By Tooth And Claw Dragons
World of Ristell
Arcadia Cloudkingdoms and Merkingdoms Nyx and Zaegrim'a Oqh The Underground The Wilds

Click on any of the names to be taken to the page of that continent.


Rituals for this Realm

Holidays for this Realm

Navigation

Common Knowledge Realm Connections Space and Stars Timezones Local Plantlife Trade Specialties Currency Accents Religion Politics Military

Realm of Ristell

Known as the Realm of Ice and Fire, Ristell is as diverse a place as can be found in the Fiv'ean Realms. From the blazing Arcadia Desert to the frigid northlands of Nyx and steamy southern Wilds, the surface is a harsh, unforgiving place, while the ever-dark Underground is more suitable for most races not native to Ristell.

Common Knowledge

Here is a listing of factions, native species, fauna and flora that can commonly be found in this Realm. Keep in mind, however, that these are not the only things that may be found within Ristell; different groups may travel, many species can be found abroad, and flora/fauna can be transferred with ease.

Mage Order
D'jini Keht'shu Liniah Sphinx Sol'tera Zaegrim'a Nzani
Common Fauna Common Flora
Realm Connections

The great Markers of Ristell are hidden well upon the Realm, and serve to not only connect the Realm to the great Void Hydra, but to balance Noctis as well.

Ristell Marker Locations ::
Marker 1
Guardian: Djedhor; ancient divine sphinx with great power over wind and earth.
Location: Deep in the Arcadia Desert, well-hidden by sandstorms. Djedhor can strengthen these sandstorms to the point where they can shred anyone unfortunate enough to get caught in them.
Marker 2
Guardian: Charna, an anu sphinx with great power over the Dark.
Location: Deep in the Underground, far removed from the more habitable regions of the great caverns. A labyrinthine series of tunnels extend even deeper, and if one follows the right path, the Marker can be found within.
Marker 3
Guardian: Ymir, a mighty iahake with great power over ice.
Location: On one of the Northern Isles, concealed beneath a sheet of ice. Piercing winter winds and a perilous climb deter all but the most foolhardy.
Marker 4
Guardian: Mor'la, the massive, ancient d'jini that sleeps atop the sunken Marker.
Location: Deep within the Wilds, beneath the massive form of a great elemental-infused d'jini who has long been overgrown with plant life. She no longer looks to be a d'jini at all, simply a softly-shuddering hill hidden amongst the trees.



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Space and Stars

Ristell Constellations click on the link above to learn about this Realm's constellations!

Ristell is a chaotic Realm with an incredible array of vastly different and unique Realm stars of varying colors, shapes, and sizes. Void stars can be seen clearly on some nights, and be completely absent in others, depending on the light of the suns and moons.

The only Realm in this Void hydra to sport quite so many celestial bodies, Ristell has no fewer than three suns and five moons. The suns are almost always in the sky at the same time; one is the largest, bright gold, and is called the Sun of the People. The second is a deep scarlet, throwing conflicting red rays down upon the earth, and is named the Sun of the Earth. The last is a bright white and is quite small comparably, and is known as the Sun of the Gods.

The five moons are all unique, and different from one another. Two, often referred to as the twins, orbit one another; they are both shades of bluish teal, and are called the Moon of Dancing Light and the Moon That Sings respectively. The smallest moon is a serene pink-white, and is called the Eye of the Pharaoh. The second largest moon, colored a similar light purple, is called the Moon of Many Faces, and is known to do two laps around the world in the time that the Eye may make one. The last, and largest, moon is the Moon That Never Sets, a bright white globe that has a static place above the Realm, unmoving and always within sight, oddly from wherever on the Realm’s surface one might be.

While Ristell’s Veil might be thin, like to its sister Realm Noctis, the nebula inside can vary greatly, swirling in dancing colors. While most of the nebulae in the space Ristell has within its Sphere is tinted purples and pinks, there are also swaths of black that resemble the Nothing outside, a clear view of the Void that has been theorized to be holes in the Veil that one can see through with ease. Whether or not this is true, it has yet to be found.


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Timezones
1. Kelpwood time. 2. Crysaria time. 3. Imperial time. 4. Akhetaten time. 5. Eden time. 6. Great Lake time. 7. Firesands time. 8. Western time.

This Realm's day/night cycle is split into eight distinct timezones, named for a notable city or landmark in that zone to differentiate from others in common speech. These timezones are split into eight sections due to time of day to avoid using numbered hours. They are as follows: dawn, midmorning, noon, afternoon, dusk, night, midnight, and predawn. Read more about the timezones on the time page and the current conditions thread.

In stark contrast to Noctis in particular, Ristell's sunrise begins sooner and its sunset happens later than on other Realms. Its trio of suns travel together across the sky, ensuring every day is typically bright, and in Arcadia especially, blistering hot. Four moons traverse the skies as well, while a fifth moon remains fixed in place, ensuring no clear night is truly dark.

As Ristell is home to the Ristellan Six, a pantheon of lesser gods, the day/night cycle is subject to be tweaked at the gods' whims; however, this is very rare, and almost always involves Ristell's multiple moons. The lunar goddess, Nirni, will briefly alter the positions of the moons to communicate messages with her followers, as well as form temporary constellations in the sky. However, the moons will always return to their natural pathways after a few nights, and the Moon That Never Sets does not change.


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Local Plantlife

Just as the Realm itself is diverse, so too is the native flora. Sparse shrubs can be found on the borders of desert and mountains, and numerous trees, mosses, and lichens can be found in the cold lands of Nyx. Seaweed and kelp are common in the aquatic territories. A myriad of vines, ferns, trees, and shrubs can be found in the Wilds. In the underground, mushrooms and other fungi can be found in abundance.


commonly found;; Most common are trees and plants found in temperate climates, together with a large variety of herbs found growing in forests or on hillsides.
rarely found;; Tropical plants and plants indigenous to colder climates are less common, but they can be found in more remote regions by those who know where to look.
doesn't exist;; Aside from those plants native to Kurai, all plants found in the Realms can be found on Ristell.


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Trade Specialties

The mountains of Arcadia provide great mineral wealth to the kingdom, and paints and dyes crafted from various materials found in the desert are in high demand among artists from other Realms. From Nyx comes special ice-crafted weapons and armor that won't melt unless exposed to powerful, magical flames. A good portion of Zaegrim'a Oqh's economy is supplemented by the trading of nzani darksteel crafts, weapons, and architectural services, though mentors for combat or knowledge are also occasionally sought after. The Underground is home to skilled stonemasons who often sell their wares, or hire themselves out.


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Currency

Currency

The currency in Ristell is called the sol, and is equivalent to the Allied Realms' jaden in worth and basic value. They come in four denominations, much like jaden: the bronze coin, the silver coin, the gold coin, and the platinum coin. Each coin has a name, formed of a prefix and suffix in Signis. The suffixes are twofold; tr/kh, which are often added to the ends of words to indicate gender declension; bronze is related to the word support, silver is related to the word coin, gold is related to watch, and platinum is related to moon.

BRONZE: DJATR (1s)
SILVER: EAKH (25s)
GOLD: IRETR (50s)
PLATINUM: IAKH (100s)



The conversion rate for jaden to USD is 1 sol = 20 cents.

Average prices for common objects are listed below:

Loaf of bread; 20 sol.
Sack of potatoes; 50 sol.
Carrot; 80 sol.
A pig;; 230 sol.
A chicken; 60 sol.
Horse; 5000 sol.
Average-quality sword; 2000 sol.
Wooden shield; 400 sol.
Steel plate armor; 1900 sol.
Building block; 70 sol per ton.
Wooden log; 60 sol.
Average rent; 200 sol per month.


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Accents and Dialects

Those who speak Common in this Realm often have location-based, regional accents. For ease of understanding, these accent names will be very loose, and will be referred to by their Earthrealm names! However, many of these accents may have Realm-based or the name of their region to refer to in-universe. Please do not use the Earthrealm language names ICly. Thanks!

In the Realm of Ristell, extreme weather patterns keep territories relatively isolated from one another. From the Cloudkingdoms on high to the Underground deep below, it seems that accents are as varied as the creatures of the Realm. In Ristell, speakers in one part of the Realm might find those of another to be almost incomprehensible. The accents of the Realm are reminiscent of Earthrealm Middle Eastern and European languages.

In the central lands of Ristell lies Arcadia, a vast desert surrounded by mountain ranges. Ristell’s prestige accent originates in its desertbound southern and middle regions, regarded as both harsh and musical. Among others in the Realm, Arcadia’s accent appears to hide the true feelings of the speaker, making it difficult to forge relationships or recognize deceit. To the north, an entirely different accent has taken hold, influenced greatly by ancient Millirandian settlers that lived alongside and traded with the mountain-dwelling many years ago. The accent of northern regions of Arcadia closely resembles Earthrealm Finnish, where the rest - especially lands surrounding Eden - are similar to Earthrealm Arabic.

To the west lies a deep sea, Tempest, which holds the great Merkingdoms. In its depths, accents in the Common Tongue are said to be stern, but wise. Many find themselves easily persuaded by the even-sounding speech patterns and flat vowels. The accent is not found anywhere else in the Realm, as those who dwell in the deep rarely mix with those on land. Of the Earthrealm languages, this accent is most like Earthrealm Greek.

High above the Tempest Sea are the flying Cloudkingdoms, a cluster of independently ruled kingdoms in the clouds. A variety of accents can be found here, but all are quite similar and discerning any distinction takes a trained ear. Peoples who speak with the accents of the Cloudkingdoms are perceived to be honest and perhaps a bit stubborn. While conversations are fast-paced and there is a wide variety in intonation, the accent can sound very guttural and harsh at first. These accents are reminiscent of Earthrealm Romanian or Slavic languages.

To the far south lies the Wilds, where communities both big and small are scattered, often far from one another and isolated by treacherous lands as well as cultural tendencies to separate from outsiders. Accents in the Wilds vary even more so than in the rest of Ristell. The most recognizable accent from within this region would be the accent of Pyree, a trading hub in the south. The accent of this city shares similarities with that of those of the Merkingdoms. It shares characteristics of Earthrealm Greek and Estonian. Other accents in the Wilds may be reminiscent of Earthrealm Slavic languages as well as Earthrealm Greek or Estonian, with some scattering Arabic and Turkish..

In the lands of the liniah, far in the snowy Nyx and held apart from much of Ristell, there exists little in the way of a common accent or even strong dialect. However, due to trading with both the nzani and traveling sol'tera, accents resembling Earthrealm Arabiac - and most specifically, Syrian Arabic - are more common than others.

Zaegrim'a Oqh is home to the nzani, a masked people who may be somewhat difficult to understand - they have their own unique language and culture, with influences seemingly from Lizzarkyth and various parts of Ristell both. Their accents are most similar to Earthrealm Kongo and Syrian Arabic both.

The Underground has little to no accent commonality, and is a conglomerate of multiple dialects and languages.


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Religion

There are six gods in Ristell's pantheon, though the sixth - Jinun - is often written out of oficial teachings. While all the gods of Ristell are honored by every nation, each nation has its own ideas on which god is most deserving of honor and praise. Arcadia looks to Azcen, and holds him in higher regard than the others. Nyx holds Nirni in the highest regard. The Merfolk and the rest of the denizens of the sea honor Meryll first and foremost. The peoples of the sky cities hold Zephyro in greatest esteem. The dwarves of Dun Modon, upon Draiyd's mighty back, worship the great goat above all, as do the peoples of the Underground.

Jinun, the lost god of insanity, is worshipped by secret cults led by the Jinunake and feared by all. He is a chaotic and savage god, and those that hold him in high regard are often seen as the disgraced and insane. They keep their worship hidden, and their dark priests are rare and do not often venture to preach their religion aloud.

Zaegrim'a Oqh worships no Ristellan god, but a former Ether of Ristell called Zaegrim. By nzani law, they do not speak of other religions, and consider speaking directly of another religion a grave insult to their race. The name of a religion to come up in casual conversation is tolerated, but to go beyond that is blasphemy. Other gods, such as the Greaters and the Ristellan gods, are recognized as divine beings, but are regarded as inferior to Zaegrim in every way.

All-Under-Sky

Worshipful Races: Ristellan races. Primarily Worshiped In: Ristell.

A religion that originated in the Underground before spreading to the surface, All-Under-Sky reveres all the gods equally, holding that each has a place in Ristell that is worthy of honoring.

Followers of All-Under-Sky tend to be quite tolerant of other faiths, save for that of the nzani, though they tend to simply ignore nzani beliefs rather than try to confront them about it. They honor Azcen for giving them fire and light, Nirni for giving them joy, Zephyro for the air they breathe, Meryll for the waters of the Underdark, Draiyd for the solid stone of their underground home, and Jinun for testing them lest they become complacent. All-Under-Sky is prolific among scholars and historians, even those found aboveground.


Speaker of the Gods: The foremost authority among followers of All-Under-Sky, the Speaker is expected to be well-versed in the teachings of all the gods, and free of bias in favor of any of them.
Archpriest: There are exactly six Archpriests. Each one is elected to represent one of the gods, both to better aid the Speaker, and to lead various rituals.
Priest: Priests are wanderers who are entrusted to encourage people to live according to the virtues of the gods, and to denounce those who do not.

Azcenake

Worshipful Races: mainly Sphinxes and Sol'tera. Primarily Worshiped In: Arcadia, Ristell.

Azcenake is a faith common to Arcadia on Ristell, and places heavy emphasis on the importance of history, and knowledge. As such, temples devoted to Azcen often serve as libraries as well, and to its adherents, to be forgotten is worse than death. Learning begets knowledge, and knowledge begets wisdom. Such is the core tenet of Azcenake. Therefore, its followers place a high importance on written words, and for them, false information is anathema, and willingly spreading falsehoods is cause for punishment.

With such a heavy emphasis placed on history and knowledge, priests will often go to great lengths to safeguard books and scrolls, and are swift to condemn any who would destroy such works. However, exceptions are made for truly heinous criminals, and the worst punishment that can be handed down among adherents of Azcenake is to be deliberately forgotten, to have one's name, and all record of their existence, erased.


Pharaoh: Arcadia's Pharaoh is the foremost spiritual authority as well as the country's secular ruler. However, due to the enormous responsibility being Pharaoh entails, this is primarily a ceremonial arrangement, with the Pharaoh overseeing building and upkeep of temples and tombs, and various rituals and ceremonies.
High Priest: While subordinate to Pharaoh, the high priest is responsible for overseeing the priesthood as a whole, particularly in regards to keeping accurate record-keeping, as well as overseeing grand rituals and ceremonies, either alongside or in place of the Pharaoh.
Priest: Priests are responsible for maintaining temples and archives, as well as leading local ceremonies. In large cities, they also serve as librarians and archivists.
Scribe: Scribes are responsible for taking records, and writing them down in scrolls or books to be added to archives and libraries, as well as making new copies of scrolls or books that have become damaged, or are threatened by age.

Draiydysmir

Worshipful Races: dwarves, less common among other Ristellan races. Primarily Worshiped In: Ristell Surface.

Draiydysmir emphasizes stoicism and patience in the face of adversity, and the value of hard work and craftsmanship. Followers of Draiydysmir are renowned as the finest crafters in all of Ristell, standing tall and resilient as a great mountain. This patience makes them exemplary craftsmen, and though they don't give their friendship lightly, when they do, they are especially stalwart and dependable when they do.

The dwarves of Dun Modon are the most devout followers of Draiydysmir on Ristell, and zealously guard both their home, and the lakes left behind by Draiyd when he rises and walks. They view these lakes as holy, and theirs by right, protecting them against any who would claim the water for themselves, or make improper use of it. This means that, while most travelers will find themselves having to make often hefty offerings to Draiyd to drink of the waters, the truly desperate will find the dwarves more accommodating.

While most other Ristellan peoples tend to be more tolerant, the dwarves of Dun Modon bear a deep resentment of the nzani due to their refusal to grant Draiyd the respect they feel he is due to his divinity, often refusing to so much as acknowledge the presence of the nzani if they should cross paths. At worst, such encounters evolve into violence, especially where the Oathsworn are concerned.


High Priest: Top spiritual authority of the Draidysmir faith, as well as the holy city Dun Modon. The High Priest communes with Draiyd via dreams, interpreting the will of the god, and offers advice and wisdom to any who gain an audience.
Consecrator: Priests charged with overseeing all mining on Dun Modon, ensuring proper safety procedures are in place, consecrating every new dig, and blessing the fruits of labor.
Harbinger: Whenever Draiyd rises and walks, he cares not for whatever might lie in his path, striding forward in a straight line according to his own enigmatic desires. Whenever he rises, harbingers will journey far ahead, warning all who might be in the god's path of his coming.
Oathsworn: Holy warriors sworn to defend Dun Modon and every single crater-lake left behind when Draiyd rises and walks. Easily recognizable by the highly ornate, bejeweled armor they wear, these holy warriors are noted for their grim stoicism, and relentlessness in battle.

Jinunake

Worshipful Races: varies; undecided. Primarily Worshiped In: The Underground is their primary location, though groups travel, attempting to spread the religion further.

While acknowledged as a religion, most all individuals oft agree this organization to be nothing more than a dangerous cult. They spread the insignia of their worshiped god, Jinun, and preach to all who may lend an ear.

Their methods are gentle at first, discussing the goodness of Jinun and the beauty within him; what they view as positive examples of his influence. Few willingly join the ranks of this organized cult, and rumors that Jinun himself warps the minds of his followers are common. Notably, members seem to treat and refer to one another as family. When they can, they dedicate whatever numbers they can spare in attempts to build temple's to showcase Jinun's beauty. These buildings are called "Jikanisa" and inside are often elaborate, gorgeous statues of polished stones. A light statue and a dark statue of both of Jinun's favored forms.

As every member begins as a Jisol, all bear the tattoo of a jackal's face. If you break free of the teachings of Jinun, then the eyes of the tattoo change to a bright violet color, alerting members of your betrayal. From there, you're likely to be hunted down, often to be offered directly to Jinun.


Alzqaf (Bishops): The highest rank within whatever buildings are dedicated to Jinun. They "Preach from home" and welcome any who enter with open arms and a friendly smile. They are the only rank allowed to pray to a statue of Jinun within their temple in hopes of reaching his counsel more efficiently..
Jirawy (Missionaries): Members ordained by the Alzqaf to spread the blessings of Jinun in hopes of gaining new members by conversion. Often Friendly, but persistent. They tend to leave an emblem of Jinun wherever they roam..
Jisol (Members): Members within the ranks, accepted in by a special ritual. Jisol are all marked by a special enchanted tattoo, usually placed where members may easily see the mark. This mark often resembles the jackal's face with white eyes..

Meryllake

Worshipful Races: merfolk, ocean-Kin xeriin, any who are sailors. Primarily Worshiped In: Tempest.

Meryllake is a faith devoted to innovation, and revering Meryll. While mainly merfolk and ocean-Kin xeriin worship the serpent goddess, she has a devoted following among all who depend on the bounty of the sea for their living, most especially sailors and fishers. Unique among the religions of Ristell, Meryllake has few long-standing traditions, for as Meryll promotes change, so too do her followers. One exception to this is the offerings made to Meryll by all who sail upon the ocean, or dwell beneath its surface, for to slight Meryll is to invite her wrath.

Whenever existing rituals begin to fail to please Meryll, her followers will gather and undertake a ritualistic contest to devise new means of honoring her. However, fickle and temperamental as she can be at times, Meryll is not cruel, and treats such contests themselves as honoring her name.


High priest: The one responsible for overseeing all rituals and celebrations in honor of Meryll, as well as assessing the value of all offerings made to the goddess.
Diviner: As Meryll's whims change frequently, diving her will is a full-time duty, attended to by specially chosen Diviners who share a special communion with the goddess.
Sea-Sage: Land-dwelling priests and priestesses who oversee offerings and prayers made to Meryll, whether it be blessing the nets, hooks, and spears of fishers, or calling upon Meryll's blessing upon a ship's voyage.

Nirniake

Worshipful Races: primarily liniah. Primarily Worshiped In: Nyx.

Most prevalent amongst the liniah of Nyx, Nirniake is a joyous faith that places an emphasis on helping others. Nirniake places great importance on kindness, tolerance, and enjoyment of life. In reverence of the moon goddess, all ceremonies and worship activities take place at night, with the procession of the moons through the sky governing when such celebrations may happen.

Just as Nirni spreads joy and love, so do her followers spread good will in her name, inviting all who are willing to take part in celebrations and ceremonies regardless of their personal beliefs, they also tend to donate what they can to support the Almoners.


Moon-Blessed: Almost always a liniah of great prestige, the Moon-Blessed is most attuned to the will of Nirni, and presides over all ceremonies and celebrations that take place in the name of the goddess.
Almoner: Ordained devotees of Nirni who travel throughout Nyx, and occasionally beyond, distributing alms to the needy. Almoners are often healers, or skilled in herbalism, and often treat illnesses or injuries as they travel.
Acolyte: Acolytes are novices of the Nirniake faith, and serve in shrines and temples, offering healing and comfort to any who seek them out.

Zephyroake

Worshipful Races: keht'shu, d'jini, gryphons. Primarily Worshiped In: Cloudkingdoms, The Wilds.

Zephyroake is a religion of freedom, and wandering, as though its adherents were being constantly swept around by the whale god himself. Zephyro's followers are predominantly found among those races who can join their god in the skies of Ristell, the inhabitants of the Wilds often worship the great whale above the other gods. They tend to be highly independent. While the followers of the whale are often seen as a bit odd, their travels are nonetheless never interfered with, as Zephyro is a bringer of both great blessings and severe punishments.

One thing nobody on Ristell will dispute, however, is the unrivaled grandeur that celebrations devoted to Zephyro entail, especially Jubilation of the Sky-Touched whenever they manage to spot their god. The procession through the skies is marveled at by all below.


Elders: Unique among Ristell's religions, Zephyroake lacks a single, foremost authority, instead being led by a council of Elders who preside over all rituals and celebrations held in Zephyro's honor.
Wind-Borne (Priests): Wandering priests who travel across Ristell, attempting to follow the hidden path of the whale god as he flies across the skies. They often stop to pray for rains to fall upon the fields and orchards of farmers before resuming their neverending travels.
Sky-Touched: Exclusively found among the winged races, Sky-Touched devote their lives in attempting to find Zephyo as he wanders, sometimes going their entire lives without seeing him. When they do, they fly to the great whale, and a great celebration follows as they sing his praises.

Zaegrimites

Worshipful Races: zaegrim'a nzani. Primarily Worshiped In: northwestern Ristell.

The nzani religion is monotheistic in its worship of Zaegrim, a former Ristellan Ether from centuries ago, and persecutes worship of any other gods, even Greater Gods and Ristellan ones. This religion revolves around the usage and integration of their masks into their identity, as well as the heritage each mask represents as part of their life story, including their occupation and relationships.


Zaegrim’s Heart: the leader of the N’zani’s military as well as of the religion of Zaegrim’a itself.
Zaegrim's Avatar: the strongest warrior in Zaegrim’a Oqh, and second in command of the Zaegrim Inquisition.
Council of Twelve: a group of elected councilors acting as both advisors and legislators. Directly below the Heart and Avatar
Council of Twenty: a group of elected councilors who represent the concerns and desires of the populace.


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Politics

Arcadia is the foremost power upon Ristell, both in wealth and in military power. In the distant past, a short but violent war was fought between Arcadia and Nyx, during which Arcadia's power and authority were decisively proven. Since then, Nyx has been a staunch ally of Arcadia, with the Imperial Household making several annual state visits to their southern neighbors. While the Merfolk kingdom of Tempest doesn't have as close a relationship with Arcadia, they acknowledge the desert kingdom's sovereignty over the surface.

Far to the north, the country of Zaegrim'a Oqh is led by Zaegrim's Heart. Male or female, the Heart is not only the political ruler, but is also the religious and high military leader as well. The Heart is almost always beloved by all nzani, and is rarely met with disdain or despised.

The Dwarves of Dun Modon are viewed with caution verging on distrust, due to their cultural inclination to claim anywhere Draiyd has previously slept as their own, sacred territory. This had led to several short but brutal wars between them and the rest of the surface of Ristell, leaving relations tense.

The Underground staunchly refuses to acknowledge Arcadia's authority, keeping to their own confederacy of subterranean cities. This has led to Arcadia and the Underground waging war upon each other several times in the past. While neither has ever had a clear advantage, neither side is willing to compromise on the issue. Relations tend to vary, but are generally tense.


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Military

Arcadia fields a powerful army primarily made up of sol'teran soldiers primarily from the Blessed Houses arrayed as infantry, cavalry, and archers. Sphinx often add their magical might to the army's ranks, and members of the Royal Family are frequently trained to fill high military positions. Accustomed to the hardships of the desert, these professional soldiers are well-trained, tough troops.

The Empire of Nyx, when at war, calls up levies of local militias bolstered by professional soldiers sworn to various noble houses. While these household troops are well armored and trained, the levies are generally given spears, long knives, large shields, and little else, though most keep leather armor on hand.

The merfolk of Tempest generally make use of raiding parties to harass land-dwellers, relying on the ocean to shield them from serious invasion or wide-spread retaliation. Spears, nets, and poisonous darts are their most common weapons of choice.

The Underground keeps a well-trained militia on standby should another war with Arcadia erupt. These soldiers train frequently before returning to their normal jobs, although most can be called up swiftly if need be. Each city also maintains a full-time, professional garrison.


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