— Lore —
Database for Loria's history and lore.
111Core
Primary lore of Solace.
8History
Important history in the Kingdom of Loria.
7Species
Species that make up Solace's populace.
6Factions
Companies, guilds, governmental organizations, and more.
10Notorious People
Influential characters in the Kingdom.
8Technology & Equipment
Welcome! Have a look around and join the conversations.
8Mythology & Literature
Religions, legends, and staple works of literature in the Kingdom of Loria.
3Provinces
The four counties of the Kingdom of Loria
4Main Cities
The Kingdom's most important cities.
7Settlements
The many towns throughout the Kingdom.
21Places of Interest
Important and well-known places in the Kingdom.
2Wilderness
Wilderness of the Kingdom of Loria
24Miscellaneous
Varied articles that do not fit in other categories.
3— Bestiary —
Creatures found in Loria, typically standing out from the normal wildlife, and regularly hunted by adventurers.
17Queenstead
Beasts found in Queenstead.
6Windhill
Beasts found in Windhill.
3Brighthold
Beasts found in Brighthold.
3Greenveld
Beasts found in Greenveld.
1Everywhere
Beasts that can be found anywhere in Loria, in cities, or in the ocean.
3— Characters —
Access all of Realm of Solace's characters.
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- QueensteadThe legends of the Seventh Moon's ascension from a mortal being to a deity to join the other six moons is fairly common knowledge in the faith of the Seven Moons, and also widely known throughout Solace. But what of the other six moons? What was their origin? The moons were vessels for the other six deities, yes, but where did those deities originate from? Did they simply exist from the beginning of the universe? Did they arrive from another reality or dimension or plane of existance? Did the other six moons perhaps ascend to godhood from mortal beings in a similar way as the Seventh Moon? No one ones. Or at least such info was lost to the ravages of time. Or perhaps, the other six moons dont want anyone to know their origins.... For, in places in which even the most slight and vague of possible hints to the true origins of the other six moons can be found, one is likely to encounter a Fifth-Moon Sentinel. These mythic beasts are creations of the Fifth Moon itself, that protect and defend such secret locations seemingly at all costs. Hostile towards any and all forms of life that encroach upon them accidentally or otherwise. Maintaining control over what information remains unknown. Maintaining balance between the knowledge that mortals have and dont have, of the gods. Taking responsibility for those that dare to attempt to defy this balance. In terms of appearance, there are rumors but no exact confirmations. These rumors suggest that Fifth-Moon Sentinels are roughly humanoid in appearance, though around 12 meters tall. Their body a mix of flowing robes, chiseled muscular body, and literal flowing waters, which seemingly mix into and through each other in a way that doesnt exactly make sense. Though in place of a head, there is a faceless and hollow column of what seems to be cryptite with holes at the top and the front of it. With a sphere of water above it, which endlessly spills water through and out the front of it. Does it possess intelligence? Or is it mindlessly following the orders of the Fifth Moon itself? Hard to say. Mentions of it throughout history are rare indeed. And tales of someone surviving such an encounter are rarer still. Location: most likely to be encountered somewhere within the province of Queenstead, but who knows for sure... Stats: strength - 5 speed - 15 defense - 15 energy - 15 Skills :: You Can Not Advance :: Causes the downward force of gravity to double and multiply per every point of energy spent. Effects an area of 100 meters around this creature. The effect can be maintained for multiple turns. :: Tidal Lock :: Tethers and connects the movements of two things with each other. This could be two people. Two weapons or objects. A person to an object. Or any one of something with itself. In whichever way and direction one of the two things moves, the other is forced to move in exactly the same way. The effect is maintained for multiple turns. :: Lunacy of the Fifth :: This creature can create numerous large spears made entirely of water. The spears cut as if they were high pressure water and every drop of liquid that comprises the spears is filled with venom. Those who are cut or come into physical contact with these spears are inflicted with a neurotoxin. A toxic form of extreme responsibility making them take on and pay the energy costs of all other allies and enemies who are present onto themselves. :: Gravity Well/Slingshot :: Creates a spot of intense gravity at a point that it can see. A spot with such gravitational force that all people and objects are flung at high speeds to that one point. Or that causes all people and objects to be flung away like a slingshot at high speeds from that point. This can be maintained for multiple turns. The creature can choose which version to use, and can switch between the two versions at will while its still in effect. :: AntiGravity :: Can subject itself as well as any objects or peoples that it can see to zero-g. Allowing itself to move, hover, and fly in 360degrees and in defiance of gravity. But when used on other people or objects it causes them to float randomly and listlessly in the air, making it difficult for them to control their movements. :: Liquifaction :: Teleports a 100 meter cube of the nearest ocean into the immediate area. The cube of ocean holds its shape, and anyone in the area is submerged into it when it appears. Those who are within it are subjected to the cold and the pressures of the deepest depths of the ocean floor, and are also rendered unable to breath. This area of ocean is also filled with sharks and other dangerous aquatic life which obey this creature's will and attack its foes. :: Lunar Impact :: Uses gravity to pull asteroids, comets, and chunks of the moon itself from space, to rain down as meteors upon its foes and devastaing the surrounding area as well. :: Domains of Gravity and Water :: This creature is immune to the forces/elements of either gravity or water. Being hit with such will only serve to give it more defense and energy. Furthermore, any other elemental types that it sees it is able to transmute them into either gravity or water.Like
- QueensteadSometimes thought of as nature spirits, they are infact the creations of the third moon, that have existed since long before the merging of the Seven Moons. These spirits serve as the eyes and ears of the third moon. Watching everything that each of the moons created in order to determine if the traits they bestowed upon such creations were being adhered to. These spirits are kind and playful to mortals who abide by the traits of the third moon, most expecially fairness and honesty towards each other and fairness towards the world that had been created for them. However, the spirits act very differently if harmed. Or if they witness mortals acting unfairly either towards each other or acting negligently or carelessly towards the world itself. Becoming violent and angry, punishing those who are seen as not acting accordingly to the will of the third moon. These spirits can be numerous, and what may seem like one of these by itself, may very quickly be revealed to be a large gathering. Their appearance has reportedly been seen to change between two states. When peaceful, they look like some sort of mix of wolf cub, fox and bunny. With multiple eyes in the front. Around the size of a persons foot. When angered, they change into a drastically different form. A creature thats several stories high. A giant eye surrounded by lightning, and also surrounded by a collection of 8 sets of numerous massive floating wings, each of the wings surrounded by strong gusts of wind. As well as a dozen smaller eyes floating around it in various orbits. Location: Throughtout the Queenstead province, but more likely within one of the provinces many forests. Stats: Strength - 15 Speed - 15 Defense - 5 Energy - 15 Skills :: Peace and War :: This creature can change between two forms at will, As shown and described above. This also modifies how a few of its skills function. While in its peace form, it is capable of becoming ghost like and able to pass through solid matter or other living beings. Its claws and teeth are sharp like blades. While in its war form, its 8 sets of wings and its 12 orbiting eyes, plus its main eye, can all move and act independantly of each other. Its field of vision also extends in every direction. Its wings are sharp like blades. :: Equivolent Exchange :: When the creature uses this skill, regardless of its current form, damage that a target has inflicted onto the creature is reflected equally back upon the target. Or conversely, healing that a target recieves from any source is also equally recieved by this creature. :: Lunacy of the Third :: This creature's serrated claws (in its peace form) and its wings (in its war form) are harder than steel and coated in venom. Those who are cut or come into physical contact with the claws or the wings are inflicted with a neurotoxin. The type of neurotoxin changes depending on this creature's current form. When in peace form, the target is afflicted with a neurotoxin that is akin to a truth serum, rendering them unable to hide nor deny the truthful answer to any comment or question in any way shape or form, thats been aimed at them. When in war form, the target is afflicted to something akin to a lie serum, becoming unable to tell the truth in any way shape or form to their friends or allies. The more they trust someone the bigger the lies become. Either of these neurotoxins are very long lasting and can remain in the afflicted targets system for up to a week. :: Tormenta :: When in war form, this creature is able to shot lighthing bolts out of any of its eyes simultaneously. Whether it be its main eye. or from its 12 smaller orbiting eyes. When in peace form, it can make lightning trails behind its movements which will harm those that come into contact with the trails. In either form, this creature can create cages of lightning by combining numerous of either the bolts or the trails in order to trap targets within. :: Flight :: With the amount of wings it has, in its war form, you can be certain that its capable of flying around. However, while in its peace form, its not capable of true flight, but instead capable of floating, hovering and levitating. :: Aire :: When in war form, this creature is able to generate large tornado's from each of its wings. And can control the movements of the tornado's. Damaging, lacerating, and sucking in all targets that come into contact with the tornado's. When in peace form, it can create a breeze to either heal itself or to push back targets away from itself. :: Lunar Breath :: This creature can recreate a lunar atmoshpere. Regardless of its current form. By absorbing all the wind and air around itself or at a location that it can see, it causes suffocation to any targets within that area of effect. :: Domains of Wind and Lightning :: This creature is immune to the elements of either wind or lightning. Regardless of its current form. Being hit with such will only serve to give it more speed and energy. Furthermore, any other elemental types that it sees it is able to transmute them into either wind or lightning.Like
- GreenveldThe Aeroceph, or Caelum Polypus, is a Telvayn Mutation created by synthesizing aquatic variations of octopi and converging them with species of Kryssids that have appeared in and around Telvayn settlements. These settlements, full of raw magical power, are a hub for many Kryssids to spawn, and the Aeroceph is one representation of the Telvayn incorporation of Genetic Thaumaturgy. The Telvayn term for these creatures is Telvayn Levitation-Warp Devices. The Telvayn do not see these beings as creatures but as means of transportation and efficiency. However, to the residents of Loria and those who see these creatures flying in the sky, Aeroceph is the most common term used for these majestic creatures. The Aeroceph has been recorded to reach sizes of almost a hundred meters in wingspan, but most remain under this number. The Telvayn settlement of Tel Gors is these creatures' primary manufacturer and breeding zone. Still, ever since their release into the wilds of Anise, they have begun to dominate the ecosystem. These creatures remain close to Telvayn settlements because their primary source of nutrition that works best with their diet is the Telvayn Fungi and any other kind of Fungi found in the world. The Aeroceph is also the largest pollinator of mushroom tree spores, and their preference for the unique atmosphere of Anise has allowed them to spread these spores throughout the mountains. However, almost all these creatures cannot breed independently and are thus continually categorized as Kryssids. However, utilizing their reproductive systems, which do produce eggs, but none can produce fertilization reproductive systems, Telvayn Beast Masters are capable of reproducing these specimens in the laboratory utilizing Genetic Thaumaturgy, a branch of magic that deals with the arcane manipulation and infusion of genetic information into a creature's cellular structure. Aerocephs remain afloat by filtering the oxygen in the atmosphere through their gills and utilizing their stomach acids and glands to break apart the oxygen molecules and restructure them as Helium molecules. They can filter the amount of helium within their body that allows them to float. Their means of direction and flying involve sucking in air through their tentacles and then releasing the air into a direction of their choosing via the tentacles and their movements. To achieve Teleportation across vast distances, Aerocephs secrete a chemical stored in their brains that spreads into their flesh. Upon doing so, the creature can direct itself, or be directed, into producing a portal via its tentacles, which they can slip through, as well as anything inside them. Typically, they can only teleport within their field of vision, but by utilizing technology, they can project their minds to specific coordinates and locations, advancing their means of teleportation. Inside their large, bulbous heads, which is a large mesh network of cartilage, light enough to keep them afloat but is capable of fitting approximately fifty people, on average, within their heads. Telvayn Aerocephs are typically outfitted with an assortment of technological apparatus within these hallowed bulbous heads that allow them to control the creatures and captain them as they please, utilizing a mixture of the organic flesh and tissue merged with advanced technological equipment powered by the beast's metabolism. Stats: STR: 0 DEF: 0 SPD: 15 ENG: 10 Skills: Riftweaving The Aeroceph can channel magic into its tentacles, allowing the creature to open a portal to a location within its field of view, memory, or imagination. The skill has a range of approximately 1000 Miles (1609340 Meters). Cost: -5 ENG.Like