By Tooth And Claw Dragons
World of Millirand
Darklands Jes're'en Noktureesah Rhidora Sudr'lund

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Rituals for this Realm

Holidays for this Realm

Navigation

Common Knowledge Realm Connections Space and Stars Timezones Local Plantlife Trade Specialties Currency Accents Religion Politics Military

Realm of Dragons

An ancient Realm, once proud and powerful, and the original home of the great Dragon Royals. Now however, devastating wars in the past, and the splitting of the Ten, have resulted in a fallen Realm given in to despair. The once-mighty dragons have been reduced to a bare minimum, and the various kingdoms have turned their focus on their own personal matters. However, despite that, Millirand remains a Realm of beauty, mystery, and magic.

A shadow of its former glory, forever scarred by the horrible wars in its turbulent past. Once home of the Ten before their split and the creation of the Felnova, the Five who remained on Millirand have long since withdrawn from the affairs of the Realm.

Common Knowledge

Here is a listing of factions, native species, fauna and flora that can commonly be found in this Realm. Keep in mind, however, that these are not the only things that may be found within Millirand; different groups may travel, many species can be found abroad, and flora/fauna can be transferred with ease.

Mage Order
Centaur Dragon Dwarf Elf Faerie Gargoyle Giant Kamine Leviathan Mimic Minotaur Morra Nanook Pegasus Reguli Shriekan Snakekind Tca'ier Unicorn Yiboril
Common Fauna Common Flora
Realm Connections

The Markers of Millirand, responsible for the Realm's connection to the Void, and to its balance, Lizzarkyth, stand in Jes're'en, as befits the former kingdom of the great Dragon Royals, hidden away in remote locations and protected by powerful Guardians and spellcraft.

Millirand Marker Locations ::
Marker 1
Guardian: TBA; Marker destroyed.
Location: Deep within Zion; hidden inside the dwarven mines.
Marker 2
Guardian: Nakuya; a violent ice dragoness.
Location: At the tip of the northern pole; locked away in a canyon as deep as the Void. Light doesn't exist at the bottom where it lay.
Marker 3
Guardian: Yunai; an ancient avian she-mage.
Location: At the very tip of Angel's Peak, hidden by thick illusion. Protective spells wreath around it like the mist that covers the forest below.
Marker 4
Guardian: Gaziael; a water elemental of great power..
Location: Beneath the western ocean, at the base of an active volcanic trench. Protected from heat and corrosion by spells wreathed by each preceding guardian through many, many years.




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Space and Stars

Millirand Constellations click on the link above to learn about this Realm's constellations!

Millirand is known for its beautiful, shimmering Realm stars, that often have auras of silvers, blues, and golds. Starcharts are a frequent find in many of its markets, and most of the stars within its Sphere are fixed in positions that do not move. Void stars can faintly be seen and many scholars in Millirand have attempted to map the movements of Void hydras with these, though it is debatable if it has ever been successful or not.

Two moons and a single sun grace the skies of Millrand; the sun, Solari, has long been held sacred to the ancient dragon Court, and many tales surround its beautiful golden rays. One moon shines silver, and is called the moon of ice, I’zyk Lunari; the other shimmers gold, and is called the moon of fire, Fyraen Lunari.

Unique of all the Realms, the energy closest to the Veil is colored an odd, glinting gold, where the nebulous energy (normally colored purples and blues) touches the border of the Sphere itself. Almost electrical patterns may streak across this distant surface, unnoticed by all but the keenest of watchers, who may see such depths into the far-distant heavens.


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Timezones
1. Darkcoast time. 2. Apsinth time. 3. Einartoft time. 4. Asgard time. 5. Rift time. 6. Vrysinas time. 7. Ki-Lia time. 8. Noktureesah time.

This Realm's day/night cycle is split into eight distinct timezones, named for a notable city or landmark in that zone to differentiate from others in common speech. These timezones are split into eight sections due to time of day to avoid using numbered hours. They are as follows: dawn, midmorning, noon, afternoon, dusk, night, midnight, and predawn. Read more about the timezones on the time page and the current conditions thread.

The passage of time on Millirand is marked by the passage of the Realm's bright sun, Solari. While the hours of day and night are readily tracked, the two moons are an uncommon sight when seen in the sky together. Occasionally, Fyraen Lunari will rise before Solari, bringing a false dawn, while I'zyk Lunari will linger after sunset, causing a false dusk.

Home to the Millirandian Five, Millirand has occasionally been subjected to the passage of its time and day/night cycle being briefly altered. While Time and Lyfe do not dwell in Millirand for long, the other greater gods are capable of making brief changes to befit their own ends. Millirand is the third most common to have this happen following Felnova and Noctis.


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Local Plantlife

Millirand's native flora is quite diverse, with many trees and shrubs, and an abundance of herbs. Very few plant types can't be found if one knows where to look.


commonly found;; Millirand is covered in maple trees, as well as elms, cedars, and redwoods. Oak trees can be found near the White Plains, along the eastern border, and are sparse most other places. The Rynorel forest is home to many different herbs, and is considered one of the best places - besides the vast forests of Lizzarkyth - to find medicinal herbs and plants.
rarely found;; Though flowers are found everywhere across the Realm, in many different varieties and species, roses alone are considered very rare. Roses of all colors were hunted to near extinction for their beauty, and can only be found in the gardens of the rich and powerful. It remains to be seen whether or not they will return to the wild; seeing a wild rose is a very rare, and sacred, occurrence.
doesn't exist;; Oddly enough, Joshua trees and yucca plants cannot be found, as well as many of their relatives.


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Trade Specialties

The various regions of Millirand produce some truly unique trade goods. From Jes're'en comes various artifacts crafted from dragon scales, hides, and bones, whether from old carcasses or taken from more freshly slain dragons. There are rumors that some of these crafts actually come from sarka carcasses. From Noktureesah comes beautiful jewelry and talismans crafted from jade and gold, and various exotic fruits native to the jungles. Khidorah offers many talismans and amulets crafted from pearls and coral, as well as many paints and dyes made from the remains of various sea creatures. Rarely, a brave group of adventurers will bring back something of great value they managed to retrieve from the Darklands.


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Currency

The currency of the Allied Realms is called the jaden. They come in four denominations: the bronze coin, the silver coin, the gold coin, and the platinum coin. Each coin has a name, and these names have been shortened over time from their original labels; aelu was once aeslue, argel was once argentlue, aurle was once aurumlue, and ailu was once aithlu. These are known to have been crafted from the name of the coin's metal and the elven word for 'moon'.

BRONZE: AELU (1j)
SILVER: ARGEL (25j)
GOLD: AURLE (50j)
PLATINUM: AILU (100j)



The conversion rate for jaden to USD is 1 jaden = 20 cents.

Average prices for common objects are listed below:

Loaf of bread; 20 jaden.
Sack of potatoes; 50 jaden.
Carrot; 80 jaden.
A pig;; 230 jaden.
A chicken; 60 jaden.
Horse; 5000 jaden.
Average-quality sword; 2000 jaden.
Wooden shield; 400 jaden.
Steel plate armor; 1900 jaden.
Building block; 70 jaden per ton.
Wooden log; 60 jaden.
Average rent; 200 jaden per month.


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Accents and Dialects

Those who speak Common in this Realm often have location-based, regional accents. For ease of understanding, these accent names will be very loose, and will be referred to by their Earthrealm names! However, many of these accents may have Realm-based or the name of their region to refer to in-universe. Please do not use the Earthrealm language names ICly. Thanks!

The vast majority of Millirand has dialects very similar to the way the ancient dragons from the First Realm spoke; nearly all of the Millirandian races can trace their regional accents back to this period in time. Perpetuated by not only the royal dragons, but also the Cosmics, Celestials, Solars and Lunars - most accents in this Realm are reminiscent of Earthrealm European accents.

The densely-populated and much-varied country of Jes're'en has the oldest collections of regional dialects and accents, and the largely-Common-speaking populace uses an older form, especially in immortal individuals of ancient races. Elves have developed accents closer to their Evylonian counterparts, but the vast majority has similarities to Earthrealm British accents across the board.

The jotuns of Sudr'lund, and others that live in the arctic land are a strong, hardy population with unique cultures and indomitable wills. While their ways of speaking somewhat reflect the dragonkind who held such influence over Millirand in centuries past, it has evolved from its roots to become what it is today. Most, if not all, denizens of Sudr'lund speak with something resembling an Earthrealm Norse accent.

The minotaurs of Rhidora, and those few others who have taken to living in the isles with them, have developed their own regional dialect that is only superficially similar to the common dialects of Jes're'en. Among those minotaurs who prefer to remain on the islands, their accent is especially strong to the point where it can be nearly incomprehensible. Gregarious as they are, they have carried their accent, which strongly resembles Earthrealm Scottish, to many places across the Realm.

The various races of Noktureesah are mainly of Jes're'en descent, so speak with similar accents. However, long years of isolation have left them with a distinct regional accent of their own that sets them apart from the peoples of Jes're'en. Their accents resemble a mix of Earthrealm Greek and Italian accents, and the hearty, energetic residents often add flamboyant hand and arm gestures to their speech that serves no other purpose than to emphasize what they're saying.

The grim peoples of the Darklands, accustomed to their harsh environment and a daily struggle to survive, have developed their own distinct dialect derived from the languages of Jes're'en. The further inland one goes, where the people are more isolated, and often less welcoming, the accent gets stronger, and perhaps befittingly, harsher as the people are typically very laconic when talking to outsiders. The Darklands accent is reminiscent of Earthrealm German.


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Religion

While many inhabitants of Millirand pay lip service to the Millirand Five, particularly in Sud'rlund, true devotion is rare. In Jes're'en, worship of a deity called The One is gaining popularity. However, in Noktureesah, worship of the Five plays an important part in everyday life, and the minotaurs of Rhidora still honor Sago with unwavering devotion.

Trae'vinn Yi'fae'n

Worshipful Races: varied. Primarily Worshiped In: Jes're'en.

The Trae'vinn Yi'fae'n (Essence of Faith in Draconic) is focused on the ancient faith of the Ten, though it has revolved around that of the Millirand Five in the centuries after the divine split. Formerly, it was held by nearly every denizen of Millirand no matter their race or upbringing, and was involved greatly in day to day life. When the split happened - when the Felnovian Five abandoned Millirand and the remaining gods seemed to disappear - this religion was largely abandoned.

Within the last few hundred or so years, Trae'vinn Yi'fae'n has made something of a comeback, and the Great Temples are once again being visited by pilgrims and commoners alike. Swearing oaths by the Millirand Five - and sometimes the Ten - has become commonplace once more, especially among draconic individuals. Altars to specific gods of the Five or Ten may be found widely around Millirand, and can be seen in many homes.


Speaker of the Gods: Leader of the Trae'vinn Yi'fae'n religion, and organizer of the faith. Often a Seer, and one who offers guidance for those beneath him or her. The Speaker is often a cleric of high power, commonly associated with Fenrir, and may be taken over by their god to speak with their divine voice though this is relatively rare.
Saints: Individuals possessed of great holiness, those who have dedicated their lives in service to the good of the church and those who follow it. They are thought of being beacons of perceived perfection, and thus sainthood is very rare, given only to a select few. For the most part, saints are teachers who wander the land, touching the lives of all who come in contact with them.
Priests: The priests of the Trae'vinn Yi'fae'n are local religious leaders; many are not rich or well known, though most are gifted with healing and light magics. These priests are teachers over all, and the heads of small churches in multiple cities.
Monks/Nuns: Scholars of the faith. They often live in abbeys or monasteries, and are the practitioners of academic study of the Millirand Five or Ten.

Solari

Worshipful Races: varied. Primarily Worshiped In: Noktureesah.

Where the Trae'vinn Yi'fae'n was largely abandoned, and then refocused, in other parts of Millirand, in Noktureesah their own religion flourished and grew. Like the Trae'vinn Yi'fae'n, it is focused on the ancient faith of the Ten, and is called the Solari - meaning 'Sun' in Draconic. It is held by nearly every single member of those living within Noktureesah, and is involved greatly in day to day life. Because of its common name, images of the sun surrounded by effigies that represent the gods are common in Noktureesan art.

Unlike their parent religion, as it never died away and only grew stronger over the centuries of its life, the Solari is now quite different than the modern-day faith held primarily in Jes're'en. Led by the Priest-King, their worship of the Ten is immense, and is known by many specific rituals, holidays, and social practices held by the entire populace. Many of these include sacrifices, often quite bloody, of both non-sapient and sapient creatures and individuals.

The Solari is also very intolerant of the Order of Fraemyth, and will condemn any who they find to support it no matter their race.


Priest-King: Leader of the _ religion, and organizer of the faith as well as king the lord of all Noktureesah.
Speaker of the Gods: Often a Seer, and one who offers guidance for those beneath him or her. The Speaker is often a cleric of high power, associated with one of the Ten, and may be taken over by their god to speak with their divine voice though this is relatively rare. Each Speaker holds allegiance to a different god in a predictable, ten-year cycle.
Mage-Priests: Highly respected and prestigious priests, often part of the Mage Order, and highly gifted in an assortment of different magics.
Priests: The priests of the Solari are local religious leaders; many are not rich or well known, though most are gifted with healing and light magics. These priests are teachers over all, and the heads of small churches in multiple cities.

Sagoism

Worshipful Races: primarily minotaurs. Primarily Worshiped In: Rhidora.

Sagoism is a religion practiced primarily in the country of Rhidora, south of Jes're'en, by the minotaurs that live there. It is focused around the god of the sea, Sago, and while the practitioners of this faith recognize the existence of other gods, they hold allegiance to Sago and only him.

It is customary to pray to Sago for many things, but always before setting sail, fishing, or anything having to do with the sea. Tossing small offerings overboard to Sago is commonplace, and is held as something that will ensure the god's blessing when on his vast seas.


Blessed-Horns: The entity known as the 'Blessed Horns' or 'Blessed Of Horns' is the absolute leader of the religion of Sagoism, comparable to the Speaker of the Gods in other faiths. Often a Seer, and one who offers guidance for those beneath him or her. The Speaker is often a cleric of high power, associated only with Sago, and may be taken over by their god to speak with their divine voice though this is relatively rare. He or she spends little to no time on land, and sails the sea for the majority of their life.
Saints: Individuals possessed of great holiness, those who have dedicated their lives in service to the good of the church and those who follow it. They are thought of being beacons of perceived perfection, and thus sainthood is very rare, given only to a select few. For the most part, saints are teachers who wander the land, touching the lives of all who come in contact with them.
Priests: The priests of Sagoism are local religious leaders; they are known to be semi-monastic sages, and often offer guidance, lead ceremonies, and teach. These priests are frequently heads of small churches and monasteries in multiple areas across Rhidora.
Monks/Nuns: Scholars of the faith. They often live in abbeys or monasteries, and are the practitioners of academic study of Sago, his aspects, and his history.

Order of Fraemyth

Worshipful Races: assorted humanoid races. Primarily Worshiped In: Felnova.
A relatively new religion, it was created and maintained by the Faction of Hope and holds that the greater gods are not truly deities, but are simply tyrannical dragons who hold their power over other, weaker races. They dedicate their faith to a being they call the One God, a humanoid deity resembling an ethereal knight in full armor.

Unbeknownst to the religion's members, 'fraemyth' is a butchering of the Draconic - originally fae'n'amuth, which means 'faith and hope'.


High Priest/Priestess: Absolute ruler of the Order of Fraemyth. Is thought to be blessed and chosen of the One God, his will made manifest within the mortal Realms. Was once known as the leader of the Faction of Hope, he or she rules the spiritual lives of all who claim this faith, and makes sure that the One God is held highest in all Fraemyth lives. Also known as the Grand Hierophant.
Bishops: Nobles of the church, often leaders of the faith beneath the High Priest or Priestess. Possessed of the Sight and great magical power, though none are clerics as other bishops in other religions may be, though they might claim this in belief that they are.
Priests: The priests of the Fiv'ean are local religious leaders; many are not rich or well known, though most are gifted with healing and light magics. These priests are teachers over all, and the heads of small churches in multiple cities.
Inquisitors: Inquisitors are protectors of the Order and warriors of their faith. They work in secret to combat the faiths of the dragon gods and attempt to bring humanoids who do not believe in the One God to the Order, generally through reeducation.


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Politics

Millirand is an ancient Realm, and one governed by many different races in several differing countries. While it is known as the original home of the dragons, none of its myriad lands is ruled only by dragonkind anymore. The Remnant is all that exists of the blood of Kazule's holdings, and it is restricted to only the barrier mountains of the Ryukun range. Jes're'en, the ancient seat, is largely held by humanoids and consists of its Orders of Knighthood, though it has been led by a variety of races in the past. Sudr'lund, Rhidora, Noktureesah and the Darklands all have politics surrounding their respective races, and can be read about below.

Darklands Politics

Current Capital: Neraka. Nation: Darklands.

In ancient times, four kingdoms allied together to oppose Kazule, the First Dragon; this alliance waged a brutal war against Jes're'en, over which the dragon king reigned. However, even their combined might was not enough to grasp victory, and they were annihilated. Their country was left a desolate wasteland, with only scattered ruins left as evidence the land was once inhabited, thus earning its name, the Darklands. However, rumors and legends claim that there are cities hidden far beneath the rubble of the destroyed alliance. Now, the Empyreans rule the corrupted and once-beautiful Outre'mer, a wrathful subtype of metalbound creatures.

At the top of the Darklands hierarchy is Cylene Slithersteel, the First Empyrean, who rules from atop the spire known as Neraka. Most empyreans and denizens of the Darkland follow her leadership, with the exception of Apsinth, one of the few non-Empyrean locations and Istu'gan, which is a mythkin settlement that holds no allegiance to the Slithersteels.

Slithersteels not only hold allegiance to Cylene Slithersteel, but are also disciples of her, and follow her teachings, which also include the lengthy and painful alchemical process used to create the Empyreans. As such, the Darklands is an autocracy with a well-respected and well-feared dictator at its head.


First Empyrean: The First Empyrean is not only the political leader of all Empyreans, but is also a spiritual leader who governs everyday life for all Slithersteels as disciples.

Jes’re’en Politics

Current Capital: Cadoc Nation: Jes’re’en.

The once proud Jes’re’en was once ruled specifically by dragonkind, and has had several regime changes since the fall of its draconic monarchy. At one time, it was the foremost country of Millirand, as well as the seat of Kazule, the First Royal of the dragons. The Knights of the Crown, and its brothers, the Orders of the Star and Rose are the closest thing to an established authority left, and act as the last bastion between Jes're'en and total collapse.

The Knights of the Crown, the Order of the Star and the Order of the Rose hold the most power within Jes're'en, united under the ruling king or queen. Due to instability in the modern era, these ruling bodies have resorted to what can be described as soft martial law in order to keep a tight rein on what crumbling power they have left, as exemplified by the debeautification of the capital, Cadoc, into little more than a fortress city. Its original capital, Ki-Lia, lay in crumbling, forgotten ruins.


King or Queen: leaders of Jes're'en, passed down through lineage and coronated by the Knights of the Crown.
Order of the Crown: While they are called simply "knights", the knights of the Crown double as a council of advisors to the king, served by their brother orders, the Star and the Rose.
Order of the Star: The Order of the Star are a group of knights tasked with both conquest and foreign diplomacy.
Order of the Rose: The Order of the Rose are a group of knights tasked with maintaining peace and handling issues within the border of Jes're'en.

Remnant Politics

Current Capital: Arrowhead. Nation: None.

What little is left of the dragonkind in Millirand calls itself the Remnant, and dwells specifically in the Ryukun Mountains to the north, and in its capital of Arrowhead. It is a strict monarchy governed by the last royals to live in the Realm tied to Kazule, though few leaders take the title of king or queen. Compared with what once was, the Remnant is a mere shadow of the glory days of Ki-Lia and the gilded mountains of the icy north.


king/queen or lord/lady: the ruling class of the Remnant; always held by a dragon that claims blood relations to Kazule, and cannot be held by another.
Council of Elders: old dragons who assist the leader with all nuances of running Arrowhead and its surrounding area.

Rhidora Politics

Current Capital: Vysinas. Nation: Rhidora.

Deeply reverent of Sago, the Millirand Five God of the Oceans and Seas, religion and politics go hand in hand for the minotaurs of Rhidora, and they often seek the counsel of those who have received Sago's blessing, which may include merchants. As such, the Anax, the ruling head of the minotaurs of Rhidora, often is intimately versed in issues of commerce and spirituality.

Because of their job as sailors and tradesmen, Rhidora has friendly relations with many nations abroad. Even isolationist countries may extend a warm welcome to those from Rhidora, as commercial connections are always a high consideration.


Anax: The Anax may be the political head of Rhidora, but they are oft well-invested in the worship of Sago as well as the trade and commerce of the layman of Rhidora due to the heavy emphasis on seafaring and mercantilism.

Noktureesah Politics

Current Capital: Kalak'mul. Nation: Noktureesah.

A mysterious kingdom consisting of mighty cities hidden within dense jungles, Noktureesah is a kingdom flowing with gold as well as blood. The great Priest Kings rule over their subjects with an iron grip, and blood magic abounds within this kingdom's borders. Any who would dare break the laws of the land are swiftly rooted out, and are made to serve as grim examples of the wrath of the Priest Kings.

As a theocratic dictatorship, the Priest King wields absolute power over the denizens of Noktureesah. Even when appeased, sacrifices to the gods of Felnova and Millirand are often bloody and brutal, and the clergy, while devout, have little mercy nor empathy for those who would dare break the laws of the land, and disobedience is confronted and crushed without a second thought.


Priest King: absolute ruler over Noktureesah in terms of religion and politics, and rules over matters of bloody justice as well.

Sudr'lund Politics

Current Capital: Einartoft. Nation: Sudr'lund.

The kingdom of the jotuns is actually not ruled by the king and queen, but a body of wise jotuns known as the Falkmotr, who even have the power to execute foolish royalty for ignoring their sage counsel. They congregate upon the settlement on Mount Tronden to discuss matters of great import.

Sudr'lund tends to be rather skeptical and cautious concerning foreign affairs, and tend to isolate themselves, as they take great pride in their own strength to weather hardships.


King or Queen: the ruling monarch of Sudr'lund.
Falkmotr: The Falkmotr a council who hold the true power in Sudr'lund, even over the ruling King and Queen.


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Military

The various national militaries of Millirand are as diverse as they are capable. From the knightly orders of Jes're'en and the fanatical warrior-societies of Noktureesah, to the stalwart shield-wall of the Jotuns and the enigmatic Empyreans of the Darklands, these brave warriors have kept the realm from falling into total chaos.


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