Doregon: A World of Storm and Stone
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Where the best laid plans of Gods and elves oft go astray.
Long ago, when the world of Doregon was simply barren rock, a lonely man, or shall we say god lived above. His name was the Stormfather, a name that he had given himself and planted in the hearts and minds of all those who dwelt upon that land. The Stormfather, having created Doregon, created children for his enjoyment, whom he named the Aedar, of whom there were 13. The Aedar rejoiced in Doregon and created hills, mountains, forests, rivers, valleys and the like. For many years of mortal reckoning (for the Stormfather and his children do not concern themselves with time) they were delighted by it. But there was one thing made certain to all the Aedar, that the Stormfather was the ruler of this world. The Aedar would've left and created realms of their own to rule, save for the fact that none of them had the necessary power.
Bitterness towards their father grew among the Aedar, save one, whose voice was overwhelmed by the Aedar shouting for rebellion. And rebel is what they did. 12 Aedar sliced their father into 12 Shards of himself, Shards being remnants of the Stormfather, containing his conscience, being, and power, in a seemingly ordinary pieces of metal, the 12 Shards being hidden within Doregon. As for the 13th Aedar, her fate is unknown.
And so, the Aedar ruled Doregon, squabbling among themselves over the years for dominance and power. But they discovered that there was no point in ruling plants and valleys. Nay, they wanted living beings to worship them, to deify them. And so the elves and dwarves were created and placed upon Doregon after a great many experiments. And the Aedar were worshiped and they were content. But this worship was not out of love, but fear, for the Aedar had come down upon Doregon to the elves and dwarves when they were first created, slaying a great many of them to display their power before demanding worship, or else they would come again. The Aedar caused jealousy and strife among the two races when they put an entrance to their realm, Shaev, in the forests of the elves, guarded by an elf the Aedar had made immortal, the finest swordsmaster ever seen. His name was Gavrilrest.
The elves and dwarves fought over the right to host the entrance for the gods for many generations, until they did not even know what they were fighting over anymore. And the Aedar, growing bored, (for they delight in war and chaos and death) introduced a new race to mix things up: man. And there was war between the three races, a great many wars. Men today call them the Desolation Wars, and a chill seems to come over the air when that name is spoken.
Most often, it was men who lost the battle and the war, giving themselves up as slaves to the elves or dwarves, or their women and children. But one day, everything changed. A child named Arrenis Stone was born. He was no swordsmaster, no charmer, no farmer, but he was lucky. For Arrenis found the 1st Shard of the Stormfather, and was granted awesome power. Man spoke with the father of the Gods, and he was taught how to utilize that power, and moreover, where the entrance to Shaev was.
And with the 1st Shard in hand, Arrenis strode through the green forests of the elves, slaying all who attempted to stop him. And the elves eventually fled before him, thinking him to be an Aedar, all, save one. The immortal guardian of the gate, Gavrilrest, stood in his radiant armor, not fearing the power of Arrenis. And so, elf and man fought, and such a battle has not been seen upon Doregon since, their battle becoming the stuff of song and legend. But the power of the 1st Shard could not overcome, and Arrenis pierced the heart of Gavrilrest with. However, to the surprise of the few elves who watched, Arrenis did not dishonor the body, but placed it among the stars, and that is the most revered star of the elves. But elvendom has never recovered.
And so it was that Arrenis went up to Shaev, and he fought the gods. He would've slain them, but gods cannot be killed forever, and so, Arrenis, being the victor after a battle that lasted beyond our understanding, split the Aedar into 36 shards of themselves, to lessen their power. There are now 12 gods of elves, 12 of the dwarves and 12 for men. The Aedar went mad from their division into several versions of themselves, and shift personalities randomly, causing them great pain, and making their 3 personalities wage against each other. And thus, the Aedar have been silent for generations.
And Arrenis committed one more act, an act that changed the tides of the War: he cast a spell that turned nearly every elf into wood, and nearly every dwarf into stone. In that moment, man was victorious, and the wooden elves and stony dwarves fled to deep holes and deep places.
Bitterness towards their father grew among the Aedar, save one, whose voice was overwhelmed by the Aedar shouting for rebellion. And rebel is what they did. 12 Aedar sliced their father into 12 Shards of himself, Shards being remnants of the Stormfather, containing his conscience, being, and power, in a seemingly ordinary pieces of metal, the 12 Shards being hidden within Doregon. As for the 13th Aedar, her fate is unknown.
And so, the Aedar ruled Doregon, squabbling among themselves over the years for dominance and power. But they discovered that there was no point in ruling plants and valleys. Nay, they wanted living beings to worship them, to deify them. And so the elves and dwarves were created and placed upon Doregon after a great many experiments. And the Aedar were worshiped and they were content. But this worship was not out of love, but fear, for the Aedar had come down upon Doregon to the elves and dwarves when they were first created, slaying a great many of them to display their power before demanding worship, or else they would come again. The Aedar caused jealousy and strife among the two races when they put an entrance to their realm, Shaev, in the forests of the elves, guarded by an elf the Aedar had made immortal, the finest swordsmaster ever seen. His name was Gavrilrest.
The elves and dwarves fought over the right to host the entrance for the gods for many generations, until they did not even know what they were fighting over anymore. And the Aedar, growing bored, (for they delight in war and chaos and death) introduced a new race to mix things up: man. And there was war between the three races, a great many wars. Men today call them the Desolation Wars, and a chill seems to come over the air when that name is spoken.
Most often, it was men who lost the battle and the war, giving themselves up as slaves to the elves or dwarves, or their women and children. But one day, everything changed. A child named Arrenis Stone was born. He was no swordsmaster, no charmer, no farmer, but he was lucky. For Arrenis found the 1st Shard of the Stormfather, and was granted awesome power. Man spoke with the father of the Gods, and he was taught how to utilize that power, and moreover, where the entrance to Shaev was.
And with the 1st Shard in hand, Arrenis strode through the green forests of the elves, slaying all who attempted to stop him. And the elves eventually fled before him, thinking him to be an Aedar, all, save one. The immortal guardian of the gate, Gavrilrest, stood in his radiant armor, not fearing the power of Arrenis. And so, elf and man fought, and such a battle has not been seen upon Doregon since, their battle becoming the stuff of song and legend. But the power of the 1st Shard could not overcome, and Arrenis pierced the heart of Gavrilrest with. However, to the surprise of the few elves who watched, Arrenis did not dishonor the body, but placed it among the stars, and that is the most revered star of the elves. But elvendom has never recovered.
And so it was that Arrenis went up to Shaev, and he fought the gods. He would've slain them, but gods cannot be killed forever, and so, Arrenis, being the victor after a battle that lasted beyond our understanding, split the Aedar into 36 shards of themselves, to lessen their power. There are now 12 gods of elves, 12 of the dwarves and 12 for men. The Aedar went mad from their division into several versions of themselves, and shift personalities randomly, causing them great pain, and making their 3 personalities wage against each other. And thus, the Aedar have been silent for generations.
And Arrenis committed one more act, an act that changed the tides of the War: he cast a spell that turned nearly every elf into wood, and nearly every dwarf into stone. In that moment, man was victorious, and the wooden elves and stony dwarves fled to deep holes and deep places.
And there has never been a War of the Races since, and today, the sight of a dwarf or elf is exceedingly rare. The elves who remained with flesh bodies still fight whatever humans they find, a guerilla group in the dark forests. Slightly more dwarves possessing flesh remain and they burrow in the north Mountains of Kaeldor, and it is said that a dwarf never comes out in the sun.
But Arrenis' victory over the gods had overseen consequences, consequences that would not be realized until many years later. For the Aedar, despite their love of chaos, also kept balance over the earth, the sky, and the sea. But split into shards, they could not fulfill their role, and slowly, the primordial forces of the world fell into chaos. Recently there have been tales of creatures that we now call beastmen, stealing away children, food, and cattle. Storms roll over the lands of Doregon ever so often, wrecking havoc, destruction and death. Hurricanes, lightning tornadoes, and highstorms smash at the coast and travel inland, and seem to have no end. The Shards must be found, or Doregon will fall.
Parts of the tale of Arrenis are known to few, though he is exalted mostly as a hero. The whole tale is known to only one today, that being myself. For I am Captain Aelin Stone of the Ydwyr Army, 12th descendant of Arrenis. And the power of the Shards has manifested itself in me.
In every prophecy I have read, in all the ancient tomes and books of lore, one thing is repeated over and over again:
The Everstorm cometh.
The World of DoregonAs of recent years, the climate of Doregon has been permanently altered by the natural world falling into chaos. As such, several storms ravage Doregon every few days, or at least every week.
There are highstorms, fierce weather systems that travel Doregon from any direction. Highstorms can be separated into two stages. The first, also the most dangerous, is the stormwall. Stormwalls are massive waves of water, reaching several hundred feet in height, throwing debris into the air. Some gusts can pick up and toss large objects, hurling them hundreds of feet. The second stage, called the riddens, is simply a light rain. This storm occurs infrequently, but at least twice a month, though they have been happening with alarming frequency as the days and months go by.
Highstorms, and other storms have dramatically altered how cities are built, and the natural world. A badly placed city not protected by a wall of rock, nor by the mountains can be completely destroyed. The flora have adapted so that they can recede and emerge out of the ground at the slightest sign of danger to them, in turn effecting herbivores, whose food source is almost unattainable now.
Another new storm system are what we would call lightning tornadoes. They are exactly as the name suggests, tornadoes charged with lightning, though the people of Doregon prefer to call them tempests. A tempest begins with pitch black clouds gathering, these clouds quickly spewing out rain. In order for a tempest to occur there must be two fronts of wind, which spin the rain, and itself into a self-propelling funnel shape. Then, other clouds gather, this time charging the tempest with electricity.
All of Earth's other natural disasters/storms also occur upon Doregon, but highstorms and tempests are among the most dangerous. In winter, instead of natural disasters or any of the storms listed above, there are ice blizzards, which can last for weeks, if not the entirety of winter. An ice blizzard occurs when it is so cold that the snowflakes and snow pellets freeze upon impact with anything, including trees, houses, and people. To be outside during an ice blizzard is almost certain death.
As for geography, North are the Kaeldor Mountains, and slightly below them is Valond. Ildis is bordering Valond, to Valond's southwest. The Kaeldor Mountains, after encompassing the north, swing down Southwest, forming a barrier between Ildis, to the east of the mountains, and Ydwyr, which is to the west of the mountains. Northeast of Ydwyr are the Forests of Nardual. In the far Northeast of Doregon is Nargelond. Directly south of Ildis is Airaldan, and it's right smack center of Doregon. To its Southeast is the Republic of Simbyr, which also borders Ydwyr. To the southwest of Airaldan is Meragia. The west border of Airaldan are the Fell Mountains, which also stretch north. On the other side of the Fell Mountains is Aelvale, and its west border is the Sea.
- Airaldan: This is by far the largest and longest-lasting nation. Airaldan is ruled by three groups. The Priesthood, the Magisterium, and the Noble families. The official ruler is the Grand Magister, who is King, High Priest, and leader of the Magisterium. Grand Magister Adolinar has ruled for an unprecedented 7 years now, and his banner is of a red field and a horse. Airaldan is set upon the plains, allowing them to be the breadbasket of Doregon, and also enabling them to field an armor heavily dependent on cavalry, in particular, their horseback knights, whom are unmatched in all of Doregon.
There are dozens of noble families and houses in Airaldan. Magical ability is an unspoken requirement for power, and so, noble families war in the shadows for the position of Grand Magister, conjuring fell beings and assassinating foes in their sleep.
Thus, the capital of Airaldan, D'imaeris, is recognized as one of the most dangerous places upon Doregon, along with making the Airaldan court the most interesting and full of intrigue.
The Magisterium is a group of magicians who wield enormous influence over the realm. Airaldan is the largest nation on Doregon because of its large amount of magical users.
The Priesthood are in power due to their power over the people. Airaldan has invented its own gods, with the splitting of the Aedar, now called the Alar.- Ydwyr: Ydwyr is quite smaller than Airaldan, but wield considerable influence over Doregon. It is a matriarchal Queendom, where women are the ruling gender. Their queens is known as a Marai, and thus, the current queen is Marai Arryn, nicknamed the All-Mother. It is rumored that Arryn is partially elvish, though this rumor seems to be untrue, based upon the fact that Ydwyr is currently battling a remnant of elves over the Forests of Nardual, which provide Ydwyr's main export of wood. The Ydwyr army specializes in defensive infantry and shock troops, as a result of their strategic location with the Forest of Nardual to the south and an outstretch of the Kaeldor Mountains.
- Nargelond: The bitter and twisted land that Nargeler rules over with an iron fist, lots of grey. Slavery abounds.
- Afyrien: Afyrien is a desert land, to the far south, populated by dark-skinned people. It has a sort of council, with elected officials based on wealth and influence(how much water they possess). The nation is well known for its lack of water, and the scorching sands in which a person can easily die, or be caught in a deadly sandstorm. Its main export are horses, specifically desert horses, the swiftest horses upon Doregon, the most famous of those horses being the Deaystrian horse, which are most rare. In Afyrien, water is everything. It is their currency, their precious resource. Afyriens are most often garbed in specially designed suits, made to preserve as much water from their bodies. Their saliva, urine, and sweat are all converted into water, and once an Afyrien dies, their water stores are shared, or stolen. The desert sun has made Afyriens hardy, and they have evolved to the point that their bodies can go without water for a week, at great cost, that is. Their capital city is Shuraz.
- Valond: Valond is the northernmost nation, and so, it is more often than not the bearer of ice blizzards, which occur almost the whole year. As water is to Afyrien, so fire is to Valond. Its denizens have created a sort of anti-freeze liquid, which they slather over their roofs and clothing, and its ingredients are fiercely guarded. It should be noted that this anti-freeze is nowhere close to being 100% infalliable, and it has a pungent, oily smell. Valond is very much a communal nation, as resources and meat must be shared. Valond is a kingdom, with the kingship being passed down the generations within House Tarembor, though there have been usurpers. Their king is known as a Firelord, and while ordinary citizens struggle not to die of frostbite, it is said that the current king, Nueron, dwells in his castle with fires blazing merrily in every room and corner. And as the ice blizzards get worse and worse, murmuring has begun, and it is thought that a rebellion will soon break out.
- Ildis: Ildis is a medium-sized, hilly kingdom. It is there that many old castles from the days of the Desolation Wars can be found, and Ildis is where all treasure hunters go. The Ildians are generally quiet in the area of international politics, but they possess the finest archers of Doregon, which have made them far too much of a nuisance for any other nation to conquer. Currently, they are led by the old King Erdanen, who is nigh death. His three sons are at odds with one another, and it seems like a civil war will soon ensue.
- Aelvale: Aelvale is a small, autonomous nation that broke off from Airaldan not too long ago, when Airaldan was mired in a silver war. Aelvale is within a valley, with its back to the Fell Mountains, (the second largest mountain range in Doregon, and one where beastmen and all sorts of fell creatures roam). Aelvalemen became known for their hardiness, and their determination. Their main export are mercenaries, the mercenary group being named the Swords of Aelvale. They have a reputation as the finest mercenaries on Doregon, and every Sword of Aelvale is said to have the worth and skill of at least ten ordinary soldiers. Swords are trained deep within the Fell Mountains, and are forbidden to marry, or drink. Aelvale is also renowned for its West Watch, a group of warriors who guard the Fell Mountains, and the sea near it, to protect Doregon from any invasions. They have allegiance to no nation, and they were formed after an overseas attack from an empire from another continent. The nations, with some difficulty, repelled the invasions, and it is thought that the other continent from whence the invasion came fell into a Dark Age and was completely destroyed by the largest highstorm known to man.
- Republic of Simbyr: Many years later, during the Desolation Wars, a human ship captain called Aderyk Simbyr got lost after a sea battle, and his ship crashed 50 miles west off the coast of Airaldan. What the crew of the ship had found was a dead volcano, forming a completely unsettled rocky and dark island. The men lived here for a few months while waiting for rescue, but as they returned, the news of a safe haven flew all around the nations. Soon, the first settlers arrived, using the infrastructure that the seamen built before to build a city of their own, and after the first man who stepped foot on the island, Simbyr, were the island, the city, and later the city state called.
The people who flocked to Simbyr weren't aristocrats or mages - they had no reason to leave their comfy homes - but rather the common folk, and, more often than not, the absolute lowest classes. Refugees of war, halflings, disabled. There was next to no discrimination within the first arrivals - they all were disenfranchised, and they all knew they only had each other to help. By the end of the first year, Simbyr housed six thousand inhabitants. The ash-riddled land turned out to be quite fertile, and as the shores were not as safe and quite steep, the caldera - the collapsed crater of the former volcano - housed the center of the town.
The population grew at a rapid rate with new arrivals chipping in, and as days and decades passed, new generations were being born and the immigration slowed down. The island was quite big - it could easily house a few hundred thousand people, no less - so it wasn't a problem yet. The people of Simbyr developed quite a few techniques to improve their island - longer wells brought heated water for baths and defense against siegers, the southern part of the island was a great natural port, while Archeus Vivikrus constantly experimented with the plentiful Simbyrian grey dust, accurately predicting it's combustive properties.
However, the turn of the island's fate came with the rise of a particular man - Almodeus Tanistos. Tanistos was a well-known trader who decided to lead the Simbyrians to a new age. The city was still defenseless, and had to declare allegiance to whoever came here with more than ten armed men. Tanistos ordered the construction of the so-called "Tanistrian Wall", an array of top-notch defenses around the city, as well as constructed a navy and used his contacts to lift up Simbyr's trade capabilities in the area and redirected quite a few trade routes. Simbyrian granite, for example, ended up as the revered material for architects all over Doregon. The most important addition, however, was the foundation of the merchant Republic of Simbyr. Sovereignty was acquired.
That's not to say that he did this all only of good will, though - Tanistos immediately became the first Doge and used his position to elevate his family's interests. The Tanistos family, even though their founder died 250 years ago, is still the most wealthy and powerful merchant family in the Republic.
Now, today. The Republic of Simbyr is one of a few, in the sense that it's leaders do not ascend through birthright, but rather by popular election. The Doge is the head of the state, equivalent of Kings in human kingdoms, but he does not hold absolute power. He is elected by the Common Council - the legislative body of the Republic. The Common Council, in turn, is elected by the citizens of Simbyr, at least by eligible citizens - children, women, foreigners and prisoners cannot vote. This equates to about 40,000 people electing 50 councillors for a term of five years (The Doge has no term, rules until death) - 40 thousand from a population of 200 thousand. While it is theoretically possible for a common man to become a Councillor or even a Doge, the cost of campaigning and gathering support to make it means only the wealthy can try to compete.
Living on an island and being separated from the continent by a strait, quite a few reefs and open sea means that the Simbyrians don't pay much attention to what happens elsewhere - that doesn't mean they are not a force, though. The Army is small, but professional. The most famed are the Simbyrian crossbowmen - they have perfected the art of using this complicated, but powerful weapon, and often serve for other realms as mercenaries. The city state is also famous for it's expertise in siege equipment, like onagers and scorpions. However, the main bulk of the Republic is it's famous and feared navy. The Fleet of the Doge is a flotilla of 80 heavy ships, all armed with all kinds of weird, but deadly weapons - onagers, Simbyrian fire, explosive mixtures of Simbyrian grey dust and other stuff, and, obviously, the crossbows. (No cannons yet, right?)
The Republic of Simbyr does not have many magically powerful people, but it definitely is a materialistic force. Being a major trade hub and having contacts across all of Doregon, the city state is incredibly wealthy, a center of culture, education and world economy and more. The merchant families of the nation endorse many talented writers and painters for prestige and fame, the Doge is an important player in Doregon affairs, and the saying "All ships hail from Simbyr" is quite an accurate representation of the state's trade influence. Doge Mannuel Hanza built the Great Academy, and released a law of compulsory education for the wealthy. The Great Academy is where scholars can share their findings, discoveries and work together for education and science.
Unlike most of the world of Doregon, the Republic is not a really religious state. The first settlers actually had to run away from the wars created by the supposed gods. The nation is a tolerant one, but quite a few people don't embrace any religion or at least don't bother to practice it. However, what the people do look up to is history. The greatest Doges of the past - Almodeus the Great, Ishar Sayyid (second Doge after Almodeus, successfully defended Simbyr from Aidalran forces), Mannuel the Enlightened and S'buta Makassar (expanded the Fleet of the Doge, instituted artistic patronage laws and renewed the Code of Law) are revered as heroes, images from their lives are common artistic themes and their birthdays are celebrated as national holidays.
As a nation born from fleeing refugees, the Republic of Simbyr is a tolerant one, although relatively. It is still mainly a men-ruled state, with whatever additions of elves and dwarves from the first settlers having apparently dissipated. This does mean that many Simbyrians, despite identifying as humans, have traces of elven or dwarven origins, and it's sometimes visible in different hair or body shape - for example, Mannuel the Enlightened had pointy elvish ears.- Meragia: For many centuries, the Merag people were weakened through political division. The Merags were divided between a dozen petty kingdoms and independent counties that struggled mightily to resist foreign invaders when their independence was threatened. As Airaldan grew increasingly powerful and became more of a threat to the Merag Counts, the need for unity was obvious.
Such unity was eventually provided by Tomislav the Great, who's campaigns of conquest unified the disparate polities over twenty or so years into one kingdom under his rule. While not especially large, Tomislav's kingdom placed the Merags under one banner and allowed them to more easily resist foreign incursions with their famed light cavalry. Presently, Meragia is ruled by the young king Krešimir, the grandson of Tomislav.
- Trauneas: Trauneas is a port city, led by a council of ship-captains and merchants. It is the nexus for maritime trade throughout Doregon, and is also a hub of art of all kinds. The greatest theaters, museums, and galleries can be found here. Its navy rules supreme, so much so that their anthem is titled "Trauneas rules the waves." Their navies protect trade routes against pirates, and they are very much the middleman in trade, leading to some resentment, and the development of navies in other nations. Trauneas, despite being a city-state, has aggressively expanded its maritime empire, conquering many small islands and converting them into bases.
- Tarvaron: The ancient dwarven city of Tarvaron lies nestled high among the Kaeldor Mountains, keeping it mostly safe from the increasingly dangerous weather of Doregon and protecting it well from hostile assault. Dwarven settlement has existed in some form here for nearly ten thousand years, and the city itself is so old that most dwarves regard the general area as the place of "original" dwarven inhabitance, going back to the days of myth when the Aedar placed dwarvenkind in the world. Whether or not this is true, most dwarves believe it with a firm certainty that is very hard to shake.
Over the millennia, Tarvaron developed an almost religious significance to many dwarves, which allowed it to develop into the race's informal capital even as the dwarves themselves dwindled in number. Although separate dwarven settlements maintained practical independence, the King of Tarvaron became recognized as the de jure leader of the dwarven people. The Tarvaron dwarves burrowed deep and uncovered vast hordes of jewels and precious metals. Most of this they horded for themselves, but they also engaged in limited trade with nearby human polities. This, of course, only made them richer. The tremendous skill of the city's Forge Guild smiths became widely known throughout Doregon, such that emissaries would trek half way across the world to acquire arms and armor made in Tarvaron.
However, as the dwarves dwindled, they became less able to defend their vast tunnel networks. Evil crept under the mountains and into the mines and caverns. The lower levels became the haunts of fugitives, bandits, necromancers, and far worse things (TBD what those are I guess). With great effort, a handful of mines were kept open, ensuring that Tarvaron remained moderately wealthy.
Some sixty years ago, a power struggle ensued between the city's royal family, the Vollmers, who had reigned as kings for the previous five hundred years, and the increasingly powerful Forge Guild, which controlled most of the city's trade by that point. The Vollmers were dethroned and banished, with much of the dynasty slain in the process.
While not exceedingly bloody, the brief struggle lowered the city's population yet further and made it even harder to police the mines. Now, only the ancient citadel and the level immediately below it remain inhabited and safe in any degree. Just four mines remain open for business. As the dwarves struggle to remain relevant in the world, many wish for the return of the scattered and exiled House Vollmer.- Tarbys: Found deep within a volcanic island off the coast of Doregon, the Dwarven city of Tarbys is as culturally isolated as it is physically isolated. Tarbysian dwarves claim that they possess the greatest number of ancient Dwarven relics, and intentionally emulate their interpretation of the ur-Dwarf culture.
Tarbys was founded by Dwarven explorers from the mainland Kaeldorian city of Tarelon, who ruled it as a colony for centuries. However, when Tarvaron rose as the preeminent cultural and political Dwarven center, Tarelon attacked Tarvaron in order to contain it. Tarelon lost the war badly, and was forced to become a tributary of Tarvaron. Tarbys was distant from Tarvaron, and thus Tarvaron granted it independence, caring more about weakening Tarelon than obtaining distant island colonies.
The newly-independant Tarbys promptly conquered and unified the island chain on which it was based, then turned its eye to coastal regions of the mainland, forming a vast trade empire supported by the twin pillars of the Dwarves' innate skill with precious metals and a uniquely Tarbysian seafaring prowess. This was not to last, however. Tarbys fell into decline, its colonies burned and its people fleeing. It is a nigh-universal belief that it was the rise of Arrenis and his curse that destroyed the Tarbysian empire, but due to the fog of ages (and the general lack of texts from the area and time period, due to the aforementioned burning.) this cannot be confirmed or denied.
Tarbys recovered from its collapse and managed to take back control of its volcanic island chain, and establish control over many sea trade routes, but due to the dwindling of the Dwarves and the overthrow of the Tarvaronian monarchy (whom the Tarbysian Patricians were allied with.) Tarbys will never reclaim its former lands and has fallen into another, slower, state of decline.
Tarbys is ruled by a Patrician (or Matrician, succession is gender-neutral) elected by the Elder Council. The Elder Council is made up of the city's oldest and most respected citizens, in theory anyone over the age of 75 can join but there is some corruption. Patricians have almost always come from the four most eminent Tarbysian families: Mauis, Qhadis, Etanis and Xandis, due to their prestige amongst the community, better publicity, and ability to bribe people.- The City of Sakurai:
Total Population - 300,000
Neighbouring holdings - Nine villages, Five coastal villages, Three towns, One port town.
History
The city of Sakurai is a place unique in Doregon. A province of humans, their exotic features from the other humans of Doregon makes them distinguishable at first sight. The males have smaller eyes, and often keep their hair short, or tied to the back. The females have skin paler than most of Doregon, and their hair exists in black and silver. Smaller in stature, legend says that they are a people who traded their physical build for much stronger internal strength and resilience. The males adopt a warrior culture, often going on raids and pillages or engaging in inter-clan war, while the females often serve as courtiers or shrine maidens. Those who do not engage in the listed occupations work the economy and industry which feeds every city in Doregon.
Many years ago, the War of the Winds happened, and Sakurai was nearly torn apart when the clans of Shimakaze, Yukikaze, Hamakaze and Kamikaze engaged in a civil war so brutal that the population was effectively decimated. Each clan head vied for the position of Shogun, the head of the civil and military government of Sakurai, and the lesser clans were not spared. One significant event which happened during the opening stages of the war was the Blow of Death, when over forty clan leaders were killed in a single sweep by the Kamikaze Clan's assassins. While the leadership was dealt a death blow, Clan Kamikaze assimilated the forty clans' troops, and set about eliminating potential opponents and dissidents. Almost every clan lost 8 out of 10 people, and Sakurai turned into a ghost city overnight.
The war would continue for a whole year, until all four warring clans were exhausted and destroyed by a popular uprising. The warriors of this uprising, the samurai, were hailed as heroes by the populace, and are showered with gifts and tributes. The next few months were spent rebuilding what was destroyed, and the samurai continued to provide protection for the people. However, as stability returned and peace restored, these warriors had little work, thus losing their source of income. Many pledged themselves to the Shogun as retinue troops, while others continued their service as independent mercenaries.
Today, the Sakurian military is a well trained army of horse archers, who also excel in melee combat with katanas and polearms. Every soldier is trained with a bow first, before moving on to melee weapons. Although the Shogun controls the most powerful retinue, the clans under his rule often engage in clan wars, keeping their soldiers in form for battle.
Sakurian culture is still a mystery to most of the world, as they are a very inclusive people. A patriarchal society, Sakurians are ruled by a Shogun, who is elected by ten major clan heads in times of peace. The Shogun has the ability to choose his son as a successor, but no one could guarantee his safety from assassins of rival pretenders. Usually voted by the might of one's House, intimidation and political leverage is common, as common as clan wars, and assassinations.
Traders often come to purchase their exotic teas, wines and metalwork. Sakurian clothes are especially valued in Doregon, as well as their weaponry, whose standard quality is a notch above the rest of the world. Sakurians often work as farmers and miners, fueling an industry and economy highly reliant on metals and building materials.
The Ouroboros Sinkhole
Recently, a sinkhole appeared within the mining network near Sakurai, where creatures of evil appeared and attacked the miners. While the beasts are easily contained, there seemed to be no end to them. Looking into the sinkhole, one would see naturally formed steps allowing one to enter it safely. However, the vast caverns and tunnels below crawled with danger, promising death at every turn. Only the bravest of adventurers should venture inside, to see what treasures await...Religion
- The Group of Rine: Several cults/religions still worship the Aedar, that is the 12 Gods of Men. The largest cult of these is the Group of Rine, and they have spread their influence most prominently in Airaldan, as the Priesthood. Those cults call these Aedar the Alar. The first is Aedion, God of Storms, accounted as being the most powerful, and the most wrathful. The next is Felaen, Goddess of Pride, who instills pride and honor in the hearts of men. The next is, Bleazar, God of Ice. Next to Aedion, Bleazar is the god most feared, due to his ice blizzards. There is Ariel, Goddess of Destruction, and it is said that she loves war. Kasdum, Lord of the Sun, accounted as the most kind, and the creator of life. His brother is Enlolfin, God of Law, who strives always with Ariel in Shaev. But Enlolfin's law is not necessarily just or fair. Maelach is God of Death, to the Group of Rine, and he is both loved and hated, and it is his name most invoked in curses. Kielik, Goddess of the Sea, is most prayed to by sailors and merchants to keep their ships safe, and her rage is great and terrible, with sea monsters of the deep at her command. Nama, Lady of Nightmares is a goddess, though she is most thought of as a monsters, whose realm is the night and sleep. Wulea is the Goddess of Poison, Maerar, the God of Stone, and Euslar is the Goddess of the Lost.
- Iloranism: This is the worship of the Stormfather, Iloran being another name for the Stormfather. Its main tenet is that one day, the Stormfather will return to Shaev and destroy the Aedar. Some sects of Iloranism say that the Stormfather, during the Desolation Wars, created a group of Knights, the Heralds of Aeryc (Aeryc being another name for the Stormfather), to fight the elves and dwarves, and other fell creatures. It is said that he gifted them with great power, but for they were all tragically killed, all save Arrenis, whom was the head of that order. Many historians dispute this claim, however.
- Vorinism: Vorinism is a religion deeply focused on works, and merit. In layman's terms, it says that those who work and fight for the cause of Vorin, Goddess of Honor, will attain glory, and will ascend to Shaev, to join a battle against the splintered Aedar which has lasted ever since The Wanderer(Arrenis), the 1st Paladin first fought them. Vorin is said to be the 13th, lost Aedar, and Vorinism teaches that this battle, this Dagor Dagorath is fought by the Paladins and the Vorins in order to keep the Aedar from returning to Doregon and destroying men. Vorinism also teaches that in the last days, the Paladins will fail, and the Aedar will descend down upon Doregon, and there will be the greatest battle in all of history, called, Wyrdmar, in which the dead will rise and ally with the heroes to kill the Aedar once and for all.
- Solnarem: This is the worship of Talneth, Lord of the Desert, most prevalent in Afyrien. Its tenets are that Talneth must be begged, in order for the desert sun to relent, and that it will take hundreds of more years for the desert to spring forth water because Talneth is most displeased with those of Afyrien. To sate him, a little water must be poured out onto the sand once it is obtained. Many Afyriens are desperate enough that they will actually do this, while a small minority dismiss this as madness.
- Empyrism: This is the worship of Vardaelia, Lady of the Flame, most common in Valond. Empyrism teaches that every day and every night, Vardaelia fights Warek, Monster of Ice, and his minions to keep the ice blizzards at bay. However, she is defeated every time because the prayers of the Valonians are not enough, and they do not truly believe that Vardaelia can win. However, it is said that the only chance Vardaelia has of defeating Warek forever is during the summer solstice, and that Valonians must do everything in their power to aid her. Only then, says Empyrism, will the ice blizzards cease.
- Arrenism: This is the worship of Arrenis Stone. Its followers believe that when Arrenis defeated the Aedar, he transcended, becoming the only god, a God of Glory and Might. Many soldiers follow Arrenis, in the hopes that they will join Arrenis in his glorious halls of Valwar in the event of their hopefully glorious death, to feast and dine with him forever.
Slavery
The most slaves, by far, can be found in Nargelond. In Airaldan, it's quite commonplace, Ydwyr, it's heavily frowned upon but not totally banned, in Afyrien it's visible, but not encouraged. In Ildis, it's quite commonplace as well, Valond has no use for slavery, and in Aelvale, it's banned. In Simbyr, it's rather commonplace.
To be expanded...On Doregon, there are 12 Shards of the Stormfather, at least, that is what the stories and legends say. Arrenis wrote extensively of the Shard that he had, though only two copies of his memoirs exist, one in the Great Library of Saeros, and another with the descendants of Arrenis. It is thought, by historians, that Shards are pieces of what appear to be metal, but, unless the observer is very close, will appear to be something else, in order to hide the Shard. Also, it is assumed that a wielder of a Shard can commune with the Stormfather, and have some sort of awesome power, the power to both shape and break worlds.First of all, check out my Laws of Magic article in the P2TM Times, here.
And here's the rest, for this RP:
Not everyone has magic. Some people may not have magic at all, due to not having any magic users in their bloodlines. Secondly, here, blood is everything.The more magic users you had as forefathers and foremothers, the more powerful you will be. However, sometimes, magic can manifest in people with no magic users in their bloodline, for reasons unknown. But all magic manifests itself, in all users, for the first time, when they are in grave danger. That can lead to people, as they do in Airaldan, to attempt and harm themselves in order to unlock their magic. Noble families sometimes beat their own children to the point of death in order to see if they are magic users. Magic is very limited. For most, at least. In this world, magic can alter small things. It alone cannot win a battle and it is finite. People who try to use magic in large amounts may fall unconscious or die. The wise do not trifle with magic. Magic is here to add another aspect to our journey, not to solve every problem. It is not a get-out of jail free card. There are quite a few magic users, but very little masters. It takes years, if not a lifetime to master magic.
- Humans: These are by far the most dominant race, though halfings of Humans and other races may occur, though they are despised and hunted down. I trust that I need not describe them further.
- Elves: Most were converted into wood. In these wood forms, they can move, albeit it very slowly, and their speech is slow and difficult to understand. Those that were not converted into wood form a type of resistance, attacking all and any humans upon sight. With the defeat of Gavrilrest, and Arrenis' curse, the great elven empire of Vallorion was shattered, along with the smaller kingdoms of Menevrion, Alfveir and Valmarr. And since, the elves have only provided a united front against mankind ever since, in the Restoration War. There, a descendant of Gavrilrest's brother(Glorvan) united the elven villages and duchies. Elves once again sharpened their fair swords and looked over their old tomes of magic. Elves of flesh, and even elves of wood united, and Saerondr the Restorer, Descendant of Glorvan led them into battle against the young nation of Aradan(the predecessor to Airaldan). But it was not to be, and the humans won the war, and a descendant of Arrenis slew Saerondr in a great battle atop the Kaeldor Mountains. The Elves call that war, Weeping Sorrows, and elvendom is splintered, divided, a people, brought low. Many now engage in guerilla warfare, attacking groups of men before disappearing into the woods like smoke. It is said that many, small elven villages remain, hidden by the mountains, or by the forests.
There are different types of elves as well. There are the Valma elves possessing long, black hair, those we would account to be high elves, expert crafters, builders, and wagers of war. There are the Silma elves with silvery hair and eyes, whom are elves of the sunlight and moonlight, and they possessed great magical power over light in their greatest days. There are also Yulnar, with blue eyes, elves that delight in the water, and fish, and boating. There are the Fae, elves of fire, and their temper is thought to be great, along with their ability to wield fire as magic. Their most recognizable trait are their fiery red hair. And finally, there are the Mae, the woodland elves, delighting in nature, and wildlife, possessing brown hair, for the most part.- Dwarves: As stated previously, most were converted into stone. Those that were not fled to the Kaeldor Mountains and are predominantly peaceful, to the extent that some kingdoms have reengaged with trade. It is said that these Dwarves live deep underground, and conspiracy theorists claim that the Dwarves have built tunnels that encompass every single nation, though most dismiss this claim as outlandish and false...
- Limeo: They are humanoid slugs, think of mermaids but slug like half bodies. They reside in bodies of water like rivers and the sea and lives in small fishing villages. Their technology and way of living is quite primitive and tribal, however they are friendly towards outsiders. They also descended from elves who sought refuge in bodies of water and when Arrenis cursed the elves, instead of turning into living wood, they turned into slug like people. Magic is also present but uncommon, mostly related to water magic and clairvoyance. They needed to be always hydrated and soaked with water to be alive but when travelling on ground they develop a thin coating of mucus to protect them until they can find a wet environment.
- Centaurs: There are less than a hundred centaurs left upon Doregon, and they are indeed a dying race, being unable to reproduce since Arrenis' Curse. During the Desolation Wars, elves and centaurs formed an alliance, and for the first time, centaurs allowed another to ride upon their backs. But Arrenis' Curse turned most of them into dumb beasts, horses. The centaurs that are left are spread far and wide, though they are most prevalent in Afyrien.
Rules
1. You are under my command. What I say goes. Quite obvious, this. Anger me, and you'll face my sword. Or my boomstick. Your choice.
2. No god-modding, meta-gaming, and all that stuff.
3. If you're terribly confused, tell me!
4. Respect each other.
5. Have fun! Lots of fun!
6. No one-liners! For dialogue posts, accompany them with descriptions, emotions! I won't set a paragraph or line limit, but if your post is too short I reserve the right to give you a light slap on the wrist and tell you to spruce it up.
7. And no, this is not a Game of Thrones RP.
Note: All images are not mine and credit should be given to their creators.
Another Note: This RP is still in the worldbuilding stage, and I would love to have some help from you fellows. So please chip in, the more ideas floating around, the better.