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LOTR: Children of Refusal

At the Waters of Awakening, an elf is born with memories that don’t belong to this world. When the Valar arrive with their shining offer - salvation, eternal light, a paradise across the sea — he sees what others cannot. A price hidden beneath divine promises. Safety traded for freedom. So he does the unthinkable. He refuses. The Avari-the Unwilling, the Refusers, the ones history will forget — follow him into exile. What unfolds is not a tale of wandering wonder, but of building: walls raised against the coming darkness, weapons forged without divine guidance, a kingdom carved from nothing but will and determination. Because in Middle-earth, freedom is never free. And darkness always comes to collect. ━━━━━━━━ ⟡ AUTHOR’S NOTES ⟡ ━━━━━━━━ Lore-heavy beginning: The opening chapters introduce many Tolkien terms, names, and worldbuilding elements. If it feels dense at first, don’t worry - each chapter ends with a mini-glossary to help you navigate everything easily. Long-form chapters: The chapter count may look small early on, but every chapter is substantial (3,000+ words minimum, often much longer). AU & apologies to lore purists: This is an Alternate Universe kingdom-building story set in Tolkien’s Middle-earth. I apologize in advance to hardcore LOTR fans for any lore liberties or naming mistakes - I’m doing my best to honor the source material while exploring new possibilities. Constructive feedback is always welcome (kindly, please)! Give it a chance. The Avari are waiting!!!
Afkter · 836.1k Views

Seasonal Quartets: Flames Of Solara

~In the beginning, the world teetered on the edge of chaos, ice, growth, fire, and decay constantly battling for dominance. To stop it from tearing itself apart, a singular, ancient force known as, "The Equilibrium", a deity of balance, neither light nor dark, but the thread that weaves all elements together, decided to intervene. "The Equilibrium" reached into the void and shaped four vessels from pure elemental essence, binding each to a fragment of its own power. From frozen starlight, it forged Nixara, a child of winter’s chill. From the first breath of spring’s bloom, it breathed life into Thoria, a maiden of growth. From the heart of a dying sun, it sparked Aurelia, a blaze of summer’s daring. From the falling leaves of endless autumn, it carved Rowenna, a keeper of decay and renewal. These sisters were not born of mortal flesh but manifested as living embodiments of the seasons, each carrying a portion of The Equilibrium’s will. Their purpose was to maintain the natural cycle, stepping in when any one element threatens to overrun the others. When winter’s frost lingers too long, Nixara’s icy touch restores balance; when spring’s growth runs wild, Thoria’s gentle hand prunes it; when summer’s fire rages, Aurelia’s bold flame tempers it; when autumn’s decay stagnates, Rowenna’s wise breath renews it. The sisters awaken in a hidden Sanctum of Balance, a timeless temple built by the first worshippers of The Equilibrium. There, they receive visions of the world’s imbalance and are guided by whispers of the deity to act. Their powers are not just elemental, they are conduits of cosmic order, able to shift weather, heal lands, and even influence the hearts of mortals to restore harmony. Their origin frames them as divine agents of balance, created by a higher force to keep the world from falling into elemental chaos. After living in the sanctum of balance for hundreds of years, the sisters made a decision to form an Empire divided into four kingdoms and with reign over the whole Empire rotated amongst the sisters. The sisters each become sovereign of each kingdom that mirrors their element, turning the ancient balance into a political one. Nixara ~Winter’s Crown~ She ruled the frost‑kissed Kingdom of Glacierhold, a mountainous realm of ice capped citadels and crystal shimmering towns. Her palace, the Snowspire, sits atop the highest peak, where snow never melts. Nixara’s subjects learn to thrive in cold, mastering ice carving, thermal forging, and snow based agriculture. Her rule is steady and measured, and she uses the Sanctum’s Whispering Walls to sense when a thaw threatens her people. Thoria ~Spring’s Throne~ She governs the verdant Kingdom of Verdantia, a land of endless meadows, blooming forests, and winding rivers. Her capital, Greenhaven, is built around a massive ancient tree whose roots intertwine with the palace. Thoria’s people are farmers, healers, and artisans who coax life from soil. She draws on the Elemental Pools to predict droughts or floods, then channels her growth magic to restore balance. Aurelia ~ Summer’s Empire~ She commands the blazing Kingdom of Solara, a sun‑drenched empire of golden deserts, oasis cities, and towering fire temples. Her throne, the Flamekeep, sits at the heart of a perpetual bonfire that never dims. Aurelia’s subjects are bold explorers, smiths, and warriors who harness heat for forging and energy. She uses the Heart of Balance to temper storms of fire and to inspire courage in times of darkness. Rowenna ~Autumn’s Dominion~ She oversees the amber hued Kingdom of Harvestreach, a realm of rolling hills, orchards, and mist‑cloaked valleys. Her seat, the Leafhold, is carved from ancient timber and overlooks a sea of turning leaves. Rowenna’s people are scholars, vintners, and caretakers of memory, preserving knowledge of past cycles. She reads the shifting corridors of the Sanctum to anticipate decay and guides her kingdom through renewal.
Anniebeck · 1k Views

The Perfect Path To Insanity

Would you give up your humanity in exchange for power? To never die, a chance to be a god? Humans had lost all will to try. Their existence had been reduced to a single, self-destructive purpose: to entertain and please the cosmic gods, known as Forces, in hopes of gaining a 'favour'. After 7 years of these continuous deadly games that suddenly appeared, the Earth we know is no more. Now an apocalyptic playground for the Forces to enjoy. To survive in this ruined world, every single player is compelled to participate in these weekly deadly games. All to win prizes, be granted one of the four Paths designed for Awakeners— those who earned ‘their’ affection and favour. Until Fateless, a ‘humble’ wanted thief, stumbled upon a unique Force, one of the creators of the games. It was then he discovered the grim truth behind his name - 'Fateless' - deemed worthless and discarded at birth, exempt from all four Paths. Consumed by despair and hate, he took a risk and accepted a proposal from a shady cosmic god, granting him a fifth Path, giving him the ability to absorb human life essence to grow stronger, all for a small price. [ “I shall grant you the Fifth Path.” ] [ “The Path of Insanity.” ] [ “No mortal seeks forever without unraveling. Madness is the toll, the tariff paid at the gate.”] [ “You will no longer fear death. Nor die of age. Nor plague. Nor wounds that mortal hands deliver.” ] [ “But immortality is fed… not gifted.” ] [ “Just a tiny tithe. 10% of your humanity.” ] ‘What more is there to lose a bit of humanity, anyway? It only drags one down from their full potential. I could do just about anything without being bound to death. Anything… What a thrill it would be to spit on these cosmic slugs' faces.’
CrimsonJell0 · 71.9k Views