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TALES

OF

ELDERLAND

📖...BACK-COVER SUMMARY... 📖

 

Before the dawn of time, there once lived an Ancient Dragon by the name of, 'Olnamet' traveling the stars above. In pursuit to give life to the Universe, she used her Planet-sized claws to strike a lone rock housing three moons and orbiting a bright sun. With a singular strike of her claws, the grand explosion would give birth to all life as the occupants of the magical Realm now known simply as, 'Oln' would know it.

 

A thousand years has passed where our story takes place in the far Western region home to the dragon carved Mountains and sky blue rivers of, 'Elderland'. An ancient land of lost Kingdoms, a landscape of untold history, long forgotten tales of Heroes and Kings hidden in it's stones. It is also an Enchanted Forest, a sacred home, a refuge of magic and faith to many and all known mythical creatures where the spirit of a mother dragon flows through magic and fire, her children soar through the skies as below them all kinds of beings and creatures thrive. Trolls, Ogres, and Dragons running rampant across the land; heroes from all corners of the Realm come to seek glory and adventure.

All was well in Elderland, untouched by the many nations of the world, who for centuries have left these sacred lands undisturbed... Yet now, a dark entity seeks to tread on that sanctuary of peace. In a distant land, the brutal and tyrannical King of Yorn has sent his knights to find long forgotten and ancient magic in his obsessive pursuit of power. Beknownst to the ever growing threat that looms from the dark Kingdom of Yorn, an ancient Druidic order known simply as, 'The Circle' aim to protect Elderland, their home, and its ancient secrets against Yorn's looming army.

📖...WORLD KEY NOTES... 📖

Highly flexible, Medieval Fantasy theme where your imagination is the limit!

• Magic runs rampant! If not all, most citizens of Oln home some bit of magic within them somewhere.

    ↳ Controlling Spells / Effects on other Players MUST be an attempt and consensual to the opposing Player! Be fair! We're here to tell a story with other rad people, not to be a control freak!

• Two offered, optional and opposing warring Factions!

Interactable Lore Points: Through your journey about Elderland, you will find White Flames and Wooden Signs at almost every attraction indicating for additional lore and world building, so keep an eye out and be sure to give them a click to learn more about Oln! 

                              📖...FACTIONS... 📖

( ✰ Completely Optional! You can easily be non-associated with either of these Factions and play what you wish! ✰)

The Circle: It is said the first beings who appeared from the scratches of Olnamet, 'The Birth Mother Of All's claws at the very creation of world of Oln as we know it were the founding mothers of The Circle. Claiming to be the very decedents of Olnamet herself, these Druidic people protect, ward, and watch over their Forests of Elderland and all of her secrets.

    ↳ The Circle accepts any and all beings not born of the Forests of Elderland who have prove themselves true to dedicating to protecting their holy lands.

    ✰ Craig Dun​: The Holy meeting grounds for The Circle and her people. A sanctuary housing stone pillars imbued and home to the very souls of the Forest... Legend says, it is only found by those who respect nature. Realistically speaking... Only members initiated into The Circle via their badges are allowed in. Non-members, or people who aren't seen as worthy by the overseeing leaders of The Circle no matter how hard they try to find Craig Dun's entrance will be forever lost in the woods and redirected elsewhere by nature warding magics. Although, there holds a saying in Elderland, "Thou with purest of heart, lookith for the fork in the road between tree lines... For the spirits with guide you to the creation of all."

Kingdom of Yorn: Yorn is the most absolute of monarchies, in this large kingdom of the far northern coasts, all is for the king. For 800 years the Yornish have devoutly believed that each generation of their king is the living avatar of a god, who reigns over the kingdom until they return to heaven. The banner of Yorn is the face of the reigning king on the body of a black eagle on a field of crimson red. The king is unquestionable, unchallengeable, and absolute. Yorn has spent centuries at war with its neighbors, and the tides have turned against them. Their current king is mad in his lust for power, yet his quest for the magic of Elderland may be the only way to save their nation. So the knights of Yorn don their black armor once more, raise their crimson shields, and bear the holy eagle on their banner. Venturing into Elderland, desecrating sacred ground for their families, for their homeland, and for their king.

    ↳ As the war turned against them, the Knights of Yorn have turned to hiring mercenaries, any who is willing to draw their steel for the King shall be paid handsomely.

    ✰ Yorn War Camp: In the shadow of a towering cliff, the blood red banner of Yorn flies over tents, crates, pikes and spears. The holy eagle, with the face of the king, glimmers on racks of crimson shields. This is the heart of the Yornish incursion, their war camp. It is a place born of desperation, and filled with ambition.

                              📖...SUB-FACTIONS... 📖

Pilgrim's Rest Watch: Originally a Holy Order of well meaning Knights, the Watch now consists primarily of sellswords looking for work amongst their rank. These, 'Watchers' protect Pilgrim Rest's gates as well as the camp's occupants. Alas, the job is remote and the salary is scarce, driving most of the Watch to conduct shady business and turn a blind eye to most crime they're sworn to enforce, not to mention a “tax” on the poor merchants and peddlers.

↳ ! NOTICE FOR MEMBERS OF THE CARAVAN PALACE !

Pilgrim's Rest Watch do not condone of non-tax abiding tradesmen, they will allow entrance for trade, but if found commencing illegal trading in their walls and outside of their Caravans outside, the individual will be dealt with / kicked out by force.

Scalebane Wyrm Eaters: Occupants of the Greenskinz Camp located in the Beast Lands driven purely by unity, the Wyrm Eaters consists of a coalition of disparate Monster-Type races and cultures loosely joined in an alliance of convenience against a hostile World that would rather see them destroyed. A Faction led by Warchief Gorehound, composed of many Monster / Beast-Kin and his Green Skin allies; the Wyrm Eaters have survived the obstacles of Oln by bonding together, fighting as family, comrades, or even uneasy allies. Focused, ferocious, and sometimes monstrous, the Wyrm Eaters value following the strength and honor Scalebane left behind in his death. They are relentlessly opposed to any who threaten the ideals of their freedom and hope, but often struggle to keep aggression in check for any outsiders of the Beast Lands.

📖...BOOK WORLD RACES... 📖

          ✰ All D&D / Medieval Fantasy Races Welcomed ✰

              (Dragons, Monsters, and other Beastkin included!)

 

• With the Realm of Oln being highly flexible outside this singular Western Region of Elderland, players may bring in other Medieval Fantasy OCs from other RPs; making their distant homelands canon to this Book World!

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