Fantasy Nations RP: Profiles

jpchewy01

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Banti Warlords Continued

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The Northern Fortresses

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In order to protect Gateway city in the north from the barbarians, many fortresses were built. They are commanded by the most able commanders and manned all day, everyday. Men bravely fight the hordes that dare to come. King Suramon has expressed interest in the barbarians lands in the north. He would use the fortresses as a beach head in the wild territory after the Arakeen Insurection is taken care of.

Gateway City

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Not only the Gateway to the Great Forest in the middle of the Banti lands, but Gateway City also serves as the Gateway to the Capital, Elenror. Through the northern edge of the Great Forest runs a road that leads to Elenror near the western edge of the forest. Gateway city is also serves as a major trade center of the country. Many people from other nations come here to peddle their wares. Gateway City must be protected.

Elenror

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Nestled in the foothills of the Baldar Mountains, Eleror is a fortress on its own. It has repelled many attacks and has served as the stronghold of many great leaders. Now, the Council meets here every year. Eleror is located in Carian territory, but no matter what tribe a Warlord King comes from, they live in Elenror. Elenror holds a large army and many catapults. No one has ever captured the city and it has been under Banti control since it was built 300 years ago when the Council was formed.

Banti Update

The Arakeen Insurrection is over. The spice lands are once again trading with the rest of the Banti. Also, Barbarian lands have ceeded with the Banti leaving a large front with the Goblin Imperium.
 
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jpchewy01

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History of the Banti People

The Fomation War

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Before the days of the Great Council, the Banti fought amongst themselves and with others. Only rarely did they come together, and even then, they got into many fights. But on one occasion 300 years ago, they had to come together or face extinction. The Gondar tribe, who claimed the northern border of the Banti lands, had been attacked by the Barbarians that lived in the north. This was no ordinary attack. It was carefully planned and left many Gondarians homeless. The Barbarians made a sweep across the north, taking land. For some odd reason though, they withdrew. Obvioulsy, the Banti leaders were concered for their people, so they got together and decided what to do. They created a council of warlords and built a great city in Carian territory. The Carians were rich and prosperous, so they paid for the construction. Meanwhile, the Barbians were making plans for a deeper sweep, this time keeping territory.
They readied an army and started to march to their positions. Riders from the Gondarian cavalry were spying on Barbarian movements and warned the leaders of the impending attack. The Arakeen in the south sent some of their elite desert troops, and the sea faring tribe of the Lotians offered their men too. The Carian Royal Guard would protect the new capital as the Arakeen would take the plains just outside the Great Forest. The Lotians and the Forest troopers of the Carian Royal Army would head to aid the Gondarians at the Northern front. No word had been heard from the Mountain tribes and the Council feared the worst. The Barbarians made the attack on the Northern Fortresses with surprising strength. They almost punched through. But that was just a decoy.
Meanwhile, in the mountains, the mountain tribe of the Baldar were at war. They were protecting the people of the flatlands. They could keep them out they knew it. In the north, the fortresses were almost destroyed. Attacks from the Western Flank were killing them. The remaining defenders fled to Gateway City. The Barbarians were celebrating their victory and decided to aid their western campaign.
The Baldar fled. They were fast over the mountains and were being chased by the Barbarians. They had to warn the Council. They had to get there.
In Gateway City, the troops started to fortify. They couldnt let the Barbians get any closer. It would be a last stand.
The Arakeen were told to go to Gateway City to aid in the defense. They had no idea what they were about to get into. Upon their arrival, they were given a tour and told to go to the front lines.
The Baldar were at Elenror. They warned the Council and aided in the defense.
In order to attack Elenror, one must go around the mountain and into the plains outside the Great Forest. The Barbarians were waiting just outside and waiting for their comrades.
Gateway City was fought for bravely, but almost everyone died. They were overrun by the first wave and fled. Only to be met by the Barbarians in the Great Forest. The Last Battle was about to be fought.
The Barbarians made the march towards Elenror. A quite short march. They started the seige. The seige lasted for two months until finally, the Carian Royal Guards marched out of the city victorious. The Barbarian Leaders were executed and the Council restored. All was at peace at last.
 
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jpchewy01

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The Continued History of the Banti People

The Barbarian Wars: 300 years ago to Present Day

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After the Formation War, the Banti had solidified their rule over their area. The Land was finally at peace...until the Barbarians attacked again. This time, the people were ready. Unified, they repelled attack after attack. Soon, the Barbarians stopped the attacks.
In Barbarian country, a great leader had arisen. He was raising an army greater than the one that almost destroyed the Banti. He was to be remembered for ages. He was Ronan
The Baldar Tribe had finished the Western Defenses, a series of walls and fortifications to prevent movement into Carian territory. The Arakeen had readied more troops, and had shipped some of them to the north.
The Barbarians were ready. A brute force attack to the Northern Fortresses would surely bring the fall of Gateway City. It did. Ronan and his men stayed in the deep rift that was Gateway City. They started their march towards Elenror.
The Battle of Elenror was emense. Epic even. Giant army vs. Giant army. The sheer size of the forces spanned the entire plane. Eventually, the Barbarians were pushed back to the forests where they fought well, but were cornered by Gondarian riders. Every Barbarian was killed. Ronan was burned and thrown off a cliff while still burning.
Other Barbarians tried to attack the Banti, but none did it like Ronan. All failed and the Banti just got stronger.
During the Age of Benedict, the Northern Fortresses were added to. Many Fortifications now lined the border. No one would pass.
 
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Storm

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The Skarian Nations

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"In the beginning, there was nothing.
And then there was Skar.
His divine righteousness brought the sacred winds flowing into the emptiness.
And then there was life.
Skar seeded the empty reaches of the land with the tiny sparks for life. And all the heaven's rejoiced in their praise, of Skar!"
Excerpt from the Holy Texts of the Skarian Nations.

For era upon era, the ancestors of what would one day form the Skarian Nations wandered from desert to marsh, from inhospitable terrain to inhospitable terrain, following the visions their Great Lord Skar sent them, through the Oracles and, ultimately, the Morwynne. Clarity, strength and power were the gifts given to his chosen people, in addition to the seeds of life the lesser beings so defiled. The travels were hard and the confrontations many, yet the promise of a permanent land was that which drew on these travellers, from place to place. Eventually, the time came. The Morwynne, Elesennera the Prime, received a vision from the Great Destroyer of unholy ones. A city, elegant and beautiful, on the shores of a great sea, the fresh, green life all around showing this was in the South, past the great mountains of the North.

The Divine Winds of Skar propelled his chosen ones Southwards in their quest for the Holy Land Skar promised to his faithful followers in the beginning. To the shores of the Danagar Plains they travelled, to reach the sea, the spraying salt striking the rocks in a way exactly the same as to that of the Morwynne. Yet there was no city. Evidently, Skar's trials for his people before their life of splendour and prowess was not done yet. For the city still had to be built. For many days and many nights the Skarian Nations worked upon their city, for year after year, until, eventually, the great city of Zar-Nah-Elt rose from the ground as if the very hands of Skar himself had lifted it, crafted it, shaped it from the bones of the Earth. At last, the wandering tribes had arrived at their home, the Holy land Skar had promised to them since the beginning.

As the various tribes of the Earth who all gave themselves in worship to Skar flocked to the city now, the cultures intermingling in worship of the Great Destroyer and Creator, yet more division between the nations, who had now formed the combined Skarian Nations, and began to spread their territory, began, in the shape of civil war and unrest. For each different tribe had their own customs and ways of worshipping Skar, and none of the three main Skarian Nations could agree. Of course, those who follow Skar's true way are the Chosen Ones, the Elite Race, the dominant cult, and it is up to them to purge the heretical desecrators of Skar's Earth. Yet each felt the others were the heretics! Arguments, disagreements and, soon, all out war were on the rise, as each strove for dominance. War broke out across the lands of the Skarian Nations, blood and carnage rampant. Skar seemed to be watching in this trial of faith.

Yet the trouble didn't destroy the Nations; Skar hadn't abandoned them. For, in the shape of a self proclaimed Morwynne, Ajarra the Adjudicator, came what would be the beginnings of peace. For Ajarra brought a combination of all the ideas, so subtly interwoven that no faction realised their own, persona ideals had been twisted to leave, now, a mixed idea of the Skarian religion. And it worked; each faction slowly began to shirk away from this war that so tore at their nations, turning instead to combining their efforts into one, cohesive structure, the Skarian Nations. Now, the Nations stand, combined, as a united frontier against those lesser orders who would seek to desecrate Skar's holiness. They don't seek war. Yet they will not shirk down should it rise.​

Ranks and Structure:​

Leader
  • Morwynne Sorrok Sulo

High Council

  • The Oracle
  • Rangvor (Supreme Commander) Asha Jaa'hared
  • Ostar (Trade) Ularra Ilkar
  • Kertuna (Representative for the espionage branch) Lara Cluj
  • Vorai (Internal affairs) Brasse Rudd
  • Saaron (Admiral of the Fleet) Inkora Leonid
  • Deskar (General) Loki Il-Esh

Morwynne Sorrok Sulo:​

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Skar, Skar, Skar! Dedication in life to the Great God is one thing, yet dedication in Mind, Body, Spirit and Soul is something altogether different. And that is what the Morwynne of the Skarian Nations must give in order to achieve the position he, or, indeed, she holds. For it is not just a position of a religious leader; it's the position of a leader, a chieftain, someone who controls the entirety of the Skarian Nations. For the military leaders are nothing compared to the Morwynne. The austere, intelligent, scheming and powerful Sorrok Sulo epitomises the general consensus of what a Morwynne should be. Raised with his entire life dedicated solely to Skar, he continues that now, as leader of the Skarian Nations. Skar is his strength. Skar is his power. Although he wields power of his own of a considerable degree.​

The Oracle:​

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As the Morwynne controls the Skarian Nations, lies when lies must be told, punishes when punishment is due and kills when death is warranted, the Oracle is the arm of the Morwynne, the physical extension of the will of the Morwynne. With a number of subtle, powerful skills, the Oracle follows the bidding of the Morwynne. Secretive and silent, the Oracle creeps in the darker corners of the world. Having spurned her name for her title - for the Oracle is always female - the dedication of the Oracle is unquestionable. The current Oracle follows Sorrok Sulo, the Morwynne, as her predecessors have before her, masquerading in the various guises that befit her position and rank. Assassinations, ambassadorial trips, general high ranking missions, the Oracle is the hands, feet and body of the Morwynne's will. The current Oracle is no exception.​

Rangvor Asha Jaa'hared:​

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Warlord. Battlemaster. Supreme Commander. The Rangvor goes by many names, yet Rangvor was the name appointed to the position by Skar, the eternal Rangvor of the heavens. And a Warlord he is. In command of both the Saaron, Admiral of the Fleet, and Deskar, General, it is the Rangvor's job to control the wars and battles the Skarian Nations engage in, answerable, of course, to the Morwynne and the Oracle. Yet the Oracle never confronts the Rangvor without the Morwynne's permission, and the Morwynne knows better than to interfere with the Rangvor's area of expertise. And so the Rangvor has a great deal of control. A seasoned veteran of numerous conflicts, Asha Jaa'hared controls the armies of the Skarian Nations today. Ruthless and efficient, meticulous and violent, Asha Jaa'hared retains a sense of ability and sense during such trying times as war brings. An expert of his craft, Morwynne Sorrok Sulo knows better than to contradict him in matters of war. For veto power is only used when needed.​
 
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Tsar Fire

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The Vagar Consulate
WIP​

The Lands

The Consulate consists of the Vash Islands(F,G,3,4). The Islands thrive on agriculture, the cultivation of magikal herbs, and exploitation of the rich mineral resources that occupy the center island of the chain, whose hills are rich with iron and silver.

The climate is breezy and cool year round, with frequent rainfall, at least 70% of the time. The temperature never rises above 70, and never below 40.

Trade is a critical part of the Consulate's economy, as almost all trans-oceanic trade flows through their ports. The islands of the Consulate form a key staging ground for much international trade, and the exchange of knowledge between cultures has led to vast libraries with the wisdom of wise men from around the world.

This has also influenced the people of the Consulate, who credit their advanced magics to the exposure with so many different forms of power.


The Fortress of Kast'e​
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F4​

The Fortress of Kast'e was built on the Norther border of the Consulate, high on a plateau where it would overlook the seas between the northernmost island and the capital island. It would serve as a last resort if the southern cities fell, or the first line of defense agains the north. It also controls passage through the nearby waters. The keep itself is vast, a city in itself, and the center of all northern trade in and out of the Consulate. The walls of the keep are maintained faithfully, and the armaments are designed and maintained by a group of dedicated thaumgineers, who endow the bolts of the balistae with fire and other magics of death.

The City of Vaerun​
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G3​

The city of Vaerun is the hub of western commerce in the Consulate, and is a very wealthy city. It contains the entire urban population of the western island of the Vash chain, and all of the learning for that corner of the council lands is stored there.

The surrounding countryside provides the agricultural support for the city, and consists mostly of small villages and hamlets.

Consulate power in the West is centered in Vaerun, and if the city fell, the west would be undefended, as the western branch of the navy is centered there.

The Capital of Sh'var
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F3​

The capital of the Consulate is a huge city, set on a series of hills by the ocean, with ports that accept ships from all over the world. Trade in the vash islands flows through Sh'var, providing much of the wealth of the Consulate.

The city is well fortified, and holds the libraries of the Consulate, as well as the Council chambers, making it the center of learning and government for the Consulate. The city also holds the headquarters of the army, the navy, and hosts much of the fleet.

The surrounding countryside is similar to that of Vaerun, and is mostly agricultural, though it also contains several roads which bring the raw materials of the mines to the city.

The Council​

The council is comprised of two parts. The executive, and the legislative. Almost all governmental power is vested in the legislative, which consists of ten representatives from each island, and one tiebreaker vote from the executive. The legislative is responsible for governing the Consulate in all times of peace.

However, in times of war, almost all governmental power is forfeited to the executive, better known as the Arbiters. These five individuals consist of; a representative from each island, the head of the army and navy, and the current master of the academy.

Kavari politics are convoluted and intricate, with many internal power struggles. Kavari are not benevolent or malevolent by nature. They do what suits them best, but do not act to hurt or help merely for the pleasure of the action. That is why politics amongst their kind are very difficult for outsiders to comprehend.

The People​

The people of the Consulate are the Kavari, a group of humanoid shapeshifters. They can only take one form, always either a predatory cat, or a wolf.

They are of slight build, and their shapeshifting abilities are betrayed by their pointed ears, animalistic eyes, and odd hair colors. They tend to be more orderly and focused than other races, and their cities are notorious for being beautiful, rich, vast, and lacking seedier districts. Kavari culture dictates that the individual is key, and surrender of rights to another except by choice is as revolting to them, as eating dung is to human societies. To take the freedom of another is even worse.

Kavari are also known as shrewd traders and deal hard bargains. They may respect freedoms, but one freedom is the freedom to be hopelessly ripped off. Kavari have strong emotions, but they also learn at a young age to channel those emotions in order to achieve their goals. Some don't learn, and turn into highly dangerous mavericks.

The best way to sum up the Kavari, is that they are an intense, driven people. Very passionate, but also very controlled. They know what they want, and strive to it. It is the acknowledgement of those feelings that makes denying them to others so repulsive.

They do feel strong attachements to a small few other individuals, and these ties develop at different stages of life and station, and are hard to logically follow, as they can change in the blink of an eye.

They can be the most honorable of friends, or the most heinous of betrayers, the best allies or the worst foes, but whatever they do, they do whole-heartedly.

Military

The Kavari reproduce very slowly, so they aren't numerous, but they also live for a very long time. This means that their army is small, especially since they are an island people.

Their army serves only to board enemy vessels and protect the beaches during battles. With such limited numbers, they would have no hope of conquering another nation without stripping the navy bare.

The navy, however, is very large. It polices all of the waters between the islands, and the waters around them. The navy's prime advantage is the superiority of its ships, since the Kavari Thaumgineers keep a dedicated team on board every ship.

The fleet's center is the floating fortress, Argos. It is a huge vessel, which can carry over 800 men at a time, and sports two ballistae decks, and a pair of flame-lance cannon on the top deck, on a pivoting section of raised deck. These cannon use magikal energy to pressurize a chamber filled with ever-burn oil, and then fire it up to 100 ft in a concentrated stream, which can set a ship alight in just a few seconds of continuous attack. The canisters are extremely expensive, and the ship carries only four at a time. The weapon is terrifying, but not very practical.

Kavari Magik​

Kavari magic is split into two categories. Constructive, and destructive.

Destructive magic is wrought at the time of use, and is very costly. It drains casters quickly, and is only useful for the versatility it offers. It can be used to imbue destructive force into other objects, reinforce failing vessels, or perform various other sundry tasks, but it expends the strength of the casters very quickly.

To compensate for this, Kavari Thaumgineers store power in lodestones, expensive gems of high quality, which they were about their necks. Even this store, however, is depleted quickly in prolonged battles, and takes days, or even weeks, to recharge.

That is why constructive magic is preferred. It allows enchantments to be placed before a battle, and then activated at will by the caster. The drawback of this method, is that the enchantments decay over time, and even the best will fade in a mere month.

The other problem, is that the enchantments cannot be changed, and require a special medium in which they reside, usually a special paint, though certain alloys are much more effective, at increased price.

This magic is used to prepare the fleets ahead of time, and to light the cities, and to keep houses warm with enchanted firestones. The entirety of Kavari society is dependent on this magik, and therefore dependent on the plants from which most of the mediums are made. If the Rune-mark were to run out, much of the Kavari magik would vanish.

This is why they hoard their supplies and trade only minimal amounts to outsiders, since the plants cannot be cultivated in other climates according to current knowledge.
 
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Dan.

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The Giants of the Danagar Plains
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The Danagar Plains

Before the the humans and orcs and halflings and dwarves and the rest of the races had ever been born, a more powerful race existed: the Giants. They farmed the land as humble as their small brains would allow, they hunted with traps made by clever hands exempt of the childlike brain, they fished by standing chest deep in the rivers and streams and oceans and throwing nets, they tunneled the dark earth of the eastern savanna's, but mostly, the Giants fought.

And what terrible brawls they fought. Notice the word brawl; a giant never made war, for they knew nothing of strategy or campaigns, they just got together and beat each other all to hell. A forest or beach or campsite would all of a sudden rumble like a thousand storms, and from the place issued yells and groans and heavy, heavy thuds. One giant would wield a rock as a club, the other would utilize it like a projectile. The same hands that could take a bird out of the air with deadly precision could launch a weighty boulder at an adversary's head, crushing bone and meat and life. With club and axe and crude sling shots or bows, one giant would take anothers life over simple things like hunting grounds or fishing area's or simply, a bad temper.

After the arrival of the other races, many giants took up looting and raiding to survive, as their race were notoriously lazy and unintelligent and greedy. Very soon, the men and elves and dwarves and orcs and halflings and even the werewolves, insane and bloodthirsty as they were, took to giant hunting. In the early days one would see a giant nigh on every day; striding through the fields and forests and plains as if they owned the turf (no one would readily say they didn't). In the modern era of this land, it is very rare any creature might see a giant. The last clans, those of Danagar and his brother Egert, had fled beneath what would be known as the Danagar plains.

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Several giants of Egert's clan, obviously inbred, contemplating cruelties for a discovered human wanderer.

In the tunnels and warrens and deep, deep caves, the clan of Egert died out. Danagar's younger brother was a bit weaker, a bit crueler, a bit more likely to quarrel: it is assumed the last Egert died beating his own kin to a pulp. Danagar's family, however, lived in relative isolation in the Deep Hole, the place the last remnant of the mighty giants called home.

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Danagar's tribes rarely ventured out of the caves, but when they did, it was to raid and steal from the tribes that wandered the topsides of the savanna, or to fish the rivers and hunt impala. A giant would often speak an old dialect of one of the first toungues of men, thus making it difficult, though not impossible to communicate with them.

At long last, one of the greatest conflicts of the land was drawing near. Will the giats, remnants of a near extinct race, dissapear forever? Or will they surprise all and make a comeback under the leadership of Gruntes the Big, the last patriarch of the Clan of Danagar?

((wait, why are my pics failing?))
 
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Ser Gregor

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[FONT=&quot]Az-Azgilioth[/FONT]​
[FONT=&quot]Empire of the Ember and Rose[/FONT]
[FONT=&quot]
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[/FONT]

[FONT=&quot]History: [/FONT][FONT=&quot]Az-Azgilioth was founded a thousand years ago by slaves of a grand empire who revolted. They fled far to the north until they reached the southern edge of a great sea, where they found the small nation of Az-Azgilioth, building in their expert slave fashion four centers of trade and commerse: Az-Agol, Az-Alatol, Az-Argol, and Az-Afrigol. Each city was the center of its own unique commerce, Az-Agol, the capital, was the centre of the religion of Az-Azgilioth, which worshiped the Eternal Ember, the all encompassing fire of the galaxy. Az-Alatol was the centre of all coastal trade, dominating the surrounding nations, with the exception of the island nations of Pescatori and Tseresh. Az-Argol was considered a frontier city, rough and tumble, where the good people of the nation stayed away from. It supplied the military with its metallic ores and the cities with their massive white-washed stone. Finally, Az-Afrigol supplied the nation with abundant ironwood.[/FONT]

[FONT=&quot]Blood feuds ran deep in Az-Azgilioth, many powerful families fought for the throne in the beginning, before the Order of the Ember settled the issue by claiming power for itself. It ended the feuds with swift, military interventions. Almost overnight the nation was settled, and a religious furver swept across the maritime nation. In the end, a Holy Dynasty was established, centered around the powerful family of Az-Albel, which has remained unbroken since its inception 900 years ago.[/FONT]

[FONT=&quot]Infrastructure: [/FONT]
[FONT=&quot]Az-Azgilioth prides itself on being a jewel of civilization. Aquaducts, great highways, and great monuments of art and music are scattered across the nation. It is a tame nation surrounded by the violent barbarism of the Orcs to the East, the nature loving Elves to the South, and the strange Halflings to the East.[/FONT]

[FONT=&quot]Economy: [/FONT]
[FONT=&quot]Trade is the backbone of Az-Azgilioth, fuelled by the four cities, it trades with most all ‘civilized’ nations, remaining staunchly neutral in all cases except when it comes to the Halflings. They are under the direct protection of Az-Azgilioth’s advanced military, in exchange paying them in foodstuffs and worship.[/FONT]

[FONT=&quot]Military: [/FONT]
[FONT=&quot]Az-Azgilioth’s military strength lies in technological superiority and a group of highly trained, highly skilled soldiers to protect the interests of the nation. It is directly controlled by the Order of the Ember. [/FONT]


[FONT=&quot]Important People:
[/FONT]


(WIP)
 

Dalloph

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Pullonai the People of two worlds
(WIP)​

History: Creation of the world
In ancient times when the world was young and unformed the great waters of this world were spread accross the earth to covering it completely. From this great ocean that enveloped all the lands life sprung from its primordial womb. Filling the waters of this world with an abundancy of life till everything had its place. This was an age of water that would last for eons without change the chain of life had stagnated leaving all of the oceans creatures with proper proportion. The world was diseased nothing could alternate in its path from the lowliest planktyon to the largest of whales. And so the world began to die the creatures had lost their will to live.

The great ocean heaved with the bodies of the dead which floated silently on its bright waters. The Ocean a force of nature in itself could do nothing to stop the death of its own children cried out to the gods above who rested among the clouds of their heavenly kingdom for the salvation of its children. Answering the pleading cries of help from their fellow sister the gods dropped a star from the heavens. The Star fell from the heavens to the earth in one fell swoop collapsing through the floor of the ocean draining the waters enveloping the land into the caverns beneath the earth. The receding waters of the ocean gave way to land freed at last from a tomb of everlasting darkness.
 
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