Airun


The Never Fields

Airun is an expansive, open-for-use multi-verse friendly RolePlay framework.If you are looking for a setting to base your next character, look no further.


History

From gods to heroes and the native inhabitants of Airun, this is the tales of the realm's founding.


The Map

Explore the world of Airun! States, lore, & capitals.


GUILDS

Prove your worth, show your braun, demonstrate your courage and flaunt your prowess. Join a guild to make coin by doing jobs for local lords and citizens.


Currency

Coin and blood spill in Airun like rain from the swollen clouds. One pays for goods, the other pays for power.


Thanks for taking a look at Airun. This has been a small side hobby of mine for the last few years, started back in 2018. A lot of the information here is old and rough, and I intend on continuing to update, remove, and add new lore and details into Airun. Last major update was today, 8/7/23.

History


Airun was a near-forgotten realm, almost destroyed by the wars of a greedy civilization. Ruins left to crumble for millennia until wayward travelers stumbled upon a realm-crossing rune leading them to Airun, what appeared to them a deserted world.The beast-kin were there to greet them. The original inhabitants of Airun, they formed crude and simple societies built off agriculture, trade, or war. Beast-kin is the general term for any bipedal, sentient humanoid with the physical appearance of an animal - wolves, snakes, foxes. They live in society as humans do; working during the day, caring for their families at night.Airun had a taste of simple, somewhat peaceful living for centuries before the rifts opened. Airun had been once more opened to the realms against its will, and with it came travelers and royals, traders and plunderers. Anyone who had enough coin to travel the rifts did, and quickly established a society in a world where nature had swiftly begun taking back over.These travelers from the new realms and worlds brought over the use of gold, silver, and copper coins for currency. After currency was adopted, they began creating guilds, in order to establish holds and dominion over the expansive plains, mountains, forests and swamps of Airun, pushing the native beast-kin further and further into their native lands.As if in response to the new society budding, monsters from the deep began to emerge from hibernation to once again battle weary adventurers and thrill seekers; scouring the now-inhabited land for food. Horrific creatures from bipedal, horned monoliths of fur-covered muscle resembling a Minotaur, to small, yet exceptionally dangerous snake-creatures with poisonous fangs the length of your household dagger. Foes the likes these humans have never seen before, and they soon fell into a war against nature for survival and dominance. Hordes of wyverns and earth - trembling giants, packs of ferocious dagger - toothed wolves, legions of skeletons led by ancient liches all participated in this legendary war.The War Of The Land carried on for several generations, humanity left to struggle to build up while the world around it tries to destroy them. Factions, born in the flames of war on the native creatures, often fought against their own in order to claim their spot as the dominant figures in Airun. Warrior families were founded, royals born, nobles created, and kingdoms rose and fell.That is where we are left today. The War Of The Land had died down after three centuries to a passive fight against the monsters that no longer posed an extinction-level threat to the new inhabitants of this ancient realm. Villages, towns, cities and empires thrived. New, safer portals to realms opened up, and Airun became a place of legend for adventurers to come and prove their worth in the unforgiving plains.



Society


In the flames of war, families were born. Warrior families that commanded great armies, noble families that led order, and royal families that led nations. In most general nations, they follow a similar hierarchy, though their names and titles may be different. Here is how they are ordered in Airun.Royals live above all in the realm, followed by their appointed knights. Each member of the royal family is given the right to appoint one knight per member. They are rare, chosen for exceptional prowess in the line of duty and utter loyalty to their faction.Court Members are present in most countries across Airun. These political titans gather in groups of one or two hundred to discuss and debate new and old laws, bills, and current events in the realm. They have the power to shut down most things a Lord or Noble can do, yet are powerless to the royal bloodline.Lords are next. They control swathes of land, often the size of a large village or a city. They live in a keep overlooking their territory, they act as a pseudo-ruler under the royal's rule. Their law can be overruled by majority Court decision, or Royal's decree.Next lie Nobles and members of the Court and Counsel. They are in charge of land, prospects, exchange, and menial law and order in the kingdoms. Often they are the ones to greet foreign emissaries during meetings or allied leaders during diplomatic visits.Priests. Those who teach and condone the study of religion are also held at a higher pedestal than your average citizen. They preach their gospel as though it were the water they drink. They are entitled to their place of worship, which often had housing amenities in case normal homes were not available to them. Priests and Priestesses are also exempt from taxes, though they are regularly looked into by the Court or local law enforcement to ensure they aren't doing anything that goes against local law.Further down lie Knights. A knight is typically a decorated Soldier drafted into private guard duty for Lords and Royals, or chosen to be generals or court guards. They are well-compensated, and entitled to a few acres of arable land.Soldiers are merely warriors for the army. There are flag sergeants, archers, shield-bearers, and more. The composition of the army and what weapons the soldiers wield are up to the nation's commanders.Citizens are to follow on the next rung of the hierarchy. They are your commonfolk - your shopkeeps, tavern owners, blacksmiths, farmers and housewives. They are entitled to a free life, though that depends on the royal family that oversees their nation.Peasants are the last and lowest forms of somebodies on this list. They were born poor, and live poor, often having not much more than a few copper on their person at any given time. These humble beginnings have birthed the greatest heroes and most infamous villains Airun has ever witnessed.


LAWS


Laws bind a state together, yet in the shadows, they hold little value. Crime is severely looked down upon in Airun, as the realm is seen as a haven for those escaping issues in their own worlds and realms. That is not to say crime is nonexistent. It's still plentiful, hiding in the nooks and crannies, in the shadows behind every corner.Would-be wrongdoers beware, though, as the hand of authority is heavy and swift, and the eyes of the law stretch wide and far. Are the blood-stained riches worth the risk?


GUILDS


Guilds have been formed since the beginning of Airun's revival. Most of them fell, however some survive. Here you can find the details:Creating a guild is a common thing for adventurers to do to meet and travel with fellow adventurers. If your OC leads a guild or wants to create it, go for it! You have complete creative freedom over what that guild is, does, and where it meets. However, when writing out your OC's guild, please consider the process of actually setting up the guild - it may differ from region to region in Airun, but typically most guilds involve either a paid application process, or creating a core of 2-3 existing members to serve as your leadership.Below are the pre-existing guilds that have been long-established in Airun. They will offer a wide network of branch offices in most major cities and towns, contracts and quest-boards.Adventurer's Guild. Your run-of-the-mill guild centered around providing opportunities and work to adventurers. Often you would see casual adventurers or mercenaries go here for easy jobs, such as apprehending the local thief threat, or running errands for some busy noble. No true entry requirement. All adventurers are required to join the Adventurer's Guild before setting off on their journey. Upon joining, they will receive an identification card that includes name, occupation, and home city/state.Mage's Guild. This is the place for anyone to come practice their arts. Whether it be the arcane, the necro, or the flame, all magical specialists are welcomed in the doors. Their main focus is on sharing information and learning, so the only real jobs they get are enchantments, exorcisms, and summoning.Tradesman's Lodge is a haven for anyone interested in crafting, creating, and toiling in a trade. The Lodge offers common crafting spaces and equipment, contract boards, cart repair and more - anything an aspiring tradesman or crafter could need to start their empire.

CURRENCY

Resources are plentiful in a universe connected by realms. Airun, much like most other kingdoms from other realms, uses coin as currency. This is how it breaks down.The most expensive currency would be Gold. If you have a pocket full of gold, you are an elite. In modern-day terms, a single gold coin is equivalent to $1,000.A Silver coin would follow in value. These are often what most normal citizens have in their home coffers. It would be equivalent to $100Copper coins are last, and of least value. Most residents of the realm carry these tiny little coins in their pockets, and use them for nearly everything a normal civilian would need. They are equivalent to $1.You can exchange large sums of one currency for a higher tier, however the sum of the lowest currency must be equal to the value of the currency you're exchanging into.100 Copper can be exchanged for 1 Silver
10 Silver can be exchanged for 1 Gold


This is Airun. Welcome.


Bureghum

Bureghum is an old mining state nestled between four of the most powerful states in Airun. Its capital city is Tolgervan. Click on the photo to learn more.

Dorhan Theocracy

The Dorhan Theocracy is a state dedicated to the worship of Dorotea, the Goddess of War, Victory & Pride. Their Capital city is Whitford. Click on the photo to learn more.

Frelya Monarchy

The Frelya Monarchy is a territory ruled by Queen Arwen Nailo. It's one of the main trade hubs for Airun; Frelya Monarchy is also known for its extreme natural beauty. Its capital is Hatford. Click on the photo to learn more.

Heirten Theocracy

The Heirten Theocracy is a state dedicated to the worship of Nelyia, the God of Fortune, Luck, Strength & Charisma. Their Capital city is Eitia. Click on the photo to learn more.

Kingdom of Limue

The Kingdom of Limue is a small trading state. They deal in rare gemstones and minerals. Its capital city is O'lind. Click the photo to learn more.

The Noter Wastes

The Noter Wastes is a vast, hot land; it's an arid stretch that specializes in the the spice & fabric trade. Its capital is Ilham. Click on the photo to learn more.

Principality of Zyrna

The Principality of Zyrna is often just a crossroads for those traveling between the Noter Wastes and Frelya Monarchy. That said, it's exceptionally beautiful, and is host to Airun's realm-famous hot springs. Its capital city is Witen. Click on the photo to learn more.

Wrain Council

The Wrain Council is a neutral state that pours its resources into the study of the arcane arts. It has exceptionally dense magical energy, causing mages to flock to the state. Its capital is Peardyard. Click on the photo to learn more.


This is Bureghum.

Bureghum is easily the most densely populated country in all of Airun. With a beautiful green countryside filled with tall mountains and rolling valley hills, its countryside is often revered for its fertility granted by the massive branching river that flows through the center of this country. The river brings minerals and fresh irrigation all across the country - making said minerals and farming this country's main export.Adventurer's find another type of fun in the capital city of Tolgervan. With its location right on the mouth of the massive river, on the border of the ocean, it's no wonder this city is so wealthy. Tradesman and craftsmen come from all over the realm to set up shop here. Though it's not all glitz and glam.The redlight district is prominent here. The seedy underbelly covers everything from prostitution and illegal arms dealing to assassinations and organized crime. Legends are made every day in Tolgervan.All the fame and rumors have led to a massive population influx in the last decade or so.The fact that the Adventurer's Guild is hosted here helps boost numbers as well.

This is The Noter Wastes.

The Noter Wastes are known for miles upon miles of sparsely populated rainforest. Thick jungle coats this tropical land. The reason behind the name 'wastes' is because often nothing escapes the jungle dead or alive.The Wastes are controlled by a king - but those living here don't recognize him as ruler anymore. A not-so-secret criminal organization, named The Elden Dawn, uses the current king as a puppet of corruption. The Wastes' primary trade is in gems, minerals, and exotic woods from the rainforest. Whenever one tree is chopped down, another one seems to grow overnight. A curse, some say.

This is Wrain Council.

The Wrain Council, often shortened to Wrain, is a councilship led by a group of Airun's most powerful wizards and mages. They've dedicated any and all available funds to the progression of magic. It's funded by their allies in the Frelya Monarchy as well as by The Arcane University, hosted in capital city Peardyard.Not much is known about the council in charge as they don't make public appearances - often a liaison, a member of The Arcane University, will deliver messages on behalf of the council.

This is The Principality of Zyrna.

The country that started as a gift. The Principality of Zyrna is a country led by Prince Zyrna, son of Queen Frelya of the Frelya monarchy. As her son grew to power, she knew he'd have to take over one day - so, she annexed part of her own country and gave it to her son as a gift on his 13th birthday.The Principality isn't known for much outside of absolutely stunning vistas, and the hot springs spotted all over the country. The most lavish hot spring is located in Witen, making the principality a favorite amongst those travelling between The Wastes & The Monarchy, as well as adventurer's who need some R&R.

This is The Frelya Monarchy.

Frelya Monarchy, often shortened to Frelya, is a queendom led by Frelya - an elven woman who's led her country for the last 450 years. The Monarchy is beyond rich, with exceptionally beautiful architecture, nature and wildlife. Its massive coastline lends well to trade, and its capital Hatford brings in plenty of tourism and vendors.Its islands are a popular spot to live and train - some of the best warriors and archers often make a pilgrimage, or wind up living on these islands for years to hone their skills.

This is The Kingdom of Limue.

The Kingdom of Limue, or Limue for short is much like Zyrna - short and sweet. It's small with not much to offer outside of fishing and livestock, its main exports. Limue is known among the realm for having some of the best natural views - wide open plains, dramatic waterfalls, and flowing rivers.O'lind, its capital city, is quite well known for its ship-building and carpentry.

This is The Dorhan Theocracy.

Dorhan Theocracy - a country entirely dedicated to the Goddess Dorotea, who presides over war, victory & pride. Dorhan is almost constantly at war with its neighbor Heirten over land and beliefs. Its main export is arms and armor, but is also funded by pillaged goods.Temples dot the rocky, cliffy landscape. Those who live here are almost terrifyingly patriotic, and all skilled in combatWhitford, its capital city, is quite well-known for its forging. Weapons, armor, horseshoes, etc.

This is The Heirten Theocracy.

The Heirten Theocracy is entirely dedicated to the worship of Nelyia, god of Fortune, Luck, Strength & Charisma. The current Ruler, Archpriest Nelyar, is revered as a god-king. He leads his nation in both prayer and battle. Though Heirten isn't the most productive country, with its only exports being fish & raw materials such as iron and copper ore, it thrives as a military state, governed by its all-powerful Archpriest.Its capital city Errin, though, is known for an incredibly well-established military school. Its graduates rank amongst the highest in any military they go off to join (a majority remain there in Heirten to serve Archpriest Nelyar, though).