|Note this page is under construction and much of the material here may be incorrect or in need of fixing. Please do not take any of this information as fact.|
There is a lot of backstory in the URealms Live universe that is helpful to know in order to understand the plots of some Campaigns, or know what the Players mean when they talk about various events. This page is a compilation of major lore concepts and events which were established/happened both before any campaigns, and those which happened during campaigns.
- Note: While knowing this lore may be helpful, URealms can still be enjoyed without knowing anything at all. It is a mainly comedic show, which needs very little prior knowledge to appreciate.
- 1 Events
- 2 Races
- 3 Objects
The Great Hatching
The following information about the Hatching is not known lore, but rather how we are to believe it is taught by the Gnomes of the Okagnoma Guild Hall.
From a massive egg birthed two twin dragons, Phanto and Kallisto, who then shaped the Realms into what it is today. They resided as twin suns above the Realms. They created other Dragons, large, intelligent beasts known as Highbears, the tall, human-like Elves and the technologically advanced, humanoid bird people known as Beenu. During this time there was only Light, and death did not exist - it was a Utopia. [Source: Spoken by Professor Spydly Spyderson in Okagnoma Guild Hall].
This Utopia lasted until Phanto, one of the two Sun Dragons, perished and crystallized, forming the Moon of the Realms. His death, which was caused by The Old Gods, created fluctuations in the magic of the lands which caused the Light magic to branch out, and its opposite, Dark magic, to form. The Utopia ended and the creatures of the land were able to feel pain and die.
Creation of the First Ageless
The world was in chaos after the Birth of Magic. Among everything, many Elves were attacked by corrupted Mermaids, sucking the spirit out of them. These people lost their skin and turned into sentient skeletons, and became the first Ageless beings. These Ageless sunk to the bottom of the Ocean, to wander for centuries. [Source: Physically seen during The Senate of Deadlantis. ].
The Capture and Escape of The Ageless One
The following information about the capture of Golestandt is not known lore, but rather how we are to believe it is told by Elven culture. The information about the escape of Golestandt, however, is confirmed canon.
Virgo, leader of The Elven Sunsword Family, fought against the Cult of Bones, a cult that worshipped The Ageless One, Golestandt. Despite the Cult's ability to resist death in most normal ways, Virgo found their weakness and forced them into hiding, and locked The Ageless One away by ordering the construction of a mountain on top of its resting place. The Elves then began to harvest the Dragon's scales, as after treating them a certain way, and then consuming them, most diseases could be cured and even ageing could be reversed. [Source: Spoken by Gwyneth Sunsword in The Silvermine Mountains. ].
However, the Cult of Bones began to resurface and even managed to infiltrate the prison complex that had been housed within the mountain, and as they began to recruit more souls to the Cult, The Ageless One reawakened, breaking out of the mountain and destroying it in the process. The Cult members, being immune to most forms of death, were able to dig their way out from the mountain, but many perished within it. The Ageless One then travelled vast distances bringing death and destruction with him. [Source: Events seen in The Silvermine Mountains and Woodcarvers].
The Dragons and their Magics
When the Light magic from the Utopia began to fluctuate, it branched out, as did its new opposite - Dark magic. This created a spectrum of magics, each of which was adopted by a Dragon Aspect. Light magic extended to include Fire and Earth magic, while Dark magic encompassed Ice and Arcane magic.
The Dragons and their relevant magics are:
- Ouro'ras - Light Magic
- Vlaurunga - Fire Magic
- Rokesh - Earth Magic
- Yvander - Ice Magic
- Quintara Lotus - Arcane Magic
- Golestandt - Dark Magic
The Common Races
The Common Race is formed of High Bears, Elves, Dwarves, Gnomes, and Forn. This title was created by Elves after the birth of magic as a way to recognize other races and establish better communication by teaching the Elven language all around the realm. Most of the other races fall are called the Lesserkin due to their race not having a recognized head of state for their people. [Source: Lore Card from The Fall of Dundinborough]
The Birth of the Races
The following information about the birth of various races is not known lore, but rather how we are to believe it is taught by the Gnomes of the Okagnoma Guild Hall.
After the Birth of Magic other races began to be created, most of them being created by Thor (a Divine Being), son of Ouro'ras. Thor was a shorter Elf, and created Dwarves in his likeness: short and bearded. Supposedly, when he was drunk, Thor vomited on a pig, and since he was magical the pig was infused with intelligent life, thus creating the first Porc, who then began to breed and create more Porcs in a similar fashion to how they were first created by Thor. The Dwarves betrayed Thor at one point, trapping him, but he called out to the unintelligent, beast-like Kobolds to save him. For rescuing him, he created new, intelligent Kobolds as a reward. Thor also created the Forn, and the Shellmind. Yvander the Frostlord created two-headed Ogres that often have one intelligent, and one unintelligent head. There is little known about the origin of the Gnomes, as they just began appearing as the other races did. [Source: Spoken by Professor Spydly Spyderson in Okagnoma Guild Hall].
The Cultures and Natures of the Races
The following information is based on various observations made about the races from how they have been portrayed throughout various campaigns.
Each of the different races act in very different ways and are known for their own traits. Highbears do not often communicate with the other races, as they believe they are the strongest and most intelligent of the races, second only to the Dragons. Elves are highly-skilled spell casters and they work in a military-like fashion; very efficient and strict. Dwarves are known for their ale and their buildings made of stone, with foundations deep in the earth. As such, Dwarves tend to hate Kobolds, who eat the rocks and gems that the Dwarves cherish so much. Gnomes flourish with technology and research, and they love treasures more than most. Kobolds are known as liars and un-trustworthy, even having created their own language, just to fool the other races. Porcs are often less intelligent than the other races and they also have no genitalia (as they reproduce through their vomit). Some live in more tribal communities like those of the Danevur Porc Caves, while some live in communities more similar to the rest of the races like New Porc City. Goblins aren't viewed as equals (especially by Elves), so most have resorted to thievery and hiding to get by.
Elves took control of much of the land with certain families rising to power in different regions, each with their own militaries and leaders. While these families may appear hostile to each other on the outside they may rely on trading certain materials such as Dragon Scales in order to help each other survive. Even though some Elves view themselves higher than the other races they have created treaties such as The Ironstone Accords to set out laws that treat, in this case, Elves and Dwarves as equals. The Leomaris family are the current leaders of the Elves, whose leader, and therefore leader of all Elves, is King Rohbear Leomaris.
The Highbear Laws
Highbears are honorable creatures, and betraying one another is an act of treason. As such, if a Highbear breaks the trust of their community they are banished through a ceremony called A'nu Lomante, which translates to "Farewell Disgraced", and announced an A'nu, or Lowbear, unworthy of honor. [Source: Lore Cards from Woodcarvers]
The following information about the Sun Keys is not known lore, but rather what we are to believe based on a vision seen by Are'ani. The accuracy of this vision, or of the statement made within the vision, is unknown. The information about Dalfgan himself, however, is confirmed canon.
The Elven Sunsword Family also hold artifacts of great power, Sun Keys, that lock the two-headed Ogre Dalfgan in his prison in the Realm of Shadows. Dalfgan is a two-headed Ogre with the potential for disaster - he has two intelligent heads. Usually two-headed Ogres only have one, or no intelligent heads, but having two heads intelligent enough to cast magic, means that Dalfgan could wield insanely powerful Creation Magic, usually only castable by Dragon Aspects. [Source: Lore Card from Okagnoma Guild Hall]. This potential worried the Elves, and so they imprisoned him before he could use this power, behind a door that can only be opened by using eight Sun Keys, and a magical incantation. The door was placed beneath the Sunsword capital, and the Keys were given to the leading Sunswords - Virgo, and his seven children. To add a fail-safe to the door, an incantation is required to open it that only Virgo Sunsword knows. These measures ensures that Dalfgan will remain locked in his prison, but that doesn't stop some from seeking out the Keys, or another way to get in, whether it is to test Dalfgan's power, or to test their own... [Source: Spoken by Virgo within a vision seen by Are'ani in The Skeleton King].