A powerful, mysterious kingdom of mighty cities hidden in dense jungles, Noktureesah is a kingdom flowing with gold, and blood. The great Priest Kings rule over their subjects with an iron grip, and blood magic abounds within this kingdom's borders. Any who would break the laws of the land are swiftly rooted out, and made an example of.
Country/Area Name(s): Noktureesah
Ruling Species: N/A
Native Language: Common
Capital(s): Kalak'mul
Monarch(s): Priest King Qualo
Cities:
These are the cities found within this area; each one is marked on the map, and divided by tiers. The larger the tier, the larger the city - tier one may be a small village or town, while tier four may be sprawling cities of grand proportions.
AKTE'CHE:
RACE: various. LEADER: Topa. TIER: two.LANGUAGE(S): Common. ALLEGIANCE: Noktureesah.
APPEARANCE: Built around a small, clear cenote filled with clear, cool water, Akte'che's buildings are whitewashed, and surround a large temple-pyramid dedicated to L'zayn. Numerous water gardens dot the city, and beneath L'zayn's temple a series of caverns have been enlarged, making the city larger than its surface area would suggest..
CULTURE: While on the surface, ceremonies and celebrations honoring L'zayn as healer and comforter take place, down in the caves ceremonies dedicated to the goddess' sorrow aspect take place. Most of Noktureesah's healers come from Akte'che, and the city is a refuge for any in need of healing, or comfort.
BALA'MAKAL:
RACE: various LEADER: Chiyel (NPC). TIER: three.LANGUAGE(S): Common. ALLEGIANCE: Noktureesah.
APPEARANCE: Bala'makal is a sparkling city, with gems cut and polished to resemble stars adorning many of the city's structures. The most opulent of these is the temple-pyramid dedicated to Zeldrima. A large city square is adjoined by an open exchange where merchants and entrepreneurs meet to discuss trade ventures.
CULTURE: Merchants, entrepreneurs, and anyone engaging in potentially risky ventures often visit the temple to make offerings to Zeldrima in hopes that she'll smile upon them and grant them good fortune, particularly after night fall when the stars are out. Priests often attend their duties at night, sleeping through the day within the depths of the temple. Gambling is a common pastime, with priests or acolytes commonly overseeing the various games to ensure the games are fair.
GREAT TEMPLE OF GAZ'IN:
RACE: Various. LEADER: High Archivist Jubain (NPC). TIER: Four.LANGUAGE(S): Common. ALLEGIANCE: Noktureesah.
APPEARANCE: Gaz'in's temple is as much a library as it is a place of worship. A mix of elegance and austerity, the outer walls are made of a mix of wood and stone. Within, sound is dampened by the architecture and carpeting. Near-countless books, scrolls, tomes, journals, manuscripts, and grimoires line numerous shelves. Within the controversial Gallery of the Gods, statues of every god loom within large alcoves, including depictions of the Dark Five. Despite being worshiped as one, Daama, as she is not a true god, is not depicted.
CULTURE: Perhaps even moreso that Time's, Gaz'in's temple is a place of silence. It is said that the loudest noise heard on some days is the scratch of pen on parchment as scribes work diligently. The priests, scholars, and archivists all wear soft shoes and learn to tread softly so as not to disturb those who might be hard at research. All knowledge, even dark knowledge, is gathered within the halls, although the more dangerous works are kept under lock and key, and require special permission to view.
IX'UN:
RACE: various. LEADER: Amaru (NPC). TIER: three.LANGUAGE(S): Common. ALLEGIANCE: Noktureesah.
APPEARANCE: Accessible on foot only by a winding mountain trail, Ix'un stands atop a mountain range. A large temple-pyramid, considerably wider than it is tall, dedicated to Gaz'in stands in the center of the city. The rest of the city follows the contours of the mountains, with some parts of the city connected by bridges of stone, or in some cases, wood and vines. A large observatory stands atop the temple of Gaz'in.
CULTURE: Secluded as it is, the inhabitants of Ix'un are hardy and tough. They place a great emphasis on education, and preservation of knowledge. Many of Noktureesah's inhabitants come to Ix'un to study in the temple, and priests of Gaz'in often travel to other cities in Noktureesah to update records, and in some cases teach.
KALAK'MUL:
RACE: various. LEADER: Qualo. TIER: four.LANGUAGE(S): Common. ALLEGIANCE: Noktureesah.
APPEARANCE: Kalak'mul is dominated by the enormous Temple-Palace of Kukulkan, a towering pyramid created by the magic of the founder of Noktureesah. The stepped pyramid rises high above the city and the surrounding jungle, and is visible from most of the country. Ten temples, each dedicated to one of the Ten and decorated with appropriate engravings and colors, surround a grand city square.
CULTURE: Kalak'mul serves as the political heart of Noktureesah, and its Priest-King is considered to be the foremost authority in the land. Many ceremonies, oftentimes bloody, to honor the gods of Millirand and Felnova take place throughout the year. Once a year, during a ceremony and celebration to celebrate the founding of Noktureesah takes place, attended by all of the Priest-Kings and their retinues.
LAMAN'TOK:
RACE: various. LEADER: Rahua (NPC). TIER: two.LANGUAGE(S): Common. ALLEGIANCE: Noktureesah.
APPEARANCE: Stone piers extend from the shore, sheltered from the sea by a treacherous reef. The city itself is largely hidden in the jungle, although several stone towers and temples jut out above the trees. A large square lies at the center of the city, and a large ball court stands beside the square.
CULTURE: Laman'tok is Noktureesah's sole port. As a result, the widest diversity of species in Noktureesah can be found there. Sacrifices to Sago are performed both in the temple, and out on the open water. A thriving fish market is at the center of the city's trade, and dried fish is sent inland to the other cities. Pearls, shells, and teeth taken from sharks and other sea creatures are used to craft various pieces of jewelry and talismans.
NARAN'TAL:
RACE: various. LEADER: Sayri (NPC). TIER: three.LANGUAGE(S): Common. ALLEGIANCE: Noktureesah.
APPEARANCE: Towering structures of polished stone are common in Naran'tal, and the tallest structure is a towering temple-pyramid dedicated to Fenrir. Surrounding the city square, stone monoliths inscribed with Noktureesah's laws stand where they are easily seen. Some of the ceremonies in Naran'tal are among the bloodiest in Noktureesah, as condemned criminals are sacrificed upon the alter atop the temple of Fenrir.
CULTURE: Laws in Naran'tal are rigidly enforced, with the law-keepers held to an exceptionally high standard by Fenrir's priests. These priests often travel to other cities to act as judges and arbitrators. While criminals are given every chance to reform, or make restitution, but those who have committed grievous crimes or fail to reform are condemned, and their blood used to empower some spell or another, as needed.
PANAK'NAS:
RACE: various. LEADER: Tannok (NPC). TIER: four.LANGUAGE(S): Common. ALLEGIANCE: Noktureesah.
APPEARANCE: Panak'nas is dominated by a large temple-pyramid devoted to the Ten, surrounded by smaller temples devoted to the individual gods and the Ether. Nestled atop a craggy rise, few of its structures rise far above the jungle, but the city sprawls over a large area nonetheless.
CULTURE: Panak'nas rivals Kalak'mul in size and power, and their ceremonies and celebrations are very nearly as grand as those held in Noktureesah's traditional capitol. Since Kalak'mul is traditionally forbidden to outsiders, Panak'nas often serves as host to foreign dignitaries, rare as they are, and the people of the city are proud of their dedication to the realm's Ether. Visiting dignitaries and ambassadors are treated to a number of celebrations, including various sports and feasts.
Landmarks:
These are the landmarks and important places scattered through this area. They can be anything from forests and rivers to special caverns, monuments, ruins, and more.
Devil's Pitfall
Located inside a inconspicuous cavern, there lay a large cenote with steep, sharp-rocked sides that extends down nearly a mile. At the bottom lay a large, crystal clear lake, beautiful and cold, fed by subterranean waterfalls and underground streams. Around the opening is a ring of metal one can walk on safely, and be able to look down into the depths with ease. It's said that these once maintained a seal across the opening to keep intruders out, though the runes have long since been destroyed.Dormannu Crater
The remnants of a volcano once used for sacrifices to the gods. Blown apart in a cataclysmic explosion, half of the mountain sank, submerging half of the crater in a large, bubbling lake. The waters boil constantly, fed by broken springs that rise to the surface, warmed by the magma beneath.Jireeba Mountains
A tall, imposing mountain range covered in thick vegetation, located in the largest jungle the region has. Its peaks are hidden in thick, ever present clouds, hiding a temple made of gold deep within. It is said that blood sacrifices are made to the gods within this temple, guarded by large, ancient dragons who permit very few into its depths.About Millirand
Millirand is an ancient Realm, once proud and powerful, and is the original home of the great Dragon Royals. Now however, devastating wars in the past, and the splitting of the Ten, have resulted in a fallen Realm given in to despair. The once-mighty dragons have been reduced to a bare minimum, and the various kingdoms have turned their focus on their own personal matters. However, despite that, Millirand remains a Realm of beauty, mystery, and magic.
Realm Contributors: Verridith, JPG, Bucketorandomness, and Fyfergrund