~Tome of Axeleron: 2E - Bookwyrm's Factions~
Posted: Thu Nov 22, 2018 7:17 pm
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Note: Sup everyone, been a little while since I posted new stuff, and I've made a bunch of changes and additions to my old factions since then, so I figured it would probably be easier to reboot the entire thread and reformat everything since all of the photos I'm using will be new. This initial thread will be the masterlist of all my factions, along with a general over view of the world of Axeleron. Expect to see more regular updates and new factions coming up soon. Stats are still a work in progress, the link will be added to this intro later on.
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List of Factions:
==> The Fey Courts
==> The Dungeonmasters Guild
==> The Islander Militia
==> The Ordo Lux
==> Ramayana Raiders
(Recommended Listening:)
AXELERON
The planet Axeleron is a Magikal world located near the outskirts of the Nehellenium galaxy. It is unique in that the planet sits upon a confluence of interdimensional energies that makes the planet a weak point in the fabric of the Brikverse. Some of these dimensions are further reaching and are well known throughout the Brikverse, and many more are localized to the sphere of Axeleron's influence, including the Astral Plane, the Aether, the Underworld, the realm of Avalon, and others. While rifts in reality to various other dimensions are commonplace in the Brikverse, Axeleron is unique in that if the point where it lies were to be fully opened, it would act as one of the largest and most dimensionally wide-reaching holes capable of existing. Due to this, a being of unimaginable power (thought by many to be a Human) known only as The Author created the Plot, an enchantment of such magnitude that would direct the fate of Axeleron and the destiny of all its inhabitants. The Plot embedded itself into the core of Axeleron's very existence, and functions solely to protect the planet and the weak point anchored to it from being destroyed. It is the Plot that shapes the lives of the minifigs that live there, the Plot that allowed society to advance to the level it currently rests at, and the Plot that keeps it from progressing further. The inhabitants of Axeleron have learned to control the Plot in small ways, namely by opening tiny, localized rifts that allow them to draw upon the essence of one of the many intersecting planes to perform Magik. This is commonly referred to as "Lore" mastery, although it takes many different forms in practice, depending on the dimensional essence being used.
The known inhabitants of Axeleron all share a landmass, a massive supercontinent known as Avross. The vast majority of Avross’s peoples live on the eastern side of the continent. Along the eastern coast, the two nations of Eldoth and Renloth border the seas which lead to the Gateway Islands. Renloth is a peaceful, pastoral nation largely made up of smaller kingdoms and united under a council of kings, lords, and advisors, while Eldoth is governed by the Traveler’s Society, a group that manages adventurers and the Dungeon, a massive network of interconnected mines, caves, underground fortresses, and labyrinths that has existed under Avross for millennia. Further east are the Gateway Isles, home of the Islander tribes and of the Gates, a system of portals which lead to various locations all over the continent. The great desert to the west of Eldoth is home to a cluster of smaller kingdoms. The northern half of this arid landscape is home to the Drejmmer people, who make their way as traders, storytellers, scholars, and artisans, while to the south is the land of the Netjeru people, an ancient and mystical place of proud warriors and magicians. Drejmm and Netjer also share the desert with the kingdoms of Magnolia, Chromata, and Tyra. Magnolia is located in the foothills of the Metallix Mountains, Chromata is home to a warlike race of humanoids with brightly colored skin, and Tyra is a nation of despots and scoundrels, a haven to all of Avross’s most wanted criminals and cruelest dictators. Many of these nations border the Wyrdwood, a dense forest that spreads over a large portion of the southern areas of the continent, and is home to the four Fey Courts. To the south lie some of the older and more mysterious lands of Avross. Bordering the Wyrdwood and the Jungles of Nuloc are the nations of Ramayan and Oltec. Ramayan is home to numerous astralborne races, and is known for its beautiful temples and monuments. The Oltecans are closely related to the Islanders in the east, and maintain trade with them through the Gates. The southwestern coast of Avross is a place of constant warfare and bloodshed as the forces of the Oltecans, the mechanical might of the Cogger nation of Crae, and the vast armies of the kingdom of Samurin all battle legions of otherworldly invaders known as the Seikaiisan Saccharine to contain them to the blasted Wastes they have desolated and claimed for their own. Also in this area is a large, heavily wooded marshland jutting off of the Wyrdwood known as Teldav Swamp, which is home to a number of tribes of emps and trolls, as well as many other bog-dwelling races and peoples. The western side of Avross is dominated by an enormous expanse of grasslands and savannas known as the Plains of Perr, which is home to countless tribes of hunter-gatherer Nomads, as well as large village cities of Syrbotan Giants, skilled workers of stone and clay who live along the base of the mountains. The Metallix Mountains themselves are the home of the Metallix Dwarves, who are divided into a number of smaller, semi-united dwarvish factions. Along the vast majority of the western coast is the nation of Carthenus, a seafaring people known for their philosophy and theater, as well as their textiles and other fine goods. The sunken kingdom of Echelontis lies just off the coast of southern Carthenus and has become home to a number of waterborne races. To the north are the lands of Othroth, Ruuskaa, and the Floess Islands. Because it is essentially an extension of the plains to the south, Ruuskaa is a harsh and barren land in which only a small population of Ruuskaars reside, while Othroth, while still cold and unforgiving, is more heavily wooded and as a result more populated. The Floess Islands are colossal glaciers, populated only by a scattered few tribes of Floess Islanders, tribal immigrants who expanded through the Gates and adapted to the desolate climate. None know what, if anything, lies beyond Avross. None who have ever set off into the great ocean surrounding the continent have ever returned, a fact which leads citizens of Avross to speculate wildly.
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Note: Sup everyone, been a little while since I posted new stuff, and I've made a bunch of changes and additions to my old factions since then, so I figured it would probably be easier to reboot the entire thread and reformat everything since all of the photos I'm using will be new. This initial thread will be the masterlist of all my factions, along with a general over view of the world of Axeleron. Expect to see more regular updates and new factions coming up soon. Stats are still a work in progress, the link will be added to this intro later on.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
List of Factions:
==> The Fey Courts
==> The Dungeonmasters Guild
==> The Islander Militia
==> The Ordo Lux
==> Ramayana Raiders
(Recommended Listening:)
AXELERON
The planet Axeleron is a Magikal world located near the outskirts of the Nehellenium galaxy. It is unique in that the planet sits upon a confluence of interdimensional energies that makes the planet a weak point in the fabric of the Brikverse. Some of these dimensions are further reaching and are well known throughout the Brikverse, and many more are localized to the sphere of Axeleron's influence, including the Astral Plane, the Aether, the Underworld, the realm of Avalon, and others. While rifts in reality to various other dimensions are commonplace in the Brikverse, Axeleron is unique in that if the point where it lies were to be fully opened, it would act as one of the largest and most dimensionally wide-reaching holes capable of existing. Due to this, a being of unimaginable power (thought by many to be a Human) known only as The Author created the Plot, an enchantment of such magnitude that would direct the fate of Axeleron and the destiny of all its inhabitants. The Plot embedded itself into the core of Axeleron's very existence, and functions solely to protect the planet and the weak point anchored to it from being destroyed. It is the Plot that shapes the lives of the minifigs that live there, the Plot that allowed society to advance to the level it currently rests at, and the Plot that keeps it from progressing further. The inhabitants of Axeleron have learned to control the Plot in small ways, namely by opening tiny, localized rifts that allow them to draw upon the essence of one of the many intersecting planes to perform Magik. This is commonly referred to as "Lore" mastery, although it takes many different forms in practice, depending on the dimensional essence being used.
The known inhabitants of Axeleron all share a landmass, a massive supercontinent known as Avross. The vast majority of Avross’s peoples live on the eastern side of the continent. Along the eastern coast, the two nations of Eldoth and Renloth border the seas which lead to the Gateway Islands. Renloth is a peaceful, pastoral nation largely made up of smaller kingdoms and united under a council of kings, lords, and advisors, while Eldoth is governed by the Traveler’s Society, a group that manages adventurers and the Dungeon, a massive network of interconnected mines, caves, underground fortresses, and labyrinths that has existed under Avross for millennia. Further east are the Gateway Isles, home of the Islander tribes and of the Gates, a system of portals which lead to various locations all over the continent. The great desert to the west of Eldoth is home to a cluster of smaller kingdoms. The northern half of this arid landscape is home to the Drejmmer people, who make their way as traders, storytellers, scholars, and artisans, while to the south is the land of the Netjeru people, an ancient and mystical place of proud warriors and magicians. Drejmm and Netjer also share the desert with the kingdoms of Magnolia, Chromata, and Tyra. Magnolia is located in the foothills of the Metallix Mountains, Chromata is home to a warlike race of humanoids with brightly colored skin, and Tyra is a nation of despots and scoundrels, a haven to all of Avross’s most wanted criminals and cruelest dictators. Many of these nations border the Wyrdwood, a dense forest that spreads over a large portion of the southern areas of the continent, and is home to the four Fey Courts. To the south lie some of the older and more mysterious lands of Avross. Bordering the Wyrdwood and the Jungles of Nuloc are the nations of Ramayan and Oltec. Ramayan is home to numerous astralborne races, and is known for its beautiful temples and monuments. The Oltecans are closely related to the Islanders in the east, and maintain trade with them through the Gates. The southwestern coast of Avross is a place of constant warfare and bloodshed as the forces of the Oltecans, the mechanical might of the Cogger nation of Crae, and the vast armies of the kingdom of Samurin all battle legions of otherworldly invaders known as the Seikaiisan Saccharine to contain them to the blasted Wastes they have desolated and claimed for their own. Also in this area is a large, heavily wooded marshland jutting off of the Wyrdwood known as Teldav Swamp, which is home to a number of tribes of emps and trolls, as well as many other bog-dwelling races and peoples. The western side of Avross is dominated by an enormous expanse of grasslands and savannas known as the Plains of Perr, which is home to countless tribes of hunter-gatherer Nomads, as well as large village cities of Syrbotan Giants, skilled workers of stone and clay who live along the base of the mountains. The Metallix Mountains themselves are the home of the Metallix Dwarves, who are divided into a number of smaller, semi-united dwarvish factions. Along the vast majority of the western coast is the nation of Carthenus, a seafaring people known for their philosophy and theater, as well as their textiles and other fine goods. The sunken kingdom of Echelontis lies just off the coast of southern Carthenus and has become home to a number of waterborne races. To the north are the lands of Othroth, Ruuskaa, and the Floess Islands. Because it is essentially an extension of the plains to the south, Ruuskaa is a harsh and barren land in which only a small population of Ruuskaars reside, while Othroth, while still cold and unforgiving, is more heavily wooded and as a result more populated. The Floess Islands are colossal glaciers, populated only by a scattered few tribes of Floess Islanders, tribal immigrants who expanded through the Gates and adapted to the desolate climate. None know what, if anything, lies beyond Avross. None who have ever set off into the great ocean surrounding the continent have ever returned, a fact which leads citizens of Avross to speculate wildly.
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