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February 23rd, 2018
This is the Sigil of Zykron, 2nd Oldest of the Daetrossi Princes of the Abyss plane.

He use to represent Power, Brutality, and overall Evil, but now after so many centuries of existing in this Plane, he has turned to straight Brutality and seeks to end everything.

The only title he claims for himself is simply "The End". Like Vazzeroth, he cares little for the petty wars between in his younger siblings, and if it were up to him, he'd destroy this plane, The Material Plane, and The Celestial plane, he craves for an end to absolutely everything.



Souls of the Damned that come to his domain end up becoming just as dark & desperate for the End as Zykron, and as such will sometimes venture out to kill whatever they can find, whether it be friend or foe, but unfortunately for them, this plane forbids oblivion, but that won't stop them from trying.
Posted by ExVasterist | Feb 23, 2018 3:44 AM | 1 comments
This is the Sigil of Vazzeroth, the Eldest of the Daetrossi Princes of the Abyss plane.

He is known as the Manipulator, The Experimenter, Lover of Mutations, Patron of Chaos Mages, The Librarian of Forbidden Knowledge, and The Destroyer.
He was the first of his brothers to undergo the Dark Ritual that made him & his brothers what they are now, they exist in a Plane meant for the Evil & The Damned, and they are the Rulers of The Abyss Plane.



Unlike his Siblings, he doesn't care about attaining absolute control over the plane they reside in, all he cares about is creating new abominations, new monsters, freaks of nature, and experimenting with the unlucky souls foolish enough to choose his side of the plane.

Since he is the first to undergo the Ritual & the Eldest of his brothers, he is most powerful of ALL Daetrossi.
Posted by ExVasterist | Feb 23, 2018 3:28 AM | 1 comments
War, Power, Laws dependent on where you are in Verraz, Strategy, and only the Strongest rule. That is Verraz.

They are considered the most battle-hardened country out of all the countries, every day their soldiers are put through rigorous training, the country actively deals with new threats as new training opportunities for their raw recruits, and they have one specific law that everyone follows: Only the Strongest deserves to rule.

This is where Erraticators (Chaos Mages), Assassins, Necromancers, and all other manner of people are allowed to live as long as they don't cause too much trouble.
Sometimes when anyone steps out of line, an example is made of them to remind them who they should ultimately fear.

Unlike the other countries that typically have a Leader & several to a dozen council members, this country only has one Leader that does it all & orders everyone around. Their word is law, their actions are never wrong, but like everyone else, they are always on guard and always waiting for someone to try & take their place.



They don't frown on human experimentation, they will use anything to get an edge in war, and every one of their soldiers would rather die than fail their country. From this country, The Brotherhoods of War & Strategy have their head quarters here as well as The Assassins Guild.

And similar to Drakkonni's rule about Challenges, here it is not only a law but tradition that no one can, not even the Warlord (Leader) him/herself can change.
If a Soldier wants a better position, they have to challenge their Superior (directly above them, not their Superior's Superior) and win, and it is always to the death.
In the unlikely event that they survive after having failed to win against those they challenged, they are sent to The Pits to redeem themselves.

And just as Soldiers have to challenge their superiors to go up, so too do future Warlords. Anyone from Verraz may challenge the current Warlord, their are not line of succession rules, you could be as high as a Lord & as low as a homeless commoner. But it is extremely rare for the Challengers to survive if they fail to win. Even if the Warlord was recently crowned, they can still be challenged at any time, but like Drakkonni they have to announce it, otherwise it is considered murder & all criminals no matter their crime is sent to fight in The Pits.

Verraz believes that if the weak were to ever lead them, the country in turn would become vulnerable to incursions & suffer heavy losses in times of war, that is why they follow this tradition & will never break it.

Verraz is also the place where drugs are legal, no matter how addictive, how dangerous, or how deadly - if they weren't strong enough to live with their choices, Verraz is happy they are gone.
Even the most feared Special Units do not dare question the Warlord, for if they do, it is almost certain death & disgrace.

And because of how dangerous this country is, the other countries Military keeps a more watchful eye on Verraz than each other. And Verraz doesn't perceive this as a threat but merely as Respect, if the other countries don't care about Verraz, then something is wrong with Verraz.

Side note: That more visible fortress on that island with the two bridges does not belong to Verraz, in fact no one knows it is even there cause of how well hidden it is.
Posted by ExVasterist | Feb 23, 2018 3:14 AM | 0 comments
February 21st, 2018
Tradition, Honor, Survival, Community, and a Caste System, that is what Drakkonni is.
They are the only nation/country that will never leave their Tribal Era technology & beliefs behind.

Only their Capitol City & Fortresses are built like Medieval Era tech, but everything else isn't. They believe that if they move away from their Tribal beginnings that they'll forget & become lazy.

Aside from that, they produce the Continent's greatest craftsmen, no one knows how to build a fortress, city, castle, homes, or even weapons & armor better than they do.
And likewise, if they went to war with anyone, they'd know exactly how to tear everything down.

Their Caste System works by deciding their primary function in society, it is does at a really young age, when they are 6 years of age, they are given a set of toys/figurines, then asked which they like the most. Whatever they choose as their favorite is what they'll be for the rest of their lives.
On rare occasions, if the child picks 2 or 3, then they are given examples of what they represent and will have to choose only 1 after that, they keep that toy/figurine.
Not long after selecting, usually 6 months to a year, a person representing the field they chose will come by & teach them everything they need to know about it.
Once they've learned & passed the trials of those fields, they are given a tattoo on their left shoulder symbolizing what Caste they belong to. As they get better at it and start climbing ranks, they gain more marks on their tattoo.
The Caste Tattoos are considered badges of honor, no one Caste is considered less than or greater than any other, they all help everyone in the community.

It is also incredibly rare, but it does happen, that some will change their mind about the caste they wanna be apart of, this choice is always given just before the day they receive their Tattoo - if they want to be apart of a different Caste, then they must choose wisely cause they won't be given another chance and they'll be told that they'll have to take someone from that Caste (typically someone who is doing poorly) to balance things out.



Also concerning laws, theirs are pretty average, but share a similar law to Verraz's challenge tradition, if they want to, they can be judged by trial of combat, and most other disputes not involving the law are settled by challenges. And Killing is allowed regardless if it law based or just a simple dispute.
If anyone kills another without issuing a challenge, then they are barred from all Castes and are considered "Casteless" (Crossed out marks are added) a highly dishonorable thing to acquire, and after prison, most leave the country cause they can't bear the shame or are forced to take up simple jobs & careers, many will still take them, but they'll be treated with the same level of shame that accompanies their new "Casteless" tattoo.
Basically, being Casteless is just worse than being imprisoned for life, it is the best way to deter others from committing crimes that'll make them Casteless.

But if you never were part of a Caste (never born in the country) and you commit a crime, you can still do the trial by combat or be issued a challenge for whatever dispute, but regardless of the crime & if found guilty, you'll get a more severe punishment (Example: Those born in the country for instance would get 1 year for theft, those not born in the country will get 2 more years added on).

In a D&D Setting, This is where Barbarians, Druids, and Ranger types classes would come from. And the only place you'll find natural Golems walking about.
Posted by ExVasterist | Feb 21, 2018 11:59 PM | 4 comments
February 18th, 2018
This is Sacronia's Territory zoomed in.

If you wanted peace, security, laws that are meant to protect society, a democratic leadership that serves the country, a republic that serves the country, where crime is lower than the other countries to where murder & rape has not been committed for several decades, and religions that do not war with each other, then Sacronia is the place to live.

There are Kings & Queens, but unlike typical Kingdoms, they are not King & Queen by right or blood, but by vote. Their rule lasts for 10 to 20 years, their primary purpose is to devise ways to make the country better & more secure, and dependent on how good they are at their service, they can be in office for 10 years if they were good but not spectacular or 20 years if the country loves them.
However they don't hold any power or authority over the republic and whatever decision the republic makes, the King & Queen cannot disregard or veto the decision.
All are sworn under oath to uphold the laws & traditions of Sacronia and to never attempt to change them to give themselves more power & authority than they already have. Though the Shadow Guard protect both the Republic & the Leadership, they are also sworn to ensure that no one in the government tries to break them and if they are proven to have broken any laws for any reason, they are ousted, replaced, and imprisoned for several years.

In Sacronia, no man or woman is above the law, not even those that enforce it.


On top of the above, any person who commits a crime, no matter how serious, even if they are a mass murderer, is to be taken alive. If enough people has seen the crime, then a trial is not held & they are taken directly & immediately to the Illusion Prison (a prison that once entered cannot be escaped from, and though it feel like centuries, it is only days in reality, and the more serious the crime, longer they stay there - anywhere from Months to Years, and the only way out is via the device that controls the illusion outside the prison).
Once a person has served enough time in prison, they are rehabilitated & reintegrated into society, but kept under watch by the country's law enforcement for several years until it is decided they won't commit any more crimes.

Furthermore, the rule of no killing also extends to execution, no person has ever been executed for any reason in Sacronia and the law forbids it from ever happening. Even in times of War, the military tries their best to disarm & take enemy soldiers alive, but in some cases it is unavoidable.

In a D&D setting, Paladins & Healers are found & trained here more than anywhere else. Any Fighter trained here would have a +3 to CHA.
If a Thief or Assassin were to come here to kill or steal, it would be the hardest challenge for them to do, as each Law enforcement officer carries with them a device meant to signal every officer within a 700 yard radius that a crime is being committed, even the Military will get involved if there is a patrol passing by.

All the empty Circles are cities, I just haven't gotten around deciding how big or small each of them are. And like the other countries, the Circles with Triangles in them are Fortresses, and the smaller circles surrounding the Capitol (Circle with S) are the Guard Towers designed to protect the Capitol City.
Posted by ExVasterist | Feb 18, 2018 6:55 PM | 0 comments
This is something of a good thing & a bad thing to do with the maps I'm sharing.

I'm sure a lot of you will be wondering why you can't make out what is written on the maps as they are barely legible (probably looks like blurred swiggly lines).
Thing is I dunno how to increase them to their original size, Photobucket has a limit of 5,000 x 5,000 as the maximum resolution for every photo uploaded to their site, and their original size is 54,000 x 50,000.

So if they were uploaded in their original size, you could see every single Circle icon as big as the Continents themselves, which I bet would be too much for any site to handle.

So even though I have map keys on every map, you won't really be able to read them, and I'll have to put up the descriptions & identifiers in the blog when describing them individually.

More to come.
Posted by ExVasterist | Feb 18, 2018 11:28 AM | 2 comments
It’s time to ditch the text file.
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