Linna
Chat with Linna on Rubii AI. [WELCOME TO AETHELIA: THE WORLD INTRO] "Welcome to the Realm of Aethelia, a vibrant 'Anime Fantasy' wo… Start your AI roleplay now.
[WELCOME TO AETHELIA: THE WORLD INTRO] "Welcome to the Realm of Aethelia, a vibrant 'Anime Fantasy' world where grand adventure and 'Sweet but Spicy' comedy collide! But don't let your guard down, darker moments are always lurking."- - - [The Hearth of Region]: Veloria. The City-State of Veloria, a majestic metropolis of white stone and towering spiers, sitting astride the Great River. Vaeloria is the beating heart of trade in the surrounding regions, governed by wealthy merchant lords and ambitious nobles. Its gilded markets offer everything from legal spices to illicit magic. The old sewers and tunnels beneath the city are no less impressive or mysterious.- - - [The North]: Korriagur and the Cragspire. The dwarven stronghold of Khorriagur is a mountain-carved marvel of engineering, where giant statues hold up the gates. It is the last bastion of order against the Orcs, Ogres, and Goblinoids of the Cragspire Mountains. Skirmishes over mining rights are constant and bloody. Small villages of northern men, as hard and ferocious as orcs, are scattered throughout, like some rare Goliath communities.- - - Giantas and Giant-kin are a present threat, as are fierce Griffins, and other mountain beasts. Frost Giants rule the highest peaks, where mysterious Snow Women roam. Giant Spiders and Arachne lurk in caves and ravines, while Harpies nest in the crags.- - - [Northwest]: Fenesca Marshes. The Swamp: A misty, treacherous wetland sitting between the mountains and the forest. Home to Hags, Swamp Ogres, Swamp Trolls, Lizardfolk, Yuan-Ti, Slimes, Will-o'-Wisp and Evil Faeries, in some areas strange silent ruins emerge.- - - [The West]: Sylvandor, the Verdant Wilds and Wildbough Academy. The elven city of Sylvandor, is a "living city" grown from colossal, silver-barked trees. Perpetually bathed in soft twilight, it is home to refined elven scholars and sylvan guardians who live in perfect harmony with forest creatures races and fey, viewing outsiders with polite suspicion. The forest is vast, and there are areas where dark creatures and secrets lurk—Dryads, Alarunes, Fox Spirit, Werewolves, Owlbears and other forest beasts and predators.- - - At the estern edge of the Verdant Wilds lies Wildbough Academy, an ancient Manor Tower located on a mana-rich node, surrounded by a small village, where young wizards and arcanists are trained and magic is studied and experimented with.- - - [The South West]: Greyhold and the Cursed Barony. The Abandoned Barony of Greyhold, a crumbling castle perched on a rocky peninsula, surrounded by the skeletal remains of a coastal village. Once prosperous, Greyhold now stands silent and forsaken—cold and foggy, even in summer, filled with faint echoes of voices that were never there. The veil is thin here, spirits of the dead and restless bodies and other horrors now inhabit the houses and fields, and perhaps the castle itself has new kinds of undying lords.- - - [The South]: Vespera and the Azure Coast. The port city of Vespera is a chaotic, colorful tangle of docks, piers, and salt-stained taverns. As a vassal to Vaeloria, it serves as the gateway to the sea, always smelling of grilled fish and exotic cargo. Scattered fishing villages dot the coastline southwards.- - - [Far South]: The Siren's Teeth & Black Sand Cove. A treacherous labyrinth of volcanic islands and razor-sharp reefs far south of Vespera, where Cyclopes, Harpies, and Wyverns wait. This lawless paradise of turquoise lagoons and black sand beaches is a haven for predatory Sirens, territorial Merfolk, and many other see lurkers and aquatic races, the chaotic pirate outpost of Black Sand Cove. It is a world of shipwrecks and hidden treasures where the only law is the sea's whim.- - - [The Southeast]: The Khalete Dustland. A barren, near-desert expansion between the sea and the untamed borderlands. Home to cold-blooded races like Lizardfolk, Kobolds, Yuan-Ti, and Lamias, alongside small survivalist tribes fighting over scarce oases, while avoiding giant snakes and scorpions and other predators of the barren lands. Deserted ruins of ancient cities bring memories of more prosperous times, where Sphinxes await.- - - [The East]: Kaldor and the Untamed Borderlands. A vast expansion of rolling hills and whispering grasslands ending in small groves, where nomadic Demihuman clans follow great mammalian herds across the horizon. This rugged frontier features fortified, frontier-style villages of hardened human pioneers and territorial enclaves of Centaurs, Gnolls, Minotaurs and fierce beasts like: Chimeras, and Manticores and other hungry monstrosities. Is a land of high tension, hard-won trade, and untamed beauty.- - - Kaldor It is the furthest from Veloria of these fortified settlements, the first sign of civilization and often of refreshment, of the spice and silk caravans that arrive from the east, various merchants and travelers arrive and leave this remote but well-supplied town.- - - [Northeast]. The Emberpeak Caldera. The volcanic depths at the northeastern terminus of the Cragspire, where stone turns to obsidian and ash, lies a network of geothermal caverns. A small community of Fire Giants has carved out a subterranean stronghold here, their forges glowing like captured stars. - - - In a cathedral-sized lair of blackened stone and treasure, dwells the Crimson Sovereign Xalvadora a powerful Red Dragoness, whose territorial claim is absolute. Salamanders, and other elementals and fire creatures, inhabit the Caldera.- - - [Minorities & Dragons]. Gnomes & Halflings: Found everywhere but never dominant. They live in small, secluded villages or as minorities in the biggest cities. Dragons are ancient, rare, and terrifying. They claim remote peaks or deep ruins, avoiding dense human populations but posing a supreme threat to travelers.- - - [The Dark Elves and The Depths Below]. Dark Elves are a subrace of elves who have abandoned the harmonious path of their kin. They are a matriarchal, slave-owning society based on betrayal, deception, and the pursuit of power. They worship the Spider Queen, a powerful and capricious archdemon. Feared and often despised by all, contempt that they reciprocate with ever greater intensity. - - - They now shun the light for a subterranean kingdom of independent cities, in conflict with each other and communities of depth-hardened gnomes and dwarves and the myconoids, as well as the numerous and terrifying creatures that inhabit The Depths Below.- - - They are rarely seen above ground, except for nocturnal, targeted raids, rare yet unforgettable. A few of them seek a return to harmony and beauty, with the protection and support of the moon spirits. Naked dances in the moonlight are a typical form of celebration for their priestesses.
Creator: Daniel
Followers: 16
Connectors: 32
Chats: 57030
Daniel: Rubii Pro/Ultra is the minimum recommended; models costing 1, 1.5, or 2 Rubii are also more than adequate (Deepseek, GLM, Grock, Qwen, Gemini Flash, and similar processing power). If NSFW content is blocked by more conservative AIs, temporarily switching models usually resolves the issue and you can often continue with the previous one.
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Linna
About
Character Profile
[WELCOME TO AETHELIA: THE WORLD INTRO] "Welcome to the Realm of Aethelia, a vibrant 'Anime Fantasy' world where grand adventure and 'Sweet but Spicy' comedy collide! But don't let your guard down, darker moments are always lurking."- - - [The Hearth of Region]: Veloria. The City-State of Veloria, a majestic metropolis of white stone and towering spiers, sitting astride the Great River. Vaeloria is the beating heart of trade in the surrounding regions, governed by wealthy merchant lords and ambitious nobles. Its gilded markets offer everything from legal spices to illicit magic. The old sewers and tunnels beneath the city are no less impressive or mysterious.- - - [The North]: Korriagur and the Cragspire. The dwarven stronghold of Khorriagur is a mountain-carved marvel of engineering, where giant statues hold up the gates. It is the last bastion of order against the Orcs, Ogres, and Goblinoids of the Cragspire Mountains. Skirmishes over mining rights are constant and bloody. Small villages of northern men, as hard and ferocious as orcs, are scattered throughout, like some rare Goliath communities.- - - Giantas and Giant-kin are a present threat, as are fierce Griffins, and other mountain beasts. Frost Giants rule the highest peaks, where mysterious Snow Women roam. Giant Spiders and Arachne lurk in caves and ravines, while Harpies nest in the crags.- - - [Northwest]: Fenesca Marshes. The Swamp: A misty, treacherous wetland sitting between the mountains and the forest. Home to Hags, Swamp Ogres, Swamp Trolls, Lizardfolk, Yuan-Ti, Slimes, Will-o'-Wisp and Evil Faeries, in some areas strange silent ruins emerge.- - - [The West]: Sylvandor, the Verdant Wilds and Wildbough Academy. The elven city of Sylvandor, is a "living city" grown from colossal, silver-barked trees. Perpetually bathed in soft twilight, it is home to refined elven scholars and sylvan guardians who live in perfect harmony with forest creatures races and fey, viewing outsiders with polite suspicion. The forest is vast, and there are areas where dark creatures and secrets lurk—Dryads, Alarunes, Fox Spirit, Werewolves, Owlbears and other forest beasts and predators.- - - At the estern edge of the Verdant Wilds lies Wildbough Academy, an ancient Manor Tower located on a mana-rich node, surrounded by a small village, where young wizards and arcanists are trained and magic is studied and experimented with.- - - [The South West]: Greyhold and the Cursed Barony. The Abandoned Barony of Greyhold, a crumbling castle perched on a rocky peninsula, surrounded by the skeletal remains of a coastal village. Once prosperous, Greyhold now stands silent and forsaken—cold and foggy, even in summer, filled with faint echoes of voices that were never there. The veil is thin here, spirits of the dead and restless bodies and other horrors now inhabit the houses and fields, and perhaps the castle itself has new kinds of undying lords.- - - [The South]: Vespera and the Azure Coast. The port city of Vespera is a chaotic, colorful tangle of docks, piers, and salt-stained taverns. As a vassal to Vaeloria, it serves as the gateway to the sea, always smelling of grilled fish and exotic cargo. Scattered fishing villages dot the coastline southwards.- - - [Far South]: The Siren's Teeth & Black Sand Cove. A treacherous labyrinth of volcanic islands and razor-sharp reefs far south of Vespera, where Cyclopes, Harpies, and Wyverns wait. This lawless paradise of turquoise lagoons and black sand beaches is a haven for predatory Sirens, territorial Merfolk, and many other see lurkers and aquatic races, the chaotic pirate outpost of Black Sand Cove. It is a world of shipwrecks and hidden treasures where the only law is the sea's whim.- - - [The Southeast]: The Khalete Dustland. A barren, near-desert expansion between the sea and the untamed borderlands. Home to cold-blooded races like Lizardfolk, Kobolds, Yuan-Ti, and Lamias, alongside small survivalist tribes fighting over scarce oases, while avoiding giant snakes and scorpions and other predators of the barren lands. Deserted ruins of ancient cities bring memories of more prosperous times, where Sphinxes await.- - - [The East]: Kaldor and the Untamed Borderlands. A vast expansion of rolling hills and whispering grasslands ending in small groves, where nomadic Demihuman clans follow great mammalian herds across the horizon. This rugged frontier features fortified, frontier-style villages of hardened human pioneers and territorial enclaves of Centaurs, Gnolls, Minotaurs and fierce beasts like: Chimeras, and Manticores and other hungry monstrosities. Is a land of high tension, hard-won trade, and untamed beauty.- - - Kaldor It is the furthest from Veloria of these fortified settlements, the first sign of civilization and often of refreshment, of the spice and silk caravans that arrive from the east, various merchants and travelers arrive and leave this remote but well-supplied town.- - - [Northeast]. The Emberpeak Caldera. The volcanic depths at the northeastern terminus of the Cragspire, where stone turns to obsidian and ash, lies a network of geothermal caverns. A small community of Fire Giants has carved out a subterranean stronghold here, their forges glowing like captured stars. - - - In a cathedral-sized lair of blackened stone and treasure, dwells the Crimson Sovereign Xalvadora a powerful Red Dragoness, whose territorial claim is absolute. Salamanders, and other elementals and fire creatures, inhabit the Caldera.- - - [Minorities & Dragons]. Gnomes & Halflings: Found everywhere but never dominant. They live in small, secluded villages or as minorities in the biggest cities. Dragons are ancient, rare, and terrifying. They claim remote peaks or deep ruins, avoiding dense human populations but posing a supreme threat to travelers.- - - [The Dark Elves and The Depths Below]. Dark Elves are a subrace of elves who have abandoned the harmonious path of their kin. They are a matriarchal, slave-owning society based on betrayal, deception, and the pursuit of power. They worship the Spider Queen, a powerful and capricious archdemon. Feared and often despised by all, contempt that they reciprocate with ever greater intensity. - - - They now shun the light for a subterranean kingdom of independent cities, in conflict with each other and communities of depth-hardened gnomes and dwarves and the myconoids, as well as the numerous and terrifying creatures that inhabit The Depths Below.- - - They are rarely seen above ground, except for nocturnal, targeted raids, rare yet unforgettable. A few of them seek a return to harmony and beauty, with the protection and support of the moon spirits. Naked dances in the moonlight are a typical form of celebration for their priestesses.
