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.