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Lore/Story Ætherian Lore Dump

Discussion in 'Your Work' started by Skylaar, Mar 5, 2021.

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  1. Skylaar

    Skylaar erm HERO

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    So technically Ætheria isn't actually Wynncraft but where else am i supposed to post this
    This will highly likely be very unorganized and forever unfinished

    After the Overlands were Created, Gaia went into a deep slumber for many eons. During this time, the many races of the Overlands slowly became less attuned to nature, and began to destroy Gaia’s creation. When Gaia awoke, she was horrified by the destruction of the Overlands, and furious that the races she had created would do this. So, to protect nature from being destroyed like this ever again, Gaia got to work creating a new creature to protect the Overlands.

    First, Gaia took the clay from the earth and molded it into the shape of a being. It stood about 6 feet tall, and was relatively thin, but agile. It had four legs for easy climbing and maneuvering, and two thin arms that ended in claw-like hands. Then, Gaia took leaves from the trees and plants and gave her creature a sort of skin, which was light green and would blend in perfectly with the nearby undergrowth. Finally, she breathed a breath of air magic into her creation, which awoke for the first time. Then, as she thought about the stealth and agility of her nature protectors, she gave them a name. “Creepers”.

    While the Creepers have split into several tribes that protect different parts of nature, they each still retain several properties of the whole Creeper race. Creepers receive 2 attribute points to distribute per level, as well as an automatic +2 to Agility and Dexterity. Every Creeper respects Gaia’s creation completely. The Creepers are divided into 5 separate tribes, which each protect a different aspect of the Overlands. These tribes are: The Tera’sar, the Guh’sar, the Halo’sar, the Kelv’sar, and the Dre’sar.



    Tera’sar



    Tera’sar, meaning “Forest Protectors”, are the most widespread of the Creeper tribes. Due to much of the dimension being covered in large forests, many large forests are home to massive areas of Tera’sar land. Because of this, Tera’sar are seen as the representation of the entire Creeper race.

    Every Tera’sar tribe is led by a single Kwachi, or chieftain, as well as a small council of elders. This governing group usually lives in a large tree at the very center of each Tera’sar village, along with each Creeper’s family. The Kwachi also typically wears ceremonial jewelry made from Azium, which signifies their ruling ability. Once a Kwachi or elder dies, their oldest child will take their place. If they are too young to lead, then a relative or godfather will hold their place until they are old enough.



    Tera’sar Creepers are hatched from eggs, which must be kept warm until they are ready. A baby Tera’sar is called a “Yuni” until they are at the age of maturity. Yuni are dusty-brown colored at hatching, and the males slowly turn a dark green color, while the females remain the same brown color. Once the Yuni’s skin is fully colored, they are considered “mature”, or old enough to become a productive member of a Tera’sar village. At this point, they are called “Rubii”.

    Yuni typically mature into Rubii at the age of 45. At this point, a Rubii will begin to be trained in combat. Often, the weapon of choice will be something like a rapier, bow, or spear, something lightweight that can easily be maneuvered in combat. By the time they reach adulthood, around the age of 70, they are very well trained in this weapon. Male adult Tera’sar are called “Kanan”, and female adult Tera’sar are called “Ohran”.

    Kanan usually become a part of their tribe’s army, and fight to protect the forest they live in. Most Ohran remain in the village and tend to the cooking, sewing, and taking care of the Yuni, although some Ohran may join the army along with the Kanan. When a Kanan and Ohran become partners, they usually remain so for the rest of their lives, and may become parents to over 10 Yuni.

    Tera’sar villages are found within dense forests and jungles, and will usually be characterized by larger than normal trees in the surrounding area, however newer villages may not share this effect. Each village is centered around the Kwa’tier, or “elder tree”, which is where the Kwachi lives and where meetings and ceremonies take place. Dwellings are built in the trees, and are typically constructed with fallen twigs and branches solidified by slime.



    The Tera’sar only celebrate five ceremonies, four of which correspond to the four seasons, and the fifth to unity. Tera’sar will gather around the Kwa’tier and hold a celebration or ritual depending on what season it is, and will always set aside over an hour of the day for a time of reverence to Gaia.

    The first celebration is Hasterou, or the Ceremony of Awakening and Earth. Hasterou represents spring, and the Tera’sar hold a sort of ritual during this ceremony, where the first fruit of the Kwa’tier is “sacrificed” to Gaia as an offering for a year of growth and fertility.

    The second celebration is Soutaerou, or the Ceremony of Festivity and Fire. Soutaerou represents summer, and the Tera’sar typically dance and sing praises to Gaia during this ceremony, and create amazing and intricate chalk designs on pieces of stripped wood or bark.

    The third celebration is Blesarou, or the Ceremony of Remembrance and Air. Blesarou represents autumn, and during this ceremony, the Tera’sar hold a time of peace and remembrance for several hours, where they remember the names of the dead and honor the causes they died for.

    The fourth celebration is Maleorou, or the Ceremony of Knowledge and Water. Maleorou represents winter, and during this ceremony, the Tera’sar call for hope and blessings during the cold and harsh winter to survive.

    The fifth, and most revered Tera’sar ceremony, is Ghaletarou, or the Ceremony of Unity, Balance, and Arcane. Ghaletarou represents the new year, and Tera’sar celebrate not only the unity of the four elements, but the bond between them and the forest. Occasionally during this ceremony, Gaia will provide blessings or inspiration to members of the Tera’sar.



    Typically, the Tera’sar are a very peaceful people. They will never attack unless provoked, as there is no need for reckless or unnecessary warfare. They respect the beliefs and traditions of other races. However, if something is done to anger the Tera’sar, most commonly an attack on the forest, they will fight without relent. A Tera’sar will never betray their tribe, and they will fight until the very end.

    In addition, Tera’sar honor and respect the fallen on both side of a war. The Tera’sar do realize that many of the warriors fighting against them have no choice, and so they honor them as if they were one of their own. However, if a certain individual has intentionally done something unforgivable to the Tera’sar, they will leave the body to rot and decay into the earth, so that Gaia herself may have her revenge.

    The Tera’sar have a close bond to the Ter-Azium variant of Azium. They are able to use it to unlock special traits that the other races do not even realize, and attune it to themselves and the forest. They have also designed three unique weapons that can only be forged from Azium, that they use in battle very successfully.

    The scaryt is an Azium disc about the size of a dinner plate, with a sharp cutting edge around its circumference. It is often used as a throwing weapon, although it can be modified for use as a shield. Experienced scaryt users can even throw it in such a way that it returns to their hand upon hitting its target.

    The vuu’uu is a whip made of Azium, kept warm by a magical flame inside the weapon called a tapyr, which does not spread fire, but is incredibly hot and keeps the Azium flexible. This also produces another effect, which is that the weapon causes severe burns upon impact. This is used to great effect in battle situations.

    The danai is unique from the other weapons in the sense that it is not often used as a main weapon. A danai is a thin, light needle that is hollow inside, allowing it to be filled with a small dose of a potion, typically a sleeping potion or hallucination drug, which are quite effective thanks to the skill of Tera’sar brewers. When a danai strikes its target, it will quickly inject the potion before shattering into hundreds of tiny fragments, preventing it from ever being discovered.



    Guh’sar



    Guh’sar, meaning “Mountain Protectors” or “Rock Protectors”, make their home in mountain ranges. They protect the mountains and caves from being destroyed by miners. Legend even has it that enough Guh’sar moving in unison can create an earthquake.

    Each tribe of Guh’sar controls a single mountain range. Each of these tribes is split into smaller Greni based on which mountain of the mountain range they live at. Each Greni is named after the mountain they are on, and are each individually led by a single Evres. The Evres of each mountain form a council for the whole tribe, and make decisions representing their mountain. If an Evres dies, a sort of election is held to determine a new one.



    Guh’sar Creepers are hatched from eggs, which usually weigh over 40 pounds. When they are hatched, they are called Gucha. Gucha are very heavy, and for the first few years of their life, they are not strong enough to support their own body weight. So, they usually remain in a large cradle for that time, until they are strong enough to walk. At this time, they are now considered old enough to help with some of the village needs, such as cooking. They will also begin to gain an outer shell around their body that acts as a tough natural armor.

    At around the age of 50, when a Gucha has fully grown their shell, they are called a Guyo. A Guyo’s shell will begin to disintegrate and fall off, and newer, stronger plates will form instead. Almost all Guyo are trained in a weapon at this point, and they also typically gain an affinity with Earth magic.

    At the age of 80, a Guyo is considered fully grown, and is now a working member of a Guh’sar tribe. These Guh’sar are called Gohen, the males are known as Beran, and the females are known as Laran.
    Many eons ago, Guardians ruled the entire sea, east to west and north to south. It was a unified, peaceful nation of all-powerful creatures. Guardians represented all of the good qualities of the sea, and protected the oceans from any threats. The Guardians were the first to design the trident, a weapon that had extremely good maneuverability underwater. The Guardian nation had a single king, which would rule over the oceans until he became too old, and then his son would rule in his stead. Unfortunately, a civil war erupted in the kingdom, and they split apart. Very few of the original Guardians remain, but they hold fast to the qualities and lifestyle of their race.

    Guardians stand up to 12 feet tall, and are one single gender. They procreate via water magic, and are nearly immortal. Guardians can survive outside of the water for a short period of time, although they cannot do this consistently. Guardians have a strong body, made out of thick plates of what appears to be Prismarine. No one has ever seen their true bodies before. Their hands are orange and like flippers, allowing for swift underwater movement. Finally, they have a fish-like head with a single green eye and a large tail-flipper on the back. The eye can fire strong underwater “lasers” that can pierce through solid rock and even armor.

    Unfortunately, when the Guardians split, all of their traits were divided among the race they split into. In addition, each of these races generated bad traits due to the imbalance of their abilities. These races are the Merpeople, the Elders, the Honogen, and the Emprai. Each one represents a good quality of the sea, as well as a bad one. The sea rages in war because of this, and will never be peaceful until the races reform back into the Guardians.

    Merpeople

    Merpeople represent the unity of the sea and the earth, but also represent the vanity and boastfulness of the oceans. Merpeople typically live in shallow areas of water next to the water’s edge, and look almost exactly like humans, but with a fish tail instead of legs. They are usually very excited by shiny metals such as gold, which can be used as a bribery against them. Some of the more wicked Merpeople have evolved into Sirens, which use their voice and beauty to lure unsuspecting sailors to their dooms.

    Elders

    Elders represent the wisdom and humility of the sea, but also the lack of strength of the shallow waters. Elders live in underwater caves and ravines near the shallow areas of water, and their appearance is like that of a Guardian’s head. They share the ability to fire lasers out of their lone eye, but they have no limbs, and therefore no actual strength.

    Honogen

    Honogen represent the strength of the waves and storms, but also the ocean’s tendency to be quickness’s to anger and fighting. Honogen live in deep areas of water, and look like a massive turtle with a shark head. Honogen are vicious predators of many weaker ocean races, and often fight amongst themselves for food.

    Emprai

    Emprai represent the calm and smooth water, but also the seperativeness between earth and sea. Emprai live in cold icy areas of water near the surface, and look similar to penguins. Emprai are very peaceful, but they do not associate themselves with any other race, underwater or otherwise. This allows Emprai to focus on the stability of their people.
    Lava is a strange thing. It is fully and wholly fire, yet it is so prevalent to the existence of the Overlands. One of the first races to inhabit the Overlands, Rodon, were originally formed from lava and rock, a unity of the two, and formed the many caves that span the dimension. Rodon are strong enough to dig through stone with their bare hands, and spend most of their time searching for valuble minerals. Over the millenia, they have evolved to use these minerals in effective ways, such as in the creation of armor and weapons.

    Rodon have a natural rivalry with the Dwarves, who they believe have invaded and took over the caves that the Rodon have made, establishing their own kingdoms without care for any other races. This will cause many Rodon and Dwarves to attack each other on sight. Other than the dwarves, Rodon are peaceful with most other races. They will often form trade pacts with human or elven kingdoms to trade minerals and gemstones.
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    The continent of North Farelan is the largest continent in the Nether, and takes up almost a fourth of the eastern hemisphere. It is bordered by South Farelan below it, only separated by a long strip of a magma river, known as the Farelan Pass. Every river on North Farelan either drains into the lower levels of the Nether, or eventually flows into the Farelan Pass.
    To the east of North Farelan is the Oegan subcontinent and the Oegan Ocean, which extends for thousands of miles before encountering Desha. To the north are the Careian Soul Wastes, and to the west is the Aglan Ocean.

    North Farelan contains the following kingdoms and countries: Kraesa, Vernac, Awien, and Gareth.

    Kraesa

    Kraesa is the northernmost kingdom of North Farelan. This kingdom was originally created by Blaize settlers traveling from the west. As soon as they arrived, they began to enslave the native Wraith population, who had been living in relative peace for thousands of years. The Blaize quickly established a dictatorship taking control of the Wraiths, which is where the hatred between both races stems from. To this day, the Wraiths remain as prisoners in their own lands.

    Much of the Kraesan kingdom consists of Molten Plains, although near the eastern mountains, the terrain shifts to Jigasak volcanoes, which the Blaize use as prisons or force mines for the Wraiths, specifically the men. Most of the females and children were taken my Blaize nobles and slave owners for work in their own households, separating many families. Some Wraiths have attempted revolutions or breakouts within the kingdom, but they were all quickly extinguished.

    The current king of Kraesa is Arbit III. He took over from his brother, Deran, after he was killed in an assassination carried out by the Vernac kingdom 18 years ago. He was quickly shown to be a ruthless leader, and quickly found the assassin and publicly executed him. Under his rule, the effectiveness of the army and guards was increased tenfold, and any attempt at Wraith revolution was squashed, and typically met with execution.

    Arbit III is always accompanied by his mysterious advisor, a man not of the Nether who arrived in the palace and showed himself to have great power and wisdom over the element of fire. Many of the king’s decisions are suggested by this advisor, which attributes to the rapid growth of the kingdom.


    The capital city of Kraesa is Drak, located near the center of the kingdom. Despite the stereotypical ugliness and drabness of the Nether, Drak is a sight to behold. The city is over 4 square miles, with massive, glorious walls and towers that encompass the entire city. Then, as if that wasn’t enough protection, Drak is surrounded by large mountains an all sides except the south side. This mountain range is often called “The Throne” by citizens, due to how grand it looks.

    The royal palace is located at the northernmost side of the city, and is a height comparable to the mountains behind it themselves. The nobles and the king’s trusted advisors live in the palace, experiencing lavishing comfort and delights unknown to anyone else. The rest of the city is filled with apartment-like buildings and large shops and businesses.


    The massive gardens on either side of the palace were built and designed during the reign of Fralld, from 1317 to 1422 AFK. The gardens were built during the middle of his reign, and were requested by his wife, Queen Desra IV. To honor her wishes, the gardens were built over a 5-year period, before finally being finished in 1364. However, it turned out that she used a small river through the gardens to smuggle out Wraith slaves. When discovered, this caused her to be driven out of the kingdom and forced to live as an outcast until she died. No one knows where she died, or even if she died or not. Her fate may be a mystery forever.
     
    Last edited: Mar 13, 2021
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  2. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Rodons are totally not Doguns, I see (not criticism)

    Looks good
     
  3. Skylaar

    Skylaar erm HERO

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    I actually debated adding full-on doguns
     
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  4. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Well, as someone who loves them I would not mind as long as it isn't stupid copy-paste
     
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  5. Skylaar

    Skylaar erm HERO

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    Time to dump them in the cesspool that is the nether
     
  6. Skylaar

    Skylaar erm HERO

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    Added a few placeholder spoilers for what Im currently working on: Nether lore!
     
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  7. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    If you will get ideas from Wynn, please do a little bit of reseach, people seem to get it often wrong (Nether is not the source of the Corruption)
     
  8. Skylaar

    Skylaar erm HERO

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    Uh
    Technically
    In Ætheria
    The Nether
    is kinda the source of a Corruption
    not the Wynn Corruption
    but still Corruption
     
  9. TrapinchO

    TrapinchO retired observer of the wiki VIP+ Featured Wynncraftian

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    Uh, ok.

    I will look forward to it
     
  10. Skylaar

    Skylaar erm HERO

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    Added some stuff I worked on
    More Rodon stuff coming soonTM
     
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