#Romesvascera 🩸✨

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pulsar lance
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A Masquerade to end them all;

To set the dark aflame;

To heed an ancient power's call;

To end the tyrant's reign.

Romesvascera is an imperfect world teetering on the edge of disaster. Several years ago, a gaping hole appeared in the middle of the continent, giving way to hellish creatures and a spreading corruption — labeled the Tear and the Putridity, respectively. The Provinces have done their best to protect their citizens, but the Putridity is winning, albeit slowly. However, there is hope for the world yet, as a group of peculiar individuals have recently been invited to a most grand party in the Cultural Province, where they will soon discover that this world may just have bigger plans for them... Much, much bigger plans.

I'll be posting all kinds of lore, NPCs, races, magic items & more here. Basically, if it's worldbuilding- or lore-related, it'll be here. I might even share story events that go down in the campaign.

Speaking of — if you're a player in the campaign please evacuate the premises!! There will be COLOSSAL spoilers and I don't want to have to spoiler 98% of my posts.

Comments, questions, and everything else is encouraged and highly appreciated. Now, without further ado—

🩸 Welcome to the Masquerade.

pulsar lance
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Deities Of Romesvascera

Mitzrael is the deity of intelligence, information, light, and purity. They value knowledge and intellect above all. Due to Sandalphon being the deity in control of the sun and Castus being in control of the moon, it is thought that Mitzrael's light is of the philosophical variety - "the light of truth shining through the darkness of ignorance". It is said that Mitzrael is most accessible in the Intellectual Province.

Netzach is the deity of wealth, prosperity, trade, and travel. They look fondly on self-starters and those that help the ones around them rise to greatness. Netzach controls the winds and the tides, maintaining suitable conditions for travel. It is said that they are most accessible in the Economic Province.

Camar'Jii is the deity of rest, accommodation, hospitality, and shelter. They value kindness and hospitality. Camar'Jii allows for all creatures to rest, relax, and recharge, and ensures their good health and pleasant dreams. It is said that they are most accessible in the Banishment.

Vercieseus is the deity of expression, culture, diversity, and self-acceptance. They value being true to one's self. Vercieseus is an integral part of life and allows for diversity to flourish in the world of both nature and culture. It is said that they are most accessible in the Cultural Province.

Sandalphon is the deity of craftsmanship, sustenance, the sun, and the land. They look fondly on the farmers, fishers, builders, and other laborers of the world. Sandalphon controls the sun, as well as tending to fish, crops, and all other flora and fauna. It is said that they are most accessible in the Agricultural Province.

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Wormwood is the deity of strength, perseverance, training, and rough conditions. They value strength, toughness, determination, and self-empowerment and improvement. They watch over the untamed mountains and forests of the world, as well as control harsh weather, such as thunderstorms, blizzards, and droughts. It is said that they are most accessible in the Military Province.

Castus is the deity of justice, humility, tolerance, and solitude. They value righteousness and morality above all. Castus is largely a quiet and understated deity, preferring to work behind the scenes whenever possible. It is said that they are most accessible in the Exile.

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The Cultural Province

The heart of Romesvascera, a land of luxury and entertainment. In the Cultural Province, they produce luxury goods such as fine silks, spices, perfumes, etc, and they're home to all sorts of events — tournaments, theatrical and musical plays, traveling shows, and more. They also feature a number of museums and historical landmarks. This Province is pretty much entirely open to the public — anyone who wants to visit can, at any time, and the process of getting access to the Province as a whole and even to the capital is simple and easy.

The most mishmashy in terms of races and cultures — it is called the Cultural Province for a reason. No races or cultures are particularly dominant over others, though, of course, the prevalence of each is affected by what specific region of the Province you're in — for example, more Elves and Gnomes in the northeast, closer to the Intellectual Province, and more Faun and Lotol in the southeast, closer to the Agricultural Province. If anything is to be generally said about the races and culture of the Cultural Province, rather than it being of huge variety, it is that people here are huge on luxury and entertainment. Opteran love it here.

In terms of climate, the Cultural Province is also quite the mishmash. It has the most neutral climate in comparison to Romesvascera as a whole, though of course it is colder in the north, warmer in the south, wetter and brighter in the east and drier and darker in the west.

twin saddleBOT
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GG @pulsar lance, you just advanced to level 10!

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just_squidding has been warned

Reason: Duplicated text

twin saddleBOT
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just_squidding has been warned

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pulsar lance
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Sighs at you

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The Economic Province

The Economic Province is a winding mainland territory that touches all other Provinces (save for the Intellectual Province, of course). It's the main hub of commerce in Romesvascera, home to a great number of businesses and marketplaces, as well as unique stores that can't be found anywhere else on the continent. The land is rich with trade routes running through the entire Province, and boasts a number of magnificent marketplaces and huge cities that have greatly benefitted from all of the merchants and tourists passing through. The Economic Province is largely open, with the only region not completely open to the public being a small segment bordering The Banishment. While it is very diverse in its businesses and stores, certain kinds of establishments are more common in certain areas — the part of the Economic Province closest to the Agricultural Province deals in a lot of farming and ranching goods, livestock, raw materials, tools, and other assets useful for the kinds of lives people in the Agricultural Province lead, while the northern and “centermost” part of the Economic Province deals in plenty of luxury items for residents of the Cultural Province. The Capital of the Economic Province is a city grandiose even by typical Economic Province standards, situated in a mountain pass connecting the Economic Province to the barren wastes of The Exile.

twin saddleBOT
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GG @pulsar lance, you just advanced to level 11!

pulsar lance
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The Economic Province (Cont.)

Common races here include humans and dwarves — dwarves especially nearer to the north and west, where the mountains are. Any races that are good with economics LMAO

The Economic Province sees a number of different climates. In the north, it can get very cold, while the more southern regions of the Economic Province can get very hot. The eastern regions of the Economic Province usually get much more precipitation than the western regions, and this is true for sunlight as well — the more northeast one goes, the more sunlight one sees, while the more southwest one goes, the darker it gets.

pulsar lance
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The Agricultural Province

The people of the Agricultural Province take full advantage of the land — they're farmers, fishers, ranchers, hunters, craftsmen, and physical laborers of all kinds. They produce all sorts of building materials and tools, and pass the knowledge of how to create and use such things down through their families or anyone else who's interested in learning a craft. Culturally, they have massive respect for all living things, from their own families to the land they use for their livelihoods — they take special care to give as much as they take, and to keep the land and its creatures intact and taken care of for the sake of future generations, as well as for the sake of nature itself. They're more cautious about who's where and what they're doing, due to them being so careful about the preservation of the land, but there's much less border protection and less actual professional military presence.

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Common races here include Faun and other nature- and Fey-aligned creatures, such as Golynn, Genasi (mostly Earth, some Air and Water), Satyrs, and Opteran, as well as aquatic races such as Lotol and Sea Elves.

The Agricultural Province has what is arguably the nicest climate in Romesvascera — there's plenty of sunlight and precipitation, and a good range of temperatures. It can get very hot in the southernmost portion of the Province, but there are plenty of cooler places up north.

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The Military Province

The Military Province is undisputably the most brutal Province (that's actually accessible to the public, of course). Brutal mountains and thick forests remain, partially on the mainland but mostly on the island, specifically because the Military Province island (Military Island for short) is meant to be as harsh as possible for military training. Indeed, the Military Province is where any aspiring military personnel go for their training — they're specifically trained to be able to sustain themselves in the harshest of environments. But it isn't all seriousness. Every year, a tournament is held in the massive colosseum located in the center of the Military Island, featuring loads of games alongside the classic tournament. This is not only a chance for the trainees and other military personnel to be assessed, but a chance for them to show off their skills to the rest of Romesvascera, and remind the citizens how safe they are, and how much work these people go through to keep them safe.

twin saddleBOT
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just_squidding has been warned

Reason: Duplicated text

pulsar lance
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The Military Province (Cont.)

On the mainland, trainees' families sometimes make their homes to be closer to their loved ones, and trainees often live and/or vacation here when they're not training. The mainland portion of the Military Province is also often packed with people leading up to the annual tournament.

Common races here include tougher races, as well as, to put it bluntly, the races that are more discriminated against, due to "monstrous", "demonic", and/or generally "darker" appearance, abilities, and/or origins. Genasi (Earth, and some Fire) and dwarves, as well as Tieflings, Dark Elves, Shadar-Kai, Ombrasks, and more.

The Military Province has what is probably the worst and most extreme climate and geography of Romesvascera, save for the Exile, which nobody lives in. It's very dry and can get pretty darn cold or pretty darn hot the farther north or south you go, respectively, and, especially in the island, has a lot of rough weather and terrain.

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The Intellectual Province

The Intellectual Province is home to the greatest scholars, innovators, and philosophers of Romesvascera. Libraries, museums, universities, and more abound in this land of knowledge and invention, and the people are known to hold the greatest wisdom and discussions and produce the most ingenious of inventions. It is, of course, secluded, as it is an island, though that doesn’t mean it’s cut off from the rest of the world — it keeps itself in constant contact with the rest of Romesvascera through a number of means — messengers human, animal, magic, and everything in between. Passage to the Intellectual Province is usually done via boat, and such boat trips typically require either a(n often hefty) sum of gold or a paper showing official authorization to enter the Province — usually both.

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(Exiting the Province is typically far easier than entering it, and it is also typically easier to enter if one has already been to the Province, especially if they live or are working there.) The Capital of the Intellectual Province is seated on its smaller island to the north, and gaining access to that island is even harder than gaining access to the main island, even for Intellectual Province residents.

Common races here include Elves and Gnomes, as well as Dragonborn, and probably other typically knowledgeable, inventive, and/or "regal/majestic" races. Cyclopians would be a lot more common if people weren't racist. There are still SOME though.

The Intellectual Province has a fairly cold and wet climate. Temperatures are usually comfortably chilly [think autumn in our world], with fairly neutral summers and cold (though not unbearable) winters, and precipitation is common — mostly rain or snow, but hail is not unheard of during winter. It gets a pleasant amount of sunlight in comparison to the rest of Romesvascera, bathing the gorgeous, intricate architecture found in its cities in the sun's deadly lasers rays.

pulsar lance
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The Banishment

The most mysterious and inaccessible of the civilized Provinces, entrance into the Banishment is completely prohibited without special permission, and those who have been there are legally prohibited from speaking of anything within. All that is known to the public of the Banishment is that it's where criminals are sent, away from the rest of civilization — but even Romesvascera is not perfect, and it is rumored that sometimes the criminal population of the Banishment is flavored with those perhaps not criminal, but victims of a combination of their own bodies and minds and those of society, neither factor controllable by themselves.

As it is situated in the southwestern portion of the continent, the Banishment is assumed and accepted to be very hot, as well as quite dry and dark.

twin saddleBOT
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just_squidding has been warned

Reason: Duplicated text

pulsar lance
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The Exile

The only part of Romesvascera completely uncivilized, the Exile is part barren wasteland, part fatally sharp mountains of stone and ice, all deadly cold. Due to the danger lurking in every corner of the Exile, no one is allowed in without express permission — but why would they want to be in there? Nothing of interest has been proven to be present within this frosted hell, despite the fairly routine scouting missions — the only good it serves, aside from being an interesting setting for works of fiction, lies in the useful stones, metals, and ores deep in the mountains. And alongside the known terrors of the Exile, rumors abound of ancient terrors, and a strange, dark castle in the farthest north...

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Nobody is known to live here, nor do they want to, but on occasion, scouting parties are sent, which typically consist of races that are able to survive both the brutal cold and the brutal terrain — fluffy Tabaxi, flying races such as Aarakocra and Owlin, and the like. There are also some miners within the Exile, and of course Dwarves love their mining.

The Exile has the worst and most extreme climate and geography of Romesvascera. It's ridiculously cold, and when the ground isn't covered with feet upon feet of snow, it's jutting harshly into the sky in the form of brutal, icicle-like mountains — not to mention the wildlife, whose deadly choice of habitat has forced them to adapt into ever-vigilant, merciless hunters and predators.

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The Tear

The Tear — also referred to unlovingly as the Hell Hole — exploded into existence, seemingly rather randomly, several years ago, and has been a blight on the continent and society of Romesvascera since. From its depths have spilled the most atrocious of abominations — Hell Hounds, Hellwasps, Abyssal Chickens, and many more, much worse. The military personnel of Romesvascera has done their best to establish a border around the Tear, with rotating guards, watchtowers, military camps, and all that good stuff, but keeping the fiends back has proven difficult, and the Agricultural Province's section of the border has already been broken through...

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The area around the Tear is more extreme than the surrounding environment — in places that are normally cold, it's colder. Areas that are hot, it's hotter than it normally would be if the Tear wasn't there. This goes for weather too, and even terrain — the Tear has produced strange geography and events in its vicinity (the ground cracking and forming ravines, mountains, earthquakes, etc). The Tear is also very bad for living things in its vicinity — plants die and any new ones planted either just don't grow or grow in really weird, horrific ways. Same goes for animals.

At least the Tear doesn't seem to be growing.

pulsar lance
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State Of The World

For the most part, the world of Romesvascera appears to be in a state of peace and harmony. The seven Provinces, with the exception of the Exile, are in a sort of symbiosis with each other, all in need of the other to survive and, due to the state of the Provinces and their specializations, none are in any sort of competition with another.

Romesvascera is not flat, and Romesvascera is the entire world.

pulsar lance
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Racial Lore

Tieflings have been around on Romesvascera for as long as anyone can remember. They are known to have fiendish ancestry, appearances, and abilities, but other than that, their history seems to have been completely lost to time.

Genasi originated a very long time ago when the (relatively) subtle influences the Elemental Planes have on the Material Plane showed themselves more strongly than usual in random "magic mutations", causing a number of children to be born with strong Elemental ties - to Fire, Water, Earth, and Air respectively (obviously, because those are the four elements). Since then, Genasi have spread quite a bit, and that "magic mutation" is still possible - so someone with no Genasi heritage whatsoever could be born a Genasi.

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Aarakocra are from the Material Plane. They're just bird guys.

Eladrin and Fairies hail from the Feywild and got to the Material Plane someway and spread there, either traveling there purposefully for any number of reasons or kinda just getting no-clipped into the Material Plane.

Shadar-Kai hail from the Shadowfell. Similarly to Eladrin and Fairies, some of them came here willingly for whatever reason, some of them were banished.

Aasimar, like Tieflings, have been around on Romesvascera for as long as anyone can remember. They are known to have celestial ancestry, appearances, and abilities, but other than that, their history seems to have been completely lost to time.

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The history of the Faun are tied closely to government — at least the governments of the Agricultural and Cultural Provinces. In Agricultural, the ruling family is Faun; and in Cultural, a family of Faun has been at the right hand of the rulers for centuries.

Dragonborn were the result of dragons in humanoid form breeding with, well, regular humanoids, and the underlying dragon genes of the humanoid dragons passing on to the children, resulting in Dragonborn. Dragonborn tend to be quite proud of their draconic ancestry.

pulsar lance
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Dragons

There are no known dragons in Romesvascera at the present, but there have been in the past. Metallic and Chromatic dragons have both existed, and they aren't inherently good or evil, respectively - they just have their own distinct abilities, habitats, and general traits (they aren't all the same, obviously, but each type of dragon is inclined to have certain traits).

Even if there are no dragons left in the present, however, this does not mean that dragons have gone extinct forever — dragons are highly magical creatures, and they have been known to pop up with no reasonable explanation as to where they came from.

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Demons

The public opinion on demons is that they're a blight on society. Most people hear "demon" and they think of the nasty, monstrous creatures spilling from the Tear, murdering people, destroying property, and the like, and they respond with a mixture of horror and hatred. But there are some people who see demons in a different light — some in the Intellectual Province want to study them; some in Agricultural think they could be useful in a variety of ways; some in Cultural think they're cool and interesting; it's like this for all the provinces.

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"Demon" is just a catch-all term for anything that comes out of the Tear. There is no specification on what makes something a "demon" other than its origin. However, there have been some attempts from those in the Intellectual Province to classify and categorize demons (like we do with typical plants and animals).

Demons as a whole have no known goal. The Tear produces a large variety of them, ranging from mindless beasts living only to kill and (sometimes) eat, to more intelligent creatures with more complex characters and motivations. But there doesn't seem to be a shared goal between all demons.

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As for demons that don't go around killing people, public opinion is mixed. Many people still see them as just demons and hate and fear them, consider them a scourge, think they should be purged and locked away like any other demon. But there are some people who are accepting of the non-hostile demons, whether that be for their own benefit or not. Military is known to be the most accepting of these kinds of demons, followed by Agricultural.

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Demons (Part II)

There are many different kinds of demons. The majority of them seem to be hostile to the living beings of Romesvascera (or at least it seems that way to the public), for a variety of reasons, showcasing that hostility in a variety of ways — some demons are ruthless hunters of anything and, combined with a voracious appetite, they're never satisfied, so they're constantly killing and eating.

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Some demons seem to go on slaughterfests for nothing more than their own enjoyment — they could have completely filled bellies, no territory or young to defend, and just generally no logical reason to be killing, and they'd still kill anything, on sight, even toying with it, torturing it, prolonging its death for more than necessary. And some demons still seem to partake in a different, more sophisticated kind of human suffering — they torment humans in psychological and/or emotional ways, for whatever reason.

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People have never been particularly fond of Tieflings, and that distaste has worsened since the opening of the Tear. Discrimination against Tieflings has gotten quite bad in some areas — businesses and other private properties have even been known to prohibit Tieflings from their premises, sometimes (it's fairly rare). As for Tieflings' relation to the Tear, it's unknown. There are no accounts of Tiefling history, so it is technically possible that they came from the Tear, and some seem to believe that rather strongly, but without any proof to support nor contradict that, it's all just speculation and rumours.

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[Mostly an out-of-universe note here, but there are probably some demons that have assimilated into regular life, however they're probably the ones that are more humanoid, they're still discriminated against, and they most likely keep the fact they came out of the Tear a secret (because uh. people probably wouldn't like that if they found out OOF)]

pulsar lance
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Demonic Corruption

The vicinity of the Tear is plagued with the effects described earlier — strange changes to climate, weather, and terrain, making it more extreme, and living beings being corrupted or killed entirely. It doesn't exist just inside that vicinity, however — there have been numerous reports of strange things happening all over, though of course it is more common the closer you get to the Tear.

Cases of such happenings showcase a wide variety of symptoms. Some people display seemingly nothing more than perceived changes in personality and/or behavior; some develop a sensitivity to sunlight and a peculiar craving for blood; some fall ill to a completely unusual and foreign disease that's always ended in death when observed; and more.

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The University of Mitzrael

The University of Mitzrael is situated on the smaller, northern island of the Intellectual Province, alongside the capital city. It is part university, part library, part museum, with some parts of it freely open to the public, while others are locked off to anyone without authorization.

In the past, the University's Dean was one Adrian Celos, but after his mysterious disappearance, the role was taken over by his second-in-command and close friend, Matthieu Storn.

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There are 5.5 schools of thought around eating in the Agricultural Province.

1 - Equal opportunity. People will eat anything that grows off the land, and anything that feeds off of that growth. Plants and all animals.
The "1.5" is a small subset of this group that will also eat sapient species (humans, tieflings, faun, etc). The vast majority are not hunting humans to eat, they're just ok with eating them if they're already dead, and will often eat people after they die rather than burying them or cremating them or whatever (unless the person's will says not to ofc). Despite them not being inherently bad, they do have sort of a stigma around them, still, in some communities.

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2 - These people will eat anything that grows off the land, and any of the "lesser" creatures that feed off of that growth. This means mostly insects, but also fish and, very rarely, birds.

3 - These people will only eat plants. No animals.

4 - These people will only eat plants, and won't eat or use anything that comes from animals, either. No milk, leather, etc. lol veganism

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5 - The rarest, even rarer than the "1.5" subset. These people do not eat whatsoever - they are the worshippers of a powerful force of nature that blesses them, allowing them to live without eating.

Having your body turned into fertilizer for plants or made into a tree are both very common things for people to do after they die in the agricultural province. Having your body made into bait for fishing also exists but it's a lot less common, still around the same popularity as a regular burial though.

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The Cardinal Keep

The very core of the Underworld — and Romesvascera as a whole — the Cardinal Keep is the Putrid Heart of Wrath's protective carapace masquerading as a magnificent gothic castle.

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The Putrid Heart of Wrath

The writhing, pulsating heart of it all — quite literally. The Heart is the one acting out against its own creation; the Heart is the one pumping out the Putridity in an attempt to forcefully retake what it believes is its rightful property; and the Heart is the final obstacle to ending the demonic plague and bringing peace to all of Romesvascera, once and for all.

...Or is it?

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The Impertinent Brain of Lucifer

Located in the Lucifer ring, the Brain has taken root in the central tower of the Athenaeum, in a carefully guarded chamber at the top of the spire. It's risky being so close to people, all the time, but the proximity to billions of words worth of knowledge is more than worth it. The Brain absorbs that knowledge, and delights in discussion with other well-educated individuals — and, on occasion, the wise that are sacrificed to contribute to its power. Said discussion also helps in regulating its temper, to minimize the chance of it lashing out against some poor, unfortunate soul it deems unworthy of living due to perceived ignorance.

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The Brain saps the intellect of others, taking it for itself, and then beats its enemies down until they can no longer go on.

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The Rapacious Hands of Mammon

Located in the Mammon ring, the Hands are tucked away within the Atrium, surrounded on all sides with decadence. Abandoned long ago, and with any would-be intruders quickly dispatched by the various traps or even the Hands themselves, they are free to revel in what is essentially just one massive, gorgeous vault in peace. The only ones allowed in the Atrium are those who come with offerings to the Hands, and even then, they will watch closely as the offering is left in their presence and then quickly usher the visitor out. On occasion, the Hands might decide to share some of their treasures with another — but this trade usually ends up incredibly unfair, as what the Hands ask for in return are no less than their new partner's eternal servitude and loyalty.

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The Hands have many traps set up to prevent unwanted visitors from traipsing about, but if said visitors somehow get past them, the Hands themselves are also rather dangerous. One is more physically brutal than the other, with a tendency to slam down and pin its opponents, ripping the weapons out of their hands — meanwhile, the other utilizes magic tricks and sleight of hand, mesmerizing targets with glitz and glamour as it subtly bends them to its will.

GIVE IT SANDER COHEN VIBES BWAHAHA [a note to myself, i suppose 💀]

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The Indolent Tails of Balphegor

Located in the Balphegor ring, the Tails are locked away in the basement of the Hotel Balphegor, completely non-aggressive and seemingly perfectly content with the position they're in. They've been observed, even observed in secret, but they seem to do nothing but lie still, and are completely unresponsive to any stimuli. Granted, nothing particularly aggressive towards the Tails has been attempted — the staff don't want to test their fate — but with their current knowledge, they are under the belief that the Tails are completely dormant and require no maintenance or special accomodations whatsoever. But, then again, many things are not as they seem in Romesvascera, and perhaps the Tails are just... conserving their energy.

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In combat, the Tails expend as little energy as possible. Only one of them is active at any given time, and it does its best to dispatch of the current threat as soon as possible while meatshielding the rest, even puppeteering one of its enemies to aid in this process. And this is for good reason — the Tails are at their best here, expending as little energy as possible. However, each Tail can't help but defend itself when attacked, despite this practice being directly detrimental to the long-term health and stability of the Tails as a whole.

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The Shifting Skin of Asmodeus

The Shifting Skin of Asmodeus formed as a beautiful growth on the wall of the Asmodeus ring, eventually developing large enough to break through the wall of a Jeffery Jazzshrimp's Algaeria, an establishment which has since been built up to surround, conceal, and protect the Skin. The Skin itself is a sight to behold, glistening in the light of the now-defunct Algaeria, writhing in a mesmerizing dance. The glitz and glamour of the Algaeria is a perfect fit for it, and the abandoned nature of the place makes for a lovely aesthetic that it surely appreciates — but the Skin isn't content to live its days in complete isolation.

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Instead, it works to draw mortals to it, sending out pulsating rhythms that run through the ground and into the very veins of any who might listen. Plenty give in to the seductive draw of the Skin, and they pack up whatever things they can carry with them and then flock to their new home. The Skin uses its influence over the Algaeria and its inhabitants to protect its new admirers — from all but each other and even themselves, at least. Obsession with the Skin tends to be so strong that its worshippers will happily kill to be its favorite — and only — pet, and they will even occasionally neglect themselves in favor of the Skin to such a degree that they die of exhaustion, starvation, dehydration, or malnutrition.

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The Skin has several layers of protection surrounding it, from the Algaeria to its inhabitants, both of steel and of blood, and even if one was to get past those, the Skin itself can hold its own. The Skin's ever-changing nature allows for great fluidity in battle, whether that be to avoid or absorb attacks or even to adapt to certain types of damage, rendering them far less effective, not to mention the charm it's known for. However, one can only change and stretch themselves out so much before they inevitably snap...

twin saddleBOT
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GG @pulsar lance, you just advanced to level 13!

pulsar lance
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The Insatiable Stomach of Beelzebub

The Stomach sits at the very bottom of the Balphegor ring, functionally turning the entirety of the ring into one huge funnel for it — an esophagus, if you will. The many restaurants, bakeries, butcheries, and more in the layers above the Stomach all put food towards it, keeping its appetite in check — as they should, for when the Stomach isn't willingly fed as much as it would like, it takes matters into its own hands. Of course, what the Stomach would like best would be to devour everything — and even then it wouldn't be satisfied. Even when it has been fed enough to not lash out, it snarls and bubbles and churns, yearning for more.

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Any who venture too close to the Stomach or the edges of the layers must be careful, as the great beast is more than happy to lap up anything — or anyone — that gets too close, especially during its hungrier periods.

The Stomach's digestion methods are brutal — like any stomach, it's filled with a strong acid, but due to the large amounts of material it consumes on a constant basis, living things forced inside often find ground to stand on. To counteract this, the Stomach produces growls so loud that they cause "earthquakes" and disorient creatures within — and speaking of creatures, some who find themselves trapped inside the Stomach succumb to their own hunger or frustration with their situation, inadvertently speeding up the digestion process.

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The Invidious Eye of Leviathan

Located in the Leviathan ring, the Eye looks proudly out upon its domain and its people — and with disdain on anyone else. The Eye has taken root in one of the walls of the Leviathan ring, and its people have lovingly built their largest and most brilliant cathedral around it, even decorating the wall surrounding it with a beautiful stained glass mural. Specialized workers at the cathedral ensure it is kept clean, safe, and content, and the Leviathan ring's most beloved and revered priests look up to the Eye for guidance. And, while the Eye is more than happy to use its premonitive powers to assist its people, it also takes great pleasure in using them to debilitate its enemies.

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It has a superiority complex and a deep hatred for any who do not bow to it, and will go to great lengths to exact what it views as justice upon nonbelievers.

The Eye is an expert in identifying and exploiting weaknesses, as well as predicting the future moves of its opponents. It looks deep into the hearts, minds, and souls of those it faces off against, and even its allies, discovering their worst fears and ripping them out onto the surface where all can see. It takes advantage of their shock and embarrassment and strikes without remorse and without mercy. And, supported by its new knowledge of its opponents, inside and out, it uses its wicked insight and intellect to predict and calculate their next move and immediately act to counter it.

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The Ironclaw

A pure metal gauntlet, the Ironclaw's most notable feature, aside from the ever so subtle rusting and stains, is the feature it's named for — the claws. Thick, wicked claws, sharp enough to draw blood with even the lightest of touches. Claws on both sides — on the fingers, as one would expect, but also on the inside of the gauntlet, curving and facing outward, towards the arm that would be inserted into it... How strange.

The Ironclaw is found in the Satanus ring and is currently in the possession of one Lady Enclyidea.

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The Keenbodice

A glorious, luxurious suit, the Keenbodice is a brilliant, celestial white with glistening gold trim that is just the most. It wraps an individual in a feeling of decadence and boosts them to have a most admirable intellect... but this wrapping seems to be too tight, this boosting too much, as it also hardens one's heart and makes them more than convinced of their unrivaled superiority.

The Keenbodice is found in the Lucifer ring.

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The Midasbug

A perfect golden ring, the Midasbug is a true symbol of extravagance, a gorgeous black band decorated with a beetle made from pure gold. To wear the Midasbug is to instantly elevate your social status — people recognize that the holder of this fine artifact is one to be revered, to be admired, to be heard. And yet, as much as the Midasbug can be a help, it can also be a hindrance, as its bearer is compelled to chase after more, and more, further and further goals, bolder and bolder conquests... until there is, inevitably, nothing left — and yet they still want more.

The Midasbug is found in the Mammon ring, and is currently in the possession of one Dedun.

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The Heartholders

The most comforting and warm bracers you'll ever find, both for your arms and your legs, the Heartholders are the perfect solution to a lot of things — a particularly cold night, loneliness, heartbreak. They wrap around your limbs and make you feel as if, maybe, life isn't so bad after all. In fact, the Heartholders are so cozy that people have a tendency to lose themselves in them, not wanting to do anything but bask in the homely feeling they emanate.

The Heartholders are found in the Balphegor ring.

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just_squidding has been warned

Reason: Duplicated text

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The Huskshaper

A fabric that shimmers and flows even in the still dark, the Huskshaper is a cloak that sits most elegantly upon one's shoulders. More than just a glamorous decoration, the Huskshaper can wrap around one's entire body, entire being, to transform it into that of another, or even something completely new. However, this transformation is total, enveloping more than just the mortal shell — the mind can also be affected, and for the weak-willed, it can be nigh impossible to regain oneself and not be lost forever as another.

The Huskshaper is found in the Asmodeus ring.

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The Mawgripper

A snug fabric wrapping, the Mawgripper is a choker that strengthens and toughens those it adorns. With this cool and intimidating piece, one feels like they are capable of anything, and they can withstand even the most brutal of situations. But to perform such feats of greatness, one needs energy, and to have energy, one must feed. Feed, and feed, and feed... a never-ending feast... on anything and everything... until there is nothing left.

The Mawgripper is found in the Beelzebub ring.

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The Augusteyes

A pair of pale, icy blue contacts, the Augusteyes gift their wearer with a kind of otherworldly insight. They cut past the mortal shell and into the very soul of their targets, rummaging around in the depths of their being to pluck out any and every weakness they can find. But being able to see so deeply into others can awaken something unfavorable within oneself — namely, a burning envy that pushes one to conquer, to take everything from others for itself.

The Augusteyes are found in the Leviathan ring.

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Lord Julian de Monet

The ruler of the Cultural Province, a childless 25 year old man. He's known to be gorgeous and charming, with a love for all sorts of Cultural luxuries, everything from plays to really nice soft blankets.

His sister is Lady Jasper de Monet, the ruler of the Economic Province. He seems to wish they were closer.

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Perren Oliver

A polite Faun dedicated to his job of assisting Lord Julian in his daily life. He comes from a family that has been the right hands of the Cultural noble family for generations.

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Sander Cohen

The head entertainment planner for the Lord, specifically, but also all of the Cultural Province a bit as well. He plans and funds balls, plays, even tournaments, and is known to be very passionate about his work.

[yes it's literally just sander cohen from bioshock don't @ me]

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Lady Jasper de Monet

The ruler of the Economic Province and practically the polar opposite of her brother. Lady Jasper de Monet is no nonsense, all business, a savvy and resourceful businesswoman 28 years of age.

Said brother is Lord Julian de Monet, ruler of the Cultural Province. She doesn't seem to be particularly fond of him.

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Geralt Schrödinger

The mayor of a city in the Economic Province. He is a cat. He also has a heavy Russian accent.

He had a human, a man who was a caster and Awakened him to be his familiar. His human died in an ancient conflict, but Geralt lived on for thousands of years afterward, still intelligent and savvy, and eventually grew to become the long-standing leader of a city.

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The Zodiac

The leader of... Something in the Economic Province. A criminal group, I suppose? There are twelve mini-leaders under him, each with their own little crew and each named after a sign of the Zodiac.

He's actually a super great guy who treats his employees great, gives great benefits, etc. He's even very generous and polite to people who would be planning to kill him (less so his employees).

Needs a first name... and just a name in general, maybe?

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Ethan Baker

The leader of the Agricultural Province. Big Faun, ram horns? Ranger/Cleric, a supporter and a trapper.

The public head of the Baker family, Ethan Baker is a large Faun with an even larger horse, heart, and appetite. He, and the Baker family as a whole, are known to be welcoming and gracious to all, and care deeply for their people.

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Jack Courser

A pirate deep-sea explorer, treasure hunter, and nautical mech designer and operator known throughout all of Romesvascera. He's famous for his daring expeditions, expert mech designing and maneuvering, and flashy nature.

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General Wormwood

The Tiefling ruler of the Military Province, overseer of all that goes on within, especially combat training and the like. Named after the deity of the Military Province themself, General Wormwood is known for its prowess in both strategy and actual combat, as well as its bluntness and its take-no-[stuff]-from-nobody nature. (I had no other way to describe that I'm sorry LMAO)

It/they pronouns.

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Quinculius Tibault

The leader of the Intellectual Province. The Province can be a bit hush-hush at times, so the common knowledge surrounding this particular individual may lean into more legend than fact, but they are said to be a very large (fat. thicc. chonky) Dragonborn, fond of very fancy pantsuits and monocles, with a magnificent palace. They're said to be an incredibly gracious host, and highly intelligent, full of facts both entertaining and useful.

They/she pronouns.

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Matthieu Storn

The Dean of the College of Mitzrael, Matthieu Storn is a Halfling with a nervous and bumbling nature. He's a component Dean and fairly good with the public and his colleagues, but the loss of the old Dean and his close friend, Adrian Celos, hit him hard.