NATION

PASSWORD

A Time Of The Sword Is Nigh (A Fantasy RP (OOC Always Open))

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The Twelve Isles
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Posts: 2309
Founded: May 15, 2016
Ex-Nation

A Time Of The Sword Is Nigh (A Fantasy RP (OOC Always Open))

Postby The Twelve Isles » Mon Feb 24, 2020 4:38 pm

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IT IS A TIME OF CONFLICT BROTHERS AND SISTERS

"Brothers and Sisters, it is a time of conflict, a age of darkness brothers and sisters. We have passed through the gates of the Third Blight, those risen from beyond our world defeated and cast back into the depths of nonexistence. But all is not well, brothers and sisters. All is not well. We must secure ourselves, for the passing Blight has taken with it the stability, and prosperity we once knew. The fields are barren, the skies are clouded, and the hearts of men are corrupted! The Blight may have been defeated brothers and sisters, but the Carriers are still among us, wandering with their hoards of risen Wights, and the once great lands all around us have fallen into poverty and war, clear machinations from the heathen Rotha and their Magi friends, cloistered in their colleges.

'Why do the Magi not help us?' I hear you ask this of me, 'why do they hoard their knowledge, unwilling to spread what they know?' Well, I'll tell you why brothers and sisters, I will tell you why! They wish to see us and our god defeated! Theirs is the art of trickery and deceit, lying to us, convincing us of their arcane knowledge, when in fact they are mere charlatans, in league with the Stranger and his tricksome Spirits. They are no better than the lowly Rotha, thieves, liars and harlots that they are. Why should we, the good people of this land, sit and watch as they bully and fool us, manipulating the world from the shadows and laughing as we all struggle? Should not we, the good people of this land, do something about what the problems we see arising? Should not we, the good people, stand against those who have clearly opened the door for the Blight Carriers and their Wights to slip into our world, for Spirits to steal the breath from babes in their cradles, to kill the very earth itself?

I think, brothers and sisters, that it is not a question of if we should stand against the tide of heathenry, but a question of when. The time of the sword and the axe is nigh."



The World Of Aetha
Hello, and welcome to the world of Aetha, a mystical continent existing in a post apocalyptic landscape, after their near survival of the Third Blight, where the many aftereffects are still felt and have created long lasting fallout on social, cultural, political and religious life. It is a world split between three realms, Aether, the realm of Spirits, Aetha, the land of mortals, and Aethin, the land of Daemons. Here, nations and kings try desperately to get what they need for survival, trampling over the peasants and small folk as they fight destructive wars for the last remaining resources. The Church, the dominant religion, quietly wraps its fingers around the frightened and huddled masses, desperate for any salvation from their oppressed lives. And even still, though the Blight is many years in the past, its Carriers are still present, leading bands of Wights and their Blight Born officers against the Black Cloaks, an order of warriors dedicated to stopping their spread.

At its core, this world is Grimdark. It is a world of war, religious fanaticism, violent pogroms and increased suspicion of ones neighbors. And yet, it is not a world of pure suffering and horror. No matter how rare the sun is seen, no matter how oppressive the Church becomes or how frightening the Blight Born are, there is still hope. There are people who still believe in a light at the end of the tunnel, who believe in the teachings to protect the meek and punish the wicked, who search for answers and work towards a better tomorrow. And that, at its core, is what this tale is about. The last remaining good souls, from all walks of life, be they scholarly Magi in their quests for knowledge, noble Kings and Princes working to rebuild their cities and plow fertile fields, or heroic Black Cloaks hunting the monsters who sprung forth into the world when the Blight came. Or maybe, even the meekest of the meek, the Small Folk, who work the mills, plow the fields, hammer the swords and do their small parts for their community.

Or maybe not. Maybe instead, you will go forth into the world seeking only power. Only vengeance. Only destruction. It is all up to you, the players, to decide the fate of this world. It is your destiny, written among the stars and dictated by the passing of the Wanderers, the strings cut by fate, the will of the All Father.


RULES

We always gotta have rules. I'm generally a pretty lax person, so these rules can be bent somewhat, but in general, please try to stick to them as closely as is reasonable.

1.) I am OP, and my word is final. If I make a decision, then that decisions is final.
2.) My Co-OP's hold the same power as me, and their word is final. Any decisions they make should be treated as if I made them myself.
3.) If you take issue with any rulings I or Co-OP's make, please bring them up through TG and we can discuss them. Harassing, belligerent or antagonistic arguments will not be tolerated. Be respectful.
4.) Be respectful to your fellow RPers.
5.) If you have read through all these rules, somewhere in your character personality please state their feelings about non humans, or if non human, humans.
6.) Keep IC and OOC separate. If your character is in any way in conflict with another persons character, that is no excuse to be rude and belligerent OOC.
7.) Three OC's allowed per player.
8.) A minimum of five sentences per IC post. Exceptions can be made for dialogue.
9.) Please try to post at least once a week. Extended inactivity will result in your character being taken control of by me, and eventually killed off if you do not return. From there you must create a new OC.
10.) These rules are subject to be changed, expanded upon or added to at any time.
11.) Most importantly, be creative, make friends, and have fun.


LORE
This section is meant to give a brief overview of the world, its major factions, how magic works, who's who and whats what. While it is not required that you read this, it is recommended, as this will help you better understand the world in which you will be playing and make better decisions about where you want to start.


FACTIONS


Within the world of Aetha, there are many factions outside of specific nations, with their own goals, ideologies and areas of operation. These factions fulfill a variety of functions within the world, from the kind healers of the Doctors Guild, the mysterious Magi in their Colleges, or the brave knights of the Red Hand. Regardless of who they are however, all have the chance to make as much of a difference in the world as the countries do, and are all options for someone to join or start as a member of. Additionally, using the Faction App, you can also create your own factions with their own goals and agendas, if you so choose.

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Leadership: Watch Commander (Leads all ten corps of the Red Hand, giving him access to 10,000 knights in total.) (Reserved by Kelmet.)
Organizational Structure: Watchman (Officer. Leads a corp of Knights. A corp typically consists of 1000 knights.)
Right Hand (Second in command to a Watchman.)
Knight Captain (Leads a detachment of knights. A detachment typically consists of 100 knights.)
Knight Commander(Leads a line. A line typically consists of 10 knights.)
Knight (A knight of the Red Hand is what most of its members are, and are the foot soldiers of the organization.)
Squires (A person can only become a knight of the Red Hand when they are seventeen. If one joins before then, they are a squire, and must train and work to learn the trade of soldiering before they may become a full fledged knight.)
An order of warriors and knights, making their homes in the vineyards of the Southern Confederacy. Swearing fealty to no masters and no kings, the Red Hand are a controversial order. On the one hand, they patrol and keep the roads safe from banditry, invading armies and magical corruptions. But on the other, their refusal to swear fealty to any masters makes them a particularly dangerous enemy, both to Kings and Princes, and far more worryingly, the Church Of The All Father. Additionally, their staunch defense of the Southern Confederacy has allowed the Southern Lords to become some of the most wealthy on the continent.

Knights serving the Red Hand can be easily identified by their armor, painted red and yellow, their orders sigil of a red right hand over a white diamond on their chests. Additionally, many knights paint their own personal coats of arms on their shields, so as to identify one another while on the battlefield. Unlike other knightly orders or knights who swear fealty to rulers, anyone can become a Knight of the Red Hand, regardless of background, so long as they are willing to serve for long enough to pay off the costs of their armor, horse, weapons and other gear, typically around five to ten years.

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There are several colleges scattered across the world, each offering their teachings to those who wish to learn the Arcane Arts, Natural Philosophy, and Rhetoric. These colleges have existed for many generations, and are some of the most respected educational facilities around. Additionally, Magi who come from these institutions are often considered some of the most technically skilled, offered the greatest contracts and able to secure powerful positions in the courts of empires. However, despite the respect that they are given due to their backgrounds and affiliations with colleges, many Free Magi consider them to be cloistered, naive and mostly in existence to please nobles. That said, many of the greatest scientific breakthroughs of the last Era have come from College Magi.

There are many colleges that a Magi can choose to attend, however there are seven that are considered to be the best of the best. These are as follows.

Sir Ettlewoods Academy Of Arts And Sciences, Karins Isle, the Twelve Isles.
Novgrobirsk University, Novgrobirsk, Arelenian City States
Bellevieu College Of The Arcane, Bastien, Eudasaine
Master Oldrecks University, Achteng, Kriglind
The College Of Rashmund, Pescala
The Andriyko University, Andriyko, Roosklinds
The University Of Svodbodnyy Dom, Svodbodnyy Gorod, Arelenian City States

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Free Magi is the collective term for any Magi who swears fealty to no College, no kingdom, no land and no masters. They are typically found wandering the land, offering their services to any who will pay, or digging through ancient ruins and dusty libraries for any bits and pieces of knowledge they can get their hands on. Unlike the College Magi, Free Magi are often well respected by the small folk, with whom the Free Magi are often more closely connected. However, the Chuch still demonizes them as they do to College Magi, and increasingly Free Magi have been finding themselves in conflict with Church Inquisitors. It seems without the protection of large governments and well funded colleges, the Free Magi are seen as easy pickings for the Inquisitors to enact their righteous judgement upon.

Additionally, due to their practices of wandering the earth, many Free Magi are far more in touch with nature than their College Magi brethren. For this reason, it is far more common for Free Magi to be in contact with nature Spirits, as well as often hosting familiars. Also, just as Free Magi see College Magi as naive and merely tools for the nobles, many College Magi view Free Magi as being foolish and dangerous in their pursuits. They feel that the lack of structure in their practice of magic could have unforeseen, and far reaching future consequences.

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An order of warriors, dedicated to combating the Blights and its spawn. It was he Black Cloaks who were the first to jump to defend against he Blight Born, marching out of the castles hidden away in the Teifleng Mountains to hold the line against the Blight while the kingdoms and the church all rallied, and it was at their own castle, High Keep, that the Blight was defeated, when the Third Lamplighter added the flames of the Seven Lamps to the mystical Light House housed at High Keep, and the ensuing flame cursed all who it touched, burning the sky and scorching the earth, but stopping the Blights spread in the process.

Though there is no official title for their organization, the Black Cloaks earned their name from the dark armor and clothing that they wear. Though their most famous duties are to protect the Small Folk from Blight and hold the line while others can rally armies, this is not all that they do. Considered the greatest monster hunters in Aetha, the Black Cloaks control some of the most extensive libraries on monsters, beasts and fiends the world over, and are the most expirienced in combating these threats. Additionally, after the defeat of the most recent Blight and the scattering of the Seven Lamps, rumors have begun to circulate about the Lamps being used for dark rituals or in pursuit of power. In order to stop the misuse of the lamps, and to be better prepared for the Blight when it inevitably comes again, the Black Cloaks have recently begun to search for the Lamps and seek out signs of Blight and the next, Fourth Lamplighter.

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The elite law enforcement of the Isles, the Wardens are above the law itself. They are tasked with hunting and capturing the most dangerous criminals produced by the Empire, including murderers, traitors, assassins, revolutionaries and any others like them, regardless of where they may be in the world now. They may take actions as they see fit to complete these duties, and are beholden to no body but the Emperor or Empress themselves. Many outside of the Empire fear the Wardens due to their skill at circumventing national treaties and taking anyone who has committed a crime in the Empire. Additionally, much like the Red Hand, the Church views the Wardens as one of their greatest threats, as the Wardens swear fealty to each other and the Emperor above all else.

Initially the defenders of the Empires capital, Pres Andregh, they were displaced when Emperor Tyrus Willun came to power and established the City Watch. Still, they were undeniably some of the greatest warriors on the Isles, and were greatly angered by what they perceived to be a slight against them. Four years later, the veterans of Pres Andregh's wardens collected and made an attempt for the crown, trying to kill Emperor Tyrus Willun, and seize back the city, and by extension the Empire, for themselves. They were unsuccessful in this endeavor, being defeated by the superior numbers of the Willun's army. However, their skill in combat caught the attention of the Emperor, who offered the surviving Wardens a deal. Serve him and his descendants as the Empires enforcers, or be slaughtered and cast into the harbor. The Wardens took the former option, and the Imperial Wardens were born.

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The Doctors Guild are physicians, nurses, and medical professionals who swear fealty to no countries and renounce payment for their services. Its members wander the lands and heal all who need it, regardless of social position, money, nationality or allegiances. They are common sights in warzones, where they offer their services to everyone no matter where their loyalties may lay. In a world so deeply divided and fearful, the Doctors Guild is seen as a beacon of decency and goodness, proof that all are equal in the eyes of the All Father, and no one is undeserving of care.

Arising initially in the Confederacy Of The Southern Lords, the Doctors Guild were an attempt by one lord in particular, Lord Athony Alathedo, to build the greatest hospital in all of known Aetha. Though he was initially successful, his hospital, the Hospital Of His Almighty Grace as it was called, became the most renowned in the land. Kings and lords would travel vast distances to gain the best care possible when they were sick or when they were hurt. Additionally, Lord Athony was well known for supporting charity and caring deeply about the plight of the poor, and so His Almighty Grace also became equally famous amongst the small folk, who were able to visit the hospital at prices adjusted to their incomes. Sadly, the hospital could not last forever, and when the Blight came, it was destroyed in the fighting. Still, funds from the Alathedo family estate continued to be paid to the hospitals leadership, and it was offered that they would rebuild the hospital. Instead however, the doctors all decided to rebrand themselves as the Doctors Guild, and instead of having the sick and wounded come to them, they would seek out the sick and wounded to offer their care.

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Lesniki, or Rangers as they are commonly known, are an order of warriors tasked with maintaining and protecting the Final Wood, an ancient and vast forest hiding the ruins of a civilization far older than any can remember. They are based out of the Last City, or Svabodnyy Gorod, which sits on the very edge of the Final Wood. They are famous for being a bastion for societies dregs, an army of thieves and whores who could not fit in anywhere else in society. All Rangers once they sign up are considered to be Property Of The Forest, and are no longer permitted to ever leave the woods or venture beyond Svabodnyy Gorod. Their lives become entirely devoted to protecting the woods, maintaining treaties with the Aelmen tribes who reside within, and keeping outsiders far away from the ruins.

However, in recent years the Rangers have come upon hard times. Their recruit numbers have been drastically decreasing, and their many barracks within the woods have become shells of their former selves. And to make matters worse, incidents with the Aelmen have been increasing, with there being several skirmishes reported between Rangers and Aelmen. But most worrying of all, it is suspected that the Aelmen tribes have been supplying arms and armor to the Last Light Of The Aelmen, an organization of Aelmen terrorists, or freedom fighters as they call themselves. As the maintainers of the forest, it is the duties of the Rangers to stop this activity. However, acting against this activity only proves to provoke the tribes further, and if it continues to go on like this for much longer, there will certainly be war with the Aelmen, a war which the Rangers simply do not have the manpower to win. And if the Rangers are slaughtered by the Aelmen, then certainly the Kingdoms of men to the east will march into the woods and slaughter the Aelmen.

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The Merry Men Of Fleischer are many things, and hold a rather, specific place in the mindset of many. Though no one knows exactly the story of their founding, the general story is that Fleischer was a bandit and brigand in northern Kriglind, where he robbed and stole from the Church and those who supported them, to give back to the poor. He had with him a gang, known as the Merry Men or Fleischer's boys, and together they kept their lands free from outside influence. In addition to their actions against the church, supposedly the Merry Men were also all members of the local populace, and when the call came out of coming danger, they were always ready to fight. There are legends about them fighting off other bandits, church inquisitors, rampaging knights and any other manner of threats. Sadly, that which is gold can never stay, and in time, the Church was able to track down the members of the rebellious brigands and sent out their Inquisitors to slaughter them and burn the towns which housed them. Those who survived this attack scattered to the wind, vowing to avenger their leader and their comrades, and swearing eternal war on the Church until it was finally brought to its knee's.

While it is not clear weather or not this story is true, most suspect that it is at least partially based in fact. And regardless of where the Merry Men Of Fleischer really came from, one thing which is clear is that they are real now, and do fight the church. Though to be fair, it is widely understood that they fight just about anyone, including themselves. The various cells who all call themselves Merry Men in today's world are generally considered to be mercenaries rather than freedom fighters on the best of days, and anarchists terrorizing the populace on the worst of days. And realistically, pretty much anything anyone could say about the Merry Men is probably true. There are some who merely fight for the highest bidder, and others who enact "protection money" from the Small Folk to supposedly defend against Inquisitors. Still other rob passing caravans and some even will still protect those who call for them. They are mercenaries, freedom fighters, terrorists, bandits and dreamers the lot of them, and in general, are hardly more than than sad remains of a fairy tale.

CHURCH ALIGNED

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One of several subfactions aligned with the Church Of The All Father, the Keepers are a curious bunch, as they are not actually involved in politics and war like their brothers in the Clergy and Inquisitors. They are monks, tasked with the protection and maintenance of holy sights. Sworn to lives of solitude and devotion to the All Father, Keepers experience peaceful existences in many monasteries across the Continent, where they live, work and even practice magic. Keepers are unique in the Church, as they are the only people within Church doctrine permitted to practice magic, as it is believed that their gifts are given to them not by the Stranger, but by the All Father himself. However, they are cautioned never to practice non elemental magic, as magic which draws upon the Aether is believed to be corrupted.

Likely the oldest of the many groups who align themselves with the Church, the Keepers and their order have existed for thousands of years, and records of them tending to ancient ruins, sprawling forests and unknown artifacts dates back to before the Church was even founded. They frequently make long and arduous pilgrimages to other important sights cared for by their Order, in an effort to experience every artifact and location that has been touched by the All Father, as they see it. They have sworn vows of silence to all but the Meek, meaning that they rarely speak to anyone outside of their order, but will if they feel doing so will help lead to a better outcome or a better future.

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Church Inquisitors are the military arm of the Church, and are the instrument with which they enforce their doctrine. A military order made up entirely of men, taken off the streets or given to the Order by parents or masters who could not afford to care for them, o boy older than twelve is allowed to be admitted. From there, they are raised to be perfect soldiers. Violently fanatical, fierce in combat, and loyal to the Church on pain of death, there are few brave enough to stand against them. Should a person's heretical activities ever be sussed out, it is the Inquisitors who come to call. It should be noted however that they were not always like this. Once upon a time, the Inquisitors were a noble order, tasked with defending churches and holy sights from monsters, barbarians and bandits. But in time, as they grew closer and closer with the church, their mission shifted, and they became what they are now, the enforcers of the High Priests will.


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This was not always the realm of Man. Once, it was the realm of Aelmen, the Elves, who were long ago conquered by the First Men who came from across the sea. Most Elves now live under the Humans, effectively second class citizens. Though most simply accept their lot in life, forced to live in slums or work on the fringes of society, others refuse to bow down, and instead make their way to the forests and wilderness where they join the Last Light Of The Aelmen, and take revenge on their human oppressors. Violent, antagonistic revenge.

The Last Light Of The Aelmen are an Aelman paramilitary group who have for the past forty years been fighting a guerrilla war against the human kingdoms of Aetha. Initially starting as a peaceful movement in cities and towns, where the Aelmen marched through the streets and staged protests seeking equal rights and treatment soon turned into a bloody conflict after knights and soldiers were called to slaughter the protesters. Many of the protesters fought back, and were driven from the cities, gathering in the wilderness and banding together for mutual defense, and from the the Last Light Of The Aelmen were born. Operating mostly in small cells of ten to twenty members, the fighters from the Last Light Of The Aelmen do all they can to disrupt the society of their oppressors, raiding caravans, burning villages, and assassinating officials. Though most Aelmen agree that the intentions of the Last Light are good, they are a controversial group within Aelmen society, and outright hated throughout most Human society. They all themselves freedom fighters, but it is clear that as more time goes on, they slip further and further into barbarism, little more than terrorists and bandits.
Last edited by The Twelve Isles on Fri Apr 03, 2020 11:24 pm, edited 11 times in total.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Mon Feb 24, 2020 7:21 pm

NATIONS


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Description:The Empire Of The Twelve Isles is a land to the north east of the continent, made up of an archipelago of twelve formerly independent islands before the conquests of the first Emperor, Tyrus Willun The Conqueror. Typically a cold and rainy climate, it is difficult to grow crops here, and therefore the nation relies heavily on fishing and whaling for their food, or the herding of sheep.
Government Type: Hereditary Monarchy
Capital: Pres Andregh
Head Of State: Emperor/Empress
Culture: The Isles are known to be often morbid, steeped in tradition, and hardy. They are an island nation, and therefore have a rich and storied nautical tradition, and are considered by most to be the greatest sailors around, rivaled only by the raiders of the Northern Isles. The people of the Isles, referred to by most as Imperials, are a deeply superstitious populace, and hold many practices some would consider to be archaic closely. The most famous of these superstitions is the practice of tattooing protective runes on ones body to defend against evil spirits, typically located on the hands, chest, below the eyes or on the chin. The Isles is also known for a deep military tradition, forged over generations of fighting the Northern Isles, their greatest rival as the dominant sea power. Finally, Imperial culture is dominated by Houses. A House is ones family, both immediate and extended, and Houses typically stick together against all odds. The Imperials believe that their House comes first, then their immediate Isle, and then the Empire. The most powerful Houses are granted Lordships, along with the land that the title of Lord provides. Additionally, Lords are permitted to attend Court.
Language: Mournlyish.
Naming Conventions: Imperial names typically resemble traditional English and Gaelic names.
Other Information: Each of the islands making up the nation is referred to as an isle, and the proper way to refer to them is the name of the isle first, followed by Isle. For instance, the isle where the capital is located is called Mournly Isle.

The names of the Isles are as follows. Mournly Isle, Brushwick Isle, Nashlind Isle, Moors Isle, Wrenhale Isle, Aeron Isle, Laine Isle, Lochlind Isle, Leander Isle, Karins Isle, Dunlich Isle, Eilens Isle. Typically, the Isles who's Lords and Houses have weilded the most political and social clout are Mournly Isle, where the capital is located, Brushwick Isle and Wrenhale Isle, who have the longest military tradition, and Karins Isle, who has long been the voice of dissent and who's lords are often called Marcher Lords due to their proximity with the Northern Isles.

In terms of the distribution of titles and property, there is no distinction between the genders. The eldest child always inherits the titles of a dead parent, and becomes the new head of their House. As a result, the Imperial Court, where most governance takes place, is roughly fifty fifty in its representation of both genders.


Description: Kriglind is the center of the Continent and society on it, not only in a geographic sense, but also in terms of political and military might, with an economy only rivaled by that of the Southern Lords. Bordered by Nordaline, the Roosklinds, and Eudasaine, these three nations have shaped the culture and ideals of Kriglind immensely, though sadly mostly through past wars. However, today as the reigning military power on the Continent the relations with these nations has improved, especially Eudasaine, who along with Kriglind often work to maintain the common order.
Government Type: Elective Monarchy
Head Of State: Kaiser
Capital: Aaden
Culture: The Kriglinders are a stoic, hard working people, who place great emphasis on privacy, structure and punctuality. They often strive for carefully crafted lives, and they are most comfortable when they can carefully organize and compartmentalize their world, considering each aspect of their lives to be a separate entity that should not interfere with the others. For this reason time is tightly managed, other peoples agendas and calendars must be respected. This cold, perfectionist national character often leads outsiders to view the Kriglinders as rude and unpleasant. They do not admit their faults, even jokingly, and rarely hand out compliments. However, if one spends enough time among the Kriglinders they will soon realize that beneath this unpleasant shell they all seem to put on is a deep sense of patriotism and community. Their hard working perfectionism is born out of pride for what they have built, and a national dream to improve it further. Due to this deep pride in the homeland, military tradition is also deeply revered, and knights from Kriglind are considered some of the greatest in the world.

The government is an elective monarchy, with many smaller noble families beneath the four High Families who make up the Royal Court. It is the job of the Royal Court, and the lords, or Junkers as they are called, to elect the new Kaiser after the death of the previous Kaiser from among one of the Four High Families. Additionally, the Junkers can vote to raise a new family to the status of High Family, or demote a family from High Family. The Junkers also provide their own personal forces to the Kriglind army, collect taxes, and act as administrators and governors for the Kaiser.
Language: Kriglinder.
Naming Conventions: Kriglinder names typically resemble traditional German names.
Other Information: The Kriglinders are famous for taming Dire Wolves, who they fight with in battle. Additionally, it is traditional for every lord, or Junker as they are called in Kriglind, to raise a Dire Wolf as a child, and almost all Junkers never go anywhere without their Dire Wolves.


Description: The great kingdom of the west prides itself as the cultural and intellectual leader of the continent (a claim contested by some Southern Lords and Arelenian Lord Mayors). The Eudesain society is divided by a strong contrast between the old and traditional nobility, living a good life on the back of their rural serfs and the rising caste of influential and progressive freemen living in the cities.
The landscape is diverse, with the warm, grain-covered "Plains of Cinquetang" in the south being the most well-known.
Government Type: Feudal Monarchy
Head Of State: King
Capital: Gaillard
Culture: Eudesainian Culture is passionate, expressionistic. Arts and literature have an important value in the cultural identity.
Fashion-wise they regard themselves as standing in between the overstatement of the South and the bland pragmatism of the Kriglinders. While they They hold jewelry and accessories in low regard, while instead expansive fabrics and dyes are a symbol of status and since the fashion changes faster then anywhere else, the rich elite must invest regularly or be counted as outdated (Noncoincidental, Eudesaine also has the best and largest textiles production).
Eudesainian military strategists often depict the Southerners with a spear, Kriglinders with a flail and their own soldiers with a sword and in fact, swordplay does have a real cultural significance in Eudesaine that it lacks in the neighboring nations. Lightly armored duels to the first blood are a means of conflict resolution (duels to the death are generally outlawed but happen in some extreme circumstances nevertheless). The archetypal heroic epic of Eudesain literature is a character of virtue and contrasts: Academic yet pious, poetic yet violent, traditional yet practical.
Language: Altace.
Naming Conventions: Eudesainian names typically resemble traditional French names.
Other Information: Eudesainian knights still have a great reputation especially in regards to their mounted charges; yet Kriglinders often whisper, that the Eudesianian knights are too focused on their jousting tournaments and have lost track of the suboptimal environmental constraints of actual warfare.
All credit goes to Kaledoria for this nations description.


Description: The Confederacy Of Southern Lords, often simply referred to as the Southern Lords or the Confederacy, is a collection of thirteen semi autonomous duchies, all swearing to stand with and protect one another. These Duchies are Toulon, Auvagne, Marseilles, Salon-de-Prevencia, Liseux, Chaumont, Brumechaleur, Seine-Saint-Charles, Vichysens, Rambouillet, Val-De-Maritimes, Savoi and d'Ornon-de-Villeneuve. There is no trade tax between the Duchies, who can all trade freely with one another. This, coupled with fertile land, lots of wide open space and impressive vineyards, as well as easily the safest countryside on the continent has led to the Southern Lords being the richest of all the countries, and the envy of the world.
Government Type: Confederation
Head Of State: Grand Diet Of Brumechaleur
Capital: Brumechaleur (city)
Culture: The people of the Confederacy, above all else, value freedom, good wine, and a lust for life. They are a free spirited, greatly valuing the freedoms they enjoy when compared to many of their contemporaries. The people of the Confederacy take great pride in appearances, and it is considered typical for everyone to look their best as is within their means. To not put effort into ones appearance would be considered slovenly, and unbecoming. Additionally, especially when compared to other cultures, the people of the Confederacy are far more lax in their attitudes concerning sex and love, leading to many in the world to consider Confederate culture as the epitome of romance and passion. Mixed with fine wine, beautiful cuisine, exquisite fashion and rolling fields and vineyards it is no wonder so many feel this way.

Additionally, and really more important however is the Confederacy's deep appreciation of liberty and freedoms to expression, a right protected in the charter that lead to their founding. The people of the Confederacy are deeply proud of their home and their culture, and are quick to defend it. Though they are not the most powerful nation on the Continent, nor are they the most outwardly aggressive, the Confederacy still boasts a strong military tradition. In fact, there is a saying, "One must never trifle with the Southern Lords in their own home, lest you be buried beneath the floorboards."
Language: Altace
Naming Conventions: Names in the Confederacy typically resemble traditional French names.
Other Information: The Confederacy does not have an army in the traditional sense. Instead, most defense is handled by the Order Of The Red Hand, who patrol the countryside, defend against bandits and invaders, and keep the roads safe. However, in the event of war, the Confederacy is still able to field a sizable army, through the conscription of a certain percentage of men from every duchy making up the country.

Due to the Southern Lords being not technically one country, but many all with a shared culture and a loose affiliation, there is no single word to discern a person as coming from the South. Instead, common terms are Southerner, Confederate, South Man/Woman, Man/Woman Of The Vines (in reference to the vineyards,) and Wine Drinker (this term is typically an insult, but can be used good naturedly. Its contextual.)


Description: A collection of islands to the far north, and technically a part of the same archipelago that makes up the Twelve Isles, the Northern Isles are resources poor and frigid wastelands. People predominantly live along the coasts, where they can fish and trade for the necessary supplies of survival. Each of the islands making up the nation is nominally independent, only bound to protect one another from outsiders. However, a law that places no taxes on trade between the clans and islands, similar to the one adopted by the Southern Lords, encourages a greater unity and mutual respect. The four individual islands of the Northern Isles are Feirrig, Ainsgaard, Wildthrun and Sigach.
Government Type: Elective Monarchy/Confederation
Head Of State: High Jarl -
Capital: Rotating. The order is as follows - Aaldil, Salaheim, Kaltengar, Wuthrig, Mörg.
Culture: The culture of the Nords, or Northmen as the prefer to be called, is often considered abroad to be one of ruthless raiders and pirates, little more than violent barbarians, when in fact they are actually a well ordered society based around a long tradition of laws and minimal democracy. Society is predominantly divided into three classes. The Jarls, landed elite who operate as governors and lawmakers, who are allowed to attend the Ting and the Moots, and who are frequently military commanders as well. The Karls, the rank and file citizenry of the Northern Isles. Karls hold the rights to private property, the rights to own Thralls, the right to bear arms, and the right to petition their local Jarl. And finally are the Thralls, or the slaves. The Thralls are almost exclusively captured foreigners, and are one of the chief goals of Nordling raids. Outside of their class dynamics, Nordling culture is grown from their harsh living environments. With little food that naturally grows in their homeland, the early Nords settled along the coasts, and lived as fishers. Cooperation and hospitality are greatly valued, as friends and working together have shown to greatly improve ones chances of survival. Those who are inhospitable or rude are greatly looked down upon. In time, as they became more experienced sailors they began to venture further and further out to sea, and eventually found that they could gather grand fortunes through raiding and piracy, and as they became more proficient at it, a strong warrior culture rose up around it and because of it. It is believed by the Nords that life is a gift, and if one is not strong enough to hold onto it, then they do not deserve to live in the first place.
Language: Galt.
Naming Conventions: Nordling names typically resemble traditional nordic names.
Other Information: Though those from the Northern Isles prefer to be referred to by whatever island they come from, or collectively as Northmen, most living on the Continent refer to them as Nordlings or Nords.

The Ting is the general assembly, where laws are made. The Moot is a gathering of the Jarls upon a High Jarls death, where the new High Jarl is elected from among their ranks.

Social mobility is possible between Karls and Jarls, but not for Thralls. Once a slave, always a slave. However, the children of slaves are not considered slaves, and are legally allowed to pursue whatever they wish after they come of age. Additionally, it is not legal for a free man or woman to marry a thrall.

Women have far greater freedoms in Nord culture than in most other cultures on the Continent. Women are permitted to inherit property, gain titles, choose where and how they live if unmarried, divorce their husbands, own and run businesses, represent themselves in legal cases, and even fight as warriors.


Description: In the land between the Roosklinds and the Free City is the three Arelenian City States. Occupying the neck between east and west, the territory is frequently warm in summer, with long frigid winters. Most people live in the cities, with many outlying villages who farm the food sitting outside of them. Each of the three cities is mostly independent, ruled by a Lord Mayor, and each controls roughly a third of the territory, with Novgrobirsk widely being considered the most powerful, while Nastali fields the largest trading fleets and Kevinski often being viewed as the bankers for the confederations impressive trade revenue.
Government Type: Confederacy
Head Of State: Grand Diet Of Novgrobirsk
Capital: N/A
Culture: Arelenian culture places high value on the homeland and family. The challenges presented to the citizens of the East after the fall of the Rusalkan Empire left most individuals highly dependent on familial support. Now the people of the City States place high value not just on immediate family, but extended family and close friendships as well. The Arelenians are traders, their three cities sitting between most east west trade, and the ports of Nastali offering lucrative sea trade with the Twelve Isles. As a result, business is highly prized and respected. A persons word is considered the greatest honor, and it is considered highly dishonorable and reputation destroying to be caught breaking ones word. Coupled with their love of homeland and family, and the Arelenians are some of the most loyal friends on the Continent, quick to help their allies in any way they need, and slow to leave anyone behind.

Traditionally, art and literature are also highly prized. The Arelnians are well known for their music, and are considered some of the greatest authors the world over, rivaled only by the Altace speaking peoples. The most famous symbol of the Arelenians however is the tall, ornately decorated churches that dot their cities and towns. Painted in vibrant colors of red, blue, white and gold, and topped with imposing onion domes, one would be hard pressed to associate anything else with them as strongly as the churches.
Language: Arelenian (official) Rusalk (spoken for cultural reasons. Typically learned as a second language)
Naming Conventions: Arelenian names typically resemble traditional Russian names.
Other Information: Along with the Roosklinds and the Free City, the three cities that make up the Arelenian City States are all descendant from the former Rusalkan Empire, which once stretched from the border of Kriglind to the edged of the Final Wood.

Many of the Arelenians believe that they are the cultural and artistic leaders of the Continent. A claim contested by the Southern Lords and Eudasainian land owners.

Boyar is the term used for nobles in Arelenia, typically those who own property passed down from generation to generation. Often times, Boyars hold most positions in government, though technically anyone can be elected to government positions. Within each city, there are also Magistrates, who represent a specific borough in a city. In Nastali, there are five Magistrates, Kevinski four, and Novgrobirsk eight. The Magistrates are entitled to elect their cities Lord Mayor, the ruler of each city. Twice a year, each Magistrate elects two Representatives, who gather at the Grand Diet Of Novgrobirsk to vote and decide on laws, before the Lord Mayors look through and decide which ones to veto and which ones to let pass. These laws are the governing policy of all three cities, known as Confederate Laws. So long as they do not conflict with Confederate Laws, Lord Mayors are also permitted to pass their own laws that only apply to their own city.


Description: The Duchy itself is actually only a single nation on a single island off the coast of the Continent to the south. The rest of the nation is made up of five smaller vassal states, which are on the continent. The five vassal states are Madrina, Bragesa, Helaga, Serser and Constantiu. Pasanova is the state which conquered the others, absorbing them into their empire. Pasanova is located on the hilly, dry southern island of Puerdo Pisa, on the east of the island. To the west of them is the state of Madrina, and to the west of Madrina is Bragesa. To the northeast of Puerda Pisa is the two other states making up the Duchy. Serser sits along the southern coast, while Constantiu is the only landlocked state of the Empire.
Government Type: Empire
Head Of State: Duke
Capital: Remae
Culture: Within the Duchy, there are really two separate cultures rather than a single unified culture. There are the peoples of Puerda Pisa, making up the Pasanovan, Madrinan and Bragesan cultures, while on the Continent there is Constantin and Serser culture. The Puerda Pisan's often share a culture that espouses a lust for life, appreciation of simplicity and fine living. Their lands are sunny, with beautiful beaches and sprawling castles, and their culture reflects that. Fine living, relaxation and beautiful art is what the Puerda Pisans strive for. On the contrary, the Continentals, made up of the Sersers and Constantins, live in a large mountain range, in a land often squashed and trampled over by larger kingdoms marching back and forth over their territory. Its people are hardy and hard working, always thinking forward and always ready to fight. Both nations have spent their entire existence fighting off larger and better equipped foes, and it shows in their tough, no nonsense way of looking at the world. However, the most notable thing one would probably notice about Pasanovan culture is that there is no Pasanovan culture. At least, there is none outside of the actual state of Pasanova.
Language: Pasanovan is the language of laws, but effectively it depends on where one is.
Naming Conventions: Pasanovan names typically resemble traditional Italian, Spanish, Portuguese, Greek, Serbian and Romanian names, depending on which vassal state one comes from.
Other Information: The six states that make up the country have no unifying central culture, be it a shared ancestry, shared cultural ideals, or shared trade. They were all brought under the wing of the Duke of Pasanova a hundred years ago in a ostentatious show to play catch up with his larger neighbors to the north, which only proved to bankrupt his nation and create an empire teetering on the brink of collapse from the start. And that is the only true unifier that the Duchy has, its citizens all hate each other, and even though they have managed to last a hundred years one would be a fool to think they can last a hundred more.


Description: The Union Of Pescala is a smaller nation, sitting between the Roosklinds to the East and Kriglind to the west. It was once a much large nation, built from several smaller kingdoms who all swore fealty to the Crown in Pozwice. However, but the Roosklinds and the Kriglinders took much of that former land for themselves in a war to free the culturally Kriglinders to the west and the culturally Roosk to the east. Now Pescala is a shadow of its former glory, with no ports, only mediocre land, and few natural resources. They have enough to get by, but only barely.
Government Type: Absolute Monarchy
Head Of State: King
Capital: Pozwice
Culture: Pescalan culture is one fed by nationalism, a nationalism fed by deep rooted bitterness towards their larger and more powerful neighbors. Many of the older generation can still remember when they were one of the most powerful nations in the center of the Continent, and it is from here which the resentment stems from. Many now feel that their current suffering has been unduly forced upon them, and that they should raise an army once more to take revenge on those who wronged them. Rising from this is also an increasing militarism. The young, having been taught that what was rightfully Pescalan was stolen from them, have begun to look to military service as an opportunity to possibly help take their back. Additionally, as a poor country many others view service as a way to make a living, and provide food for their families.
Language: Petzyana
Naming Conventions: Pescalan names typically resemble traditional Polish names.
Other Information:


Description: Nordaline is a meritocratic principality bordering Eudesaine and Kriglind in the south but also with historically good ties to the Northern Isles. It's a crafty, resourceful nation, known for its influential traders and valiant men-at-arms. The countryside is dominated by hills and mountains but there are also forests and fields on both coasts of the peninsula the nation is located on.
Government Type: Constitutional Monarchy (The constitution only restricts the king in regards to the treatment of nobles and -to a lesser degree- church officials; common folk might just as well live in an absolutism or feudal state)
Head Of State: Prince
Capital: Zwijnaarde
Culture: Nordaline is fundamentally materialistic. True to the motto "Hard Work, To Provide For Each Season's Beginning" they celebrate the start of each season in spectacular matter and make little distinction between the castes these days. Actually for a caste-basted society, the social mobility is quite high in Nordaline with inter-caste-marriages and -adoptions happening quite often (though usually payed for heavily by the lesser party, in coin and/or land). By the reports of the church elders, the nation is rather pious with little to no heresy able to find a foothold. The truth however is slightly more complicated. In reality it is less so that there is less heresy than elsewhere, but instead it is that the local church's measure is more forgiving then elsewhere. Overall the population is not very religious at all, mostly just going to church out of social norm rather then conviction.
Language: Nordaltace. (Nordalinians can understand proper Altace and, if they concentrate, most can speak it sufficiently too)
Naming Conventions: Names in Nordaline typically resemble traditional Flemish names.
Other Information: While Nordaline has a very decent military for a nation of its size, it has little in terms of warrior aristocracy. Most men-at-arms are freemen, while the nobility specializes in jobs of administration, trade or similar business.
Freemen make up the vast majority of the society, serfdom is seen as only a temporary restriction to a person's freedom in case of poverty. The low nobility is larger then average and thanks to the Coronation Charter, the low nobility's rights towards the small elite of high nobility is rather substantial.
All credit goes to Kaledoria for this nations description.


Description: The Roosklinds are a large nation that makes up the space between Kriglind and the Altace speaking peoples to the West, and the Aelmen Trives and Rusalkan cultures to the east. It is a large producer of grains, and is often referred to as the Continental Breadbasket. Much of the territory is flat grasslands, though it is steeper to the north.
Government Type: Constitutional Monarchy (Local governors represent their provinces in the Aletya Court, and are elected by the populace of their province. The King's position is hereditary, but the Governors reserve the right to remove him from power and elect a new royal family.)
Head Of State: King
Capital: Aletya
Culture: The ancient homeland of the Roosks, who founded the famous Rusalkan empire which once stretched from the borders of Kriglind to the edge of the Final Wood, the history of the Roosklinds is a proud one, which brought about an equally proud culture. Often times seen as loudmouths, rebels and brigands by their neighbors, the Roosks are seen as a culture of rebels, where respect for authority is flouted and forging their own path forward is favored. Though they take great pride in their past, many Roosks also view the former Rusalkan Empire with a thankfulness that is gone, giving them the opportunity to forge their own destinies. Outside influences are especially mistrusted, viewed as people who do not understand the way of life in the Roosklinds and who never will, and therefore are not even worth letting into internal affairs and politics.

However, despite their disdain for authority, unity is highly prized, and even revered. The Roosk know the potential power they hold, sitting on so much grain, and believe a unified and loyal culture is the key to protecting it. They love their home and they love their freedoms wholeheartedly. However, some have accused the Roosk of being xenophobic and ignorant, unwilling to learn about others and hoarding grain and swords for themselves, threatening anyone who comes to close.
Language: Rusalk.
Naming Conventions: Roosk names typically resemble traditional Russian names if nobility, or Ukranian names if not.
Other Information: The Rusalkan Empire was originally formed in what is now the Roosklinds. It spread east and west, and at one point controlled not just the Roosklinds, but also Arelenia, Pescala, Serser and Constantiu, while Svodbodnyy Gorod and the Aelmen Tribes were vassals, territories of the Empire in all but name. The Roosks are greatly proud of their past empire, though ironically, it was also the Roosks who rose up in rebellion to destroy the Rusalkan Empire, a historical fact they take equal pride in. As they see it, no one could destroy the Rusalkans, but the Rusalkans themselves.


Description: Sitting between the Arelenian Union and the kingdoms of Humans to the west, and the Aelmen Tribes and clans of wandering Elves the the east, the Free City is resultingly the center of nearly all east west trade. The home of the Lesniki, or Rangers, it maintains some of the closest relations with the Aelmen, and is one of the few places where Drow can be found in any numbers, as they travel along the Long Road for trade.
Government Type: Republic
Head Of State: Chancellor
Capital: N/A, City State
Culture: An ancient city, existing long before even the Aelmen, Svodbodnyy Gorod, or the Free City in Castan Mare, has had many rulers over the thousands of years it has spread. It is in a central position, perfect for all peoples coming from the Final Wood, the human kingdoms of the west, or the Drow from the Holy Flame to congregate. As a result, it is a truly multicultural place. Though the overarching culture is distinctly Arelenian in tone, with the deep focus on trade and loyalty, onion domes and all, almost any other major culture can be found represented here. The people of the city believe in a culture of mutual respect and honor, where truces and diplomacy lead everyone to a mutually beneficial future. They are considered a savvy and silver tongued folk, as well as idealists and believers. Many in the city believe that they have the potential to lead the world towards a better tomorrow, one where words and reason rule the day, rather than iron and blood.
Language: Arelenian (official) many others.
Naming Conventions: Most names in the Free City typically resemble traditional Russian names. However, almost any cultural group can be found represented here, and as a result almost any name can be found here.
Other Information: In the past, Svodbodnyy Gorod was once a city ruled by the Aelmen, and was known to them as Ey Dinath Wen, or The White City in Castan Mare. It was once the capitol and cultural center of the Aelmen as well, considered to be the twin city of Ey Dinath, Thu The Black City, which was the religious center.


Description: The Rotha are an ethnic group, know across the continent for wandering the land in large caravans. No one knows where they come from originally, but due to the fact that their language is similar in phonetics to languages spoken by the original inhabitants of the Twelve Isles, as well as them typically having dark red hair, many speculate that they originally come from the Isles, particularly Karins Isle. The Rotha claim no place as their homeland, and refuse to, considering travel to be their rightful lot in life.
Government Type: Collective/Oligarchy.
Head Of State: Caravan Heads/Council
Capital: N/A
Culture: The Rotha hold three things sacred above all else. Their wagons, their caravans, and the stories the collect along the way. Within Rotha culture there are five Great Caravans, each with many subsidiary caravans who though they travel separately and have a separate name, are considered part of their Great Caravan. The five Great Caravans are the Mio-Fen, the Lorael, the Mistos, the Carn-Laer, and the Leand Caravans. Within Rotha culture, a Caravan is similar to a clan in other cultural groups, and are made up of many families all living and traveling together. Many are also quite large, typically with a few hundred people, though some have been known to reach up to a thousand individuals. Due to their living in caravans on the road, wagons are exceptionally important to Rotha. Each wagon is much like a small home, being able to fit two people comfortably, and up to five it one pushes it. Typically each family will have three wagons for themselves, a wagon for the parents, a wagon for the children, and a third wagon for personal supplies like food, clothes and other important items. These wagons run in Rotha's families, and it is not uncommon for Rotha to be able to trace their wagons back through their family trees for generations. Tradition states that upon marriage, if possible, the husbands family will donate the new couple the parents wagon, the brides family the children's wagon, and friends the supply wagon. Finally, Rotha make their livings as troubadours and entertainers, and are renowned for the spectacular plays and shows that they put on. To get the stories that they often tell on stage, the Rotha often draw directly from history. For this reason, Rotha are renowned historians, and are known to collect stories from every place they visit, carefully preening them for the best tales. As a result of this, Rotha generally have an understanding of history and folk tales rivaled only by the scholars of the Colleges.
Language: Thaelin-Sael
Naming Conventions: Names among the Rotha Nomads typically resemble traditional Irish and Gaelic names. Additionally, caravan names are incorporated into a Rotha's name. First comes their personal caravan, then their great caravan. So for example, a full Rotha name could be Caene Kallyann, of Tenfel Caravan, of Mio-Fen Caravan.
Other Information: Within Rotha caravans, many families have a family sword, typically a saber. These swords are passed down to the children, typically whoever the parents feel will have the most use of it, regardless of gender.

On the continent, abandoned babies are often adopted by Rotha. These babies, referred to as Foundlings, are within Rotha culture for all intents and purposes Rotha, the only thing setting them apart being that they are not ethnically Rotha. Though otherwise, in terms of culture, language and ideals, they may as well have been born into a caravan, red hair and all. For this reason as well, Rotha often appear in fairy tales, where princesses or princes are abandoned by evil stepmothers or dark sorcerers, only for them to discover their true identities and return to their kingdoms as triumphant heroes.

Never insult a Rotha's wagon.


Description: The Aelmen Tribes are actually two groups, one to the north, and one to the south. They are predominantly nomadic, travelling and exploring throughout the Final Wood where they make their homes. However, to the northwest and the southwest there are several communities. Villages, forts and three cities dot the landscape, typically resting on ancient holy sights, where the wandering clans will stop for pilgrimages and to resupply before setting out into the woods again. The three Aelmen cities are Haeldwen in the North, Gras in the south, and the Tribes capital Ey Dinath Thu, located between the other two. The Aelmen also claim Svodbodnyy Gorod, or as they call it Ey Dinath Wen as their own, though it is controlled by humans. Though it is not as common, it is also not unheard of for Aelmen clans to travel west as well, visiting ancient sites now controlled by humans.
Government Type: Tribal Chiefdom/Meritocratic Oligarchy
Head Of State: High King
Capital: The Black City (Ey Dinath Thu in Aelntalh)
Culture: The Aelmen of the Woods still remember their ancient culture, and keep their ancient ways. Made up of two tribes, each one build from several clans of Aelmen who reside in the Final Wood, the Aelmen Tribes are the last remnants of the once great elven culture that was conquered by the humans. Though there are marked differences between northern and southern clans, there are also many similarities. Society is split into a rigid caste system, and all life is dictated by it. One however is not born into their caste, but rather is chosen by other members of their caste when they reach the age of fifteen. At this point, they are taken in and will never leave their caste. The castes are as follows.

CONWYR: The most populated caste, the Conwyr are in essence the Aelmen equivelent to Small Folk. Most people are Conwyr, and they make up the bulk of professions. They are the farmers, workers, manual laborers and servants of the Aelmen people. Unlike the other castes, Conwyr do not choose members of their caste, but instead take in all who were not chosen for the other castes.
UCHELWYR: Uchelwyr are the merchants and traders of the Aelmen. In many ways, their lifestyles are very similar to the lifestyles of Drow or Human nobles, as they also often work as advisers to the leaders of their clans. Additionally, many diplomats are Uchelwyr.
RHYSELWYR: Rhyselwyr are the most famous caste outside of the Final Wood. The Ryselwyr are the hunters, warriors and soldiers for the Aelmen. They keep the common people safe from danger, and are considered some of the greatest archers in all the known world. Outside of archery, Rhyselwyr are extensively trained in sword combat and horsemanship.
OFFWYR: The Offwyr are considered the highest authorities in Aelmen culture. They are priests, historians and teachers, and are responsible for recording their histories and teaching the next generation. In a society so obsessed with maintaining their old ways, its teachers and priests are considered to be practically untouchable.

BRIGIAD: The Brigiad are not actually a caste, but are instead the casteless. Brigiad are outcasts, cast out of Aelmen society for one reason or another, be it murder, rape, defacement of a holy sight, or treason, any who is stripped of their caste and cast out into the wood is considered a Brigiad. Brigiad are branded, typically on the forehead or cheek, the let any other Aelmen who meet them know what they are. They are considered no longer true Aelmen but instead are referred to simply as "things," and no longer hold any protections under Aelmen law. One could kill a Brigiad in cold blood and suffer no consequences for their actions.

Language: Aelntalh
Naming Conventions: Aelmen names typically resemble traditional Welsh names
Other Information: It cant be definitively proven, but it is widely suspected that the Aelmen Tribes are supplying weapons and armor to the Last Light Of The Aelmen. If this is found to be true, there will surely be war, a war which the Tribes cannot win.

All Aelmen try to live in harmony with nature, treating it with the utmost respect and veneration. They see themselves as a natural outcropping of nature, and believe that one day nature will reclaim them all, and so it is wrong to treat it with disrespect.

Magic is also revered in their society, as opposed to the humans in the west, with the Aether being seen as a holy place and the land of the gods in their mind. No matter the caste, any who wish to learn magic can learn it, though the most common people to learn magic are the Rhyselwyr for its combat applications, or the Offwyr for its spiritual applications.

Every clan is lead by a Chief, elected by every member of the clan upon the death of the previous chief. Anyone can become chief, regardless of Caste, and a Chief is thereafter lifted from their caste and considered an entity unto themselves, no longer beholden to their caste.


Description: A massive empire stretching from the eastern borders of the Final Wood to an unknown conclusion elsewhere on the Continent which has yet to be mapped. The only known nation of Drow, or Dark Elves, they are widely understood to be the regional power on their end of the Final Wood, and are similarly debated to be possibly the most powerful on the Continent. However, due to a lack of understanding about other Drow nations, this can neither be fully confirmed or denied. According to their own history, the Holy Flame was built from the conquering of eighty six smaller nations and incorporating them into their own nation, though it is difficult to determine how much is legend and how much is fact.
Government Type: Imperial Theocracy
Head Of State: Riumvate Khulan Naranbaatar
Capital: Al'Dthölkhlel
Culture: The people of the Holy Flame are not truly one culture, but instead several cultures who all swear fealty to the Holy Flame, the dominant religion in the Empire. For instance, the term used in the West to refer to them, Riumvans, is actually only a term used to refer to those who come from the original state of the Empire, Al'Ekheron, or Homeland. However, there are several features that are consistent across the entirety of the sprawling empire. The people of this nation are intensely religious, or at least pay lip service, and worship the sun as the Holy Flame, and the Emperor as the voice of the sun itself. They are a militaristic and expansionist nation, believing that they have the keys to the better tomorrow, and it is in the best interests of the world for them to lead all to a better tomorrow, by force if necessary. However, though in the West the Riumvans are often demonized and feared, there are many positive qualities their nation possesses as well, such as a wide and well maintained road system, protections for foreign traders, and an elite caste of priests who always are accepting of foreign dignitaries. However, it should be noted that though the Riumvans are not outwardly hostile towards the people of the West, no one knows what their true goals are, or what they truly want. For now, th Final Wood protects the West from the Riumvans frequent, violent expansionist wars. But how long can that last? And will the West be next?
Language: Tengtahduth
Naming Conventions: Riumvan names typically resemble traditional Mongolian names.
Other Information: Al'Rium directly translates to mean "The Empire." Many other terms refering to citizens of the Holy Flame are built off of this. For instance, Riumvan means "Empires Man," and the title Riumvate means "Empire's Prophet," referring to the Riumvates position as speaker for the Sun.

The rulers of specific regions, or "states" of the Al'Rium are known as "Muj Ulsyn Khatin," meaning The States Priest. They operate essentially as governors, and report directly to the Riumvate.


HISTORY

CALENDAR
This world uses an alternate calendar from ours, though the amount of days in the year are the same. All in all, there are 365 days a year, split up between twelve months of thirty days each, each month having three weeks of ten days each. Additionally, there are five days at the end of every year which are not listed on the calendar, refered to as Days Out Of Time. It is believed that these days, the two leading up to the Winter Equinox and the two after the Winter Equinox, as well as the Equinox itself, do not exist in standard time. It is believed that all actions taken during this time will not be seen by the All Father, and therefore have no effect on ones gaining Grace and Reincarnation, therefore anyone can do anything they want on these days without having to worry about it effecting their standing with the Church. That said, just because one can do anything during these days according to the Church does not mean that the laws of whatever land one is living in do not still hold.

The calendar, which is often called the Equinoxal Calendar due to the importance of equinoxes in it. The calendar is as follows.

WINTER

Month Of Wind
Month Of Snow
Month Of Rain

The Time Out Of Time (The two days leading up to the Winter Equinox, the Equinox itself, and the two days after are considered the Time Out Of Time. Once the five day period is over, a new year begins.)
SPRING

Month Of Rebirth
Month Of Flowers
Month Of Fields
[box]SUMMER

Month Of Fruit
Month Of Summer Heat
Month Of Harvest
AUTUMN

Month Of Whaling
Month Of Mist
Month Of Frost
Last edited by The Twelve Isles on Sat Mar 21, 2020 7:49 pm, edited 38 times in total.
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The Twelve Isles
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Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Mon Feb 24, 2020 7:22 pm

RELIGION


RELIGIONS

On the Continent, the Church Of The All Father is by far the most widespread of the major religions, and is consequently able to exert the most power over the populace. That said, this does not mean that it is the only religion. Other include the Northern Pantheon, the gods worshiped by the Nordlings in the Northern Isles, and the Cult Of The Holy Flame, the sun worshiping cult of the Drow. Not to mention many smaller religions or subsets of the larger religions practiced all across the Continent.

THE CHURCH OF THE ALL FATHER


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Within the Church, the All Father is said to be the creator of the universe, light, life and morality, as well as being the one to put everything into its rightful place, making him the King Of The Divine. The Divine is the collective term for all other worldy beings, and includes the All Father at the top, the Stranger as the next most powerful, and Spirits, Angels and Daemons all coexisting as independent beings.

THE ALL FATHER: The All Father is the deity of the Church, and is worshiped as the creator of the universe, light, life and morality, and is the one who put all aspects of the universe into their rightful places, as well as stating the Seven Priorities Of Honor and is the ruler of Aetha, Aethin and Angels. For this, he was given the title King Of The Divine in a vote conducted among the Divine, the collective name for all Angels, Daemons and Spirits. It is said he was opposed by the Stranger, the creator of time, free will, magic and the one who devised the split of the Realms Of Existence. The Stranger was supported by the Spirits while the All Father was supported by the Angels and Daemons.

The All Father created life, and created humans last in his perfect image, as opposed to the Angels, Daemons and Spirits who though were often roughly humanoid, could technically take whatever form they chose. To regulate life, he created the numbers, and declared five, ten and Pi as the keys to the universe, and Seven as his personal number. It is for this reason that seven often shows up in the religion. It is said that he created the Seven Metals, needed for the proper execution of magic, the Seven Lamps, used to fight Blights, the Seven Blights, which dictate the rise and fall of humanity, the Seven Planetes, the other planets in the solar system said to rule the power of the metals depending on their orbits, and most importantly the Seven Priorities Of Honor, a series of commandments meant to guide followers towards their betterment and eventual attainment of salvation.
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The All Father is considered a controversial figure among many outside of the Church, as by comparison to the Stranger, who is widely reported and generally accepted as fact to be real, the All Father can not boast the same. The Church preaches that one does not need to see the All Father directly to feel his influence, and that belief and faith will lead one to salvation. It is preached that the reason the Stranger is far more visible is the Stranger attempting to sway humanity off of the path of salvation and to keep them from being able to escape Aetha after the Seventh Blight. It is preached that the Stranger is jealous and spiteful of the All Father, and has become a trickster of sorts, promising gifts of magic and wealth to get revenge for not being given the title of King Of The Divine.

THE STRANGER: The Stranger is the second deity of the Church, and though technically equal to the All Father is often treated more akin to an antagonist as opposed to a vital aspect of the universe. He is the creator of time, free will, magic and is the ruler of Aether and Spirits. The Stranger is the sole being capable of gifting magic, and due to the Church's perception of him as a trickster and enemy it is for this reason that Magic is so feared. It should also be noted that though the Stranger is frequently referred to as a he, technically the Stranger is genderless. The tendency to refer to the Stranger as a he is due to him often appearing to people as a dapper man of the upper classes, though it is not uncommon for him to appear in other forms. His most common forms assumed are an upper class man, a poor woman, a black hound, a raven, a dead tree, or a fog rolling in.

Unlike the All Father who makes his presence known through numbers, the Stranger often makes his presence known through symbols instead. His most famous is the Mark, which appears on magic as a small circle in the center of ones palms and in the center of their forehead, a mark which he also bears when in the form of a human. Other symbols that denote the stranger are a triangle, a six pointed star, and a specific rune set apart from the others which only pertains to him. The triangle and six pointed star however are said to be the most important, with the triangle representing his rulership over the Triad of time, free will and magic. The six pointed star is said to represent time, free will, magic, Aether, Spirits and himself. Unlike the All Father, who is represented by the number Seven and multiples of seven, the Stranger is represented by Three and multiples of three.

THE DIVINE

The Divine is the collective name for all otherworldly beings. These beings are the All Father as the King Of The Divine, the Stranger as his enemy, the Angels and the Daemons, the followers of the All Father, and the Spirits, the followers of the Stranger.

ANGELS: Angels are the soldiers of the All Father, and outside of the All Father and the Stranger are the most powerful beings of the Divine. They are tasked with protecting souls, patrolling the routes souls take towards reincarnation, policing Blights risen from Aethin and the Sprits risen from Aether. Additionally, the eldest and most powerful Angels are chosen to protect the All Father himself, and act as his messengers and guards.

Angels are said to be extraordinarily beautiful, to radiate light, and to be capable of flying on six wings. These wings are not always visible, and only appear when an angel wishes to fly. These wings are also said to be blinding to any mortal who looks upond them. Angels are typically seen wearing elegant armor and carrying weapons, most commonly swords, shields, bow and arrows and pikes.

Angels do not grow old the same way that humans do, as they are born fully formed and adult from the cosmos itself, and die when they are eventually consumed by the cosmos again. They come into being as gorgeous adults, and die as gorgeous adults. However, it is said that one can denote the age of an Angel by their wings. A young Angel has only two wings, a middle aged Angel four, and an old Angel six.

DAEMONS: Daemons are the beings tasked with monitoring humanity and mortals, and are as a result often seen as scouts for the All Father. They judge souls, collect and lead the dead, and attempt to tempt mortals off of the path towards salvation to test their devotion to the All Father. Daemons are also employed to punish sinners in Aethin, cleansing their souls of sin before they are reincarnated once more. For this reason, despite their often fearsome reputation as reapers and tricksters, Daemons are also seen as teachers. They punish those who have done evil by sending them to Aethin to be cleansed, and reward those who have done the All Fathers work by allowing them to be reincarnated and continue the Great Journey.

Unlike the Angels, the Daemons often appear much more intimidating, and take on a wider range of forms. Their most famous appearances are as various reapers, most commonly Banshees, Window Knockers and Black Dogs, though they also take on other forms. The most common are skeletal women, goat faced men, and black eyed children.

SPIRITS: Spirits are the last class of the divine, and unlike the Angels and Daemons who follow the All Father, the Sprits follow the Stranger. They are the only Divine capable of using magic, and reside in the Aether, where they rule over various elements of nature and society, such as fire, various mountains, the sea or trees. The Spirits who rule over natural phenomenon are far older than the ones who rule over societal phenomenon. Spirits are unique among the Divine as they are the most closely related to the affairs of humanity, and a human who has done particularly impressive works, either good or bad, may become a Patron Saint and live on as a Spirit. Those who become Patron Saints are dictated by the Stranger, and for this reason, being a Patron Saint is often seen as a curse rather than a blessing, because it means a soul must remain forever in the Realms Of Existence instead of moving on towards Reincarnation and eventual Salvation.

Spirits often have the most varied of appearances, though they still often appear humanoid if not directly human. For instance, a Spirit may appear as a cloaked beggar in an alley way, playing an instrument for spare change. But beneath their cloak, they may also be hiding eight arms, used for pick pocketing passersby. Or they could be a being made entirely of flame, with the smoke produced forming into their wings. The appearance of a Spirit is truly never the same, and is incredibly diverse among each individual Spirit.

Additionally, Spirits are the Divine most easily summoned. Magi can, should they learn the art of Dream Walking, enter into the Aether as only a mental projection. Here they can meet and get to know Spirits, and those who's trust they earn can also have contracts signed. Things cannot be summoned if a contract is not signed, and therefore speaking with Spirits is required for Summoning. Through these contracts, Magi can not only summon Spirits, but also objects that these Spirits rule over. For instance, if one wishes to be able to summon weapons, they can sign a contract with the Spirits who rule over each individual contract, allowing them to summon said items. The same goes for various animals, monsters and the like.

REINCARNATION: In The Church Of The All Father, there is no afterlife. Instead there is Grace, Sin, and Salvation. Grace is granted to those who are good and stay true to the teachings of the Church in life. Those who earn Grace in a lifetime may be reincarnated, and live again. Those who ignore the Scriptures, live sinfully, follow false gods or the Stranger, practice magic or any of the other myriad of wrong doings as seen by the church become enamored by Damnation, and are sent to Aethin, the underworld in death. Here they are tortured and burned by Daemons tasked with manning the fire pits present in Aethin, and must remain here until their soul has been cleansed of the sins committed in life. Once their sins have been cleansed, a Soul gains Grace and rejoins the Cycle, the continual passing of life, judgement, death and rebirth.

Some Souls, who have come to the attention of the Spirits through especially notable actions, both good and bad, may be taken from the Cycle and become Patron Saints. These Souls then become Spirits, and forever must live in the Aether as a Spirit, never able to gain Salvation.
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Finally there is Salvation. Within the Church, it is believed that there are a finite number of human lives that will ever be lived, and eventually the Seventh Blight will come and the whole world will be cleansed of all the sins that have occurred on it. When the Seventh Blight comes, all life will be gone and the world will start anew, continually and eternally forever. Each time a Soul is reincarnated, it does not become a new person, but instead inhabits one of the many people who has, currently, or will live. For instance, a person who died in ancient Kriglind may be reincarnated in the body of a ship captain in future Arelenia, and then in the body of a Eudasainian knight in medieval Aetha. This process repeats for each Soul continually, until it has experienced every single human life that will exist on the world during that souls particular cycle of Blights. This process is the same for every singe soul on the planet, of which there are billions upon billions.

Once a Soul has experienced all human lives that will ever exist during their Blight Cycle, they will have earned Salvation. With Salvation, they will have learned the truths of life, the Divine, all of history, and the very nature of what it is to be alive. With this knowledge, they will be like gods themselves, and will then be able to go on to create their own universes elsewhere in the vast and unknowable multiverse.

REALMS OF EXISTENCE


Within the Universe, there are three Realms Of Existence. Aether, the Higher Realm, Aetha, the Middle Realm, and Aethin, the Lower Realm.

AETHER: Aether is the home of the Spirits, and is the land of magic, dreams, and the incorporeal. It is also the domain of the Stranger, and the home of Souls chosen as Patron Saints. It is the most widely document of the Realms, and is noted to be incredibly odd when visiting. Time does not work the same here, mysterious visages of events, past present and future, appear and disappear at random giving glimpses of all time, and ghostly apparitions come and go as they please, playing tricks, poking and prodding at the human visitors here.

There are also many dangers present to those who are not permanent residents of the Aether. As the place where all magic flows from it is also the place where all magic returns to. There are many vengeful spirits, conniving Patron Saints, and most dangerous of all sealed creatures, monsters and Souls. Magi often banish various beings from Aetha, and as their connection is strongest to Aether, it is here that these beings are banished too. They are sealed, and therefore entrapped in regions of the Aether. And though they can never leave these regions unless a Magi is able to break the seal, anyone who enters their realms can still be harmed. And, by the very nature of the Aether, it is hard to know what anything is here, and therefore it can be hard to tell when one is in a realm of a sealed being.

AETHA: Aetha is the world as we know it, and is the land of mortals, life, and knowable time. It is where humans make their lives, and is the place where the forgiving All Father and the trickster Stranger do battle of the souls of the innocent. It is also the only realm where all beings, both Divine and mortal, can walk freely as fully formed beings. For this reason, though for the most part it is only the realm of humans and other terrestrial life, it is also the realm where magic and the anomalous is the most notable.

Though anomalous things originate from elsewhere in the other Realms, due to the otherwise normalcy of Aetha it is here that they have the most effect. In Aethin or Aether a strange happening is just an everyday part of life. But on Aetha, the summoning of a vengeful Spirit, or bringing the dead back, or creating an army of Golems is far more of an ordeal, and far more of a disruption to the goings on.

AETHIN: Aethin, the Underworld, is the realm of Daemons, and the land of repentance, forgiveness, and self reflection. Though it appears as a fiery and cruel visage, made up of a massive and vast red rock cave, fiery pits and dungeons of torture, its reputation is actually a rather positive one. It is where lost Souls are sent to repent and be punished for their sins. And while it is terrible while one is there, the time spent in Aethin is a blink of an eye compared to the eons of life people will experience after being cleansed.

THE SCRIPTURES: The Scriptures are a collection of stories, always growing and always changing. They are one of the most important duties of the Church, who must constantly seek out new tales possibly pertaining to the All Father, the Stranger, the Divine or the Realms, as these are the goings on recorded in this book. Its tales are those of justice and honor, and of those who hear the call of the All Father and enact his word in proper religious fashion. Priests use these tales as moral guides for their flocks, and particularly important or inspirational quotes are often carved into Churches or used as slogans. The most famous is the one that most regard as having the greatest importance to the Church, and being the message of the church boiled down to its simplest doctrines. "Justice and Honor to protect the Meek, Dishonor and Vengeance to destroy the Wicked."

Other famous sayings include "The hand of the All Father can be seen in all things."
"From whence all life originates, and to where all life shall one day return." (Often said at funerals.)
"The Strangers fingers penetrate all matters of humanity. Resist their pull."
"Angels watch over us, Daemons guide us, and Spirits willing send no evil upon us."

THE SEVEN BLIGHTS: "There will come seven grand Blights, when the dead will rise, beasts shall roam the lands, the seasons shall be wrong, and all will be unright in the world. And in times of Blight, fear not, for the Lamplighters shall come to cast light upon the darkness and dispel the dark times on six counts. And on the seventh count of Blight, the world shall be destroyed, and all knowledge shall be stripped away, and the lands of Aetha shall begin again."

So sayeth the Scriptures. The Blights are the results of the three Realms Of Existence coming too close to one another, causing terrible magical phenomenon across the world and nothing considered natural to work right. It is prophesied that there will be seven of these Blights, each one more destructive than the last, until finally the Seventh Blight will come and destroy the world and all knowledge, resetting everything and allowing the world to be reborn. Currently, only three Blights have been recorded, and it was from the First Blight that the Church Of The All Father came into being, due to the tales the first Lamplighter, Astin Greenthor told of her adventures and encounters with the various divine beings.

It is unknown if any full cycles of Blight have come before, and many theorize that they have not. However, at the same time there are many buried ruins and mysterious places that are far older and have no records of people ever living there, with untranslatable languages, unseen architecture, and inexplicable histories that make people say otherwise. It is believed that these are the ruins of cultures and societies long passed, from Blight cycles from long before the societies of the current cycle came into being, the most famous of which are the ruins scattered across the Final Wood.

THE SEVEN LAMPS: The Seven Lamps are mysterious, ancient objects, and are the chief tools of the Lamplighters. They appear as intricately put together cast iron oil lamps, with wicks and but no oil. They can be put out with a simple breath and lit by a match, but what allows them to burn is unknown. It should be noted as well that they are not merely objects with no soul, and each one has been described as having a certain feeling about them, almost like a personality. Additionally, there are reports from those who have held them that they "whisper," but not in any way that can be described as normal speech, imparting wisdom and knowledge to those touching them. One can also ask them for information about just about anything they can see, and the Lamps will be able to answer. Some theorize that it is not in fact the All Father who chooses the Lamplighters, but the Lamps themselves. These are some of the most powerful artifacts in the world individually, and when all of their flames are combined, they hold the power to wipe entire cities off of the map. It was these lamps combined that defeated the Third Blight, but also what burned the sky and scarred the earth.

The lamps are individually as follows.
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Astarael, the Sleeping Light: Its light is comforting and sweet. It can bring sleep to those it illuminates.

Bazentine, the Waking Light: Its light is harsh and grating. It can wake those it illuminates.

Costere, the Walking Light: Its light is inconsistent and unruly. It can force those who it illuminates to walk where the user dictates. It must constantly be covered with a dark cloth, as it is known to light when it pleases, and force inexperienced users to walk places they would otherwise never visit.

Ellantine, the Light of Rhetoric: Its light is friendly and welcoming. It can gift speech or take speech away from all living things.

Halfmesine, the Thinkers Light: Its light is clear and understanding. It can gift sentience or take it away from all who it illuminates. It is however a trick-some light, and must be covered at all times, lest it attempt to give or take sentience where it would cause chaos.

Sanson, the Light of Binding: Its light is deep and penetrating. It can force those who it illuminates to follow the users will.

Imlurieth, the Weeping Light: Its light is gray and mournful. It can kill any who it illuminates, casting their soul from the very cycle of Reincarnation all together, lost forever in the cosmos.

THE LAMPLIGHTERS: The Lamplighters are the prophesied heroes who will defeat each of the first six Blights, and lead humanity towards salvation at the seventh Blight. They are the only ones capable of wielding the Seven Lamps safely. Though technically anyone can wield a lamp, doing so for those not chosen as Lamplighter will cause gradual madness and corruption of their very souls. So far, there have only been three Lamplighters, but countless have held and wielded the lamps, with very few maintaining all of their faculties for long.

According to the Scriptures, all of the first six Lamplighters will be women, hailing from all the worlds cultural groups, representing the All Fathers love for all people regardless of ethnicity, background or social status. The seventh and final Lamplighter is prophesied to be a man, and be the literal avatar of the All Father himself. It is said that only through the grace of the All Father will the Lamps be able to light the way to salvation and rebirth.

THE SEVEN MANDATES OF DIVINITY: The Seven Mandates Of Divinity, often referred to simply as the Mandates, are the most basic and important tenets of the Church. They are said to be the keys to a good life, and by following them any can gain access to reincarnation. They are as follows.

1.) Fear the wandering gaze, lest thou catch sight of that which may not be forgotten. Those which may not be forgotten are the tools of the Stranger, and may bring damnation and harm.

2.) Restrict thy lying tongue, for the realm of lies is the realm of the Stranger. Those who succumb to half truths and fallacies are at the mercy of the Stranger.

3.) Busy hands are the hands of the faithful. Work leads to dedication, dedication leads to faith, and faith leads to salvation. Idle hands are at the mercy of the Stranger and his corruption.

4.) Restrict thy wandering feet, and search for roots to put down. The restless shun community, thou purest of institution, and thy protection from the Stranger.

5.) Restrict thy rampant hunger, and consume only what thou needs. Those who fall victim to the perils of rampant hunger take, and never return. And greed, greed is the home of the Stranger.

6.) Carnal desires are the desires of the unfaithful, the tricksome, the debased. The flesh is the realm of love, and devotion, the elements which make up true faith. To debase such holy gifts is to dishonor the All Father, and open ones heart to the corruptions of the Stranger.

7.) Restrict the errant mind, before it is fractured and divided, and begins to question the truths laid before you. These are the words of the All Father, and to question is to doubt, and to doubt is to lose ones faith, and to lose ones faith is to make one susceptible to the corruptions of the Stranger.

CHURCH STRUCTURE: Church structure is rather simple, and is based on three levels, with the High Priest at the top. Within it however are several sub-classifications for its priests, the Inquisitors being the most famous.

First Level, Divine Interpreters.
The High Priest: The High Priest is the highest authority of the Church, and is the leader. Their actions while holding this position dictate in what directions the Church will go, as it is believed they are in direct contact with the All Father, and therefore the most qualified to carry out his will. A High Priest is also ruled by one of the seven Planetes, or Wandering Stars. Each High Priest is chosen in order of what stars were present upon their birth. Once all Apostles who were born under the next Planete in the cycle are present, the Oracculators watch for signs from the All Father to choose the next High Priest.
The Apostles :The Apostles are the chief representatives of the Church to the world, and act as diplomats of the Church in major world governments and groups. They also are the chief record keepers of the Church, as well as commanders of the Inquisitors. It is also their duty to select members from within their ranks, or the ranks of the Vicars, to be the next High Priest upon the death of a High Priest.
The Order Of Orraculators: The Orraculators are fortune tellers, monks who live lives of seclusion focusing on the messages of the All Father and the Divine, attempting to denote truths and the future from them. They rarely ever communicate with the outside world, and when they do, it is to deliver messages of great importance. However, it is against their creed to ever speak directly on what things they have managed to deduce, and on the exact nature of what events are coming, as to do so would cause unforeseen outcomes and throw off the delicate balance of the universe. It is also their duty to read the stars for signs as to which choice for High Priest will be chosen in the event of a High Priests death.

Second Level, Keepers Of The Divine
Vicars: Vicars are akin to governors, they watch over and lead groupings of churches, known as a Parish. They report directly to the Apostles, and are beholden only to their will, and the will of the High Priest.
Keepers: Keepers are the caretakers of important and holy places. They are born into long lines of Keepers, with the eldest child always being expected to take up the mantle of Keeper on pain of death. No one but the Divine Interpreters are permitted to enter the places they care for and protect. They are also the only ones under church law permitted to wield magic, as it is believed that their magic is gifted from the All Father. Famously, their spells present as powerful displays, as they wield the power of light and the stars themselves in blinding attacks that burn and wither all they touch.
Watchmen: Watchmen are particularly high ranking Inquisitors, chosen by the Apostles after recommendation from Vicars. A garrison of Inquisitors is stationed in every Parish, and it is a Watchman who leads these garrisons, choosing his own underlings as he sees fit. This is the highest position an Inquisitor can reach.

Third Level, Tellers Of The Truth
Practitioners: Practitioners are the Inquisitors chosen by a Watchman as an officer in their garrison. They are responsible for leading other Inquisitors in the field.
Inquisitors: Inquisitors, the very name strikes fear into the hearts of the populace. And order of fanatical soldiers, loyal only to the Church, Inquisitors are boys taken in at a young age, no later than twelve, and trained for the rest of their lives in how to seek out heresy, fight spirits, and root out the influence of the Stranger anywhere it may lie. They wield swords and maces, and wear dark robes and frightening masks that hide their true faces. Around their shoulders, they wear shawls, written with favored lines from the Scriptures, often ones telling how to destroy the influence of the Stranger.
Priests: Priests are the faces of the Church to the populace. The lead their flocks in prayer and worship, and spread the word of the All Father to any who will listen. Unlike the other Church ranks, Priests are often seen as the most benevolent. They work as beacons of light in the world, doing their part to protect the innocent from cruelty, and taking care of any who seek their help.
Deacons: Deacons are priests in training. Depending on the size of the chapel they are in, there could be as many as twenty or as few as one Deacon. They typically lead lives of study, working under their Priest to learn the Scriptures, and how to act as a representative of the All Fathers word. Other important duties they hold are keeping track of records in their chapel, keeping things clean, and maintaining the copies of the scriptures held within the chapel.


THE PANTHEON OF NORTHERN GODS


The people of the Northern Isles follow a pantheon of gods, each with their own personal teachings and ideals their followers are meant to live up to. Their religion states that life is a precious gift from the Gods themselves, and to disregard this gift is an affront to the Gods. For this reason, followers of the Pantheon hold services to others, personal healthy, and martial skill in high regard. If it is a skill or an action which will further ones own life, or one which will further the lives of other followers, it is considered holy.

The Pantheon is as follows.

KONUNGER: The King Of Time, Magic, Spirits, Aether, knowledge and the creator and and eventual destroyer of the universe. He is the figure known to the Church and its followers as the Stranger. Often portrayed as a man with no face, who appears with ravens and black wolves amidst a fog. The ravens and wolves are said to be his messengers and his assistants, who go out into the world and report to him all that is happening.
DAGR: Also known as Hvitiur Gydia (White Goddess) or the Lady Of Day, Dagr is the goddess of daytime, life, childbirth and protection from the Aether's spirits. She is sisters with Gnott. Often portrayed as a beautiful young woman in a white gown with a golden crown, meant to represent the sun. She carries the keys to the gates that hold the sun for night time.
GNOTT: Also known as Svarten Gydia (Black Goddess) or the Lady Of Night, Gnott is the goddess of night time, death, trickery, luck and deals. She is sisters with Dagr. She is often portrayed as equally beautiful to her sister, but older and more experienced, and often times more seductive. She wears a black gown and a dark veil, said to represent the inevitability of death and the night. She carries with her the keys to the gates that hold the moon for daytime.
FYRGYN: Goddess of nature and the earth.
TYRETH: Goddess of strategy, military might, justice and laws.
NIORU: God of dreams and nightmares.
RYT: God of the sky and the stars.
INUN: God of young and old, and aging.
VIDAAR: Goddess of fame and honorable deeds.
FRELKA: God of love, sex and passion.
ULLI: God of respect and virtue.
FENTHRI: Goddess of vengeance and divine retribution. Often portrayed as a blood covered woman, surrounded by vicious black wolves. It is her actions that will one day lead to Konunger destroying the world.
IER: God of healers and shamans.


The Aelmen Pantheon is the historical religion practiced during the age of the Aelmen City States, before humans came, and still practiced by the Tribes and some City Elves. It is less so a religion like the Cult Of The Holy Flame or the Church Of The All Father, and is much more similar to the Nordling pantheon. It is more a repository for cultural ideals and beliefs, each of the seven Aelmen gods embodying something important that they hold dear, and acting in ways that the Aelmen believed to be proper.

In fact, many theorize that the Nordling pantheon and the Aelmen pantheon have roots in the same practices, as both share many similarities. The most famous of which is the presence of the Twin Sisters, representations of dark and light, though the Aelmen twins's exact interpretations and godly duties are different. Additionally, both have a god of vengeance, who is prophesised to bring about a world shattering event. The difference however is that while the Nordlings believe that their god will bring about the end of the wold, the Aelmen believe that the god of vengeance will bring about a rejoining of the Three Realms, elevating all life to godhood.

Some have in the past even tried to draw comparisons to aspects of the Church and the Holy Flame to the Aelmen Pantheon, believing that the Pantheon is the source of all modern religions. However, the persecution of the Church to all things it deems heretical and the large distances between the Holy Flame and the rest of the Continent have made it difficult to properly research this subject.

The Aelmen Pantheon is as follows.

GWILITHEN: Gwilithen is the goddess of nature, life and justice. She is considered to be a neutral god, never truly good or bad, but always fair. Everyone benefits from her kindness, she gifts life to all, gifts nature to all, and determines who will live again in the next world and who will be forever cast into the Aether to forever drift as a Spirit. She is often depicted as either a beautiful young mother, or a matronly old grandmother, but is always considered maternal.
WRENFALE: Wrenfale is the husband of Gwilithen, and is her opposite. He is the god of desolation and death. Unlike his wife, who is steady and true, Wrenfale is wild and untamed. He is said to be unpredictable, coming when one least expects it, striking all who stands in his way, but never a persecuter. Sooner or later, all will come into contact with Wrenfale, who will strike down every soul ever to live to be brought before his wife for judgement. One day, he will take vengeance upon the Old Ones, who split the Three Realms and caused mortal life for the Aelmen, the children of him and Gwilithen.
GORLASAER: God of the sun and the skys. Gorlasaer is the messenger for Gwlithen and Wrenfale, and is the go between for the gods and the mortals. When Aelmen pray to the gods, the pray to Gorlasaer during the daytime when he is listening. At night, he will sift through the requests sent to him, and deliver the most important to Gwinileth to be judged, and carried out by the Spirits. He is considered the kindest of the gods, only working to help others. He delights in making people happy, warming the world and helping his fellow gods. He is also the god of music and art, and is frequently depicted in songs and paintings.
MAREWEN: The goddess of the fates, determining the roles mortals will play in the world. She is also often considered a war god, as when she ties to conflicting fates together with the strings, it will result and conflict. Additionally, she is portrayed as beautiful and elegant, as well as flirtatious, using her beauty to trick men into going to war to earn her favor. She is said to be able to transform into a crow or raven, and that both birds are her messengers.
CANDRYCH: King of animals, Spirits and ruler of time, also known as Lord Of The Wild Ones or the Great Deer.
TELERIN: Protector goddess of travelers, merchants and nomads.
CONELWYN: Conelwyn goes by many names, most of which are unknown to mortals, and is also often referred to as The Many Faced God, The Hound or the Usurper. He is the god of rebellion, resistance, and knowledge of secret things and vengeance. He was not always a god, unlike the others, and earned his position of godhood through searching the Aether for the secrets of power, so that he could challenge the gods after they wronged him. He discovered the secrets that made the gods what they are, and works tirelessly to dethrone them, and elevate mortals to godhood, so that all will be equal, and he will have vengeance.


Religion of the Drow and the Empire Of The Holy Flame.
Last edited by The Twelve Isles on Wed Mar 25, 2020 11:40 pm, edited 20 times in total.
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The Twelve Isles
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Posts: 2309
Founded: May 15, 2016
Ex-Nation

Postby The Twelve Isles » Mon Feb 24, 2020 7:22 pm

APPS


CHARACTER APP

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[box][align=center][b]《◊ Character Basics ◊》[/b][/align]

[b][i]Character App[/i][/b]
[b]Name:[/b]
[b]Nickname/Alias:[/b]
[b]Gender:[/b]
[b]Age/Birthdate:[/b]
[b]Race:[/b] (Human, Aelmen/Elves, Drow/Dark Elves)
[b]Moral Alignment:[/b]
[b]Personality:[/b]

[b]Occupation:[/b]

[align=center][b]《◊ Physical Traits ◊》[/b][/align]

[b] - Height:[/b]
[b] - Weight:[/b]
[b] - Unique Traits:[/b] (Put anything that is not that is an atypical physical trait. I.E., a missing tooth, scars, deformities, tattoos and other things like that.)
[b] - Any Illnesses:[/b] (Physical or mental)
[b] - Appearance:[/b] (A picture is preferred, but a detailed description is also acceptable.)

[align=center][b]《◊ Background ◊》[/b][/align]

[b] - Mother/Father Names:[/b]
[b] - Siblings/Other Relatives:[/b]
[b] - Looks Like Mother Or Father More:[/b]
[b] - Noble?:[/b] Y/N (If yes, please indicate which nation, and what titles are held. If you wish to app for a Head Of State, please indicate which state here, if it is open.)
[b] - Nation Of Origin:[/b]
[b] - Langues Spoken:[/b] (Please indicate the level of understanding for each as well with Novice, Conversational, Proficient and Fluent)
[b] - Biography:[/b]

[align=center][b]《◊ Affiliation/ Additional Info ◊》[/b][/align]

[b] - Affiliation:[/b] (For here, put any factions or nations that they serve, as well as any possible ranks held. Additionally, if you wish to be a faction leader, please indicate so here, and state which faction if the positions is open.)
[b] - Specialties:[/b] (What your character is best at. Any important skills go here.)
[b] - Magi?:[/b] Y/N
[b] - Schools Of Magic:[/b] (If the above answer was yes, please list any schools of magic they study.)
[b] - Owned Equipment:[/b]


[align=center][b]《◊ Optional Info ◊》[/b][/align]

[b] - Theme Song:[/b] (Optional)
[b] - Strengths:[/b] (Optional)
[b] - Weaknesses:[/b] (Optional)
[b] - Fears:[/b] (Optional)
[b] - Dreams:[/b] (Optional)
[b] - Personal Beliefs:[/b] (Optional)
[b] - Anything Else:[/b] (Optional)

[size=85]Please do not remove
[color=#FF0000]Seven Lamps, To Guide Us Towards Salvation[/color][/size][/box]


FACTION APP

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[box]《◊ Faction App ◊》[/box]
[b] - Faction Name:[/b]
[b] - Faction Goals/Business:[/b] (Tell me what things the faction is trying to accomplish, be it earn more money or overthrow the established order.)
[b] - Faction Structure:[/b] (How are they structured, how do they keep members organized and in line.)
[b] - Nation Of Origin:[/b] (Which of the nations of Aetha does you faction originally hail from?)
[b] - Any Other Info?:[/b]

[size=85]Please do not remove
[color=#FF0000]Seven Lamps, To Guide Us Towards Salvation[/color][/size]


EXAMPLE APPS




[align=centerRACES][/align]
Within Aetha, not only are there many nations, factions and ethnic groups, there are also different races. In particular, there are three playable races available, each with their own strengths and weaknesses.

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Humans, homo sapiens or ocean-born, all terms refer to mankind, or the race of men. Men do not originally come from the Continent, but instead from far across the sea. If the stories are to be believed, they once ruled many grand and expansive kingdoms in their homelands, but after a great magical calamity, which wiped entire cities off the map and created doors for otherworldly monsters to slip through, they were forced to escape. The survivors of this apocalyptic event built a great fleet and fled across the ocean, before eventually landing on the shores of the Continent. Here, they built their own cities, and eventually kingdoms, and as time wore on, they soon began to conquer their neighbors.

Due to the tribalism so inherent to Human society, many people never leave their hometowns, counties or at most homelands. For this reason, many separate and distinct ethnic groups have arisen within the human population, leading to Humans being easily the most diverse race to look at. From the dark haired and dark eyed Imperials, to the tall and imposing kirglinders, or the brown skinned and curly haired Pasanovans, humans are almost never the same in appearance.

In terms of physical attributes, most humans are fairly robust as compared to the Aelmen or Drow, and are often times the most suited to be knights or heavy warriors. Additionally, humans have been noted to be able to survive wounds that would kill most others. They are not invincible, but certainly can take more hits than others can. Additionally, though Human culture and religion often demonizes and persecutes magic, many humans are also quite skilled in its practice. It seems that being the most widespread race has given them the most access to information, and as a result humans often are given opportunities to follow many wide ranging pursuits, from scholars to warriors to merchants to explorers.


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Aelemn, also commonly known as Aels or Elves, were the original inhabitants of Aetha before the arrival of humans from across the sea. Though at first their society was organized around many city states, their original homes have long since been conquered, sacked, and re-inhabited by Men. Most Elves live side by side with Men, typically in cities, though they are often second class citizens, forced to survive in dirty crime ridden slums and work the jobs the humans dont want to do. However, in the Final Wood, there are the Aelmen Tribes. Referred to by the city elves as Aelmen Of The Woods, or Wood Elves by humans, the Aelmen Tribes are technically the same race, only separated by culture.

Most Elves look very similar to humans, save for the fact that their ears are distinctively pointed and they are often taller. The average Aelmen man is six feet four inches, while the average Aelmen woman is five feet eleven inches. Additionally, many Elves are famous for the intricate tattoos on their faces, often made to look like swirling vines and tree branches. These tattoos were once an indicator of Aelmen nobility, but now are instead used to simply hold onto any semblance of their former glory and culture.

In terms of physical attributes, Elves are often nimble, flexible and agile. For this reason, many Aelmen warriors are particularly skilled swordsmen. The Aelmen Tribes however are often much more skilled with archery. Wood Elves also often practice magic, though Aelmen living in human territories are subjugated and often have more difficulty finding teachers.


Image

The Drow, or Dark Elves as humans call them, are a rarely seen group or groups of people. They live far on the other side the Final Wood. So far the only nation who is in frequent contact with the Humans and the Aelmen are the Riumvans. Coming from the East of the Final Wood, it is unknown how far their society extends, but is believed to be much larger and more complex than anyone can truly tell, considering most access to them is blocked by the Final Wood and the Empire Of The Holy Flame. They are often feared by the people of the West, who fear what their kingdoms and empires are planning.

Much like thir Aelmen cousins, the Drow are similar in appearance to humans. They are roughly the same height, though typically thinner and much more lithe. Like Aelmen, they also have long, pointed ears. However, they are easily distinguishable from Aelmen and Humans by the fact that they have skin that can range in color from a dark gray to lavender, and often times red eyes.

In terms of physical attributes, the Drow are often agile and quick like their Aelmen cousins. Their culture also places a great emphasis on magic, with Drow being the most magically inclined of the races. Along with this, Drow are famed for being clever or shrewd. Additionally, the Holy Flame is known to field the most skilled horse cavalry in the known world, and many Drow nobles are trained in both archery and riding from a young age.


TERMS TO KNOW

Terms And Names
Aetha: The planet itself, and the realm of mortal beings.
The Continent: A single continent existing on Aetha, where everything takes place.
Aelmen/Aels: The name of the Elven race in their native language. Aelmen is always plural, while Aels can be singular or plural. The word Elves and by extension Elf is derived from Aels.
Small Folk: Though technically this term refers to anyone who is not nobility or knighted, it is typically used to refer to peasants.
Castan Mare: The language used by the Church. Due to how widespread the Church's influence is, most people can understand at least a little Castan Mare. Additionally, it is the language used most often in international trade, the political sphere, and by most who make their lives as wanderers. For this reason, if one plans to live on the road or frequently interact with those from other nations, it is practically required you know Castan Mare.
Cael a thaéth ae gaoth?: This is the traditional greeting used among the Rotha Nomads. When translated to Castan Mare, it means "how goes the wind?" The proper response is, taén ae gaoth sarn aiste, mar a dhaénim, meaning "the wind goes free, as do I."
Magi: Magi is the term used for mages.
Hedge Knight: Any knight not aligned with a lord, king or knightly order is a Hedge Knight. Most Hedge Knights were once under the employ of others, but for different reasons, such as losing favor, their employer being killed, or punishment are left without a master and forced to wander in search of a new person to swear their life to. Some however, live as Hedge Knights by choice, for personal glory, adventure, or merely to shirk tradition.

Slang
Point Ears: Racist slang used by Humans to refer to Elves in a derogatory manner.
"Stranger take your eyes": A common exclamation, typically in anger towards another person.
Potlicker: A poor person. Implies that they are so poor, they cant even afford food, and are forced to lick their pots to get the last remaining bits of sustenance.
Hedge Magi: A term used by College Magi to refer to Free Magi. Typically used in a derogatory manner.

MAGIC

(This section is meant to give a brief overview of why magic happens and works. You are not required to read this, as all you really need to know to have a Magi character are the magical traditions and what they can do. However, reading this sections will likely give you a better understanding of what it is that Magi do to access magic, and hopefully give you a more in depth understanding of those sorts of characters, their strengths and weaknesses, and the sorts of things your character should know. )

Magic in this world is a delicate, and highly complex art, and those who study it dedicate their lives to its exploration and mastery. To begin to practice magic, prospective Magi must understand a series of skills and ways of thought required to properly manipulate the energy of the Aether into proper spells and magical application, known as the Six Gifts Of Magi, typically referred to simply as the Gifts. These are the Mark, Channeling, Dream Walking, Mind Splitting, the Seven Runes, and the Seven Ruling Metals.

The Mark: Not everyone can use magic. In order to gain access to the Aether, and by extension the magic which flows from it, one must be Marked, or chosen, by the Stranger himself, a mysterious godlike being who rules spirits, magic, time and the Aether. The Mark connects one to the Aether, establishing a link which allows those who are Marked to access the Aether, and those who are clever enough to draw power from it. If one is not Marked directly however, they can still access the Aether and magic through a connection rune. A connection rune is a magical rune tattooed on both the person who wishes to gain access to the Aether, and one who has been marked. If a Marked dies however, a Connected will lose their connections. For this reason, Connected Magi typically have several connection rune tattoos connecting them to several Marked, so as never to lose access to the Aether.

A Mark appears as two small black dots on a Magi's palms, and one on their forehead.
Channeling: Channeling is the actual process of drawing magic from the Aether into the world and molding it into shape. To do this, one must master Dream Walking and Mind Splitting, allowing them to enter the Aether while still awake, and establish a sympathetic connection between different metals in the Aether and on their person. If one does not channel directly however, they can still use the magic of the Aether as it flows through their Mark or Connection Rune. However, they will only be able to manipulate the natural energy of the Aether, which has less applications than if one is to utilize the Runes, Metals and their various combinations mixed with Dream Walking.
Dream Walking: Dream Walking is the process of entering into the Aether through dreams. All people can see glimpses of the Aether through their dreams, as dreams are the Aethers reflection on their subconscious. Once Marked, and given a direct access to the Aether, meaning they can enter it through their subconscious instead of just capturing brief glimpses through dreams. In order to do this, a prospective Magi can learn to lucid dream, allowing them complete control of their dreams, and allowing them to slip between the veil that separates the realm of Aetha from the realm of Aether, and fully access the land of spirits, time and magic.
Mind Splitting: Mind splitting is the process of separating ones mind into two separate, thinking entities, connected by a single body. One is still able to control the part of their mind that has been separated from them, though they can do things with this other half of their consciousness like convince it to believe different things, sleep, or channel. Most commonly, this skill is used by Magi to put one part of their consciousness to sleep, dream walk with that consciousness, and enter the Aether using it, while still being awake. Through this method, they have established a sympathetic connection between themselves and an independent part of their mind, giving them access to the magic inherent to the Aether, and making it possible to channel it through themselves and mold it using the metals to get different effects. Additionally, Dream Walking is an integral part not just of most magic, but especially for Summoning or Sealing, both of which require the Aether dwelling half to be working in close proximity with the Aetha dwelling half of a Magi's brain.
The Seven Runes and the Ruling Metals: There are seven runes which allow for the proper manipulation of channeled magic. These runes allows for the conversion of magic into different forms, creating different effects. However, the runes do not allow for the magic to be actually cast. Instead, it is specific metals which allow for the magic to be transferred from within a person. Typically, these metals are inlaid onto the skin in the shape of their proper rune, appearing as a tattoo. Most often Magi will place these on their palms, though other spots are not unheard of such as the forehead, tongue, chest and so on. Without these metals present, an attempt at casting would cause wherever the person is trying to cast from, say the hand, to explode, as there is nothing to convert the energy properly. Some types of magic are only possible through combination of two metals and two runes, or the mixing of metal with blood, and so on. However, all follow the same basic principle. Without the rune, and without the metal, magic cannot be channeled correctly.

Additionally, each Metal and Rune is connected to a planet, or wanderer, as well. When this planet is seen in the sky, the power of the metal is greatly increased. This includes combined or mixed metals, and is not only pure metals.

The metals, runes, and their ruling planets are as follows.

- Sulis, the Sun, 1st Wanderer, rules gold, Rune is a single vertical line, magical affiliation is life.
- Lunis, The Moon, 2nd Wanderer, rules silver, Rune is two vertical lines next to each other, magical affiliation is the Aether (realm of Spirits)/Air
- Malachi, 3rd Wanderer, rules quicksilver, Rune is the Triangle, magical affiliation is peace/water
- Velhelus, 4th Wanderer, rules copper, Rune is the Square, magical affiliation is Aetha (realm of Mortals)
- Martan, 5th Wanderer, rules iron, Rune is the Pentagon, magical affiliation is war/conflict/fire
- Jelapier, 6th Wanderer, rules tin, Rune is the Hexagon, magical affiliation is Aethin (realm of Daemons)/Earth
- Saster, 7th Wanderer, rules lead, Sacred Geometry is the Heptagon, magical affiliation is death.

The Strangers Rune: Not included in

How To Properly Cast: For this example, we are going to use Pyromancy as an example. To properly cast a stream of Fire, a Magi must first split their mind. With one half of their brain, they most go to sleep, entering a dream state before Dream Walking and entering the Aether. From there, the half of their mind in the Aether must gather magical energy into itself. Through the sympathetic link between the dream walking mind and the waking mind, both will gain access to the same energy. In the waking world, the Magi then gathers the energy into the corresponding rune and metal, in this instance it would be the iron in the shape of a pentagon. From there, the Magi releases the energy. The Rune will convert it into flames, while the metal will allow the magic to safely leave the Magi's body, creating a stream of flames.

Though there are several magical traditions, each with their own variations, all casting follows this same basic formula.

SCHOOLS OF MAGIC


The School Of Elements is the most basic form of magic, and is the easiest to perform. It allows the user control of the four elements, Fire, Water, Earth and Air. Typically, any Magi can control two or three of the elements, and it is not even uncommon to meet Magi who can control all four. Generally, the Elements are the easiest and most viable option for any Magi to fall back on when in combat.

The performance of Elemental Magic is done through channeling the raw energy from the Aether into one of the four elemental metals, tattooed onto ones person, before expelling the Magic from those tattoos as whichever element they are attempting to cast.

Each Element and its manipulation has its own title, and are considered sub schools of the School Of Elements. Unlike base level elemental magic, the sub schools require much more time and effort to master, and therefore it is rare to meet a Magi who can control more than one of the sub schools. These sub schools are as follows.

Pyromancy: The control and manipulation of fire. High level Pyromancy can also grant access to lightning.
Hydromancy: The control and manipulation of water. High level Hydromancy can also grant access to ice.
Geomancy: The control and manipulation of earth. High level Geomancy can also grant access to metal.
Aeromancy: The control and manipulation of air. High level Geomancy can also grant access to all gasses.

The Elements are accessed through the metals silver for Aeromancy, quicksilver for Hydromancy, iron for Pyromancy and tin for Geomancy. The runes required are two vertical lines for Aeromancy, a triangle for Hydromancy, a pentagon for Pyromancy and a hexagon for Geomancy.


The School Of Evocation is in essence, the School Of The Elements taken to its extreme. Those who study the School Of Evocation dedicate their lives to the mastery of the Elements, and practice to be able to control not only all four of the elements, but also the sub schools. For this reason, a Destruction Magi not only has access to Pyromancy, Hydromancy, Geomancy and Aeromancy, but also lightning, ice, metal and the gasses. For this reason, Evokers, as they are known, are highly sought after by kings, princes and military orders for their above average effectiveness in battle.

This school is accessed with the same combination of metals and runes as the basic elements. The metals required are silver for Aeromancy, quicksilver for Hydromancy, iron for Pyromancy and tin for Geomancy. The runes required are two vertical lines for Aeromancy, a triangle for Hydromancy, a pentagon for Pyromancy and a hexagon for Geomancy.


Aetheriomancy is the study of the Aether itself, and the manipulation of pure magical energy. Without utilizing runes or metals to concentrate, form and channel magic, it instead merely exists around those Marked as a sort of energy. However, it can be crafted through the Strangers Mark, or alternatively a Connection Rune. Those who dedicate themselves to its study then unlock Aetheriomancy. Without the proper runes and metals to form it, pure magic cannot cause any true physical damage. However, it can be made to at least seam real, taking what appears to be true physical shape, the illusions being crafted by a Magi only limited by their imagination. It will never be able to cause real harm, but through careful application Aetheriomancy can be used to great effect for subterfuge, distractions or psychological attacks.

For those who are particularly skilled, Aetheriomancy also allows for the disruption of magic. Though the pure magic itself cannot take physical form, it is still magic, merely unshaped. For this reason, it can be used to create magical barriers, protecting the user from enemies magical attacks, dispelling various magical effects, or otherwise disrupting the abilities of opponents to use magic in any useful manner.

Aetheriomancy is the only magical school that does not require metal or runes, and is instead manipulated through the Strangers Mark or a Connection Rune. Those who practice it are known as Aetheriomancers.


Summoning is one of the most famous, as well as one of the most intricate schools of magic. At its core, it allows the user to bring spirits from the Aether into the Aetha, to fight for them or perform other tasks. However, what is a simple description actually requires several steps to carry out properly, not only in the moment of summoning itself, but also in having anything to summon in the first place.

To be able to summon in the first place, a Magi must be well versed in Dream Walking, and have made the acquaintance of whatever spirit they wish to be able to summon. From there, a Writ Of Summoning must be signed, a contract between the Summoner and the Spirit. Typically, a Spirit will only be willing to sign a Writ with those they have become friends with, but this is not always the case. However, any Magi signing a contract with a Spirit they do not know should be exceptionally wary. Spirits are conscious beings just like mortals, with their own agendas and goals, and the signing of a contract with a Spirit one does not know could have disastrous consequences. Alternatively however, if a creature has been sealed in the Aether by the prospective summoner, that Spirit is bound to the Summoners will, and therefore can be forced to sign a contract with the summoner.

The Writ Of Summoning has its own rules attached to it as well. For it to be valid, it must be written with a pen (or other writing instrument) provided by the spirit, and signed in the blood of the summoner. Two copies must be made, one to remain in the Aether with the spirit and one to be taken with the summoner. Once these steps have been taken, a contract has been made, and a summoner can then summon.

The actual process of summoning however is one unto itself as well. In order to summon, a summoner must first split their mind and Dream Walk, making contact with the Spirit they wish to summon, and with which they have a Writ Of Summoning for. In the Aether, a person must channel the Spirit itself through themselves, and into the Aetha. Meanwhile, in the Aetha, the Magi must place their blood onto the contract itself, as well as mix their blood with silver and iron. This blood, mixed with the metals, must then also be placed where the Magi wishes to summon the creature too. Their blood is still a part of them by sympathetic connection, and for this reason the Magi is able to concentrate their magic and the summoned Spirit through it. The blood makes the contract valid, and the silver and iron allows for the Spirit to pass between realms.

Often times, Summoners will carry with them vials of their own blood, mixed with silver and iron. This way, they do not constantly have to be cutting themselves in order to perform their magic. In addition to having the blood mixed with metals, a Summoner must also have a tattoo depicting a square and a triangle over top of one another, made with iron and silver mixed together.


In essence, Sealing is summoning, only in reverse. Instead of summoning a Spirit from the Aether into the Aetha, a Magi sends a creature or Spirit, or technically anything, into the Aether from Aetha. Its basic principle is the same, as it requires the same skills, tattoos and metals, however there are some differences in performing a Sealing.

In order to properly seal something, first a Magi must place a connection rune onto the object their wish to seal. This is, obviously, much more difficult with a living creature and usually requires that the creature is in some way subdued before placing the connection rune on it. Once the rune is placed, the Sealer must Mind Split and Dream Walk with their split consciousness. In the Aetha, the same process as summoning is performed. The summoner in the Aetha prepares to channel the object or creature being sealed through themselves, and in the Aether, their Split Mind places blood mixed with silver and iron where the object or creature being sealed should be placed. The, the half of the Sealers mind in the Aether channels the object or creature through into the Aether, where it will be trapped forever unless the Summoner summons it into the world or another Magi comes along in the Aether and removes its connection rune, at which point the Aether will reject it and spit it back out int the Aetha.

Just like with summoning, the tattoo required are a square and triangle over top of one anther, created with silver and iron mixed.


The Aether is a reflection of time and peoples wills. By Dream Walking, any Magi can see reflections of various possible pasts, presents and futures, as well as glimpses of peoples thoughts, emotions and ideas. However, the Aether is also a projection of the casters will, and through determination and the projection of the force of their will itself, a Diviner can even shape the Aether itself to show them information that may otherwise be beyond their reach. This is a difficult process, requiring careful meditation, delicate thought and a truly indomitable will. Without years upon years of study and practice, it would be impossible. But some take the time, and some are able to glimpses beyond their own mind and time into those of others.

Requires a tattoo made up of a pentagon, triangle and square tattoos over top of one another, made from the metals quicksilver, copper and iron. It is incredibly difficult to inlay quicksilver, due to it being liquid, and is similarly difficult to channel through. For this reason, Divination is one of the most difficult schools to master.


The control of another beings mind. Most often, this is done so that the other person thinks all of the ideas being projected into their own head are their own, so as not to raise suspicions, though more dramatic examples are also common when in combat. This talent is particularly useful against those who are not practiced Magi, however, most Magi are able to escape the mind control of a Neuromancer through tricks with Dream Walking and Mind Splitting, shifting different parts of their consciousness in and out of the Aether to protect them and keep the Neuromancer from being able to fully control any part of their mind and thought process.

Tattoos are the double lines and the Stranger Mark, created with silver.


The raising of the dead, by sealing magical energy within a corpse. Often Necromancers practice Neuromancy as well to control the corpses, and often Enchanting to keep the corpses from decaying faster. They can also supposedly turn themselves into a Lich, unlocking eternal life, though this is a skill that is highly debated as to its veracity. Its practitioners are called Necromancers.

Tattoos are the heptagon and the triangle, made with quicksilver and lead. Due to quicksilver being present, this is one of the most difficult schools to master.


The channeling of magical energies into inanimate objects, giving them specific properties, such as resistance to fire, the ability to slice with the power of the wind, or even dispel the magical effects of other enchanted objects before they can be used on the Magi. Its practitioners are called Enchanters.

Like Aetheriomancy, there are no tattoos required for Enchanting, however one will be much more successful if they have at least the four elemental tattoos and metals. Rather, the magical runes are placed on an object instead of oneself.


QUESTS

"Fairy tales aren't real dear."
"But the heroes all are!"
"Yes, but their accomplishments only seem so grand because of bards embellishing facts."


Quests are how the RP moves forwards. No one is required to do quests, but they are a good way to get involved, meet other OC's, and get your name out there as an impressive and heroic adventurer. And who knows, maybe if your deeds are particularly impressive, the bards will embellish your accomplishments as well and elevate you to a position of legend.

The Hunt For The Girl In The Woods (Eudasaine)
In the north of Eudasaine, near the border with Nordaline, is a small village. On its announcement board, amid its various news, requests and bounties one sticks out. It is written with poor ink on rough paper, its grammar improper but still legible. A peasants writing. On it it says, in bold letters along the top, "MISSING GIRL, PLEASE FIND IT IN YOUR HEART TO HELP." Beneath this header it says, "I sent my daughter out to bring bread to her grandmother, on the other end of the woods. I wasn't expecting her back until the day after, as I was sure she would stay with her grandmother and return in the morning. But its been three days and still she is gone. Please, I beg of you, any good hearted hunters, warriors, adventurers or those who can help, please find my daughter. Please bring her home. I have little to offer, but I'll give you all I can. My house is near the smiths, at the edge of town."

To take this quest, travel to Eudasaine and find the mother of the missing girl. She will give you further information on how to find her daughter.
The Rat Catcher Of Heinlen (Kriglind)
In central Kriglind sits the town of Heinlen, a common stop for many travelers heading east to west or vice versa. Recently, a man came and tried to swindle the town in exchange for his services as a rat catcher, and when the mayor would not give into his ridiculous demands, the man used magic to lead all of the children away. A hunter was sent to find the children, but was not able to approach the magi after finding him, for fear of being put under the same spell. The mayor of Heinlen is offering 1000 coin to any who will brave the woods, defeat this dastardly Magi, and bring the children home.

To take this quest, travel to Kriglind and find the mayor of Heinlen. He will give you further information on how to find the Magi and the kidnapped children.
The Dead King And The Maiden (Arelenia)
In Novgrobirsk, the Lord Mayor's fiance has been kidnapped by a supposedly dead king from ancient Rusalka, Kosei. Many soldiers have been sent to try and save the woman, but all were defeated by Kosei, who it seems is impervious to pain or fear, and commands many summoned Spirits. The Lord Mayor is offering a hefty reward, as well as being raised to the rank of Boyar in the city state, to any who can save his promised bride. But be warned, Kosei is a tricky, and intelligent foe, well versed in subterfuge and misdirection. It is not know what magics he is using to keep himself immortal, but these must be eliminated before any action can be taken against Kosei.

To take this quest, travel to Arelenia and find the Lord Mayor. He will give you further information on how to find the Dead King.
The Witch Of The Woods (Roosklinds)
On the side of the road in the Roosklinds, a young girl named Vasilisa is crying. Her cruel stepmother, in a bid to be rid of her, has sent Vasilisa into the woods to find the Witch Of The Woods, Bala Yalka. She is to find Bala Yalka, and acquire the Ever Burning Lamp, an artifact under Bala Yalka's command and which she has killed all who tried to steal it. Vasilisa does not want to die, like she surely will if she goes to Bala Yalka, but she cannot leave her sisters behind with her stepmother and save her conscious. It seems she is in between a rock and hard place.

To take this quest, travel to the Roosklinds and find Vasilisa by the side of the road. She will give you further information on how to proceed.
The Shallow Prince And The Spirit Of Deals (Pescala)
A bandit has been riding through Pescala, taking advantage of the carnage and killing those who try to stop him. He has for all intents and purposes taken control of an entire county, and set himself up as a warlord. This warlord, names Filip, has sent out a request to any who will take it. In exchange for power and success, he has given up his soul to a powerful Spirit. But without his soul, he can no longer experience joy, pain, pleasure of fear, and cannot appreciate the incredible successes he has had. He wishes for any who will take his offer to find this Spirit, and break the deal, so he may once more live as a man.

At the same time, the King of Pescala has made the call for any who will take it, to march into Filips land, destroy his forces, burn his fields and bring Filip before the king. Be warned however, others have attempted this, and it seems that Filip is not only a formidable military commander, but a formidable foe in single combat. None have returned from these expeditions yet.

To take this quest, travel to Pescala and meet with either Filip of the King. They will give you further information on how to proceed.
A Man Of Noble Tastes (Confederacy Of Southern Lords)
In the Confederacy Of Southern Lords, in Toulon, lives the Duke Luis Dubois, along with his wife Lady Fleur Dubois and his two songs, Gerard and Alduic. Since the building of Duke Dubois new estate, women have been going missing in the area. They come from all walks of life, but they have all been beautiful. The people are scared, and even the Red Hand has taken notice, deploying some of their knights to try and get to the bottom of the disappearances. So far, no conclusive leads have been found, but the Dubois family are the prime suspects.

To take this quest, travel to Toulon in the Confederacy, and meet with Knight Commander Antonin. He will give you further information on how to proceed.


COMPLETED QUESTS


DRAMATIS PERSONAE
Roland De Vilaine, Headmaster of Bellevieu College Of The Arcane.
Siona Ocallaigh, The Black And Gold, Wandering Magi And Scholar.
Fredrick Achen, Kriglinder Bard, And Knight Of The Red Hand
Thomas Waudman, The Hunter, Black Cloak Monster Hunter
Kasha Skrobiana, Wandering Mercenary, Supposed "Valiant Hero"
Dun, (Reynard,) Journeyman Trader Of The Merchants Guild
Nakhu Taghai, Drow Noble, Wandering Scholar
Hugh Winter, Wandering Swordsman And Disgraced Noble
Last edited by The Twelve Isles on Sun Apr 05, 2020 6:51 pm, edited 17 times in total.
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Postby Kelmet » Fri Feb 28, 2020 10:21 am

Ill give this a more in depth look tonight.
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Afrikaanza
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Postby Afrikaanza » Sat Feb 29, 2020 5:38 pm

This is looking extremely promising! It already feels like a well fleshed out world, very Dishonored inspired as always TI.
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Postby The Twelve Isles » Sat Feb 29, 2020 11:34 pm

Afrikaanza wrote:This is looking extremely promising! It already feels like a well fleshed out world, very Dishonored inspired as always TI.


You know me, I do love some dishonored. Though I have also taken significant inspiration from Dragon Age, The Witcher, Elder Scrolls and the Mistborn series. (I shamelessly ripped the idea of a world where the sky is always gray and "burned" from Mistborn.) Essentially its all of those worlds combined together with the aesthetics of Dishonored, along with its religious fervor slapped on top. I've actually been working on this world for a long time now, its where I hope to one day write a novel in. But I wanted to share it with other people, so I figured an RP would be a good way to do that.

Anyhow yeah, I should hopefully be finished relatively soon, though work has been hectic lately. Likely by next week I will be done or close to done, when I can work on it during my days off.
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Postby Kelmet » Sun Mar 01, 2020 7:45 am

I am totally enthralled by the The Order of the Red Hand.
Please reserve me the leadership position of this amazing order.
Last edited by Kelmet on Sun Mar 01, 2020 8:14 am, edited 1 time in total.
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Postby UniversalCommons » Sun Mar 01, 2020 7:57 am

No merchants guild... Would like to do an explorer for a specific kingdom who uses merchant trade as an excuse.
Last edited by UniversalCommons on Sun Mar 01, 2020 8:07 am, edited 1 time in total.

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Postby The Twelve Isles » Sun Mar 01, 2020 9:09 am

Kelmet wrote:I am totally enthralled by the The Order of the Red Hand.
Please reserve me the leadership position of this amazing order.


Can do my friend.

UniversalCommons wrote:No merchants guild... Would like to do an explorer for a specific kingdom who uses merchant trade as an excuse.


I have no merchants guild, but by the time this is all started up, I should have a faction app, where you can create your own merchants guild if you want to.

Additionally, if you are interested in an explorer, Passanova, the Arelenian City States or either the Northern Isles or Twelve Isles are your best bet.

EDIT: I actually just thought about it a bit more, but the Free City, Svabodnyy Gorod, is a major trading hub. Its through their city state that most east west trade flows, and they are able to get lots of magical artifacts from their trade with the Aelmen Tribes inside the Final Wood.
Last edited by The Twelve Isles on Sun Mar 01, 2020 9:15 am, edited 1 time in total.
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Postby Kelmet » Sun Mar 01, 2020 9:11 am

Will there be a world map to go of off before long?
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Postby The Twelve Isles » Sun Mar 01, 2020 9:12 am

Kelmet wrote:Will there be a world map to go of off before long?


I'm currently in the process of making one. Sadly however, I dont know how to do any kind of map making on computers, so its going to be on paper. Hence why I mentioned in the OP that I am looking for mapmakers, to help me convert it into a digital format.
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Postby Kelmet » Sun Mar 01, 2020 9:15 am

The Twelve Isles wrote:
Kelmet wrote:Will there be a world map to go of off before long?


I'm currently in the process of making one. Sadly however, I dont know how to do any kind of map making on computers, so its going to be on paper. Hence why I mentioned in the OP that I am looking for mapmakers, to help me convert it into a digital format.

Ill keep my eye out for people, but sadly I am no help.
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Postby The Twelve Isles » Sun Mar 01, 2020 9:38 am

Kelmet wrote:
The Twelve Isles wrote:
I'm currently in the process of making one. Sadly however, I dont know how to do any kind of map making on computers, so its going to be on paper. Hence why I mentioned in the OP that I am looking for mapmakers, to help me convert it into a digital format.

Ill keep my eye out for people, but sadly I am no help.


Lmao, its all good. And thank you as well.
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Postby UniversalCommons » Sun Mar 01, 2020 10:57 am

The Traders Guild (Rough Draft).

The traders guild supports exploration through trade. They often can be seen traveling on the roads in wagons pulled by horses or oxen buying things from different places and selling them at others. They seek out exotic, portable goods like spices, salt, gems, minerals, alchemical ingredients, jewelry, silk, and other goods. They also own several trading ships which go up and down the coastlines trading in different ports.

The Free Traders have been accused of smuggling illicit goods and have supported the acquisition of magical or unique goods from ruins, jungles, and other places. While the free traders are not mages, they are often able to acquire unique substances for mixing potions and other alchemical recipes and provide maps of certain domains.
Last edited by UniversalCommons on Sun Mar 01, 2020 10:58 am, edited 1 time in total.

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Postby The Twelve Isles » Sun Mar 01, 2020 2:05 pm

UniversalCommons wrote:The Traders Guild (Rough Draft).

The traders guild supports exploration through trade. They often can be seen traveling on the roads in wagons pulled by horses or oxen buying things from different places and selling them at others. They seek out exotic, portable goods like spices, salt, gems, minerals, alchemical ingredients, jewelry, silk, and other goods. They also own several trading ships which go up and down the coastlines trading in different ports.

The Free Traders have been accused of smuggling illicit goods and have supported the acquisition of magical or unique goods from ruins, jungles, and other places. While the free traders are not mages, they are often able to acquire unique substances for mixing potions and other alchemical recipes and provide maps of certain domains.


This is looking pretty cool, and definitely fits in with the world. I'll try and get some apps up tonight so you can get it all formatted.
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Postby The Twelve Isles » Tue Mar 10, 2020 11:06 am

Both faction and character apps are up now, if anyone is interested in making anything. There is still a lot of work that needs to get done, but I assure you I am still working on it.
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Postby Benuty » Tue Mar 10, 2020 1:41 pm

Definitely interested in this.
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Postby The Twelve Isles » Tue Mar 10, 2020 7:23 pm

Benuty wrote:Definitely interested in this.


Awesome, thats great to hear. If you have any questions please feel free to ask, I havent been able to finish this yet due to my work schedule so I'm willing to be your encyclopedia in exchange.
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Postby Kaledoria » Wed Mar 11, 2020 7:17 am

I'll look deeper into it later. And also, I'd like to do the map, if you sent me a rough sketch.

But the really important question: What kind of story/play is this going to be? Character-focused or faction-focused? Plot-driven, character-driven or sandbox? (Read the last one as: Not driven at all and not interesting for me)

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Postby The Twelve Isles » Wed Mar 11, 2020 10:42 am

Kaledoria wrote:I'll look deeper into it later. And also, I'd like to do the map, if you sent me a rough sketch.

But the really important question: What kind of story/play is this going to be? Character-focused or faction-focused? Plot-driven, character-driven or sandbox? (Read the last one as: Not driven at all and not interesting for me)


Sure, I'm almost finished with the basic outline of the map, I'll make sure to send it to you when I'm done.

As for what story/play will be, I'm going to let it be sort of sandbox at the beginning, as this is a large world with lots of places for people to start out, but I want to make it be a character driven RP fairly quickly. I'll probably try and introduce the overarching conflicts after a page or two so that everyone has time to set up their characters, make their allegiances known, and their goals in the world laid out in a more concrete way. After that, it will be character focused, with the overarching plot being the navigation of the three major conflicts currently presenting themselves, which is the Church and their work towards grabbing more power for themselves, the tensions between Aelmen and Humans and the possibility of race war because of it, and the rising threat to the East from the Empire Of The Holy Flame, as well as figuring out just what it is exactly that they want.

And ultimately, its the Holy Flame that is the real threat, but the people of Aetha can really only focus on the Holy Flame is they first put aside their own differences and conflicts.
Last edited by The Twelve Isles on Wed Mar 11, 2020 10:43 am, edited 1 time in total.
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Postby Kaledoria » Wed Mar 11, 2020 12:08 pm

Oh, I had hoped this Blight would be more prominent (the background so far mentions it a lot without giving details. I got a bit of a Dragon Age feeling there)

As far as Sandbox goes: The "you can be ANYONE" mentality tends to have people pick characters that later on simply do not fit into the same story. If you want to allow people to start allover the continent you should have everyone pick power-players in either a nation (Rulers or first-tier vassals of powerful rulers) or a power-player in an international faction.

And I did a map just for the fun of it (that did not take long and I am willing to jumble them all around. ;))
Image
Last edited by Kaledoria on Wed Mar 11, 2020 1:13 pm, edited 1 time in total.

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Postby The Twelve Isles » Wed Mar 11, 2020 1:49 pm

Kaledoria wrote:Oh, I had hoped this Blight would be more prominent (the background so far mentions it a lot without giving details. I got a bit of a Dragon Age feeling there)

As far as Sandbox goes: The "you can be ANYONE" mentality tends to have people pick characters that later on simply do not fit into the same story. If you want to allow people to start allover the continent you should have everyone pick power-players in either a nation (Rulers or first-tier vassals of powerful rulers) or a power-player in an international faction.

And I did a map just for the fun of it (that did not take long and I am willing to jumble them all around. ;))


Hmm. I like the way you're thinking about it. I still like the idea of giving everyone the chance to be anyone they want to within the story, (so long as it fits in the world of course,) seeing as I'm hoping to go for a more heroic fantasy sort of vibe rather than classic epic fantasy. After all, the world itself is fairly down to earth, with much of the conflict having to do with politics and war rather than an all out fight for global supremacy between good and evil. There are no true good guys, but on the other hand there are also no true bad guys either. But, having people be important members of the different nations, factions and groups would probably help to move the story along better, giving people more power to actually make real change in the world, either for better or for worse.

As for the Blight, I'm still working out what to do with them. Blight and the monsters it creates are something that I want to be an important part of the conflict and the story, but I'm not entirely sure how to fit them in yet, seeing as the Blight is almost more of a backdrop to explain how the world got to be this way, instead of the main focus. The age of heroes fighting the all reaching evil is over, and now its time for people to pick up the pieces that heroic wars leave behind. One of the things I was thinking of for Blight though is that considering they have been technically defeated, but are still technically a part of the world, a major part of the plot could be one faction or another trying to gain control over them in order to use them as an army, probably through the use of the Seven Lamps.

Also, the map definitely has the right vibe for what I'm looking for, though with a few alterations. For one, the location of everything would be flipped, though for the most part it is roughly in the correct spots. Also, there is a shit ton more land beyond the Final Wood, which is where Al'Rium Iin Dthöl Baesain, or the Holy Flame is located. No one really knows how large they are, but it is known that they extend far past where any current maps end. They are roughly the size of russia, though the people of Aetha only know about roughly a fifth of their entire territory.
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Postby UniversalCommons » Wed Mar 11, 2020 5:45 pm

The blight does not necessarily have to be evil. It could be a neutral mutagen that is shaped by the energy put into it. For example it might lawful things more lawful and evil things more evil... A tool that easily can go out of control... and become dangerous... The more it is shaped, the more it takes on the shapers aspect, demonic, angelic, fire, cold, etc.
Last edited by UniversalCommons on Wed Mar 11, 2020 5:47 pm, edited 1 time in total.

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Postby Great Franconia and Verana » Thu Mar 12, 2020 12:31 am

This looks very promising; I will have to give it a closer read later but I am very curious.

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