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|mainpage = Part of [[Eronidas]] lore. | |mainpage = Part of [[Eronidas]] lore. | ||
|}} | |}} | ||
Kur, the Last City of the Living among the Dead, is a singular city that resides inside the other dimension of the Beyond. Unlike the [[Void]] and [[Exist]], which are dimensions in which [[Aloria]]ns cannot exist due to the laws of reality not being a thing, the Beyond is a mirror dimension of the real world of Aloria, where at least some of the laws of reality apply, meaning that one can reasonably visit it. The city of Kur is manned by the [[Eronidas]] (and sometimes non-Eronidas [[Archon]]), which is built as a large ring-city with 3 surrounding curtain walls around a single hill upon which rests the Gateway of Maru. The Gateway of Maru is defended by the living from repeat attacks of the [[Ordial]] Entities that roam the Beyond in an attempt to breach into the world of the living to inflict death. This page will cover the history, function, and roleplay background use of the city of Kur for the Eronidas | Kur, the Last City of the Living among the Dead, is a singular city that resides inside the other dimension of the Beyond. Unlike the [[Void]] and [[Exist]], which are dimensions in which [[Aloria]]ns cannot exist due to the laws of reality not being a thing, the Beyond is a mirror dimension of the real world of Aloria, where at least some of the laws of reality apply, meaning that one can reasonably visit it. The city of Kur is manned by the [[Eronidas]] (and sometimes non-Eronidas [[Archon]]), which is built as a large ring-city with 3 surrounding curtain walls around a single hill upon which rests the Gateway of Maru. The Gateway of Maru is defended by the living from repeat attacks of the [[Ordial]] Entities that roam the Beyond in an attempt to breach into the world of the living to inflict death. This page will cover the history, function, and roleplay background use of the city of Kur for the Eronidas. This page is so-called Expanded Lore, meaning it is not required reading for a roleplay experience on MassiveCraft, but can be used to add additional depth and content to Roleplay. | ||
==History== | ==History== | ||
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==Non-Eronidas in Kur== | ==Non-Eronidas in Kur== | ||
Kur does have a number of Non-Eronidas living in it, some of which are extremely strange and rare. Kur is not an Eronidas-only city, even if the Ordial-power connection is an arrangement that is unique to the Eronidas who worship Draconism. Neron Warriors and Death Shamans are in theory allowed to invite anyone in, and so there are several so-called Quarters where unique groups exist. Here are a few of them: | Kur does have a number of Non-Eronidas living in it, some of which are extremely strange and rare. Kur is not an Eronidas-only city, even if the Ordial-power connection is an arrangement that is unique to the Eronidas who worship Draconism. Neron Warriors and Death Shamans are in theory allowed to invite anyone in, and so there are several so-called Quarters where unique groups exist. Here are a few of them: | ||
* '''Melca’s Quarter:''' One of the quarters in Kur, is the Melcan Quarter which is inhabited predominantly by [[Sihndar]], but more curiously, by a handful of [[Drovv]]. The Drovv existing in Kur are aware of the extinction of their | * '''Melca’s Quarter:''' One of the quarters in Kur, is the Melcan Quarter which is inhabited predominantly by [[Sihndar]], but more curiously, by a handful of [[Drovv]]. The Drovv existing in Kur are aware of the extinction of their Heritage in Aloria but fight on as their numbers dwindle over the centuries. There are roughly 250 Drovv left in Kur. They however are willing to teach Sihndar who enter the old battle techniques of the Khopesh. | ||
* '''Archon Quarter:''' Archon of any | * '''Archon Quarter:''' Archon of any Heritage can also enter Kur and aid in the defense. Many Regulus Anglian Witches provide medical camps in the Archon Quarter, meaning that the Archon Quarter is usually seen as a kind of hospital in Kur. | ||
* '''Urlan Grove:''' A Throng of [[Urlan]] is housed in the Grove Quarter, where the presence of so many Urlan have somehow allowed for a few bare trees to grow in the Beyond, where nothing normally grows or ages, defying the laws of this realm. The Urlan are a recent addition, having only entered in the last 10 years or so. | * '''Urlan Grove:''' A Throng of [[Urlan]] is housed in the Grove Quarter, where the presence of so many Urlan have somehow allowed for a few bare trees to grow in the Beyond, where nothing normally grows or ages, defying the laws of this realm. The Urlan are a recent addition, having only entered in the last 10 years or so. | ||
* '''Ohtan Quarter:''' A group of very alien-like white-furred humanoids with four arms, six eyes, and a head shape reminiscent of goats exists in the Ohtan Quarter. They claim they come from the Northern Expanse (a region beyond northern [[Ellador]]) which they called Ohrav, though no living | * '''Ohtan Quarter:''' A group of very alien-like white-furred humanoids with four arms, six eyes, and a head shape reminiscent of goats exists in the Ohtan Quarter. They claim they come from the Northern Expanse (a region beyond northern [[Ellador]]) which they called Ohrav, though no living Heritage has ever been found there, so it is generally assumed their civilization went extinct millennia ago. The Ohtan are excellent slingers, using a strange, blue-glowing stone for ammunition that explodes on impact with blue puffs and shrapnel. | ||
* '''Diliris Quarter:''' Perhaps the strangest yet is the Diliris Quarter, which is entirely manned by automatons of extremely alien design, bodies made of unknown metals shaped roughly like a skeleton held together by an invisible force, of a being that can only vaguely be described as bipedal and humanoid. The Diliris do not fight on the wall, rather their Quarter acts like a necropolis of sorts where those who have been mortally wounded and cannot be saved, go to have their minds preserved in the Diliris Grafts, very similar to [[Qadir]] Membanks but much more sophisticated, and allowing such a soul to be grafted onto a body of another willing living person to preserve the consciousness of the individual. This is sometimes why Neron Warriors or Death Shamans may in fact be the merger of two distinct consciousnesses, or two separate minds inside the same person. | * '''Diliris Quarter:''' Perhaps the strangest yet is the Diliris Quarter, which is entirely manned by automatons of extremely alien design, bodies made of unknown metals shaped roughly like a skeleton held together by an invisible force, of a being that can only vaguely be described as bipedal and humanoid. The Diliris do not fight on the wall, rather their Quarter acts like a necropolis of sorts where those who have been mortally wounded and cannot be saved, go to have their minds preserved in the Diliris Grafts, very similar to [[Qadir]] Membanks but much more sophisticated, and allowing such a soul to be grafted onto a body of another willing living person to preserve the consciousness of the individual. This is sometimes why Neron Warriors or Death Shamans may in fact be the merger of two distinct consciousnesses, or two separate minds inside the same person. | ||