Realms

The World of Knights actually consists of many different dimensions. The largest and most populated realm is the realm of Kragora. This dimension also serves as the crossroads to nearly all the other realms. For new adventurers, this is a good place to start.

Realm: Kragora (or click for a clickable imagemap of the world

Gravity: Standard

Time Flow: Standard

Magic: Standard

Major Race: Human, Elf, Dwarf, Orc

Ruler: Each country of Kragora has it's own ruler.

Capital: Each country of Kragora has it's own capital.

Countries: Azeroth, Kavlin, Khaz Modan, Nin, Paragon, Xeen, Yeggli

Places of Interest:Blackrock Spire, Tree of Ages, Cosmic Forge, Gap Chasm, Garden of Peace

Military Strength: High

Description: Kragora is the central realm of humanoid existence. It is broken into 7 countries, each with their own races and rulers. It is by far the most densely populated realm and is sort of a crossroads to all others.


Realm: Beastlands

Gravity: Standard

Time Flow: Standard

Magic: All spells that summon or deal with animals cost 1/2 normal and have 2x duration.

Major Race: Animals

Ruler: Draffut, the Beast Lord

Capital: None

Major Cities: Krigala, Karasuthra, Brux, Savage Plains

Minor Cities:

Places of Interest:

Military Strength: Low

Description: The Beastlands are a wild and dangerous realm. All species of animals can be found throughout the land. Most of the realm is divided into territories governed by a specific animal lord and his minions. Very few humanoid settlements exist as the animal lords do not take kindly to trespassers on their territories.


Realm: Realm of Fairie

Gravity: Standard

Time Flow: Time moves at 150% of Standard time. Therefore, 3 years spent in Fairie is equivalent to 2 in Kragora.

Magic: Wild and Nature spells have a duration of 1.5 times Standard.

Major Race: All magical beings

Ruler: Deeva Glitterdust

Capital: Stone Ring

Major Cities: Firelight, Arsanium

Minor Cities: Tumblebrush

Places of Interest: Firelight Forest, River of Dreams

Military Strength: Low

Description: The Realm of Fairie is closely tied to the 4 Realms of Magic and is thus, infused with more magic than other realms. Spells cost 1/2 their normal cost to cast and beings regain twice their Wisdom score of Spell Points per day.


Realm: Darklands

Gravity: Standard

Time Flow: Standard

Magic: Dark magic costs only one SP per spell cast, regardless of the spells level. Dark spell effects have double duration and half casting time. Dark magic users regain SP at twice the normal rate here. Other power categories work but cost twice as much to cast and have half duration and double casting time.

Major Race: All Types

Ruler: Talus Darknight

Capital: Blackmass

Major Cities: Everdark, Nightwind

Minor Cities: Midnight Run

Places of Interest: Shadowlands

Military Strength: High

Description: The Darklands are the power source for all Dark magic. Dark magics radiate strongly thoughout the realm. As the name suggests, the lands is continually dark. The sky is filled with stars of various magnitude which provide some ambient light. Much of the local flora and minerals actually absorb light, contributing to the overall darkness.


Realm: Plains of Light

Gravity: Standard

Time Flow: Standard

Magic: Light magic costs only one SP per spell cast, regardless of the spells level. Light spell effects have double duration and half casting time. Light magic users regain SP at twice the normal rate here. Other power categories work but cost twice as much to cast and have half duration and double casting time.

Major Race: All Types

Ruler: Kieran Lightbringer

Capital: Radiance

Major Cities: Spectrum, Crystal Valley

Minor Cities:

Places of Interest: Light Springs

Military Strength: High

Description: All Light magic comes from the Plains of Light. Light magics radiate strongly thoughout the realm. The Plains have no sun but many common minerals produce a warm, yellow light providing unending continual light to all areas of the realm. Note that since light comes from many sources instead of one, shadows are almost nonexistent.


Realm: Chaos Realm

Gravity: Erratic

Time Flow: Erratic

Magic: Wild magic costs only one SP per spell cast, regardless of the spells level. Wild spell effects have double duration and half casting time. Wild magic users regain SP at twice the normal rate here. Other power categories work but cost twice as much to cast,have half duration and double casting time. Other spells also have a 10% chance of being a completely different spells than cast.

Major Race: All Types

Ruler: Zed and Dez

Capital: Dezzed

Major Cities: Kyrsktykk, The Area Which Is Not Named But Is Called Tawinnbictbir By Its Residents

Minor Cities: -11, Isle of Passing Death

Places of Interest: River of Dreams

Military Strength: Low

Description: All Wild magic comes from the Chaos Realm. Wild magics radiate strongly thoughout the realm. The realm has no set laws, terrain, geography, or rules of nature. Even the celestial bodies vary from day to day. Any given morning can great residents with the radiance of many suns or no sun at all. Gravity is sporatic and changes as much as every few feet. Nearly every object, animate or inanimate, has the ability to speak (but that doesn't guarantee intelligence). Some form of mental instability is the norm and those who do not show any signs of insanity are quickly locked up and forced to endure tests and rehabilitation.


Realm: The Greens

Gravity: Standard

Time Flow: Stadard

Magic: Nature magic costs only one SP per spell cast, regardless of the spells level. Nature spell effects have double duration and half casting time. Nature magic users regain SP at twice the normal rate here. Other power categories work but cost twice as much to cast and have half duration and double casting time.

Major Race: All Types

Ruler: Gaiden

Capital: Neverdying Forest

Major Cities: Evergreen

Minor Cities:

Places of Interest: River of Dreams

Military Strength: Average

Description: The Greens are the power source for all Nature magic. Nature magics radiate strongly thoughout the realm. This allows users of Nature Magic to expend only one SP per spell cast, regardless of the spells level. Nature spell effects have double duration and half casting time. Nature magic users regain SP at twice the normal rate here. Other power categories work but cost twice as much to cast. The realm is composed of completely unspoiled natural beauty. No artificial structures exist (and attempting to create one will incur the wrath of the local inhabitants). Living quarters are made by coercing the local flora and fauna into growing in a more habitable manner. The rate of plant and animal growth is much faster than most planes. It varies from just above normal speed to as much as 100 times as fast. Often, the local animal life is more intelligent and larger than their off-realm cousins.


Realm: Elemental Planes

Gravity: Various

Time Flow: Standard

Magic: Elemental magics that match the realm cost 1 SP regardless of the spells level. They also have double the duraction and range. Elemental magics that oppose the realms natural energy cost double the SP and have half the duration and range.

Major Race: Elementals

Ruler: Each plane has it's own ruler.

Capital: Each plane has it's own capital

Major Planes: Air, Darkness, Fire, Light, Stone, Water, Void

Minor Planes: Ash, Ice, Lightning, Smoke

Places of Interest:

Military Strength: Low

Description:


Realm: Stormlands

Gravity: Standard

Time Flow: Time moves at 150% of Standard time. Therefore, 3 years spent in the Stormlands is equivalent to 2 in Kragora.

Magic: Standard

Major Race: Humans, Tritons, Atlanteans

Population: 690000

Ruler: Kanos the Stormlord rules the land dwellers.

Capital: Stormgate

Major Cities: Stormhaven, Evergale, Windpoint, Reefhome

Minor Cities:

Places of Interest:

Military Strength: Average; The land dwellers have an army and navy consisting of 20000 Experienced Human Soldiers, 3000 Experienced Human Archers and 1200 Experienced Human War Mages. The Atlanteans and Tritons also have their own military forces consisting of 30000 Pikemen and 3500 Sharkriders. These armies are usually at war but would form a temporary alliance if there were ever a threat to the entire realm.

Description: This realm is composed of one large island and hundreds of smaller ones. It is constantly raining in this realm which accounts for the plane wide flood. Most of the time, these rainstorms are quite severe bringing with them hurricanes and hail capable of destroying all but the strongest of settlements. However, one week a year, the rains stop and the realms sun breaks through the clouds. On this day, all the inhabitants throw a party that spans the entire realm.


Realm: Dragonwalk

Gravity: Standard

Time Flow: Standard

Magic: The realm is high in magic allowing spellcasters to regain 2x lost SP per night.

Major Race: Dragons

Ruler: Tiamat

Capital:

Major Cities: Thunder Peak, Mithril Mountain, Akkranon, Tiamat's Eye, Skyhome

Minor Cities:

Places of Interest: River of Dreams

Military Strength: High

Description: Dragonwalk is the realm of origin of all dragons. Originally, dragons were the only species to inhabit the land. However, after the discovery of dimensional portals, others have ventured in and made residence. The first beings to explore the realm were members of the Great Hunt, a big game hunting guild. Later, other "half" races such as Dragonlings, Draconids and Dragonlords have established small communities. For the most part the land is untamed and wild, full of dangers. Several species of dragon predators have also made Dragonwalk their hunting grounds. Also, the native dragons do not take kindly to visitors and will treat them as insects invading their domain.


Realm: Golden Lands

Gravity: Gravity is 90% normal.

Time Flow: Time flows at 2x Standard. Two years spent in the Golden Lands equals only one year on Kragora.

Magic:

Major Race: Valar, Maiar and Elves

Population: 95000

Ruler: Manwe

Capital: The Golden Land

Major Cities: None, the realm is composed of one large city.

Minor Cities: None, the realm is composed of one large city.

Places of Interest:

Military Strength: Extremely High; Although the Valar could defeat any imaginable army alone, a force of 4000 Elite Elven Soldiers, 3000 Elite Elven Archers and 2700 Elite Elven War Mages is maintained. Most battle units also contain several elite Maiar soldiers or mages.

Description:


Realm: Terror Zones

Gravity: Various

Time Flow: Various

Magic: None to High

Major Race: None

Ruler: Morgoth

Capital:

Major Zones: Portalis, Wasteland, Everfar, Dismal Abyss

Minor Zones: Hunting Grounds, Tombstone, Bloodstorm, Banshee's Wail, The Beyond

Places of Interest: Forest of Fear, Nightmare Swamp, Dragondeath Graveyard, Great Abyss, Pit of No Return, River of Dreams

Military Strength: None to High

Description: The Terror Zones are actually a collection of pocket dimensions ranging in size from a few thousand feet to uncounted thousands of miles. Their only simularities are the unspeakable horrors they contain, each zone more terrible than the last. The zones are riddled with portals to other zones which are "deeper" in level. However, very few portals work their way back up the layers and many of those that do confine hopeful travelers to an area where their only choice of portals lead them deeper than where they started.