Skelop

 

LOCATION

CLIMATES
  • Tropical
LANGUAGES RACES CULTURES
  • Highlander
  • Jungle
  • Swamp
  • Walder
HEROES

Legend

“Hardened by Sun and insanely strong Mana Flow. It is the cradle of the most powerful Mana Manipulators.”

Skjald Vinotis

 

History

First Age

When the Divine Races took thousands of Void gardens, and reformed them into our World, Skelop became landfast with Utallantu in Outlands. It was fertile land, with strong energetic currents floating between the inner Astral and the outer Void. Thus many fantastic beings walked the dusty paths of what became Skelop, and the most delightful foods… oh man, I need some ale.

Skjald Yell'a'Beard

 

Second Age

But after the 1st Cataclysm, the burning Sun, almost boiling sea with its scoldering fumes, and the North-Wall Teeth, are the hard defences against the forces of Outlands. They protect flawlessly, though, as none has attacked that way since. So, it’s been a rather peaceful place where people lived off what could be harvested from The Deep Blue and exported the plenitude of high Purity Resource and Mineral, unique for Skelop.

Skjald Ulrich

 

Third Age

The Bullheaded God is not known to have been in Skelop, but its wanderer minions sure have. Well, that’s actually unjust towards Jomzaar and Rimzir, as it was only Vular who was riding that snout. They simply bubbled up everywhere and had their eyes on every craft and nose in every Recipe. Luckily, some Indigenous like Clovincaz and Moss'Ari stood strong and didn’t let them peek a single line or watch a single engraving.

Eventually, the age ended with the Vular War, and Skelop suffered its second loss of lands. Man, it was hard, and then the chaos that followed made me sigh.

Skjald Sejrik

 

Fourth Age

As the lands cracked open, mountains grew or crumbled, and shorelines slid into the sea, the sea began to retract. Then, suddenly, it came in a giant tsunami, constantly growing in height due to the narrowing gulfs, fjords, bays, lagunas, and whatnot. It reached a towering height of more than 70 metres before smashing onto shores, piers, streets, buildings, and beings. The devastation was total, and whole cities were oblitterated, ending up as driftwood all the way down in Darin.

Trying to recover in broken lands, cities, towns, villages, and roads gone, and with the mind blasting Arisen creatures roaming the debris, it was living hell for survivors. But, over the course of the next 500 years, we recovered, repopulated, and rebuilt, just to see divine mayhem replaced by mortal greed. Just as if some Divine force is behind all this energetic chaos, but I should better not air that loud.

Anyways, the Age of Hordes was replaced by The Realm. Sadly, it crumbled so fast, but at least the Law of the Realm still stands strong as we walk into The Scorched Dawn.

Skjald Valgrif

 

Cartography

 

Organisation

Every tribe and castle for itself is what is left after The Great Invasion.

Skjald Sigurd

 

Special

Energies are… almost tearing themselves… and mana manipulators… apart.

Skjald Kazumix

Last Updated on 2024-03-30 by IoM-Christian