of peace from an unending war between kingdoms, famine and plagues. Here, the human's found mythical creatures they had only ever read about in books. Tall tales walking and floating about this land of summer and winter, living their lives as if they weren't but stories in children books to the newcomers.

Five centuries have passed since the first humans stepped foot on this once sacred land where wild magic once filled the air and land and all of its inhabitants. Turmoil has spread, causing the spirits to turn on one another as the influence of the humans grows. The two largest groups of spirits; the ice spirits and the fire spirits, wage a war over land as they are pushed away from their once peaceful existence. The earth spirits wander freely as nomads while the water spirits fight with the humans over their coastal lands.

All other mythical creatures have found ways to adapt and blend into the human settlements, either hiding themselves within or freely moving about while the mortals look on in fear or awe.

┏━ ✦❘༻ terms ༺❘✦ ━━┓

🔹Please adhere to the world that is built and the lore within. Information will be listed and linked to here for all to look over. It is a high fantasy setting with fitting elements and magic.

🔹Anything is possible and permissible. Remember to speak with a player OOC if a situation your character's come to needs consent.

🔹Any threads separated from the main one, please tag with 'the emberlands' for easy identification of stories.

🔹Do not metagame, godmode, or powerplay while roleplaying. No Out of Character bigotry.

🔹Follow proper roleplay etiquette and site rules.

┏━ ✦❘༻ the world ༺❘✦ ━━┓

This roleplay takes place on a large continent where the mountains clash with evergreen forests with earth spirits on one side and a desert with fire spirits on the other. Human settlements have formed along the coasts and inland, forcing many of the ancient spirits to fight over land between each other and the humans. Use your imagination and interpret the land as you see fit. No one is forced to interact with one another, you're free to make your own adventure with NPCs and settlements as you see fit.

Outside the spirits fighting over lands with one another and with the humans, there is no major established plot. You are free to make your own adventure: head into war against other spirits or the humans, discover new artifacts in the ancient land of Myrios, blend in with the humans or be human yourself and run a town or tavern. You can be whatever it is you want to be, human or mythical creature.

Everyone is welcome to join in at any time, at any point. Any questions, feel free to ask in the group request thread. Should romance occur between characters, please keep smut in spoilers or take it to a private thread in the appropriate forums.

┏━ ✦❘༻ the lore ༺❘✦ ━━┓

Anyone participating in the group roleplay is free to make their own posts with the lore they are implementing into the story. Each post that is made, I will link to here.
Locations

Races
 
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The Diamond Mountain's

A mountain range spanning the entire north coast of the continent, expanding outward and ending along the evergreen forest and desert. Silvermist Lake is in the center of this mountain range, thinning into a river that splits the forest from the desert, giving the smallest oasis to the sandy land of the fire spirits.

Silvermist Lake
A lake that never freezes thanks the magic that lives within the lands. It is the birthplace of the ice spirits and the area where they come to commune with the land and replenish their energy.​
 

Elemental Spirits

Each area of the land has it's own spirits: ice, shadow, earth, fire, wind, water.

Ice Spirits are known to be rigid and stick to themselves, very rarely leaving the confines of the Diamond Mountains. They do not do so well in heat and have to consistently find ways to keep themselves from warming too much.

Shadow Spirits are chaotic. No one knows how they will act at any given time but they can slip in and out of shadows without being detected.

Earth Spirits are playful and have a deep appreciation and love for the forest and the land at large. If the forest is in pain, the Earth Spirits feel this and quickly remedy the situation. Because they are playful, they tend to get along with most other races.

Fire Spirits are the more 'advanced' of the spirits, having decided to adapt certain human elements within their society. This has led them to want to expand and conqure more of the land for their own greed.

Wind Spirits are very rarely seen. They come and go as they please, taking no true residence within the lands. Their nature is known to be almost as chaotic as the Shadows, though far less malicious.

Water Spirits live along the coasts and some have learned to live with the human's and others who take up residence along the same coast. They can be either very easy to work with or their rage is as deadly as the angry ocean during a storm. They also rarely tread along the northern coast, keeping away from the Ice Spirits to avoid unnecessary conflict.​
 

Sarosh: A Desert Oasis

A hidden gem on the desert's edge, Sarosh is a tight-knit community nestled between coastal sands and dunes. Known for its masterful glasscraft and alchemical goods, Sarosh maintains a balance between trade and isolation, thriving on its skilled artisans and resilient people.

Overview of Sarosh:
  • Location: Between desert and sea, camouflaged by tall dunes and rocks shaped by heat and wind
  • Atmosphere: Gritty yet vibrant, with reflective glass and desert sun giving Sarosh an intense, shimmering aura
  • Economy: Relies on glasscraft, alchemy, and rare artifacts, trading only with select outsiders
  • People: Resilient and loyal, Sarosh's people are welcoming to respectful visitors but wary of outsiders with different values

Key Figures in Sarosh

Mira Sandseer, the Village Elder
Role: Wise seer who guides Sarosh in diplomacy and survival with visions drawn from sand and glass.
Personality: Calm and insightful, Mira is skilled in desert herbs and healing remedies, highly respected but also feared for her prophetic abilities.

Rakan "Red" Adiyah, Head of the Scorchguards
Role: Leader of Sarosh's militia, fiercely loyal to the town and a master of glass-bladed weapons.
Personality: Gruff, fearless, and intensely protective of Sarosh, Rakan is a steadfast presence, known for his fiery red hair.

Halim the Trader
Role: Sarosh's link to the outside world, trading glassware and alchemical goods.
Personality: Friendly and shrewd, Halim is known for his collection of stories from distant lands and rumored connections with desert bandits.

Zahra al-Khair, the Desert Witch
Role: Reclusive healer on Sarosh's outskirts, specializing in elixirs to stave off heat, thirst, and wounds.
Personality: Mysterious and independent, Zahra aids those in need but keeps many secrets about the desert's hidden powers.

Key Locations in Sarosh

The Glassworks
Description: A large open-air workshop where artisans shape glass from desert sand, creating everything from mirrors to glass blades.
Notable Figure: Rafa Sihir, a master artisan and rival of Selin, known for his intricate glass art.

The Mirrored Oasis
Description: A secluded, glassy pool surrounded by crystal formations, where townspeople seek visions or inspiration.
Rumors: Believed to reveal future events under certain conditions, and often used for annual rituals honoring desert spirits.

The Sandspine Market
Description: Sarosh's main market, a shaded square for trading alchemical goods, glassware, and rare trinkets.
Unique Event: The seasonal "Moonlight Market" invites only trusted participants to trade by moonlight.

The Hollow Rock Inn
Description: A cozy inn carved into a large boulder, offering a lively spot for travelers and locals to trade gossip and stories.
Owner: Raheem Ghazi, a former trader who shares valuable intel—for the right price.

The Ember Gate
Description: The symbolic entrance to Sarosh, marked by towering flame-colored rocks and patrolled by the Scorchguards.
Superstition: Locals believe spirits pass through the gate, and it's wise to leave an offering at twilight.

Sarosh's Lore and Beliefs

Desert Spirits: The people of Sarosh honor the spirits of the desert, believing that the town owes its existence to their protection. They perform annual offerings at the Mirrored Oasis to maintain favor with the spirits.

Heat of the Sands: Locals view the sun as a spirit in its own right, carrying small mirrors or charms to honor its power.
Spirit of Glass: A mythic figure in Sarosh's folklore, the Glass Spirit is said to protect artisans, and many believe Selin is favored by it.
 
Koichi | Male | Alpha | MR: Hunter
  • Thick, Muscled, Heavy Build
  • Black-White Eyes (Heterchromia)
  • Arctic Marble fur
  • White mane (medium length)
  • Fox Head
  • Bear Body
  • Fox tail
  • Hyena ears
Ranks
Alpha:
Koichi | MR: Hunter
Beta: Felix (male) | MR: Scout
Ancients:
  • Pheasant (Kochi's father, former alpha | MR: Hunter)
  • Trevor (male) | former Shaman and Caretaker
  • Avalanche (male) | former Beta and Guard
  • Serena (female | former Falconer and Medic
Shaman:
  • Lichen (male) | MR: Hunter
Reconnoiter:
  • Iris (female) | MR: Guardian
  • Matthew (male) | MR: Assassin
  • Janus (male) | MR: Guard
  • Tulip (female) | MR: Assassin
  • Shizumo (Male) | MR: Assassin
Autocrat:
  • Elijah (male) | MR: Caretaker
Falconer:
  • Kitsuko (female) | MR: Scout /Page: Tsukiko (female)
  • Kohaku (male) | MR: Vanguard
Coordinator:
  • Lilac (female) | MR: Caretaker
Captain:
  • Akio (male) | MR: Assassin
  • Eiju (Male) | MR: Caretaker
Warden
Overseer:

  • Jun (male) | MR: Hunter
Guardians:
  • Hiroshi (male) | MR: Scout
  • Hunter (male) | MR: Hunter
  • Quinn (male) | MR: Guard
  • Grate (male) | MR: Vanguard
  • Chalice (female) | MR: Medic
  • Requiem (male) | MR: Assassin
  • Aguta (male) | MR: Caretaker
  • Shideko (female | MR: Caretaker)
Hunters:
  • Faolin (male) | MR: Vanguard
  • Hanoye (male) | MR: Medic
  • Jasper (male) | MR: Guardian
  • Yue (female) | MR: Medic
  • Eva (female) | MR: Guardian
  • Scout (male) | MR: Caretaker
  • Druid (male)| MR: Scout
  • Icarus (male) | MR: Scout
  • Tora (male) | MR: Guardian
  • Snow (male) | MR: Assassin
  • Franklin (male) | MR: Caretaker
Assassins:
  • Haisamu (Male) | MR: Medic
  • Jutora (Male) | MR: Scout / Kochi's Littermate)
  • Aspen (male) | MR: Medic
  • Birch (female) | MR: Assassin
  • Puma (male) | MR: Vanguard
  • Raul (male) | MR: Caretaker
  • Ran (female) | MR: Vanguard)
  • Ayako (female) | MR: Guard
Guards:
  • Lantern (male) | MR: Scout
  • Emmet (male) | MR: Scout
  • Wisp (male) | MR: Assassin/littermate to Lantern
  • Bark (female) MR: Medic
  • Timothy (male) | MR: Vanguard
  • Lavender (female) | MR: Guardian
Vanguard:
  • Adam (male) | MR: Guard
  • Fiji (male) | MR: Hunter
  • Thomas (male) | MR: Guard
  • Barrow (male) | MR: Assassin
  • Berry (female) | MR: Caretaker
  • Miwa (female) | Hunter | MR: Guardian
Caretakers:
  • Marigold (female) | MR: Vanguard
  • Ash (male) | MR: Hunter
Scouts:
  • Keji (male) | MR: Vanguard
  • Hideaki (male) | MR: Caretaker
  • Rei (Female) | MR: Vanguard
  • Katso (male) | MR: Guard
  • Siwan (male) | MR: Guard
  • Susan (female) | MR: Medic
  • David (male) | MR: Guardian
  • Domino (male) | MR: Caretaker
  • Jester (male) | MR: Guardian
  • Patrick (male) | MR: Hunter
  • Michael (male) | MR: Hunter
  • Anna (female) | MR: Medic
  • Yimwa (Male) | MR: Guard
  • Jacob (male) | MR: Hunter
  • Minnow (male) | MR: Guardian
  • Sobek (male) | MR: Medic
  • Bandit (male) | MR: Hunter
  • Connor (male) | MR: Scout
Medics:
  • Judas (male) | MR: Scout
  • Hiroyuki (Male) | MR: Scout
  • Kin (male) | MR: Hunter
  • Takako (female) | MR: Scout
Matriarchs:
  • Mana (Omega)
  • Shideko (Guardian | MR: Caretaker)
  • Ran (Assassin | MR: Vanguard)
Apprentices:
  • Fruit (female) | Guard | MR: Scout
  • Gregory (male) | Scout | MR: Caretaker
  • Shade (female) | Hunter | MR: Vanguard
  • Baiko (Male) | Hunter | MR: Caretaker
  • Aliaon (Female) | Hunter | MR: Medic
  • Yuudai (male) | Scout | MR: Hunter
  • Hisashi (Male) | Guard | MR: Hunter
  • Rachel (female) | Hunter | MR: Assassin
  • Rasputin (male) | Hunter | MR: Vanguard
  • Snake (male) | Hunter | MR: Assassin
  • Opal (female) | Hunter | MR: Caretaker
  • Wind (female) | Hunter: MR: Guardian
  • Apep (male) | Hunter | MR: Assassin
  • Sprout (female) | Hunter | MR: Guardian
  • Sierra (female) | Guardian | MR: Hunter
  • Orchid (female) | Guard | MR: Caretaker
  • Felicity (female) | Scout | MR: Vanguard
  • Tao (male) | Guard | MR: Assaain
  • Spirit (male) | Medic | MR: Guard
  • Tau (male) | Scout | MR: Caretaker
  • Taupe (male) | Assasin | MR: Vanguard
  • Adrian (male) | Vanguard | MR: Medic
  • Tobias (male) | Scout | MR: Vanguard
  • Chickadee (female) | Assassin | MR: Medic
  • Junichi (Male) | Hunter | MR: Assassin
  • Ryota (male) | Guardian | MR: Hunter
  • Rye (male) | Caretaker | MR: Scout
  • Barley (male) | Guardian | MR: Caretaker
  • Yoshito (male) | Hunter | MR: Assassin
  • Yuu (male) | Assassin | MR: Guardian
  • Hiro (female) | Scout | MR: Guardian
  • Kimiko (female) | Caretaker | MR: Guard
  • Tonga (male) | Medic | MR: Scout
  • South (female) | Vanguard | MR: Caretaker
  • Bracken (male) | Assassin | MR: Guard
  • Bramble (male) | Guardian | MR: Assassin
  • Jewel (female) | Vanguard | MR: Guard
  • Joyume (female) | Guard | MR: Vanguard
  • Natsuko (female) | Scout | MR: Guardian
  • Ayumi (female) | Assassin | MR: Scout
  • Osiris (male) | Hunter | MR: Scout
  • Kyou (male) | Assassin | MR: Hunter
  • Saruko (female) | Scout | MR: Vanguard
Trainees:
  • Bokichi (Male)
  • Sebastian (male)
  • Sasha (male)
  • William (male)
  • Twig (female)
  • Root (female)
  • Ghost (male)
  • Sea (male)
  • Pearl (female)
  • Umbra (male)
  • Forest (male)
  • Partridge (male)
  • Helen (female)
  • Indiana (male)
  • Peter (male)
  • Blake (male)
  • Reem (female)
  • Sefu (male)
  • Killian (male)
  • Heather (female)
  • Fabian (male)
  • Jake (male)
  • Serenity (female)
  • Selena (female)
  • Radium (male)/littermate ro Selena & Radiation
  • Radiation (female)
Cubs:
  • Cujo (male) | Son of Elijah
  • North (male) Son of Koichi
  • Star (female) | Daughter of Koichi
  • Lucas (male) | Son of Judas
  • Marcus (male) | son of Mana and Nicholas
  • Koi (female) | Daughter of Koichi
  • Moss (male) | son of Gambit & Anna
  • Shadow (male) | son of Keji and Yue
  • Nicholas (male) | son of Sebastian & & Chickadee-parents deceased & adopted by Ran/littermate of Hollow
  • Hollow | (male) | son of Sebastian & & Chickadee/adopted by Ran
  • Kaegino (female)-daughter of Ran & Dioxide (deceased)/littermate to Nomiya, Nabumi & Masanori
  • Nomiya (female) | daughter of Ran & Dioxide (deceased)/littermate to
  • Kaegino, Nabumi & Masanori
  • Nabumi (male) | son of Ran & Dioxide (deceased)/littermate to Nomiya, Kaegino & Masanori
  • Masanoni (male) | son of Ran & Dioxide (deceased)/littermate to Nomiya, Nabumi & daughter of Ran & Dioxide (deceased)/littermate to Nomiya, Nabumi & Kaegino
Elders:
  • Pear (female) | former Medic & Vanguard
  • Scratch (male) | former Guardian and Scout
Omegas:
  • Mana (female)-currently pregnant
  • Nicholas (male)
  • Gambit (male)
  • Jukebox (male)
 
Basmet: A Desert Oasis of Trade and Mysticism

Basmet is a desert city nestled in the heart of a vast, arid expanse which serves as a key waypoint for merchants and caravans traveling across the barren landscapes. It is run by a council of elders and is divided into 24 districts, each with their own vibe. Known for its towering, weathered sandstone buildings and winding, labyrinthine streets, the city's most iconic residents are the desert sphinxes that roam the outskirts. These mystical creatures, with their lion bodies and human faces, are said to possess ancient knowledge and offer riddles or guidance to those worthy enough to seek it. The city's strategic location along trade routes makes it a bustling hub of commerce, with traders from distant lands gathering to exchange spices, silks, and rare artifacts. Despite its harsh environment, Basmet thrives due to its blend of practicality and mysticism. The sphinxes, regarded as protectors of the city, are believed to keep the desert's dangers at bay, ensuring that the caravans can pass through the city safely on their long journeys. Another natural defense is The Great Sandstorm that sweeps across the area, effectively hiding the city from attackers and invaders as well as a local legend says only those proven 'worthy' to the Sphinx guardians are allowed to enter the city unharmed.


The Council of Elders is composed of the following…
  • The High Priestess of the Sphinxes (or High Priest of the Sphinxes)
  • The Guildmaster of the Merchant's Guild
  • The Warden of the Caravans
  • The Head Scholar of the Oasis Library
  • The Captain of the Desert Guard
  • The Sovereign Trader (or Governor)
Important Places:
  • Great Sphinx Temple, a massive structure at the city's center, where an enormous statue of a sphinx stands guard, said to house the secrets of the desert.
  • The Sphinx's Riddle: A renowned shop where rare artifacts, magical relics, and ancient texts are sold. It is owned by a mysterious old merchant who is said to be the descendant of a line of scholars who once lived with the sphinxes. Travelers come from far and wide to seek rare knowledge or magical charms.
  • The Mirage Emporium: A luxurious trading post that deals in high-end goods such as desert silks, rare perfumes, and fine jewelry. It is known for its stunning craftsmanship and is favored by wealthy traders and nobles who wish to procure exotic treasures from the farthest reaches of the world.
  • The Oasis Tavern: A popular gathering spot for both locals and travelers, offering food, drink, and entertainment. It's rumored that one can sometimes overhear important trade secrets or meet someone with an interesting tale to tell.
  • Sands of Time Library: An ancient, expansive library located in the Temple Quarter, where scrolls, tomes, and knowledge about the desert, its creatures, and its history are preserved. It is said that some of the most elusive secrets of the desert are held here, but access is often restricted to scholars or those with special permission from the ruling council.
 
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