News of the Week National Roster |
by North America Inc » Sun Apr 26, 2020 8:13 pm
News of the Week National Roster |
by North America Inc » Sun Apr 26, 2020 8:13 pm
Racial Map Expanded 1. Eldar- Baby Blue 2. Elves- Light Green 3. Elf Kin- Dark Blue 4. Drow- Violet 5. Vampires- Crimson Red 6. Dwarves- Yellow 7. Dragonborn- Bright Red 8. Nagini- Dark Green 9. Florians- Bright Pink (Note: If its still green in the Old World, it's covered in humans. In addition, in colored Old World tiles, humans are most likely the largest minority). The Major Races of Tellus Humanity
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by North America Inc » Sun Apr 26, 2020 8:14 pm
The World and its Mechanics "In the Beginning, there was nothing, And the worlds were not of form..." The First Chronicle of Principium 1:01-2
How Magic Works in this World Any sufficiently advanced technology is indistinguishable from magic; the adverse is just as true. For the inhabitants of Tellus, the existence of an unseen force has always been a given, no more questioned than gravity. Why and how this magic operates remained a mystery, but even the most primitive and ignorant of shamans held within them some semblance of magic. What distinguishes this age is merely how accessible magic has become. Spells may have been discovered before, vampires may have stalked the night, and mythical beasts may graze in the fields; yet it was a power few possessed. Lyuim, exudes magic; the crystals allows mortals to harvest it. New fields of studies have arisen over night, each advancing the sciences in its own various ways. The Old World is entering a new renaissance, leaving behind the stagnation of its predecessors. Lyuim is magic in its most raw form. A naturally occurring, hydrophobic substance with a similar texture either a thick sludge to outright congealed plasma depending on its location. A scarlet red color, for thousands of years the substance was only a curiosity; early on, shamans were able to discern some magical form exuded from it, however, mass quantities of it were never actually seen. So that was how it went, merely an unproven tool for mystics to utilize as a way to discern messages from the gods. It wasn't until the Dwarven discovery of a mass pool of Lyuim in one of their quintessential Deep Roads, was its' true magical potential exploited. The Science of Alchemy and Clerical Practice of Theology arose overnight. While the dwarves tried to hoard this insurmountable truth to themselves, soon merchants and traders spread the truth throughout the whole continent. When utilized Lyruim could be utilized to accomplish a whole host of never before seen list of feats; yet it was held back. Any portable amounts of Lyuim was too weak to be used in any meaningful context and wells dried too quickly before more advancements could be made. Eucrogen or simply the Crystals, allowed Lyuim to go from a mere curiosity to a global force for change. Ushering in the Seventh Age, according to the Anointed Pontiffs and his Kohen, after its discovery. While the initial origin of its discovery is still up to a heated debate, some place in the hands of a Human Cleric, while others point to a Vampiric Alchemist, the reality is that it soon spread beyond any single nation's borders. While not inherently magical by itself, should the crystal be submerged in Lyuim for an extended period of time depending on its size, the crystal will glow momentarily bright red before returning to its naturally occurring color. Afterwards should an alchemist, cleric, or a mage conjure a spell, they can invoke the power held within to carry their orders out. The true extent of this is up to debate, however, the brightest minds of the Continent continue to toil away at discovering all its possibilities. From evoking a ball from your hands, to transmuting one element into another, to outright raising the dead; Eucrogen has allowed the nations of the Continent to enter a renaissance of sorts. Although naturally occurring, more so than Lyuim, its their necessary refinements to ensure their are a safe receptacle that has made them a wanted commodity. Similar to a master sword craftsmen, Diamantaire are often revered and sought after by young alchemists. While many alchemists swear that certain colors are more potent for different spells and schools of magic, in actuality, there is little substance to support this. Spells and Casting are how magic becomes reality. Similar to a computer, a spell is the insertion of a new command through either verbal, somatic, or material components. Spells themselves predate Lyuim and the crystals, ancient religious texts hold within them rudimentary spells that allowed some individuals to utilize them in highly magical areas; what they did not realize of course, is where said magic emitted from. With the spread of the crystals, new spells are constantly being created, discovered, or refined. How an apprentice themselves cast a spell is often dependent on the school in which they hail from, their master's habits, and the wide cultural traditions. University students and Clerics are often found with their textbooks in hand, a crystal lodged into its cover; this stems from their assertion that magic is ultimately a field of study to learn from. Dwarven Smiths teach of magic as an instrument onto which one can build from, their crystals often found in their hammers and their spells favoring material components. Vampiric and Elven Schools favor more practical uses, such as a sword or around the wearers neck; their spells favoring somatic techniques as to allow them to incorporate it within their martial disciplines. Artifacts come in two forms: Enchanted and Ancient. Enchanted refers to a mechanism or a machine that has been imbued with special properties through an addition of a crystal. Magical effects are not curses, an inorganic object needs to be constantly sustained should it be tasked with a command. A Functional Prosthetic, Two Way Mirrors, and Golems are a few examples of this items in use today. Ancient Artifacts, on the other hand, take all the rules described above and blatantly disregards them. They visually hold no crystal, emit no Lyuim fumes. Their use and look are never tarnished. Often seen as the work of God/gods/demons/spirits/Dragons/Mother Tellus, they are often sought after by power brokers and adventurers. Few of these ancient artifacts remain, with the Choir often holding the few remaining away in their vaults, ensuring their safety. Who created such an advanced piece of technology is unknown, leaving many too speculate and fill in with their imaginations. Should a cache of these items ever be discovered in mass, the balance of power in the world would be fundamentally changed. Magi rely on Lyuim dipped Eucrogen in order to conjure a multitude of spells and different abilities. These individuals may come from all walks of life, and do not have to be born with innate magical abilities. However, this does not mean it is easily accessible for the poorest of classes. Lack of adequate education, opportunities, and wealth often ensures that only the most well off are allowed to learn the mystic arts. A Magi may come in many forms and choose from a variety of different fields: a Sorceress tends to focus on one or a few of the select fields in order to expand their fields, a Cleric does so in order to appease the Will of God or Serve as an Instrument for His People, a War Caster focuses on a few evocation spells in order to compliment his sword and bow. A spoken or written spell evoked will act uniformly in front of any crystal; a correctly done spell will operate the same regardless of who evokes it. However should the spell demand energy that the crystal can not accomplish than the spell will not be completed. Some alchemists have safeguards in place in order to prevent the spell from being casted, while others who don't will experience 'blowback'. The half transmuted spell can leave a partially created monstrosity in front of the conjurer as most peasants like to gossip about, but in reality, most of the time excess energy is realized in the form of combustion. Regular recharging of crystals in Lyuim is recommended. Crystals do not decompose or lose effectiveness, when not in use charged crystals can be easily chipped or divided without any issue. However, a problem arises when a crystal is cut when in use. Should this happen, a similar effect to blowback will occur. This has had to the unconventional use of charged crystals as impromptu combustible material. Casting a spell that is relatively safe and long lasting such as Crystal Radiance then destroying the crystals through a ranged attack will lead to combustion. However this tactic has proven to be much more useful for a sabotage, as gunpowder is much more simplistic and cheaper alternative to acquire the same result. Even a remedial student can cast a spell, a true master of the craft can learn to balance a plethora of them. Some spells require the mental concentration of the user after casting, doing more can often wear them down without proper training. Knowing the ins and out of your crystal is a much, performing entire equations and calculations in your head in order to ensure that one spell will not react violently in the presence of another or that you are discharging too much energy, too quickly. Studying the mystic arts often requires decades of intense study and practice, a fact that often causes most to either drop it or utilize it for mere parlor tricks. As explained before, most students of magic must come from privileged backgrounds to finance the education and resources required to produce an actual Grand-master. Due to this, Magi are often a instrumental part of Royal and Noble Courts. Many sons and daughters without a clear lineage for inheritance may take up the occupation, while others are thrust into through the clergy. Regardless, this rather insular society can be found at the right hand of many powerful leaders, often serving as either advisers or even puppet-masters. Many high ranking Grand Masters are involved with secret societies and plots, often scheming for their own gain. Unlike the rest of society, women often find themselves in greater numbers and positions of leaderships through these channels. While the Choir may have never barred women from serving with the cloth, the Life Domain has allowed thousands of previously ignored peasant girls and orphans to become skilled doctors and healers. Those of noble birth may often follow their brothers into the world of Alchemy, becoming gifted magi in their own right. As of the Seventh Age, these Sorceress hold considerable sway in their own courts, often pushing for greater and greater opportunities- for themselves, not necessarily their gender. Magi are often seen as vain and arrogant, a fact not helped by their intense connection with royal courts. It is rare to see a Grand-master who has not influenced their appearance, through the use of spells and potions, and overall better hygiene, a Magi is often identifiable by this trait alone. Their clothing is often elaborate and ornate, with synthetic fabrics unavailable in the rest of the world.
Innate Users of Magic are those who's magical abilities come from their constitution. While this is much less understood then Evoked Magic, it still has a palpable effect on the way individuals live their lives. Elves blessed with an unnaturally long life, Vampires with their inhuman strength and speed, and Dragonborn with their fire breath are some examples of this in action. Some scholars that these examples are merely evolutionary, abilities bestowed on them by their ancestors; others are more skeptical. The vampiric process itself is very poorly understood yet it is able to bless a few select humans with abilities that are only rivaled Lyium; in addition, this process occurs after the individuals birth and during their lives. However, this innate spellcasting is seen more clearly in the Far East, where individuals of a select home and ancestry are able to manifest total control over a select elements. Able to contort the earth around themselves or even manifest fire from their hands, the state of Jin (金国) has used this to their advantage: maintaining a perpetual hegemony over the Far East for thousands of years (ignoring of course the hundreds of nomadic invasions, brushfire wars, and dynastic changes) In the Western Edges of the Continent, evidence of this innate spell-casting since birth is few and far between. A few members of nomadic tribe known as Speakers are said to be able to accomplish the same feats as the East, yet this has been yet to be documented. The propagation of the dragon riding myth from the Fifth Age has seen new credence with the discovery of innate spellcasting, with some arguing that dragon riders held within them dragon blood that is theorized to have allowed them shift into these beasts and institute a single continental power. Yet beyond a few cultural vestiges and ruins, there is little evidence to support the idea of actual dragon riders. From what can be documented from 金国, innate casting is very limited in what it can actually accomplish. A person who only controls fire will be able to master than one skill over their entire lives, yet they will not be able to heal a wound or evoke an illusion like external users of magic. This supports the theory that innate users draw from their own constitution, which is why their spells weaken in effects due to dehydration, exhaustion, and starvation. |
by North America Inc » Sun Apr 26, 2020 8:14 pm
Geography of Tellus The Lands of Tellus The Seas of Tellus |
by North America Inc » Sun Apr 26, 2020 8:15 pm
The State of the World Ages of Tellus Explained: The Ages of Tellus are a codified, complete version of the world from the dawns of creation to modern times. First put forth by the Ecumenical Congregation (the Church of Rapturous Ascendance or the Choir depending on your racial/ethnic background) , this historical narrative was canonized during the Third Council of Paetus of the year 783 AP. Pontiff Thaddée Renou had called said Council in order to rectify the division between the burgeoning disagreements of the Volantian Order of Scholar and the Church; in much the way the last Council had led to the unification of the Human and Eldar churches two centuries prior. From the perspective of many, and despite the Pontiff's assurances, the decision to hold such discussions were more political than theological. The Church which had for the last century sought to rectify its tarnished image after years of indulgences and politicking, was quickly losing ground with the growing adoption of Lyuim and its associated crystals to new radical notions. Rather than respond with a pogrom, the Pontiff wisely chose that a reordering of some of its necessary commandments and historical worldview would allow for the continued growth of the Church. Beyond this calendar, Lyuim became ordained, the position of Cleric was created, and the Church would continue to adopt the discoveries of the Volantian Scholars (with certain assurances). Utterly biased, incomplete, and shallow, the Ages of Tellus is the greatest and most accepted of the Historical Theories. Each Age correspondents to a Universal Theme, usually ranging from Trials and Tribulations to Divine Glory. This allows for the Pontiff indirect sway on how he wants the Congregation and Flock to proceed; for example, the current Seventh Age is known as the Age of Wisdom. After this was declared two hundred years ago, the Congregation put considerable capital in Lyuim and Scholarly Discovery. Which in turn, encouraged the populace to have a newfound interest in these Discoveries and Overall Knowledge. Once again, a political maneuver to incorporate the Scholars into the Faith. As you venture farther and farther from Avalon and Eden to the Fringes of Penglai and the New World, the less this calendar is accepted. In truth, many foreign merchants point to the fact that said Ages never correspond to a theme beyond the Continent; how odd is the age of Penance when the nations of the world reached new heights- the exception being Avallonian Society. Still, even in a book of lies you will always find truth.
The Following Ages are: First Age of Creation Second Age of Tranquility Third Age of Heroes Fourth Age of Truth Fifth Age of Edificaton Sixth Age of Penance Seventh Age of Wisdom Historical and Religious Events of Tellus The era wherein Tellus and Titannus came into being. In the Congregation's myth, Elohim first created his six children, bestowing a fragment of his self into them; from there, the Children would become a fundamental aspect of reality (Love, Wisdom, Harvest, Courage, Light, and Judgement); while in older Eldar and Elven teachings, Elohim herself may have been the First Mother, yet they were all equals. She instead keeps balance between them, constantly ensuring that the Mantle of Dominion is held together on the Cosmic Stage. Her Children of Lust, Truth, Fertility, Blood, Philosophy, and Death are instead pictured constantly fighting of another, often involving themselves with Mortal Conflicts. Regardless of this difference, both sides hold onto of Paradise, a state of reality that believers will go to after their death. This city, where even the roads are paved in gold, was created during this first age as well and is inhabited by a race of Celestials. This race, either created Elohim directly or a mortal Saint had distinguished themselves during life, serves as the arbiter of the Gods' decisions; often carrying forth any decisions they deem so. After the Universe and all its inhabitants were created in a single moment, Elohim on their second hour, created the state of reality known as the Abyss. Despite what a few sectarian cults will say, the Abyss is not a place of eternal damnation. It is a reality of non-existence, souls who reject the truth are placed in permanent balance after death. They feel no pain, yet no joy; no sadness, happiness. On the Seventh Hour, the various races were created. The Humans were given Eden, the Dwarves Penglai, and the Elves were given Avalon. In the Old Canon, the Elves themselves were given the Mantle of Dominion, charged with balancing this imperfect world until it matched the beauty of paradise; now, it is taught that all sentient races were given this order. On the Hundredth Hour, the age of creation came into an end. Elohim had created all that they had desired and bestowed his last two gifts: freedom and thought. From thereon, he would watch from the sky, judging the character of individuals, and the works of kingdoms. In the majority of Dragonborn Religion, the world as we actually know, is stuck in an infinite cycle of Light and Darkness. According to this myth, for Several Hundred Thousand years Dragons ruled over the material plain, providing a balance between light and darkness. When a cosmically evil force of demons arose with the power of lightening, they went about systematically purging this race. After their success and in their folly, it was not until afterwards did they realize the necessity of this delicate balance. Cursed with immortality, these beings would forever revel in a period of light and dark, unable to escape. Until now, with the Dragonborn, the reincarnation of these ancient dragons, are now dutifully tasked with rectifying this mistake. The Floran People have no widespread creation myth, with explanations varying from external existence, birth through the Mother Trees, and spiritual ancestors. Despite their widespread genetic diversity, more so than any other sentient species, the Florans seem rather unconcerned with said matters. Why some have mammalian features while others are outright bipedal plants seems to stem from their lack of interaction with outsiders. With only passing interactions with Dragonborn, Nagini, and other beastfolk, many of these insular societies seem to hold focus on a singular shaman than anything else. Dwarves themselves have no widespread religion across their species. While many Eldarian writers scoff and say Dwarves spring from the ground, Dwarves are just as much a product of their continent than any other species. The Dwarves of Avalon have incorporated elements of the Choir into their own ingrained practices, a fact that's accepted or heretical depending on the Pontiff of the day. While the Dwarves of the Yong Gu Shan hold first that creation occurred from the physical manifestation of Tellus who breathed life into his own machinations after seeking an audience for his works. The period wherein man and nature where in balance. This era is marked with the rule of supposed mythological dragons in most mythologies, regardless of regional ties. The only exception to this are the Florans who hold that only flora covered the vast world- including all the various oceans. Beyond just dragons, various large reptiles, mythical beasts, and leviathans are said to have existed. The early races during this time are no more than petty tribes living in hunter gather societies. Various myths from this era, such as Joab and the Leviathan, are still taught today as an Aesop tail for children. Another odd historical myth that seems to persist regardless of race is the story of the two brothers- Adrial and Zaan. Adrial and Zaan, two brothers demigods of the heavens, served as eternal protectors of Elohim's greatest creation. These two brothers perched in the sky, were the one of the most visible items in the sky for thousands of years. As the story goes, Zaan was slain in battle; the servants of the Abyss served a blow so deadly than even those on Tellus felt it. In one moment, the night sky was lit as if it was midday. The oceans boiled and the ancient beasts fell without warning. Elohim, or any other racial Deity, foresaw said calamity and went about protecting the tribes of Tellus. He healed the world by bestowing the mythical force of magic as well as the introduction of new species; in addition, he siphoned a portion of his power into magic, a shield against any beasts from the abyss that made it onto the world. As for Adraln, he was said to weep without end. Without his brother by his side, the light of his sword went dim...then vanished. Very little evidence of this era remains. Subsequent generations did not seem to keen on historical preservation, often too willing too strip various artifacts for parts. The Jin Empire speak about some sort of mythical spiritual world feeding into the world around this time, allowing for the most enlightened of individuals into shifting through the various planes of reality. The Dwarves for their part seemed to have suffered through some near mass extinction during this period, the few survivors would go onto to build the first cities of Penglai centuries later. Said cause is unknown, however, it led to a massive bottleneck for the species. Era: The Age of Heroes Until a few thousand years ago, the races of Tellus operated solely as hunter gathers, often following specific animal migrations. Tribes were small and scattered with a highly varied cultural practices birthed from years of social isolation. This was to change during this era, where we see the first cities of Tellus arise near specific rivers and grazing locations. Although the Elves serve as an outlier within their deep halls of the Yong Gu Shan, early human and elven cities often huddled around specific basins for the necessities of irrigation. Stationary villages would have more excess in resources than their nomadic neighbors, encouraging others to venture and assimilate. Without the need for everyone to raise food, specialization and infrastructure would slowly start to develop. For Humanity, the first cities arose within three distinct regions: Susiana, DaJiang, and Idfu. Idfu and Susiana gave rise to the Idefian and Susities, respectively, both of which had striking similarities. Both arose from an oasis in a desert, and were the first to develop the concept of war as a national concept. Idefians, the first civilization to arise within Humanities cradle of a continent (Eden) became masters of agriculture, the Susities developed law and order through an intense marriage of religion and politics. These cities would rise and fall and rise throughout the centuries, yet they would serve as a catalyst for future tribes to follow. Thousands of Years later we can see their influence throughout Eden, and while their cities may be rubble, many secretly pray to the very same Pantheon that they once taught. Humanity would arrive in Avalon relatively later than the Dwarves and Elves. Many of the first tribes were primitive and barbaric, often resorting to the same nomadic behavior as their forerunners. Much of the rich trade routes located near the Tiberian were held by the Eldarian City States, often preventing Human Kingdoms from arising into prominence until the Etrusian Empire. Era: The Age of Heroes A supposed explanation for the cultural and genetic differences between the Elves and the Eldar. According to Eldarian Folklore, after Elohim bestowed her Mantle to the Elven race there was a general peace that existed over the various tribes. There were a great many Elven cities paved in white and gold, as the other races were merely developing basic tools. This of course, isn't supported by any actual ruins. However, some tribes and dissidents spoke of how gaudy the Eldar have gotten, having betrayed their Mantle for they no longer sought the peace between the Races and Nature. Other saw it a mantle of Dominion, a declaration that they must seek to lead the various races into a higher plain of existence through their guidance. The specifics of this argument, however, it led to a mass separation of the Elven people from each other. Those who sought to achieve the mantle through Enlightenment and Guidance went the way of the Great Eldarian City States, those who sought to live within the Peace and Tranquility of the last age went the way of the Elves. This does not explain the number of Elven States that exist outside Eldarian Culture, but it does serve a cultural myth that has been propagated over the millenniums. Era: Age of Heroes A supposed climatic war that occurred a few thousands years ago. Beings from the Abyss arose from the stars and brought calamity and war to all. Led by a race known as the Illithids, they ravaged each nation until Elohim and his children descended upon the world and obliterated them with a single spoken word. The same historical myth appears in many different cultures yet no physical evidence of this event actually exists. Many now treat as more of an allegorical fable, an example of what occurs if the children of Elohim stray from his guiding light. Era: Early Fifth Age The Eldarian People for several centuries established themselves numerous city states spread throughout both sides of the Tiberian. These early city states lacked much of the power projection and land that was accustomed to their neighbors, but the tranquil climate and rich soil soon allowed them to develop into formidable opponents. Soon they reached their peak during the Forth Age, pushing the forefront of philosophy and various other natural sciences. These city states held a wide variety of different governments but most were centered around the idea of a Philosopher Council, a group of wise thinkers that led the nation through dialogue and discourse. While it was remarkably effective for centuries, this never brought peace to the land; many elven, human, and Eldarian city states fought each other throughout the land. This led to the decline of the region as a whole, eventually paving the way for Volantia. Volantia, a smaller northern city state on Avalon, was occupied not by humans or eldar but their descendants: Elf Kin. These Elf Kin had been the result of years of constant migration between the people of the region, eventually growing into a formidable state in their own right. As its' neighbors declined, it grew stronger; eating away at their lands. Yet it was not until Vanx and his Vanxiron that the world itself bent the Knee. Vanx the King of Volantia, led by a swift campaign throughout the Eldarian Lands; taking advantage of the divided leagues to integrate the cities' into his own Kingdom. The rest of his rules was relatively peaceful as he spent a considerable amount of his efforts into unifying the cities. He recognized the strength of his people and the power he would gain through the refinement of their skills. However, at the time of his death, the King's oldest son was dying as well. A horse accident had crippled his lower body as he soon fell victim to his wounds. Volantia customs were to pass the kingdom over to the oldest son, even though Vanx did not necessarily agree. Vanx always had a soft spot for his younger son Vanxiron, a gifted intellectual and warrior born to him by his favored mistress. His daughters as well eyed the throne, with many speculating they were behind the horse accident. In actuality, many had their motives, including Vanx. Yet immediately after the King's death, the fifteen year old Vanxiron and his mother were quick silence any rival claimant and bring the court into the fold. The already popular child of the people, Vanxiron leveraged the Kingdom his father had built into the Empire he had envisioned. Beyond his martial abilities and vast intellect, the Child was blessed with a Dragon. How said Dragon came to his employ is vague, for documents surrounding it after predicted to be written afterwards and as propaganda. What is the most likely story is the mother had deeper connections that previously believed and ensured the baby Wyvern had imprinted on her child. Regardless, Vanxiron and his Wyvern rallied the men of the nation to arms; promising the end of the Endless Wars with one last war to finally crush the enemies' who once shed blood on Eldar lands. The army marched South First then turned West and North, incorporating all the Human and Elven Kingdoms it can find into it's fold. While the scope of the enemies' soon expanded above what was promised, Vanxiron remained steadfastly popular for his radical tactics and acumen ensured only victories and minimal casualties. The people were enthralled with his exploits, as his Mother held the homeland as Queen-Regent. After incorporating the Western Half of Avalon and forcing the Dwarves to flee into their caves, he soon turned east to Eden and the Empire of Nehkiah. Nehkiah, the largest empire of the Known world, had recently suffered a brutal drought that left its' people wary and starving. Sweeping through their Northern core, he set fire to those who refused him and peace to those who surrendered. Offering religious and cultural tolerance unseen in the world then, his armies' were soon swelled with human reinforcements. Nekhiah's King surrendered before the Capital was conquered, and Vanxiron allowed the nobles of the region pseudo-independence as long as tribute was held. After Nekhiah's ten year long campaign, many expected for him to return home. Instead he eyed the arm of Penglai and the vast Steppes that were before him. Crushing the small horse lords and kingdoms rested on this flatland, the sheer size of Penglai soon began to take a toll. Even worse, the Yong Gu Dwarves and the Qin People of Jin united under the fear of this unstoppable army. They marched forth, the army of two hundred thousand, to meet him at the entrance to Penglai. His men wary and tired, Vanxiron faced mutiny if he did not return home; yet if he left this encroaching army they would surely sweep through the lands he had just conquered. One last battle to secure his rear. The armies' marched to meet each other at the mouth of the Yong Gu, and the largest battle of the ancient world commenced. Thousands fell phalanxs and dragonbreath meeting Dwarven fortitude and Elemental attacks. Once the battle ended, Vanxiron's Wyvern had fallen and his army was defeated. It was still a Pyrrhic victory for the opponents as well, their mass depletion of men would allow for their own kingdoms to be taken up by internal turmoil. As Vanxiron himself? No one knows. While originally believed to have fallen when his Beast was skewered out of the sky, new evidence points to him never actually being at the battle. Some now suggest that he was instead poisoned and killed before the battle, his general's keeping it a secret to shore up morale. Other's say, he simply walked out of his camp and never came back, disheartened at the thought of his first possible defeat. Whatever the case, Vanxiron was considered dead. The First Eldarian Empire he had built would last several more decades. Unlike his father, Vanxiron cared little about the inner workings of infrastructure and sustainability, allowing for his empire to break into several regional factions years after his death. Volantia may be the capital of the Empire, yet the degree of control it had weakened the farther you went. Rebah's Civil War may have been the death of the Empire, yet its would not have been so drastic had internal conditions had made it so volatile. When Rebah's contingent held to the East, other's soon followed in her stead; either directly or indirectly. Rebah may have been defeated and prevented from reincorporating the regions into her own empire, yet her lose came not from Volantia, but the Eldarian Warlord who controlled the Arm of Penglai. Even the City States soon broke apart and went back to their own petty wars, but not for long. The Etrusian Empire arose and over the decades, Incorporated each of the cities' (including Volantia) into its reach. Go forward several centuries and you would see most of Vanxiron's land and other regions incorporated into this human empire. Yet it was not their cultural they spread, it was the Eldarian States. Vanxiron's spread throughout the new world exported their customs and religion throughout the three continents; this new cultural rebirth would very much shape the world, even today. The Etrusian Empire that came after would last for several centuries, cementing their culture into through much of the same way as Vanxiron. (Rebah portrayed in Seventh Age Attire, a common artistic trope of the age.) Era:The Fifth AgeFollowing the Death of Vanxiron and the Defeat at Oxus Valley, much of his Empire was in disarray; remnants of his army returned to Nekiah, his generals unaware of how to proceed. Vanxiron had a child but it was a son to a Nehkiahite Elven mistress, a bastard. This son, no more than four, was also just one of the two claimants. His father, King Vanx, belong to the Venolor Dynasty, a powerful name that brought respect even before the war. Despite his bastard heritage, Vanxiron had legitimized himself, establishing a precedent for his son. This despite the fact that Vanxiron tacitly avoided such connections with his name, arrogant declaration of his own individuality. His oldest legitimate sister, Juventas, did not have such reservations, and so used her surname to declare herself First Citizen after the Remnant Army regrouped at the conquered Dwarven Fortress of Licaea. The Mistress of Volantis, Vanxiron's Mother, likewise, called forth her grandson to the Capital in order to support her continued claim of Queen Regent until the young boy was of age. Once both heard of the other's plot, each began various preparations for war. Yet Juventas knew she was at a disadvantage; despite the harrowing tales of her fighting alongside her brother, the Mistress' had the son. After weeks of contemplation, Juventas traveled to Volantis alone and bent the knee. Juventas returned to her husband Ruvan (son of her confidant and legendary general Ritar Rexiron) in Uongozi where the two ruled as de-facto warlords. The Boy King, on the other hand, never ruled a day in his life; his grandmother instead ruled from the shadows. A weak and feeble man, he spent his days throwing lavish parties as his empire fell apart around him. He lived for eighty years, seventy five of those under his grandmother; he drank himself to death with barrels of expensive Duranguense wine. He at least gave the Empire two daughters, although the youngest died in childbirth during the birth of her son Alrol. The Oldest, Raedatta, saw and understood the rampant decline of the Empire and tried to make amends with a series of expensive infrastructure projects, none of which she saw completed. One day, without warning, the Queen died. No one knows why, yet many suspected poison as the Queen complained of frequent headaches in her final days. In reality, it was a cerebral anyeurism. The nobles of Volantia looked towards Alrol, the closest living heir, and declared him the next First Citizen. The sudden death of the young Queen and the rise of another Boy King, greatly angered Rebah Rexiron, the daughter of Juventas. Incredibly intelligent and a gifted strategist, Rebah correctly predicted that the Empire would collapse irrevocably should Alrol's ascension occur; she believed it was her anointed today to prevent this. With her parent's blessing, she marshaled her forces and declared her claim. She was the first cousin (once removed) of the former Queen, compared to Alrol's nephew connection. While in theory the Eldarian Empire existed as a single entity, in reality, the Empire had broken apart into several different states ruled by local warlords. Unlike Alrol and the ruling nobles, Rebah had traveled extensively throughout Eden and had personally met many of these ruling families. This connection would prove invaluable as these regions to sided with her claim; by the end of the year, Lia Minor and Eastern Eden were hers. She declared Licaea as her capital. Volantia and the surrounding cities' raised their armies and sailed across the Tiberian to meet her, hoping that a quick and overwhelming victory against her would bring the the other states to heel. Meeting at the Valley of Megiddo, Rebah proved herself her as Vanxiron's Niece. Marching in an Echelon Formation, Rebah stood in the center with her Eldarian Infantry, the rear made up of Elven and Elf Kin Calvary. The Royal Army was compromised of traditional Eldarian Phalanx Units and outfitted with Human Calvary. Rebah had cleverly positioned herself to the Eastern side of the Valley, ensuring that not only was the Royal Army met with the rising Sun of the West but also the sandy winds of the Susiana Deserts. The incompetent general of the Royal Army had reinforced his lines with extra width, hoping that a rectangular formation would be able to collapse the enemy central line. As the two met in battle, the general incorrectly posited that the central line of Rebah was collapsing and pressed the advance. In reality it was a gambit, a tactical retreat. They pushed deeper and deeper into the enemy formation until the echelon formation became conclave and reverted, Rebah's line held. The General had just encircled himself. By sunset, little remained. The scattered remnants of the army and Alrol aligned cities on Western Eden were destroyed over the course of the next three years, ensuring her rule over half of the Empire. Conventional wisdom would of said to strengthen your current holdings, but Rebah was anything but conventional. She was Vanxiron's Niece, it was her destiny to re-unite all of his empire. Rebah's fame had traveled throughout Eden, enthralling the local populace with continued stories of her victories. The rulers of the Western Eldarian Empire became fearful and outraged by the news across the seas, and raised more regiments to press the offensive, unaware of the army that had just set sail. Rebah landed on Avalon and eyed her ancestral home for the first time, determined to conquer Volantia. She spent three years on Avalon, constantly raiding the countryside and conquering numerous small cities; yet she was never able to bring Volantia to heel. She even reached its' gates and defiantly declared that it would fall, but that siege ended after Rebah was forced to flee from an advancing army. Rebah's forces were never able to hold any of the Eldarian Lands, her forces too small. She had hoped that her campaign would force their hands or exploits would enthrall the local populace but the creation of a new royal army under Flavius Castillo of Etrusia ensured that never came to pass. Castillo always followed her army close by, never allowing her to meet him on open battle until he was ensured they had reached their breaking point. Only then did he fight, winning the battle and forcing Rebah to flee. The war continued for another decade, yet the Western Half of the Empire cared little. They were too tired, and despite Alrol's constant demands, they never gave chase. They sent a few token mercenaries to help their Eastern Half, but nothing to really change the tide of battle. Rebah returned to her Capital with only bitterness and one good hand, still determined to enact her final conquest. By this point the Warlords of her Empire had enough, and a series of desertions and secessions rocked her infant court. Licaea, the Arm of Penglai, and Lia Minor held, but the rest left. Even her home Uongozi and her brother abandoned her. Rebah ruled from Licaea for some time, but her sanity began to give way. She forsook Elohim and her Choir and became enthralled with Nehkiahite Paganism, mixing it with Moyotaifan Myths and Elvish Spirits. Her few remaining followers held true and their absolute zeal towards their Queen was unrivaled, deluding her even further with constant praise. Her lover and closest confidant Caeda even declared herself a High Priestess and co-opted the local Ziggurat into a monument of Rebah; who, she declared, was Hatav, the Elven Goddess of Lust. In the final year of the Venolor Schism, Rebah's capital of Licaea became cut off from Lia Minor. The Arm of Penglai, a region festering with Dwarves, had risen against her. She rallied her remaining forces and marched on them. With her was the former Eldarian Governor of the region, a person who twenty years prior had sworn an oath to her. Aware of their diminishing state and fearful for his life, he convinced a contingent of his former banner-men to join him in his revolt. He had hoped to kill her in his sleep, but the plot was discovered, and instead the camp broke into chaos. Both sides unaware of anyone's true loyalty, massacred the other. Rebah fled to the desert, an arrow having pierced her side. In much the same way as her uncle, she disappeared into the desert sands, leaving only her bloody trail. Caeda had hoped to weep for her love, but the advancing armies of Dwarves and Eldarian Traitors took that moment from her. Licaea would soon fall and she needed to enact their contingency. The Dwarves arrived to find the entire city deserted. No man, woman, or child were left in their former fortress. The Dwarven and Human inhabitants of the city had been killed, the rest had disappeared entirely. Once the Dwarven General learned this, he frantically demanded the lower tunnels be searched. He discovered to his fear that the Deep Roads had been compromised. It's an implicit vow that all dwarves make to ensure that the Deep Roads never been tread upon by non dwarven feet. When Licaea first fell the Dwarves had even collapsed its connections to the roads, ensuring that no one else would be able to enter though these tunnels. Yet somehow Caeda had reopened this passage, and fled. Caeda would resurface in Lia Minor, calling upon her supporters to join her in the Deep Roads. The few who joined learned to their surprise that they weren't venturing back to conquer Licaea, instead, they were trekking even further North. Most would die in this Long March, unaware of the faint that awaited them once they arrived. |
by North America Inc » Sun Apr 26, 2020 8:15 pm
Organizations Civil Organizations The largest and most prolific group of researchers and alchemists within the Old World. Once a small and relatively unknown group within the Eastern Edges of Avalon, it rose to prominence with the discovery and mass appliance of magic. During the initial rush, many of its founder would go onto found whole fields such as Transmutation and Evocation. Combining more traditional fields such as Chemistry and Astronomy, the Scholarly Organization soon became a fixture within the Royal Courts of the West. Most Arcane Novices seek membership into their elite ranks, with the position of Alchemist opening many different opportunities such as research grants or royal connections. Recruitment within the organization is seldom done by invitation, instead a current member will often recommend one or two candidates per year to their regional head: a la Chancellor. The Chancellor, depending on the relationship between the Choir, the Order, and Monarchy, must consult the respective High Priest and Consigliere, in order to allow for a new member within the land. This arrangement means few are ever recruited, with those who are having been an apprentice for the recommending Alchemist for years. Once inducted, the Apprentice is recruited as either a WIzard or Sorceress, dependent on gender; from there, the Alchemist is then tasked with innovating one of the eight fields of magic that the Order recognizes. Most members will spend their entire lives focused on discovering and writing one or two spells, with most attempts still ending in failure. After said spell is canonized by a rigorous body of the Regulatory Board, the spell is open to all other members of the Order. For the few Mavericks who go onto Master not one but six different fields, the title of Grandmaster is bestowed upon them. The Order, at least within the confines of Avalon and Eden, retains a close connection with the Choir. The Choir is often the main benefactor for funding and due to this, the Choir is able to maintain a close eye on this scientific body. It's not uncommon to find Clerics studying within their libraries, and vice versa, much to the annoyance of their lower members. The Board Emeritus is often sardonically portrayed as a bunch of out of touch old men,allowing the younger members a great deal of leeway in that regard. With this lax oversight, Alchemists can prove to be a headache for any regional despot and a conniving force within their courts; often second childs of noble houses, they often seek to establish their own lineage through backstabbing and politicking. A highly prestigious and established organization of engineers and architects. Initially House Ullek was a noble house of Dwarves from one of the under cities in Western Penglai. The family able to trace its lineage all the way back to the Mother Country and held considerable sway with it's mere golden lined seal alone. The cities it had belt to the West of the Yong Gu Shan were once considered Wonders of the World in their own right, and Dwarves would travel near and far in order to learn. It was unfortunate however that their cities, for all their technological progress and entrenched defenses within the Deep Roads, that an extensive Drow force was able to successfully siege and force them out of their lands. Said cities have now been co-opted with the Drow living off their work. With their family scattered and homeland scattered, House Ullek was destined to fall into the dustbin of history; instead due to the tireless work of Ullek Bestril and his wife that the family was able to resurface in the West. Taken in by other Kingdoms and Families, the Ullek's expressed their gratitude by passing on their teachings onto them. Centuries later, the Ullek Masons carry on their hospitality by serving as an ever present friend to Dwarves and Innovators within CIvil Engineering. The Patriarchs of the Organization are still Ullek by blood, many of its members are not. Most of its members are dwarves, with a few human members who have proven their excellence in the field. Within the small minority of humans, most are Tang from the Jin Empire; their earthbending abilities make them a worthy addition for any construction project. As Lyrium starts to see use outside the universities, many Masons of Ullek have begun to utilize magical techniques into their projects as well; most notably abjuration. Kingdoms throughout the Continents travel far and wide to seek their talents. If the Kingdom is in good standing with the Patriarch, then a Mason and his team may be hired to either design or construct any building to their liking. Many of the most opulent castles and civil projects have had at least Ullek consultation, a trend that is more than likely will continue as the Ullek tinker away at new and radical designs. The Zahino Banking Clan is an illustrious and nebulous group centered out of Estrusia. Operators of the most profitable and largest banks in the World, it's connections with any state or organization is nearly guaranteed. Back in the Sixth Age, Monarchs would quickly take out massive loans from regional banks only to neglect and default on them when it was convenient. With many nobles preferring holding land then gold, they shunned banks for they saw little value on cash assets. With the rapid developing of the Bourgeois and fledgling businesses, the need for loans has become more apparent than ever. This is where the Zahino Banking Clan has quickly grown and cornered this market. Operating as a Cartel, the Clan ensures stable interest rates for all its clients and penalties for defaults. When a monarch defaults on one loan, he may find that no other bank will loan to him and his rivals suspiciously has more capital to work with now. The Clan is no stranger to assassinations either, something they will vehemently deny. Yet despite this, they have proven to be another necessary pillar for the Kingdoms of the Three Continents. Its' radical creation of concepts such as annuity, net present value, and subprime loans has brought a level of sophistication t to a once ignored field. The Golden Caravan refers to a loose group of tightly connected merchants that operate from the shores of the Pontus Ocean to the cities of Jin. Centuries of travelling done the same continent spannings roads and oceanways has given way to secretives cants and a common writ of negotiation for all members in the know. There is no recruitment and no organizational structure, instead members of the Golden Caravan honor those who have proven their business acumen; most often through charging higher rates. Martial Groups The primary fighting force for Elohim and his followers throughout Avalon. The Adeptus Militum exists an elite order of Paladins sworn to the defense of the Choir, tasked with following His Testament's and ensuring that the order of the Pontiff is upheld throughout the land. Unlike its various cousins that have faltered throughout the centuries, the organization has not strayed away from its' initial charter and gotten involved with petty politics. Paladins are sworn to Chasity and forsake their familial claims in order to be inducted; many knights fail and wash out of their very demanding selection process, ensuring only the most gifted make it through. During most days, most warriors spend most of their time locked away in one of their castles until they are needed. Here, they train, pray, and maintain their home. For when they are called onto battle, their exploits are legendary. During the Battle of the Azuran Heights, they routed a heretical force of over 100,000, suffering only minimal casualties and later converting the tribe. In the Deserts of Eden, they maintained constant vigilance for Choirdom from defeating nomadic hordes to slaying an Arrakan Serpent. Besides their near suicidal religiosity, their well versed knowledge into battlefield tactics and how to best maneuver their forces despite their numerical disadvantage speaks highly for their command structure. While many critics of the Choir lampoon them as mindless savages who smash any crop that they deem heretical, there is a hidden depth to the men that most fail to consider. Even their leaders often care little of the Organization unless they have a task that is martial in nature. While it may be easy to romanticize them with discussions on their knowledge of the scriptures and the divine, they are also fanatically loyal to the Church to the point of blind obedience. They care little with the chivalrous code of conduct, as long as Elohim and his servants are protected, little less matters for them. Most of its members suffer from an acute case of the Madonna Whore Complex, infatuated with any women of the cloth while disparaging mother's for their failure to maintain their virginity. Some of the more level headed leaders' of the group may come to understand the various other faiths and philosophies for the world, most will declare said works heretical and burn the books. Or burn the countryside. Their exploits during the early areas of the Faith and the trials of the sixth age are legendary; yet their glory days are behind them. The age of the Choir being the hegemonic power over Avalon and Eden is over, replaced with petty kingdoms and cities' fighting for control. In this new age of progress many question the necessity of martial orders for the church, would it's resources not be better spent elsewhere. The Crusades have ended, leaving its' members unsure of what is to follow in the future. Will it become no more than a legacy, an organization people speak with a veneer of respect due to the action's of long dead men? Or will the same fire that once drew the Adeptus Militum to give their lives for what is right be re-sparked within Choirdom? While the Volantian Order of Scholars toils away in their universities and libraries, the al-Qarawiyyin utilizes its' magic in order to implement societal change.While it may have originally been a simple university in a far off corner of Eden, it has grown into an illusive institution of like minded Wizards who hate the current regimes of the world with their inbred monarchs and superstitious followers. The members of al- Sara (a bastardization of the original word that caught on the West and Fast East) are well versed with pre Choir Eldarian Philosophy, specifically the Kallipolis. Rather than allow the uneducated children of illegitimate Kings lead the people, a council of ever-wise philosopher kings should serve the people. While there are few members within the organization, each of them are exceedingly wise and powerful; the wizards of al-Sara able to mold the environment into their own Citadel, create Golems to protect them, and discover arcane spells that they seldom share. While some of it's members may fall into the hermit trap, some of it's most influential member's actively take part within society at large. The Dwarven Grandmaster TaeKara over-through a series of principalities within the Arm of Penglai, cutting off the Deep Roads that connected the Eastern and Western Dwarven Kind for the first time in Centuries. An Elven Heiress to a Savannah City State was killed and replaced by a al-Sara shapeshifter, granting her control over the wealthy city for nearly two decades before the ruse was discovered. An Eldarian Wizard assassinated a few high ranking members' of the Choir, alerting the Congregation of the Organization's existence. While many of these attacks seem to be random and sporadic, the high profile nature of the attacks speak to an apparatus that goes beyond the surface. For now the royal courts of the world must stay vigilant. Al-Sara has proven it's desire for the spotlight and said attacks are bound to continue. What makes them especially dangerous is the lack of moral limits placed upon them, often allowing them to develop necromancy spells that most would consider inhuman or working with the Foreign Directorate should their interest's align. Al-Sara believes they are above such concerns and place rather loose with the way in which they experiment, often with explosive results. While many of it's original members' may have been simple wondering scholars of the desert marked in tattoos, today's member's often appear no different than the average sorceresses or wizard. The Order of Scholars actively seeks to squash this organization, fearful of how the organization is able to entice it's younger members with ideas of progress and power. Many now feel that the Order is too restrictive for its' own good, a disillusionment that al-Sara is more than happy to exploit. Within the various Kingdoms of the Dragonborn, the Capulli exists outside of most organizational structure yet are also the sworn defenders' of their Race and it's Caste System. A vestige of a long dead empire, the Capulli pull from Dragonborn and select Nagini groups in order to ensure the crush any semblance of other possible beastfolk rivals, in perpetuity; the Capulli translate to Ward in the reptilian tongue and view any infringement on their duties' to be grounds for death. When a Beastfolk tribe travels too far Westward, a slave revolt occurs, or a Kingdom alleges tribes are failing to provide Tribute, the Capulli are brought in to deal with the situation. Said services are open to all Dragonborn, which by extension, means that the Capulli can not raise their hand's against another; regardless if they have had betrayed their people, the Capulli will only maim instead. Many of their ornate and highly religious traditions have since been forgotten, after a series of Captain Guards instead favoring emphasis on martial prowess above anything else. This has somewhat influenced the type of usual recruits they have, most of whom know little about the importance of the Caste within the Age of Fire and Darkness. Weirdly enough, said brain drain may have actually allowed the institution to endure for so long. If it remained such a devout and ever present organization that it's initial role was, many Patriarchs and Matriarchs would not have tolerated them to have such autonomy within their land. Now that they function as a paramilitary force to crush rebels' that threaten their entire collective, they are much more useful. While the Capulli bash in the western tribes into submission, this frees up the Dragonborn Kingdoms too fight amongst themselves for control over the upper echelons of the continent. A secretive sect of the Arrakian Faith, little is known beyond their death worship, renowned assassins, and great dependence on Illusionary magic. Story Faction, Return Later. Until recent history, much of Western Avalon had been ignored. It's terrain too rough, its' crops too barren, and it's lands too poor. Vanxiron sent a small expeditionary force to hold the West as he focused on the wealth of the East and the Etrusian Empire outright ignored the region beyond local vassals. Yet with this rebirth and technological innovation that the Continent has been blessed by, said Kingdoms are finally rising to a degree of prominence. Even still, travel between the Tiberian Sea and Eden is wrought with risk, and the wealthy Eldarian merchants are all too willing to price gouge the few goods of silk, tea, and spices the trip. Due to this, the Monarchs of Western Avalon have spent considerable resources trying to find easier access to the riches of the East, financing great expeditions in order to reach the ports on the other side. For the past fifty years, these commercial ports have slowly grown in size and wealth, providing a new competition for the opulent Tiberian Merchant Republics. Yet unfortunately, this has also led to a new avenue of crime: pirating. Travel around the continents toward Penglai requires pleasant sails and soothing waves, something the Pontus Ocean is not well known for. Luckily for the traders, it's middle portion known as the Shining Seas has a series of large islands for resupply and logistics. While ordinarily hugging the coast would be the most efficient way East, ocean current's in actuality encourage a slight detour west towards the Islands. Should you go this way, a series of streams will jettison you back East, saving you time and money. For the first few decades, the waterways were relatively peaceful to travel through. Yet with the rising of international rivalries and various wars fought on the continent, privateers and pirates are all too eager to find lonely ships in the open sea. A few nation's have tried to establish military outposts to discourage this behavior, but most end in failure. Even worse, some sailor's driven mad by loneliness and greed will turn these outposts into their own Barbary state. These island port's based on said principles rarely last, but can be an ongoing problem that most monarchs are not fit to deal with. The men and women who serve under the Jolly Rodger often try to play up their swashbuckling adventures, as if they were a lovable rogue; in truth, it's often far more violent. Pillaging and Raiding is common, stealing riches from whole coastal communities for an easy reward. Most die from scurvy or physical injury, and most never live the age of 50. For the lucky few who do raise their own ship and survive the chaos, a successful new life in some mercantile republic is never far behind. So for now the Shining Pirates sail freely in the West, unaware of the great spoils that lay even further. A general term for mercenaries who travel from Jin or its client states towards Eden and Penglai. A common fixture for wealthy clients or the second son of any monarch, these class of soldiers are well known for their professionalism, experience, and expertise. Unlike their Western counterparts, said soldier's tend not to favor heavy armor and plate armor, finding the loss of mobility too much of a sacrifice. Instead said metals are chosen for their lightweight properties, most often purchased from the Dwarves of the Yong Gu. Beyond just the allure of the exotic, said soldier's offer one major enticing feature: their experience with magic. Despite crystals having only been discovered in the last few generations, said soldier's have often had to combat the natural evocation of bending, designing tactics and battle plans to deal with this disadvantage. While know have Knights inducted magic into their standard set of equipment, whole fighting style's have been designed to combine casting and martial prowess. There are multiple sellsword companies on the market today, each offering their own value proposition to their potential buyer: 1. Lu Bu 's Garrison- A company of Jin soldiers that operate as the largest mercenary outfit on the market today. Combining Calvary and Pike-men formations with their natural bending abilities, they have seen extensive combat in the various wars of Eden. Never have they failed on a contract, a matter that they are very much proud of, they have seen extensive use for declining Empires; often able to hold threat element before domestic collapse kills their employers. Most of their outfit are of Qin Descent, fire-benders, so have a great apprehension about the use of their skills against Jin itself. So for now, it fights in lands from off from home; a distraction from their innate problems. 2. Insun Riders- The Insun Riders descend from the thick jungles of Southern Penglai, it's cities suffocated by thousands of miles of forests. For the few warriors that escape into the outside world, a high price is paid for their mounted combat. Not horses mind you. Mûmakil. 60 foot tall Elephants native to their lands. Led by the experienced Panipat, these warriors often serve as shock troopers, crashing through the enemy lines with overwhelming force. 4. The Ryu Men - Farther East than even JIn lays a whole host of petty kingdoms and vassals to the Empire, each with their own unique fighting and combat style. The Ryu Men hail from here, especially trained in long range combat and the Longbow. Recently, in seeking new ways to differentiate themselves, they have begun to augment their auxiliary forces with Evocation practitioners. 5. The Maidens- A predominantly female group of First Elves descendant from the Horse Lords of the Great Steppe. Having given up their nomadic lifestyle, they instead use their animal handling skills in areas such as lightening raids and countryside pillaging. 6. The Titan's Fury- A primarily Dwarven Company. Specialized in Siege Warfare, the Titan's Fury has become famous for its daring and out of the box techniques in order to break through various cities. For one city, they tunneled through it until it's foundation gave through; the other, they diverted a local river to flood the Castle until the enemies' surrendered. The Foreign Directorate for the Empire of Illyria. After the Unification Wars under the Crimson King, it became clear for his court that Matushka was too backwards and ignorant for the revolutionary changes that they sought to implement. Due to this, the Sedition Laws were created and passed. A multi-lateral piece of legislation radically establishing multiple organizations such as the Ministry of Cultural Ascension, the Committee of Truth, and finally the Foreign Directorate. While the former two are in charge of creating and develop an unified cultural identity for the domestic populace through propaganda and secret police, the Foreign Directorate central task was to export the revolution. One of the first organizations of its kind in the world, it has been able to systemically sow discontent and violence throughout Avalon. One of its used tools is sow racial violence between humans and the elves and dwarves they live with. Often espousing tales of human superiority and the dangers of the other, the Foreign Directorate takes advantage of current tension for their own gain. Staying relatively in the shadows, they maintain a relatively large spy network in areas of high interest, much to the annoyance of the regional leader. The other most common tool is the use of the Delosian Faith and its missionaries. Many of its travelling clergy have at the very least been trained by the Foreign Directorate, many of whom are encouraged to travel to enemy cities in order spread the good news. This in turn has been used to encourage persecution towards the faithful, but as long as the Missionaries continue to spread their sacred ointments and potions for the weary peasantry, there will always be some wariness about dispersal. Monsters and Bestial Attacks have always been a possibility throughout the Old World: such as the odd dire-wolf attack or Foglet attack near the river. Yet after the Unification Wars and the subsequent plague afterwards, the number and ferociousness of have increased. While not confirmed, many royal courts have begun to suspect that the thralls of Illyria have been tinkering with still living animals; turning them into violent beasts for a penchant of man flesh. By the time the Army is mobilized or the Sorceress arrives to investigate, said attacks are already dealt with a travelling Delosian Priest; a trend that occurs too often to be coincidence. While many poor rulers scapegoat any of their domestic issues to this nebulous organizations, said organization has never proven itself to make said allegations less warranted. Worse still, the Order of Scholars suspect that many of its' necromancers are being seduced and poached by secret benefactors with promises of gold and little oversight, a revelation that has severely damaged the already stretched organization. Undead attacks are arising in the most unlikeliest of places, created an ever sense of dread for those isolated in far off villages. Directorate Agents often eschew typical combat in favor of stealth and assassination missions, something that many other religious and military organizations look down upon for its lack of honor. Should they be approached in combat, their attire and tactics usually comes to the shock of the combatant. Rather than heavy reliance on range magical attacks or heavy armor, agents will only wear cloth and civilian clothing. Their vampiric masters often brew special concoctions for their thralls to use, allowing them to temporarily mimic their abilities; this in turn bestows upon the agents supernatural strength and endurance, able to easily keep up and smash through any plated knight. A seasoned agent is not to be trifled with, and despite the efforts of the Adeptus Militum, they continue to propagate in the societal underbellies of Avalon. |
by North America Inc » Sun Apr 26, 2020 8:15 pm
ReligionFaith is an important for all the inhabitants of Tellus; even while the most progressive of minds may wonder and question divinity, no one will ever question what people have and will do for their gods. From a vow of piety to the launching of a crusade, religion serves as an eternal guide for those seeking meaning. Yet not all religions are the same, some religions demand the total obedience of their faithful, others only expect minimal attendance. As the Seventh Age progresses, a few question the necessity of such encompassing organization, with the rise of the nation state would loyalty be better spent elsewhere? Has not the gods allowed the divine right to rule on the monarchs? These questions serve as an important catalyst for many within the royal courts, always wary of another body encouraging on their peasantry. The Choir/ The Ecumencial Congregation The servants of Elohim and his six children. The story of the Choir and its formation is tied directly into first days of the Eldarian City States and their eventual conquest of the new world. When Vanxiron rode on his Wyvern, he brought with him the Eldarian Culture of his youth to all the settlements he conquered, unleashing a cultural age where human traditions were interlaced within this primitive Elven faith. Vanxiron, one of the first half elves, saw the spreading of the Choir as a way to further integrate the previously separate races. Even after he fell in combat, his vision had already been unleashed and led to the Choir becoming the largest religion and institution within the world today. Before Vanxiron united the various cities, the Eldarian City States worshiped Elohim and her Children uniquely, no organization was put in place that served as a moral arbiter. Back then, much emphasis was placed on Elohim having left the world to our own devices. Morality and the Concept of the Abyss were much less of a concern for many of the Choir's followers, instead the concept of the Mantle of Dominion was the core tenant that the Eldar focused on. This allowed for a whole plethora of justification, from the construction of a new Acropolis to the enslaving of rivals.This changed with the integration of humans into the faith, with many of the core faiths edited and changed by supposed prophets to allow for it to accepted by the wary conquered. Many of its ceremonial aspects were either changed or dropped, and concepts such as Sin and Eternal Life became central tenants in its teachings. When the Eldarian Empire fell and its pieces were reconquered by the Human Led Empire of Etrusia, more changes were implemented and an unified church body was created. The Disciples of Elo, a human cult, arose to a prominence after a series of bad harvest brought about a tribulation of sorts throughout Eden and Avalon; this radical body saw the necessity of a pious life to bring about a supposed rapturous ascension, where we would join the Elohim and his Celestials. The Disciples were out right rejected by the former Eldarian city states for their more heretical changes to the scriptures, yet as more Drow, Barbaric, and Dwarven attacks burrowed through the Empire, many saw comfort in its teachings. The Disciples introduced the idea of Sainthood to the Church; a theological concept wherein the individual is so pious that they never die, instead the Chariots of Heaven ride down and take them to peace. Sainthood was not denied to anyone, instead rich and poor, man and woman human and elf, can all attain it should they be declared worthy of it. Their have been only Five Saints according the Disciples, chief among them was Saint Adeline. Saint Adeline (pictured left), a poor woman from Northern Avalon was visited by Feder, the Demigod of Wisdom. He bestowed on her a variety of gifts in order and warned her of an oncoming Drow invasion from the Sea. Despite being a young teenager, the girl was able to rally her small town and push back the Drow, despite their numerous onslaught. After the fifth, they gave up. The local countryside spread the word of this heroic encounter, and today, this story remains the most famous of her numerous accomplishments. Numerous myths afterwords document her doing everything from calming a Tarrasque by rebuking it, to establishing an orphanage. At the end of her life, she was instead swept up by Chariot and bestowed sainthood. Saint Adeline supposedly continues to work, bestowing those in need with the right gift. She remains an important figure for the Women within the Choir, often held up as a Maiden one should aspire too; it's even customary for Female Clerics to dye one's hair golden blonde as an testament to her. The story of Saint Adeline may seem like an odd digression at first, but it serves as an example of how the Disciples were able to focus on specific teachings that made Elohim seem personable. Rather than the aloof god that the Eldar first put forth, Elohim seemed to be someone that most can and should have a relationship with. As the Disciples waned in power, their council was eventually usurped the role of Pontiff. When the Etrusian Empire fell and its states become their own kingdoms, the Pontiff served as the defender of the faith. During the most troubling times of the Sixth Age, the Church protected the teachings of old, ensuring that they didn't fall into the annals of history. They often regularly committed pogroms against pagans and crusades against the Eldar who had rejected this radical departure of the faith. For centuries, Avalon was divided between the Choir (Elvish) and the Church (Human), a fact that served as a catalyst for much bloodshed. It was not until the Second Council of Paetus that the Eldar were finally integrated into the faith; leading to the Ecumenical Congregation of today. Its now usually referred to the Choir offhand, as many peasants find it easier to say. After the Third Council of Paetus and within the Seventh Age, the Choir functions as a state unto itself. It has its own lands, and its own various order of Paladins that answer solely to the Pontiffs and his Council of Disciples. The Clerical Domains that serve a whole host of different functions throughout the world must be ordained and taught by the Choir. Kings and Queens must be crowned by the Pontiff, and excommunication serves as strong weapon against any radical monarch. From their opulent Cathedrals to their small monasteries, the Choir can be reflected in every aspect of Western Life. The Arrakians One of the largest faith of Eden. A pseudo polytheistic religion that originally worshipped the Great Serpents of the Desert from which reality spews from. These serpents that measured in the kilometers on occasion are known to consume whole caravans, devastate cities, and leave whole areas devoid of life. For the Arrakians, Eden shall one day be returned to the natural state where all will be consumed by the Serpents, only the worthy few that listen to silent whispers will be spared. However for most moderates of the faith, the Serpents of the Desert are treated as mere pysical manifestations of the gods, rather the beings for themselves. It was Hassan Ben Ali in the Sixth Age of the Choir's Calendar that proposed a wholly new interpretation of the faith that combined elements of the Choir and ancient Idefian traditions into the Arrakian Faith. The great empires of the Desert that arose from the nomadic lifestyle of their forebears adopted Hassan's new sect and soon Al-Arrakians became the largest sect of the Serpent Religion. Al-Arrakians differ significantly from their tribal counterparts, allowing for the existence of a singular god, Al-Arrak, that created the serpents. These Serpents in turn would go on to create the physical plain that we exist on. Al-Arrakians, much like the Choir, teach that a moralistic lifestyle is one of the ways to be spared by the wrath of the serpents. The Serpents are also portrayed in a more neutral light, with outright worship of them having fallen out of fashion within the last few centuries. Instead the Serpent's true forms exist within a constant cycle of consuming themselves, creating and destroying new plains of reality through this constant rebirth and destruction. All of mankind exists tied to this cycle, wherein the self destruction of a previous generation is replaced by the works of the next. Only through medication and submission can one truly exist the ouroboros. The Great Kingdoms of Eden that arose after the fall of Etrusia varied widely in their faith and devotion to Al-Arrak. The Ziggurats that are usually adorn the centers of their city states are wholly independent of the other; beyond a few universal testaments, it's odd to find a sect that's transcends a singular city. Some Ziggurats function similar to an Oracle, where a priestess offers divination to curious leaders while other's function to allow animal sacrifice to wash one's transgressions. If you travel even further inland, before the deserts turn into the Savannah, you may even find Arrakians who still practice the first faith; Lyuim, for them, is the blood of their sleeping gods and too partake in its powers is sacrilege. For many centuries, kingdoms have arose to implement their own separate interpretations throughout Eden with middling success. Often locals reject any minute changes to the teachings of the Ziggurats, allowing the local religious body significant power in that regard. This is what has allowed the Alem Supremacy, the hegemony of eastern Eden, for they have allowed a tremendous amount of tolerance for different sects and religions within their faith; ignoring the religious taxes they incur. The Delosian Faith The followers of Delos are centered solely around Matushka and the Empire of Illyria. When the region become overrun and eventually indoctrinated by the vampirism curse, many of the Choir's most devout missionaries were either persecuted or forced to leave. When the Crimson King and his Court eventually arose from the shadows, the Delosian Faith was brought about in order to serve as an unifying factor throughout the land. The Delosian Faith is oddly contradictory in its scope and purpose, rejecting the Eldarian influence of old and yet fully embracing its trappings. It has a similar organizational structure to the Choir with clerics ordained with Crystals, monasteries performing good works, and even a pseudo Inquisition serving the interests of the Faith. However, it places the role of the Pontiff on the Immortal Crimson King, it propagates the worship of mankind and not the god's themselves. For the Delosians, these gods that people worship are nothing more than ascended beings, great old ones that should be replicated not revered. Vampirism and the manipulation of blood is merely the first step in this evolution, understanding the wider world and its' secrets is what allows us to reach this higher level. As expected with the Crimson King holding such influence over the faith, the line between the state and the church is blurred. Testaments and doctrines are prone to change without notice to reflect the current geopolitical situation, allegories reinterpreted, heretical views becoming canon. During the first initial eras of the relatively young faith, all elves were seen as the enemy. Elves die from vampirism rather than evolve and hold such sway over the rest of mankind were an easy scapegoat for the Court to conjure; however, after the induction of the Drow into the Ilyria's sphere of influence, such hard-line views have changed. Even more so when Illyria conquered the warm water port of Dristra. With the vast amount of Elven traders entered near the Tiberian, such a decision allowed the Illyrians to access a critical supply line between Avalon and Eden. The Great Old Ones that are pictured within vampiric artwork and iconography, have no set image of their descriptions. The texts tends to be rather sparse, often purporting that mortal minds could not fathom what these beings look like. Due to this, Delosian artwork either heavily depicts their human servants or a Formless being, covered in either shadows or garments. The Great Old Ones care not have and when we reach them, instead, it is up to the collective species of mankind to strive for this position of worth. This, however, does not step far flung serfs within the Empire to distort the original teachings to be more...personable. Local priests have a particular habit to include the humanity often seen with the Choir's Elohim to counteract the usual cosmic insignificance that said teachings usually point towards. This was discouraged for some time, until the Court came to realization that while their radical views was accepted by their vampiric bourgeois class it led to crippling depression in their human subjects. Now the Faith focuses less on this cosmic anxiety and more on the magical works that the Faith provides; the Great Old Ones may not be gods, however, allowing them to pictured as such within cathedrals can be forgiven when it creates a more docile populace. When travelling out of Illyria, most missionaries of the faith tend to be agents of the Inquisition. Performing the role of spies and priest, the agents tend to congregate in majority human settlements speaking about a glorious feature when mankind leaves the rest of the species' behind. Travel to Illyria and accept vampirism, despite the fact that vampire's only allow a small portion of the populace to actually be converted. They often can be spotted by their all black attire, adorning masked beaks to keep out the various bad vapors within the air. While their nearly demonic teachings and attire may seem suspicious, their medicinal treatments is they provide is often more effective and cheaper than the average Cleric. While they may hide their treatments it often works on various long term conditions that Choir is unable to adress, such as cancer and cardiac failure. As long as these Missionaries weave a tail of perfection and evolution for the peasants of Avalon, many will continue to flock to Illyria's holy cities seeking answers. What they find however, is usually something far different and sinister. Drukhari Paganism Within the dark and long forgotten tunnels of the Deep Roads, numerous runes serve as a warning for Dwarvish Travellers to stop proceeding forward. It warns of a Drukhari settlement they are dangerously close to. Trespassing is a fatal mistake. Runes and Emblems adorn each aspect of Drow Culture, from their clothing to the housing, each must be covered in various glyphs. The Drukhari are a heavily superstitious people, with various ceremonies expected to occur regardless of its mundanity. The Drow do not serve Elohim or her Children, instead, they worship the various pre-Choir Elvish spirits and gods that they have rapidly co-opted into their ever expansive canon. Each god has their own corresponding rune, each providing a specific blessing for the user. There are over 1,000 gods within the Drukhari pantheon, with many added or created all the time. The most similar to the Choir is the Abyss and Hara , a bastardization of Hatav, the Eldarian goddess of Lust. Hara exists within the dark confines of the Abyss as a monstrous spider that often takes the form of a Drukhari Woman. Staying true to their oversized pantheon, she is not the god of all. She is not omnipresent or omnipotent, she is worshipped simply because she is the supposed goddess over the Drukhari. In their cultural myth, she was either Rebab or she inhabited her body. Regardless, it is because of her that they kissed with darkness, ie their transformation. During the relatively short period of the Drow golden age, the various matriarchs of the faith sought legitimacy by purporting that they had been possessed by the spirit of Hara. Even after its collapse into squabbling cities, whole monuments were built in her image in order to satiate her. Even today with how deprave and morally bankrupt much of the Drukhair have fallen into, few if any would speak ill of Hara. An odd quirk of Drukhari Paganism is that Hara provides no testament, she demands no specific lifestyle. Hara does not care if you murder or cheat, as long as acknowledge that you are here mere child that she can play with it at any time. Some underdark cities go even further, arguing that such hedonism that they partake in is actually what Hara would want. For if she is Hatav, the goddess of lust, is she not pleased by this excess? As for the other gods they worship, it's' only lip service at most. Runes exist due to their superstition not based on any semblance of obedience. Cities tend to differ in which goddesses they like to upheld, the few wise matriarchs of the Drukhari specifically like to focus on any altruistic deity to address their culture's near self destructive self interest. Yet this never goes beyond practice for it would require the very leaders of the cities' to accept it as well. As long as the Drukhari can maintain their riches and pleasure, they can very little about the very specifics of divinity. Shen WIthin the language of the Jin Empire, Shen roughly translates to Religion. Religion within the far east of Penglai, operates on a wholly different level than the Western Choir. Much like the ancient Eldarian Cities, religion is often interlaced with philosophy; from the grandiose placements of the plains to the mundane structures of the family. There is no set religion within the Far East, instead, the Jin Empire allows for all manners of different interpretations as long as they accept the Five Pillars of Society. 1. The DaJiang was the birthplace of all, and from here, Heaven (Titanus) and Tellus intercept. 2. The Unquestioning Divinity of the Emperor. 3. The Four Elements of Earth, Water, Fire and Air serve's connecting threads throughout the physical plain. 4. The current dynasty and the Jin People are all blessed descendants of heaven. 5. The Order of the day is Absolute. As long as these five pillars are followed and accepted by the various faiths, they are allowed to operate. This is a practical move just as much as it is based on tolerance; the sheer size and number of people within the Jin Empire makes any concerted religious institution outright impossible. The problem is exacerbated with just how well integrated these traditions are within the provinces and various ethnicities. A few of the more traditional faiths are given leeway in how they describe Heaven and the purpose of the Emperor; but outright rejecting any of these is a death sentence within the Far Flung Land. For the numerous religions of Jin, many tend to have recurring imagery of wise and godly dragons and mythical kingdoms that arose from the DaJiang. The Zhou Airbenders of the West build open the Five Pillars by introducing a heavy emphasis on The Bodhisattva path, a compilation of various steps to seek Enlightenment through mediation and pacifism. The Ming Seafarers speak about the Three Treasures of Compassion, Frugality, and Humility and traversing the various universal waves; the Tang Temples place heavy emphasis on Social Order and Harmony through the uplifting of the family and animism. Finally the Qin focus heavily on the Five Pillars for they are often the one's in power. Spirits and Ancestor Worship play an important role within Shen itself, often through the various metaphysical plains. While the pagans of the West speak about a supposed Fae Wild, the Jin Empire sees the plains are converging near the DaJiang. This is what allows these spirits to cross over into our world and our deceased spirits a way to travel towards the afterlife. If you were to die outside the traditional homeland, your spirit may never reach heaven; trapping yourself here. This has had an unconscious effect on the leaders of Jin and its very isolationist policies, while many don't outright heed the Sages, they are often weary of living their paradise out of fear of eternal damnation. The Myths of Dorado The Florians have no concrete religion instead, each tribe has its own understanding of how and why they exist. The Great Trees are the only shared motif throughout the lands. Great Trees can spawn Florians from its routes and so its very common to find basic settlements centered around these 100 foot behemoths. The Great Trees are also known to provide a soothing feeling for all Florians when they tap into its routes, even allowing Florians to share dreams and memories with one another through its connections. The world itself is usually pictured as a giant tree, and the continent is merely a leaf that spews from its branches. The Ents, a subrace of the Florians, hold the Great Trees in the highest regards for they believe that the most accomplished and wisest of them will be turned into a Great Tree should they reach the oldest and ripest of ages. Elemental and animal spirits are also reoccurring with Dorado. The River Spirits has thousands of different names that describe it, yet, Florians speak about them in reverence; water itself can be worshipped if it's in vast quantities. Due to the vast blue hue of the planet, Titanus is closely associated with the water spirits. Most often its source or the roots that provides the oceans with its content. The Sun is a bit of an oddity. Numerous natural fires and Dragonborn incursions have made it abundantly clear the dangers of Flame and Heat, so the Sun is often portrayed as a trickster deity, its' actions often conflicatory and nonsensical. As for Animals and their various spirits, most are seen as hostile and dangerous to all Fauna: their constant consumption of the Florians is written down with the same character as death within their language. Ironically carnivores are more likely to portrayed in a positive light, as they curb the mass populations of herbivores within the continent who eat their children and homes. The exception to this again being the Dragonborn, whose excursions from the North often burn huge swaths of fertile land to make way for their expeditions. Beyond motifs, nothing else is shared. Some faiths place strong emphasis on morality, other's mortality. Tribes often place weight on the teachings of a local shaman or a druid, with middling success depending on the individual. Most of their practices are crude and unrefined, unaware of the Lyuim that flows right beneath them. For the growing cities of Dorado, the story remains relatively the same. The beginning trappings of religious fervor is also starting to develop as Florians develop their own religious classes and places of worship. The Ages of Fire and Darkness The most recurring theme within the Dragonborn Culture and Faith. Long ago, a supposed age of Dragons had occurred. This Age was marked with peace and tranquility, where all races lived together in relative harmony. What caused the end of this is up to debate. Some say that the folly of the dragons led to their demise, other's state that the lower races brought about their destruction through trickery and deceit. Regardless, the natural order of things collapsed after their death. For it was the dragons, creatures birthed in darkness and harnessed fire were able to maintain the delicate balance. The lower races may have destroyed their masters, yet they unleashed upon themselves a repetitive cycle that all were chained too. During an Age of Darkness, there is nothing. The world is barren as the sun is blot out of the sky. Within this mythology, death is not a true concept. All that have lived and will live will rise up during the nearing arrival of the Age of Darkness as husks of the former selves. Unable to die, they will cry out for a mercy that will never come. Undeath will become their reality for their failure to escape through reincarnation. During an Age of Fire, life dominates all. The fire of their souls and the Heat from the Cosmos allows for the continual propagation of many different species. Life is abundant in size and diversity, and Tellus is continually covered by it. Death exists within this Age as a temporary concept, providing a satiation of the eternal pain. However, the Age of Fire is not the same as the tranquility that the Age of Dragons provided; life will run amok without the necessary steps to prevent its over propagation. According to this cultural myth, the Dragonborn are the descendants of the Dragonborn and have the eternal task of creating a new era of Tranquility. The other beastfolk and the lower castes need to be heavily regulated and controlled, lest they trap the world once again in the eternal cycle. As the Age of Fire becomes an Age of Darkness, souls leave the body. The most accomplishing dragonborn are able to leave and enter the bodies' of Dragons within another world; the beastfolk who prove themselves become Dragonborn. This concept has served as the main conduit for the caste system that dominates all major Dragonborn Settlements and what allows for many within the Beastfolk flock to accept it. |
by North America Inc » Sun Apr 26, 2020 8:16 pm
by North America Inc » Sun Apr 26, 2020 8:19 pm
by North America Inc » Sun Apr 26, 2020 8:20 pm
by North America Inc » Sun Apr 26, 2020 8:20 pm
by Elerian » Sun Apr 26, 2020 8:35 pm
Population: 19,250,000
Economics Explained: The centre of Tekumel’s economy is Tu’an, where the majority of the population and urban centres are located. Tu’an is the most agriculturally developed and dense region, benefiting from millennia of irrigation projects to enhance the natural fertility of the region.
Cities Explained: Galai is known as the City of Fire, she is a coastal city renowned for her gem cutters, and fine goldsmiths. Galai has long since grown fat from trade and the tolls exacted from travel between Penglai and Eden. A large sprawling affair insulated from the worst fury of the seas beyond by her natural harbor. In the past, excavations led to the discovery of underground caverns of gas. The gas was then channelled to provide light for the city. The distinct blue flame produced by burning natural gas cast a fierce glow into the night sky. Thus, Galai is sometimes referred to as the "City of Fire.''
Myyrah Khannar is one of the largest cities in Tekumel, as well as the capital of the Empire. With enormous walls, a significant population and a crossroads for access to Penglai, Eden, and Avalon. In Myyrah Khannar, it's orderly, compact and cozy, and defended at each gate by ancient Dwarven Colossi taken from the ruins of Lycaea. Myrrah Khannar is recognizable as emulating the styles and architecture of Vanxirion’s empire.
Military: Loosely based upon the legions of Vanxirion’s Empire, Tekumel has a military that follows a similar structure. Her legions, known as the black-clad, are well-versed in the art of combat. Under the complete control of the Tekumel’s Imperator who leads with absolute authority. Tekumel’s legions are referred to internally as Kareng and are highly flexible units. The Legions of Tekumel are a standing force consisting of semi-professional soldiers, divided between those held in reserve for future campaigns, those serving in garrisons, and those currently on campaign. It consists of 150,000 soldiers, of which a fraction are serving in garrisons, a third is on active duty on the frontiers, and the rest are in reserve.
The rest of Tekumel's army consists of irregular troops taken from its various minority populations. These include but are not limited to Avvarian Giant Grenadiers, a Corps of Drow Draconid Riders, Yan Korian Waterbenders, etc. Technologically, Tekumel lacks access to the same technology or strategies as those in the West or East. The diverse terrain of Tekumel and the regions beyond require different tactics on the battlefield, such as when dealing with the Penglai horse lords, Nomadic Desert tribes, or the Northern Drow raiders. Cannons have been utilized for siege warfare for decades, but only a handful of legions have been outfitted with new age muskets.
Tekumel's navy is faced with a problematic situation in that it must look after two separate coastlines. The northern coast is far more dangerous to patrol with the Illyrians, Chekov Cartel, and various other Drow nations making life difficult. The southern coast on the other hand is much more prosperous and economically important. As such more resources are put towards maintaining safety in the South. The Northern coastal fleet is made up of a couple dozen galleys, who patrol the coastline in search of smugglers and raiders, not daring to stray out of sight of land. The Southern fleet is twice the Northern fleet's size, and includes Carracks and other kinds of ships.
by The National Dominion of Hungary » Mon Apr 27, 2020 5:31 am
by Laiakia » Mon Apr 27, 2020 7:06 am
by Tysklandia » Mon Apr 27, 2020 9:41 am
by Sarderia » Mon Apr 27, 2020 12:59 pm
by Finland SSR » Mon Apr 27, 2020 1:20 pm
by G-Tech Corporation » Mon Apr 27, 2020 1:49 pm
by Theyra » Mon Apr 27, 2020 1:55 pm
by G-Tech Corporation » Mon Apr 27, 2020 3:04 pm
by North America Inc » Mon Apr 27, 2020 3:04 pm
G-Tech Corporation wrote:Hmm yes. Yes, I do have time for this.
by Theyra » Mon Apr 27, 2020 7:47 pm
Hastiaka wrote:
Nation Name: The Commonwealth of New Amihan / Ang Komonwelt sang Bag'o nga Amihan ~ Amihan language
Alternative Name: The New Amihan Colonies / Ang Mga Kolonya sang Bag'o nga Amihan ~ Amihan language
Racial Makeup: The Commonwealth of New Amihan is predominantly Human with a notable and influential Eldar minority.
Leader:
Isaak Laurel - President of the Commonwealth of New Amihan
Ramira Valencia - Chancellor of the Electoral Conclave
Simoun Ramirez - High Justiciar of the Commonwealth Judiciary
Basilio Arcega - Governor-General of the Amihan East Antilla Company (A.E.A.C)
Cultural Description:
The original city-state of Amihan was nestled in the south of Eden, near the coast. It was formed as the Free City of Amihan several centuries ago- it was the result of the coming together of the different culturally-similar tribes and clans that were influenced by both Avalon and Penglai. This mix of influences, coupled with the occasional intermingling with their desert-dwelling northern neighbors resulted to a unique culture blend of all three continents. The Amihan culture is analogue to a mix of both pre-colonial and colonial Filipino culture with special emphasis on the pre-colonial ideas and concepts. The Amihan people were initially matriarchal- with women warrior-leaders leading the city-state during times of peace and war. This matriarchal society changed a century ago when influences from the neighboring patriarchal city-states and kingdoms came creeping in. Nevertheless, both men and women are seen as equal and have equal rights. Also, Amihan's customs place heavy emphasis on respect by age with the elders being heavily revered by the people because of their experiences and the concept of "Utang na Loob" or indebtedness.
The Amihan high elves are more humble and less haughty compared to their other counterparts partly due to centuries-worth of human-elven interaction in the tight-knit communities of the Free City. However, the elves are given special status due to their long lifespans and wisdom. They usually land in leadership positions in Amihan society. Notable elves have led the free city in the past but the elves prefer to labor instead in administrative and advisory roles within the Amihan hierarchy.
The recent exodus of the Amihan from their old tropical settlements to the temperate continent of Antilla had led most Amihan to change their lifestyle. Adjustments of social fashion and norm had occurred- so that the Amihan colonials are able to adapt to the new environment they are settling in. Longer and thicker clothes were now widespread and the houses were now starting to be more and more made of stone and marble instead of just hardwood because of the new-found abundance of material in Antilla.
Diplomatic Description:
The Commonwealth of New Amihan is diplomatically isolated. With very few neighboring colonies, if there are, the Amihan people would rather invest time in improving their new-found territories rather than engage in diplomatic affairs with other colonies and states from the Old World.
Background:
Half a century ago, the City-State of Amihan was a burgeoning beacon of civilization in the south of Eden. That was until it was beset by a plethora of succeeding devastating events. First, several jungle tribes from the east of Eden made incursions into the territory of Amihan which led to skirmishes in the outlying settlements and villages. This lasted for an entire year and it led to the death of several hundred Amihan villagers and soldiers. After that, a sinister Half-kin necromancer claiming to be the prophetess of destruction arrived in the city. Over the course of several months, she would create a network of sympathizers and cultists that would eventually lead to blood spilling in the streets of Amihan. The Ecumenical Congregation's Cathedral was razed to the ground by the cultists. It took two weeks for the Amihan army and militia to re-take key districts in the city. By then, over a thousand Amihan civilians were dead. A mere week after that, a large fire erupted in the center of the city- it engulfed everything in its path. The citizens were hopelessly gathering buckets of water to extinguish it but to no avail. The leaders of the city- which was at the time the council of elders were unable to respond quickly. After the fire, a deadly plague beset upon the city. The plague, now known as the Ambaya flu killed over 3/5th of the entire population of the city. The city, now seemingly unable to stand back up- was abandoned by the people which ventured westwards.
Initially, the Amihan tried to settle in Avalon with them constructing a make-shift settlement and living there for one year. However, the Avalonian kingdoms were not excited about this and forced the Amihan to venture further west. After hearing word of a new continent farther west, the Amihan sold many of their prized possessions in exchange of ships capable of traversing the treacherous seas. The travel west was hard and miserable. Several ships were torn apart by the maelstrom that they encountered, killing several hundred and dooming them to a death underwater. Nevertheless, most of the ships were able to cross the sea and landed in what is now known as New Amihan. Here, the people convened and decided to create a formal government for them all.
A charter was drafted. It detailed all the inner-workings and what constitutes government. The people decided to create a government that was by, for and of the people. Thus, the Commonwealth government was born. The Commonwealth government is led by a President- a concept in Avalon and Eden that was carried into New Amihan society. This President was elected every five years alongside a Electoral Conclave; the legislative arm of government was also institutionalized with representatives being elected by the people. The Commonwealth Judiciary was also established- the judiciary and police arm of the state. All arms of government operate independently of one another ensuring check-and-balances.
After establishing a government and the ratification of the New Amihan Charter, the people began constructing a large new city. A citadel was erected and large swathes of land turned into farmlands. The Amihan finally had a sense of purpose- to expand and venture deeper into the interior of this New World. Because of this, the Commonwealth Government commissioned a semi-private paramilitary company; the Amihan East Antilla Company whose mission was to explore the interior of the continent and attempt to remove all hostile populations before they do over the colony.
It's been forty years since the Amihan had established the Commonwealth. The colony of New Amihan is thriving. Currently, the AEAC is growing in influence despite attempts by the President to curb it. The current Governor-General is campaigning for an aggressive expansion inwards and establish a monopoly over the New World.Infrastructure:
Military:
RP EXAMPLE:
Questions:
WIP
by Hastiaka » Mon Apr 27, 2020 8:18 pm
Theyra wrote:Hastiaka wrote:
Nation Name: The Commonwealth of New Amihan / Ang Komonwelt sang Bag'o nga Amihan ~ Amihan language
Alternative Name: The New Amihan Colonies / Ang Mga Kolonya sang Bag'o nga Amihan ~ Amihan language
Racial Makeup: The Commonwealth of New Amihan is predominantly Human with a notable and influential Eldar minority.
Leader:
Isaak Laurel - President of the Commonwealth of New Amihan
Ramira Valencia - Chancellor of the Electoral Conclave
Simoun Ramirez - High Justiciar of the Commonwealth Judiciary
Basilio Arcega - Governor-General of the Amihan East Antilla Company (A.E.A.C)
Cultural Description:
The original city-state of Amihan was nestled in the south of Eden, near the coast. It was formed as the Free City of Amihan several centuries ago- it was the result of the coming together of the different culturally-similar tribes and clans that were influenced by both Avalon and Penglai. This mix of influences, coupled with the occasional intermingling with their desert-dwelling northern neighbors resulted to a unique culture blend of all three continents. The Amihan culture is analogue to a mix of both pre-colonial and colonial Filipino culture with special emphasis on the pre-colonial ideas and concepts. The Amihan people were initially matriarchal- with women warrior-leaders leading the city-state during times of peace and war. This matriarchal society changed a century ago when influences from the neighboring patriarchal city-states and kingdoms came creeping in. Nevertheless, both men and women are seen as equal and have equal rights. Also, Amihan's customs place heavy emphasis on respect by age with the elders being heavily revered by the people because of their experiences and the concept of "Utang na Loob" or indebtedness.
The Amihan high elves are more humble and less haughty compared to their other counterparts partly due to centuries-worth of human-elven interaction in the tight-knit communities of the Free City. However, the elves are given special status due to their long lifespans and wisdom. They usually land in leadership positions in Amihan society. Notable elves have led the free city in the past but the elves prefer to labor instead in administrative and advisory roles within the Amihan hierarchy.
The recent exodus of the Amihan from their old tropical settlements to the temperate continent of Antilla had led most Amihan to change their lifestyle. Adjustments of social fashion and norm had occurred- so that the Amihan colonials are able to adapt to the new environment they are settling in. Longer and thicker clothes were now widespread and the houses were now starting to be more and more made of stone and marble instead of just hardwood because of the new-found abundance of material in Antilla.
Diplomatic Description:
The Commonwealth of New Amihan is diplomatically isolated. With very few neighboring colonies, if there are, the Amihan people would rather invest time in improving their new-found territories rather than engage in diplomatic affairs with other colonies and states from the Old World.
Background:
Half a century ago, the City-State of Amihan was a burgeoning beacon of civilization in the south of Eden. That was until it was beset by a plethora of succeeding devastating events. First, several jungle tribes from the east of Eden made incursions into the territory of Amihan which led to skirmishes in the outlying settlements and villages. This lasted for an entire year and it led to the death of several hundred Amihan villagers and soldiers. After that, a sinister Half-kin necromancer claiming to be the prophetess of destruction arrived in the city. Over the course of several months, she would create a network of sympathizers and cultists that would eventually lead to blood spilling in the streets of Amihan. The Ecumenical Congregation's Cathedral was razed to the ground by the cultists. It took two weeks for the Amihan army and militia to re-take key districts in the city. By then, over a thousand Amihan civilians were dead. A mere week after that, a large fire erupted in the center of the city- it engulfed everything in its path. The citizens were hopelessly gathering buckets of water to extinguish it but to no avail. The leaders of the city- which was at the time the council of elders were unable to respond quickly. After the fire, a deadly plague beset upon the city. The plague, now known as the Ambaya flu killed over 3/5th of the entire population of the city. The city, now seemingly unable to stand back up- was abandoned by the people which ventured westwards.
Initially, the Amihan tried to settle in Avalon with them constructing a make-shift settlement and living there for one year. However, the Avalonian kingdoms were not excited about this and forced the Amihan to venture further west. After hearing word of a new continent farther west, the Amihan sold many of their prized possessions in exchange of ships capable of traversing the treacherous seas. The travel west was hard and miserable. Several ships were torn apart by the maelstrom that they encountered, killing several hundred and dooming them to a death underwater. Nevertheless, most of the ships were able to cross the sea and landed in what is now known as New Amihan. Here, the people convened and decided to create a formal government for them all.
A charter was drafted. It detailed all the inner-workings and what constitutes government. The people decided to create a government that was by, for and of the people. Thus, the Commonwealth government was born. The Commonwealth government is led by a President- a concept in Avalon and Eden that was carried into New Amihan society. This President was elected every five years alongside a Electoral Conclave; the legislative arm of government was also institutionalized with representatives being elected by the people. The Commonwealth Judiciary was also established- the judiciary and police arm of the state. All arms of government operate independently of one another ensuring check-and-balances.
After establishing a government and the ratification of the New Amihan Charter, the people began constructing a large new city. A citadel was erected and large swathes of land turned into farmlands. The Amihan finally had a sense of purpose- to expand and venture deeper into the interior of this New World. Because of this, the Commonwealth Government commissioned a semi-private paramilitary company; the Amihan East Antilla Company whose mission was to explore the interior of the continent and attempt to remove all hostile populations before they do over the colony.
It's been forty years since the Amihan had established the Commonwealth. The colony of New Amihan is thriving. Currently, the AEAC is growing in influence despite attempts by the President to curb it. The current Governor-General is campaigning for an aggressive expansion inwards and establish a monopoly over the New World.Infrastructure:
Military:
RP EXAMPLE:
Questions:
WIP
Not the Op or Co-op but, the New World is not supposed to be discovered by the Old World yet. That is going to happen months into the rp so your idea may not work.
by Finland SSR » Tue Apr 28, 2020 8:55 am
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