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Under Construction: Seventh Age Faction RP

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The Empire of Tau
Minister
 
Posts: 3028
Founded: Dec 19, 2016
Inoffensive Centrist Democracy

Postby The Empire of Tau » Sun Mar 22, 2020 7:12 pm

North America Inc wrote:With how many people here now, would a few of you be interested in a discord to help me with the lore?

I don't mind.

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North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Sun Mar 22, 2020 7:39 pm

https://discord.gg/pKrD7Uh

Here's a link to the discord.

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Laiakia
Spokesperson
 
Posts: 117
Founded: Nov 25, 2019
Corrupt Dictatorship

Postby Laiakia » Mon Mar 23, 2020 12:12 am

North America Inc wrote:With how many people here now, would a few of you be interested in a discord to help me with the lore?


I can help.

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The National Dominion of Hungary
Minister
 
Posts: 2365
Founded: May 31, 2012
Iron Fist Consumerists

Postby The National Dominion of Hungary » Mon Mar 23, 2020 5:42 am

North America Inc wrote:With how many people here now, would a few of you be interested in a discord to help me with the lore?


Hell yeah, got some faction ideas rattling around in my head

Plotek i medialnych bredni nie daj sobie wmówić,
Codziennie się rozwijaj i nie daj się ogłupić,
Atakowi propagandy stawiaj czoło dzielnie,
Nie daj sobą sterować i myśl samodzielnie.


Mass Effect Andromeda is a solid 7/10. Deal with it.

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North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Day 1 on Discord

Postby North America Inc » Tue Mar 24, 2020 1:14 am

NOTE: THIS IS ALL A WORK IN PROGRESS. FORGIVE ANY BAD GRAMMAR FOR NOW, ITS LATE.
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The World and its Mechanics
"In the Beginning, there was nothing, And the worlds were not of form..." The First Chronicle of Principium 1:01-2


In the world of Tellus, the line between magic and science is blurred. Races fight amongst themselves and each other, divided between god and creed; all the while the mysteries of the cosmos transpire beyond their purview. It's a beautiful and utterly chaotic world. The Bright Blue Gas Giant of Titannus dominates the night sky, the fourth planet within its solar system. Tellus is one of fifteen other moons of Titannus, yet the only one to host life. We can only speculate how the races of Tellus first came into beings; perhaps, Elohim breathed form into the firmaments or a whole plethora of gods descended from the outer plains. Or perhaps for billions of years, Tellus was a very violent volcanic rock until microbes smaller than our sight first evolved from nothing. We may never know. And perhaps it does not matter, only that hundreds of millions of souls now call Tellus their home.

For Thousands of Years, Tellus existed in two distinctly different states. The Eastern Half, with its gargantuan landmasses and sprawling steppes is dominated by three different races: humans, dwarves, and elves. The Eastern Continents with its large populace and numerous kingdoms is only now exiting its long medieval stasis. Gone are the days of fiefdoms and the local warlords, radical ideas such as loyalty to one's nation has become somewhat commonplace. The advancement of an explosive substance known as gunpowder is changing the face of warfare; while the mass application of magic has spurred a technological development unseen in modern history. Some kingdoms decline, other nations' ascend. Old rivalries become the basis of long lasting alliances. If your nation hails from here they'll find that the Great Game is no longer fought where the battlefield is solely held, instead in the hearts and minds of individuals. The Great Game is nothing but not ubiquitous.

Across the vast oceans, however, a vast continent and multitude stands at its own precipice.With its Florians, Dragonborn, and whole host of other smaller races go about their lives, unaware of the ships only months away from bringing them into the global spotlight. Its customs ranging oddly similar to the East to odd in general. Within its endless forests and expansive lands, the secrets to Tellus' and its history are held deep. Should you decide to step into the game here, you'll find yourself a situation where dangers lurk at every corner.



How Magic Works in this World
Any sufficiently advanced technology is indistinguishable from magic; the adverse is just as true. For the inhabitants of Tellus, the existence of an unseen force has always been a given, no more questioned than gravity. Why and how this magic operates remained a mystery, but even the most primitive and ignorant of shamans held within them some semblance of magic. What distinguishes this age is merely how accessible magic has become. Spells may have been discovered before, vampires may have stalked the night, and mythical beasts may graze in the fields; yet it was a power few possessed. Lyuim, exudes magic; the crystals allows mortals to harvest it. New fields of studies have arisen over night, each advancing the sciences in its own various ways. The Old World is entering a new renaissance, leaving behind the stagnation of its predecessors.

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Lyuim is magic in its most raw form. A naturally occurring, hydrophobic substance with a similar texture either a thick sludge to outright congealed plasma depending on its location. A scarlet red color, for thousands of years the substance was only a curiosity; early on, shamans were able to discern some magical form exuded from it, however, mass quantities of it were never actually seen. So that was how it went, merely an unproven tool for mystics to utilize as a way to discern messages from the gods. It wasn't until the Dwarven discovery of a mass pool of Lyuim in one of their quintessential Deep Roads, was its' true magical potential exploited. The Science of Alchemy and Clerical Practice of Theology arose overnight. While the dwarves tried to hoard this insurmountable truth to themselves, soon merchants and traders spread the truth throughout the whole continent. When utilized Lyruim could be utilized to accomplish a whole host of never before seen list of feats; yet it was held back. Any portable amounts of Lyuim was too weak to be used in any meaningful context and wells dried too quickly before more advancements could be made.


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Eucrogen or simply the Crystals, allowed Lyuim to go from a mere curiosity to a global force for change. Ushering in the Seventh Age, according to the Anointed Pontiffs and his Kohen, after its discovery. While the initial origin of its discovery is still up to a heated debate, some place in the hands of a Human Cleric, while others point to a Vampiric Alchemist, the reality is that it soon spread beyond any single nation's borders. While not inherently magical by itself, should the crystal be submerged in Lyuim for an extended period of time depending on its size, the crystal will glow momentarily bright red before returning to its naturally occurring color. Afterwards should an alchemist, cleric, or a mage conjure a spell, they can invoke the power held within to carry their orders out. The true extent of this is up to debate, however, the brightest minds of the Continent continue to toil away at discovering all its possibilities. From evoking a ball from your hands, to transmuting one element into another, to outright raising the dead; Eucrogen has allowed the nations of the Continent to enter a renaissance of sorts.

Although naturally occurring, more so than Lyuim, its their necessary refinements to ensure their are a safe receptacle that has made them a wanted commodity. Similar to a master sword craftsmen, Diamantaire are often revered and sought after by young alchemists. While many alchemists swear that certain colors are more potent for different spells and schools of magic, in actuality, there is little substance to support this.


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Spells and Casting are how magic becomes reality. Similar to a computer, a spell is the insertion of a new command through either verbal, somatic, or material components. Spells themselves predate Lyuim and the crystals, ancient religious texts hold within them rudimentary spells that allowed some individuals to utilize them in highly magical areas; what they did not realize of course, is where said magic emitted from. With the spread of the crystals, new spells are constantly being created, discovered, or refined. How an apprentice themselves cast a spell is often dependent on the school in which they hail from, their master's habits, and the wide cultural traditions. University students and Clerics are often found with their textbooks in hand, a crystal lodged into its cover; this stems from their assertion that magic is ultimately a field of study to learn from. Dwarven Smiths teach of magic as an instrument onto which one can build from, their crystals often found in their hammers and their spells favoring material components. Vampiric and Elven Schools favor more practical uses, such as a sword or around the wearers neck; their spells favoring somatic techniques as to allow them to incorporate it within their martial disciplines.


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Artifacts come in two forms: Enchanted and Ancient. Enchanted refers to a mechanism or a machine that has been imbued with special properties through an addition of a crystal. Magical effects are not curses, an inorganic object needs to be constantly sustained should it be tasked with a command. A Functional Prosthetic, Two Way Mirrors, and Golems are a few examples of this items in use today. Ancient Artifacts, on the other hand, take all the rules described above and blatantly disregards them. They visually hold no crystal, emit no Lyuim fumes. Their use and look are never tarnished. Often seen as the work of God/gods/demons/spirits/Dragons/Mother Tellus, they are often sought after by power brokers and adventurers. Few of these ancient artifacts remain, with the Choir often holding the few remaining away in their vaults, ensuring their safety. Who created such an advanced piece of technology is unknown, leaving many too speculate and fill in with their imaginations. Should a cache of these items ever be discovered in mass, the balance of power in the world would be fundamentally changed.



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Magi rely on Lyuim dipped Eucrogen in order to conjure a multitude of spells and different abilities. These individuals may come from all walks of life, and do not have to be born with innate magical abilities. However, this does not mean it is easily accessible for the poorest of classes. Lack of adequate education, opportunities, and wealth often ensures that only the most well off are allowed to learn the mystic arts. A Magi may come in many forms and choose from a variety of different fields: a Sorceress tends to focus on one or a few of the select fields in order to expand their fields, a Cleric does so in order to appease the Will of God or Serve as an Instrument for His People, a War Caster focuses on a few evocation spells in order to compliment his sword and bow. A spoken or written spell evoked will act uniformly in front of any crystal; a correctly done spell will operate the same regardless of who evokes it. However should the spell demand energy that the crystal can not accomplish than the spell will not be completed. Some alchemists have safeguards in place in order to prevent the spell from being casted, while others who don't will experience 'blowback'. The half transmuted spell can leave a partially created monstrosity in front of the conjurer as most peasants like to gossip about, but in reality, most of the time excess energy is realized in the form of combustion.

Regular recharging of crystals in Lyuim is recommended. Crystals do not decompose or lose effectiveness, when not in use charged crystals can be easily chipped or divided without any issue. However, a problem arises when a crystal is cut when in use. Should this happen, a similar effect to blowback will occur. This has had to the unconventional use of charged crystals as impromptu combustible material. Casting a spell that is relatively safe and long lasting such as Crystal Radiance then destroying the crystals through a ranged attack will lead to combustion. However this tactic has proven to be much more useful for a sabotage, as gunpowder is much more simplistic and cheaper alternative to acquire the same result.

Even a remedial student can cast a spell, a true master of the craft can learn to balance a plethora of them. Some spells require the mental concentration of the user after casting, doing more can often wear them down without proper training. Knowing the ins and out of your crystal is a much, performing entire equations and calculations in your head in order to ensure that one spell will not react violently in the presence of another or that you are discharging too much energy, too quickly. Studying the mystic arts often requires decades of intense study and practice, a fact that often causes most to either drop it or utilize it for mere parlor tricks.

As explained before, most students of magic must come from privileged backgrounds to finance the education and resources required to produce an actual Grand-master. Due to this, Magi are often a instrumental part of Royal and Noble Courts. Many sons and daughters without a clear lineage for inheritance may take up the occupation, while others are thrust into through the clergy. Regardless, this rather insular society can be found at the right hand of many powerful leaders, often serving as either advisers or even puppet-masters. Many high ranking Grand Masters are involved with secret societies and plots, often scheming for their own gain.

Unlike the rest of society, women often find themselves in greater numbers and positions of leaderships through these channels. While the Choir may have never barred women from serving with the cloth, the Life Domain has allowed thousands of previously ignored peasant girls and orphans to become skilled doctors and healers. Those of noble birth may often follow their brothers into the world of Alchemy, becoming gifted magi in their own right. As of the Seventh Age, these Sorceress hold considerable sway in their own courts, often pushing for greater and greater opportunities- for themselves, not necessarily their gender.

Magi are often seen as vain and arrogant, a fact not helped by their intense connection with royal courts. It is rare to see a Grand-master who has not influenced their appearance, through the use of spells and potions, and overall better hygiene, a Magi is often identifiable by this trait alone. Their clothing is often elaborate and ornate, with synthetic fabrics unavailable in the rest of the world.
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Fields of Magic
According to Volantian Scholars, Magic can fall into eight separate categories. This isn't concrete, many tend to separate elemental evocation, however, for our purposes it is how the majority of spell casters within Avalon and Eden tend to view the science. Within Secular Circles these Eight Fields have developed their own Schools, Traditions, and Customs; it is not uncommon to hear of city states and nations that excel in one of the various fields.

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Alchemy is the practice of spell casting from a nonreligious, secular means. While many are still deeply religious, they are not ordained by the Choir and may attended a Secular Institution. Although Alchemist is the most correct term in order to describe them, in actuality, commoners tend to call them Magi. A Female Alchemist is usually called a Sorceress, a Male Alchemist a Wizard. Terms such as Witch, Warlock, Mystic, and Shaman are utilized more as an insult than anything else. Some practitioners of certain fields such as Necromancy may have their own specific title, such as Necromancer or Forge-master.

Abjuration- Usually signified by the use of Blue Crystal. It is the study of energy disruption and negation. While most often pictured as a War Caster defending his troops from a volley of cannon fire, in actuality, this field is expansive. From the negation of gravity to the study of natural decay, abjuration studies ways in which natural laws can be manipulated. An Abjurer Spell often appears as a circular projection around or directly near the Caster's Arm.

Conjuration-Usually signified by the use of a Yellow Crystal. It is the study of the various hypothetical plains and distance, tapping into these various energies in order to either summon or teleport an object. A relatively new field, Masters of this field are few and far between, with many struggling to even map out the plains they supposedly draw from. However, items such as Two Way Mirrors and a Looking Glass have made it apparent that this field is rapidly connecting the once distant nations of the material world. A Conjurer spells often appears as a circular pattern on a nearby flat surface.

Divination-Usually signified by a White Crystal. It is the study of Time and its relationship with Fate. Divination, as a science, continues to lag behind the rest of its cohorts; often providing nothing more than educated guesses and half truth premonitions.

Enchantment-Usually signified by a Black Crystal. It is the study of and manipulation of the mind. More so than the rest, this field is often hated by the commoners and loved by bureaucrats; it is not uncommon to find assassins and spymasters who have extensive training in this mystic art. From a Potion of Love for an unsuspecting maiden to a sleeper agent within a rival's court, enchantment continues to find new and perverse ways to manipulate our senses. While basic and brute force enchantment spells can often appear as a circular pattern above a victim's head and pupils, advanced practitioners often find ways to hide such an effect.

It should be noted that Enchantment is often used to refer to the casting of spells on inorganic materials as well. These *enchantment* spells is a bit a misnomer, any field could in theory enchant an inorganic material with items such as elemental fire or sturdier density.

Evocation- Usually signified by a Green Crystal. It is the study of energy manipulation to produce a desired effect. The most understood of the schools, evocation is the use of Lyuim to release a quick burst of energy. Most often an elemental effect such as Fire and Lightening, recent advances have gone about creating even energy constructs. While said hard light constructs are often flimsy and weak, they offer an insight into what can be the future of mass production.

Illusion- Usually signified by a Clear, Transparent Crystal. It is the study of the senses and deception. This can range from a creation of a false image, the emission of a non existent sound, or invisibility. Unlike the others, most practitioners of this school are numerous and self taught; often the first glimpse of magic by a peasant stems from these encounters. Favored by actors, tavern patrons, and con artists who use their gifts in order to enthrall their viewers or get some quick coin off of them.

Necromancy- Usually signified by a Dark Violet Crystal. The study of life and death. While often pictured as a master of an army of numerous undead, in actuality, a Necromancer can just as often be seen as a Skilled Healer of the masses. Necromancers tend to know the inner workings of the body so well that they simply find new ways to manipulate its life force for new and erratic effects. Taking this one step further, the actual term for a necromancer who only raises the undead is a Forge-Master, as it is the view of the Volantian Scholars that these constructs are often no more than living weapons. Due to the lingering memories of the Listless Plague and the undead's habit of spreading new diseases, few outright practitioners are few and far between. The few that do so, hide behind the borders of Illyria.

Transmutation- Usually signified by Bright Red Crystals. The study of matter and its components. Alchemists of this field are obsessed with finding some hypothetical base building block that each item in existence stems from. Once they have done so, material needs will no longer be of any concern. This is usually divided into two sub-fields: organic and inorganic. Inorganic is the larger of the two and least accomplished. Obsessed with finding a way to turn worthless lead into gold, they have as of now, have not found any transmutation circle that is able to accomplish what they promise to do. Yet Kingdoms and Nobles continue throw more and more funds at them, hopeful that one day they'll be able to get rich off endless gold. Its unfortunate they can not transmute the laws of capitalism when you flood the market with excess gold. Organic Transmutation is heavily reliant on old Druidic teachings and focus on Life's own innate ability to multiply for their success. Often found in the fields, helping farmers with enriched soil and nutritious harvests.

A Grandmaster- Is an individual who has successfully reached a position of Master or Doctorate within each of the eight fields. A truly rare sight, individuals who have reached this feat are few and bar between. While the literal definition requires all eight, in practice the Volantian Scholarly Body only requires six: reaching the highest echelon of Necromancy is often too much of a taboo and Divination is best left to the whims of the gods than the pseudo science it is today. Despite this, a Grandmaster is someone to be feared. Able to a evoke a storm through their palm, enchant even the most intelligent of foes, conjure a whole host of creatures, and a reflect back any attack, Kings would be wise as to watch out for their machinations.
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Clerics and High Priests may admit that their immediate power comes from Lyuim, they would still counter and say look upwards to the beings that created it. While a Cleric use to mean any person of the cloth, now it is used to describe any Priest with the ability to utilize magic as well. Unlike their Scholarly Cousins, Clerics tend to be much more egalitarian in their personnel makeup; often a gifted child of a poor family may attain an apprenticeship at a local monastery, providing them with opportunities they would not necessarily be afforded.

Clerics do not tie themselves to one specific field of study, instead the Choir takes from a whole host of different fields and religious traditions. This is a different of mentality, where Clerics are focused on the result (example: healing) rather than the sticking to the cause (transmutation and necromancy). This has led to the creation of Domains, a general term to describe the focus on a Religious Order. It should be no surprise then that Clerics are not just defined by their ability to utilize magic, instead it is merely a subset of their skills. An Ordained Cleric with an equivalent rank of Kohen can often be found teaching their congregation on Saturday, leading their acolyte's on piousness, and offering protection for the Poor, Widowed, and Orphans; all the while with their own spouse and child. While their are examples of corrupt priests throughout history, this doesn't diminish the countless good they have done protecting their congregation and nearly forgotten knowledge.

Knowledge Domain- Are Clerics and Orders tasked with the collection and preservation of knowledge. They do not have any specific Field of Magic they focus on, and in truth, much of what they write has no bearing with magic at all. Instead they write down anything and everything they can get their hands on, ensuring its preservation for thousands of years. Everything from the components of spells, to the abridged history of Toulouse and proper irrigation techniques. While their main purpose is many theological, the various orders within these domains continue to serve the public good of Avalon and Eden. Their various Great Libraries continue to be a source to ancient and arcane truths for the more curious scholar to peruse.

Life Domain-are for those tasked with the protection and sanctity of life. Before the discovery of crystals, the caring of bodies was often seen as unclean, requiring only ordained Kohen to be allowed to touch them without lingering fears of sin. This facet, born from more local superstition than actual religious texts led to the role of doctors to be incorporated with the Priesthood. Several centuries later, Life Clerics serve a very important role within any nation and military. Often incorporating Necromancy, Organic Transmutation, and a few spells of Enchantment in order to heal the sick and broken bodies of those in need. While waving a crystal and saying a few spells may fix a few superficial items or a few broken bones, a skilled Life Cleric will understand going beyond that. These Domains create treatments for various diseases and ailments, connect a healthy life with a life of piety, and often speak ill about the dangers of alcohol. Due to their vows, these clerics remain neutral in any material conflict, yet they can and will serve any army that needs them. It's this fact that has made them an essential part for any military that needs them and serves as one of the many tools the Choir uses to ensure that Nations stay in line. Excommunication may have dangerous consequences for any far flung campaign.

Nature Domain- refers to the task of ensuring tranquility of nature and the feeding of the people. This Domain stems from more ancient traditions than anything else, and its incorporation into the Choir was more for the local Avallonian assimilation than anything else. These descendants of Druids often utilize Transmutation and Evocation in order to preserve a harmony with the animals and the warding off of disruptive monstrosities and outright harmful practices. Other Orders within this Domain focus on ensuring that harvests are successful, often giving advice to the uneducated peasantry on how best to toil the field. As mentioned before, this focus on organic transmutation has so far produced much more tangible results than its Gilded cousin. Many First Elves and Dwarves find themselves within this Domain, more so than others, despite their cultural differences on what actually constitutes natural beauty and preservation.

Prophetic Domain- the most elusive of the various branches. Focused intently on the Field of Divination, they focus on the prophecies written in Holy Texts and determine when and where they will occur. Most act as End Time Theologians, prophesying various calamities that usually are incorrect or misinterpreted. In comparison to their contemporaries, ancient prophets were much more successful in predicting the future; it does help when you have the right ear of Elohim after all. For the few that stay out of the limelight, great emphasis is placed on the movement and study of the stars.

Protection Domain (Paladins)- Tasked with the protection of the Choir. Warriors ordained and only answer to the Pontiff and his Cardinals, they can often be found in their various Castles with their shining white armor. They often take from the Fields of Evocation and Abjuration, forgoing a shield for an arm to cast spells from. Their rather odd technique of utilizing abjuration to banish supposed demons and ghosts has allowed other Priests to learn from them and go about performing exorcisms and such. These Paladins often view themselves as the Sole Guardians from the Encroaching Abyss, yet they are not always so noble. Centuries prior, they were more often used to carry out various pogroms and human wars than anything nearing the divine. Many sought wealth for themselves and would declare someone a heretic on order to steal form them; even the Pontiff themselves would utilize these Paladins as an avenue to deal with troublesome nobles. Despite this, these Paladins serve an important, if diminishing role, in the Choir.
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Sometimes, innovation and discovery occurs beyond the confines of Lyuim. A small but growing field of researchers centered in Penglai have proven that advances within technology do not need to be reliant on one core crutch. From the Printing Press to the Cannon, their successes speak for themselves. Initially the word Artificer referred to a Magi who's research only partially included Lyuim; however, the word has been co-opted to now refer to any inventor or scientist who rarely or outright never utilizes them. This rather large generalization does little to actually explain what they actually do, and is more often used in commoner circles than actual high society.

Archaeologist/Anthropologist-An artificer with an interest in ancient societies and their relics. With the recent explosion in literacy and mass print, tales of these individuals have enthralled the youth. From swashbuckling tales to eldritch discoveries, these artificers will spend decades looking for hidden caches and Ancient Artifacts.

Astronomy- The study of the stars. Astronomers within the last decade have not only proven that Tellus orbits around Titannus, they have also three more moons that revolve around this Gas Giant.

Anatomy- The study of the body and its' various humors. While Clerics are more often the publishers of said works, a growing field of medicine is seeking too establish itself outside the purview of the Choir.

Economics/Business With the Successful Charter of the Her Majesty's Sovereign Pontian Corporation, many throughout the West are following suit. These rudimentary economists with their heavy focus on mercantile, zero sum policies are pushing for greater power to burgeoning Bourgeois and a heavy emphasis on new colonies abroad.

Engineering- The most mundane yet practical of all fields. After the fall of the first Eldarian Empire, the Etruscian Empire that arose afterword was renowned for its' advances in civil engineering and architecture. Many of their lessons are still in use today, even more so now, as many Schools and Thinkers call for a rebirth of this Enlightened Period. Some Engineers are even experimenting with the evocation of hard light in order to design an instantaneously retractable bridge.

Exploration- The practice of mapping out new lands. Often chartered by nation's for the express purpose of trade, these explorers still push technology forward with new ship building techniques and nautical mapping.

Philosophy- What Dwarves call sitting, Eldar kin call philosophy.

(click right to left)



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Innate Users of Magic are those who's magical abilities come from their constitution. While this is much less understood then Evoked Magic, it still has a palpable effect on the way individuals live their lives. Elves blessed with an unnaturally long life, Vampires with their inhuman strength and speed, and Dragonborn with their fire breath are some examples of this in action. Some scholars that these examples are merely evolutionary, abilities bestowed on them by their ancestors; others are more skeptical. The vampiric process itself is very poorly understood yet it is able to bless a few select humans with abilities that are only rivaled Lyium; in addition, this process occurs after the individuals birth and during their lives.

However, this innate spellcasting is seen more clearly in the Far East, where individuals of a select home and ancestry are able to manifest total control over a select elements. Able to contort the earth around themselves or even manifest fire from their hands, the state of Jin (金国) has used this to their advantage: maintaining a perpetual hegemony over the Far East for thousands of years (ignoring of course the hundreds of nomadic invasions, brushfire wars, and dynastic changes)

In the Western Edges of the Continent, evidence of this innate spell-casting since birth is few and far between. A few members of nomadic tribe known as Speakers are said to be able to accomplish the same feats as the East, yet this has been yet to be documented. The propagation of the dragon riding myth from the Fifth Age has seen new credence with the discovery of innate spellcasting, with some arguing that dragon riders held within them dragon blood that is theorized to have allowed them shift into these beasts and institute a single continental power. Yet beyond a few cultural vestiges and ruins, there is little evidence to support the idea of actual dragon riders.

From what can be documented from 金国, innate casting is very limited in what it can actually accomplish. A person who only controls fire will be able to master than one skill over their entire lives, yet they will not be able to heal a wound or evoke an illusion like external users of magic. This supports the theory that innate users draw from their own constitution, which is why their spells weaken in effects due to dehydration, exhaustion, and starvation.
Last edited by North America Inc on Sun Apr 26, 2020 5:59 pm, edited 20 times in total.

User avatar
North America Inc
Powerbroker
 
Posts: 7614
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Sat Mar 28, 2020 1:18 am

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Racial Map
Races of Tellus


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Humanity
Humans are the most prevalent and populace race on Tellus, spanning all three continents of the Old World. Most nations see a vast majority being of human descent, although not necessarily making up the majority of its ruling class. According to the First Testaments, Humanity was the first of the races, created in the image of Elohim; in the Elven Sects, Humanity arose after the creation of the Eldar and the fall of the Dragons. Highly ambitious and utterly creative, humans have reached their highest geographic size during this Seventh Age. In the Western Continent of Avalon, human alchemists have been at the forefront of research and innovation, in the Central Continent of Eden, nations go rich off from gold and silk trade; while in the largest and populous Continent of Penglai, both abound.

Humans while often are considered to be the most mundane of the races, have a knack at being versatility in a wide range of areas. Places often ignored by Eldar for their difficult terrain, have seen Human settlers turn said region into an economic and political powerhouse. This is not to justify their destructive behavior in matters of the environment. Once pristine and ancient forests are often outright destroyed in order to allow for more exploitable resources for their insatiable hunger.

While humans could live up to 140 years with reasonable medical care and poor lifestyle choices, the vast majority of serfs and the underclass tend to live much less. Not to mention wounds obtained from working conditions, disease, and lifestyle choices. Humans from ages to 20 to 45 tend to not have any distinguishable signs of aging, with aging only becoming more and more clear either due to environmental or health issues of the individual.

Variants
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Children of Elven and Human Parents, or other Elf Kin. The science beyond such a birth is still within the realm of speculation, yet, it is a very difficult process. Most first generation Elf Kin tend to end in stillbirth and infants tend to be sickly. However, most adults don't experience any sort of long term medical complications. Elf Kin can in theory produce an heir with an Eldar Partner, yet the process tends to be as difficult as producing an Elf Kin. However an Elf Kin and Human don't experience any of the same issues, beyond the birth itself.

Often portrayed by humans as vain and gaudy, and by Eldar as immature and childish, they have grown into a large minority within very diverse kingdoms. Elf Kin tend to be a common sight in human courts, the result of years of Eldar and Human nobility intermingling. Appearance is a large consideration for Elf Kin, even more so than Humans and Eldar. The Elf Kin and Ancient Conqueror of the Known World, Imperator Vanxiron, was said to have Silver Hair, Fair Skin, and Bright Purple Eyes. This has become a staple within Avallonian Courts as a sign of nobility, with Kings seeking children with these same features for legitimacy.

Elf Kin tend to live 160 years, with slowed aging after their their first century of life. Elf Kin are lactose intolerant and are the only known group of people to be immune to the Listless Plague besides Vampires.


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Vampires. The Accursed or the Absolved. , depending on your view. How the process of vampirism was initially discovered has been heavily hidden by the Illyrian Empire. What is known is that some time during the middle of the Sixth Age, the once tumultuous region of Matushka in-explicitly ceased all contact with its neighbors. Travelers in the region would note that many Great Halls had fallen silent, and a thick, disconcerting fog began to blanket the area. Even worse, its neighboring Elven and Human neighbors began to note the spread of a highly transmissible Plague of sorts; a plague that would sweep throughout the known world in a matter of years.

This Listless Plague and the subsequent Century of Blood, which has been covered in depth in the historical articles, brought the Vampire onto the world stage. A Vampire is a mutated human with a penchant for blood and spread of its ghastly condition to all humans on the continents. Vampires are biologically immortal, with highly enhanced speed, strength, and intelligence; while many of their supposed other abilities such as necromancy, shape-shifting, and hypnosis are a hotly contest debate. Strategists have noted that Vampires may have concealed or lied about many of their supposed abilities as a form of propaganda, or that some abilities are held to the individual rather then a racial ability. Although their condition greatly empowers them beyond most mortals, their extreme weakness to sunlight, silver, and holy or rather 'radiant' weaponry was instrumental in ending the Bloody Century. Although relatively very few in-number, Vampires tend to utilize a highly indoctrinated group of humans as either and livestock.

All Vampires hold a very warped view of humanity, wherein their disease is a viewed as a blessing. Believing ordinary humans are too ignorant to recognize as such, lied too by a small cohort of Elves who maintain and control this status quo in order to benefit themselves.


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Eldar
Eldar, or High Elves, are the least numerous of the Old World Races, yet disproportionately hold the most influential. Believing themselves descendant of the Choir's Angels, the earliest sects of the Choir holds that they have a Mantle of Dominion to ensure the survival of all advanced life while maintaining balance with Their creations. The first race to establish a civilization in Avalon and construct, they dominated the various 'Ages' whether through military, cultural, and economic might until very recently.

The early Elven city states were, until end of the Fourth Age, considered to be the centers of philosophy and Enlightenment; despite their constant brush-fire wars and bickering. It was here that the First Hypothesis, the belief that Lyuim held magical properties, was conceived. The rule of Ascended Philosophers Kings was not only discussed but outright put into practice unleashing a golden age, all the while, Bronze Weaponry gave way to Iron. However, as the cities, colonies, and its kingdoms soon declined, their glory soon behind it. Vanxiron the Bastard soon arose to end this and bring about the new. His armies, along with his Wyverns, were said to have united the various squabbling elven city states and kingdoms surrounding the Sea of Haghadol (Tiberian), before turning toward the surrounding human nations. Through his massive success, he bestowed upon himself the title of First Elder and Imperator of the Thousands Legions, the title unintentionally surviving to create the moniker of Eldar centuries later.

Despite his failure and death in the far-off lands of Penglai to an alliance of Dwarves and 金国, his conquests allowed for Eldar culture to spread throughout the Old World. No longer was the line between a human and elven nation clear, with both races often finding themselves ruling or subjugated by the other.

Physically, Eldar are very similar to humans with their thin frames and long ears tending to be their most constant features. Humans often note that Eldar tend to have this allure and aurora of gracefulness, yet the outright objectivity of this disputed. Elves biologically can live up to 400 years; however, their longevity of sorts only lasts until the beginning of their third. Afterwards, elves experience the Great Fog. Without the assistance of Clerics, their minds may continue to dull and their bodies, fragile. This has placed a great emphasis of family in Eldar culture; the young may seek adventure and exploits during their first century or two, however, it is expected for them to return to their extended families. Eldar Culture places great expectation on Elves during their 'Second Century' wherein they ascend to Leadership, Parenthood, and Elder care; Eldar who do so are bestowed the name of Matriarch or Patriarch, depending on the gender.

Variants

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Elves, Woodland Elves, First Elves, or True Elves refer to not one group of Elves but rather serves as a general term for elves outside of the Eldar. Some consider the definition to be a Elf who has rejected Eldarian Custom or those with visual differences in their phenotype. Yet, the most widely accepted myth begins during the end of the Third Age. When Elohim herself bestowed upon Elves the Mantle of Dominion some Elves took the covenant to mean break bread with the other races; others saw it as a message to seek communion with nature. The former would leave for Avalon and being progenitors of the Eldar, the later would spread throughout the corners of the earth as nomadic hunters.

Each tribe overtime would see very distinct features emerge within their populations. Men from Avalon when heaving of Elves may conjure images of a redheaded elf with glowing green eyes with a mastery of the bow, those of Penglai may see great horse lords of the Steppe, while Eden may think of the great kingdoms of the South. Very few facial features seem to be consistent throughout all, ignoring the ears and usually taller height. While their ancestors may have sought harmony with nature, only the scattered tribes of West Avalon seem to hold this with any reverence. In fact, many scholars have now begun to wonder the necessity to label all other elves as First Elves due to their vast differences between the continents. It may be wise to revise the term for a more accurate understanding.

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The Drow or the Drukhari, as they call themselves are one of the most enigmatic and hated races throughout all three continents. According to the scribes of the time the untimely death of First Citizen Raedatta The Radiant, the Great-Great Granddaughter of Vanxiron, led to a power struggle within the Empire. Some favored the claim of Alrol, the Queen's nephew, while others' favored the claim of Rebah, the Queen's first cousin. Simplifying it into its base form, those within the Eldarian City States backed Alrol, while those from the far-flung edges of the Empire favored Rebah. The former got its way, and Alrol the Progeny was declared First Citizen. Rebah fled too her supporters in Penglai, ultimately leading to a bloody civil war and the continued fracturing of the overextended empire.

When the First Civil War ended in failure, Rebah sought new ways in order to turn the tide. Dwarven legend believe that the first Drukhari discovered long abandoned Deep Road to a mythical location known as the Underdark turning them nocturnal and sadistic. Eldar Theology preaches that the Drow abandoned the Choir's Mantle in favor of depravity and so the gods cursed them. Some Eldar Alchemists posit that the Drow are the result of interbreeding of Eldar and lower Elven races. The Elven Warlords of the Steppe tells stories that they sought audience with a long dead Witch, her body now kept alive through her merging with a Spider Queen. Human Courts think little of the Drow, believing them to be some variant of their Vampires.

Regardless of their true cause, Drukhari within a few generations developed their quintessential features of dark purple skin, red eyes, and white hair. They rampaged throughout the three continents, riding their draconids into battle and destroying many great cities of Old. Known for their cruelty and malice, in reality these very cultural qualities became their own undoing. The death of their Queen and a series of Weak Matriarchs made their campaigns difficult to support. While they fashioned themselves as heirs to the Empire, they did little in order to indoctrinate and spread their culture in much of the way Vanxiron succeeded. Much in the way their ancestors secession led to civil war, the Drow themselves suffered from a series of secession within their homes. This very fact, ironically brought peace to the land, as the Drow were much too divided to ever actually seize upon any sort of initiative. During the Century of Blood, their kingdoms and cities were either absorbed or allied with the Vampiric Empire, often seeing themselves integrated into their armed forces. They continue this function even today, their more undesirable traits held back through force of will.

The Drow continue to confound scholars to this day. How did a relatively minor succession crisis balloon into the creation of a new people? Drow captured seem to relatively cordial and polite, yet more sadistic and self destructive when in the presence of other Drow? What caused their mutations? Most Drow seem to be capable of change yet often resistant too, why? An even bigger question looms over the rest: What's hidden in cold tundras of the Northwestern Penglai that caused both the Drukhari and Vampires to arise?


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Dwarves
For the average human, when they picture a Dwarf, they conjure a very specific stereotype. A stocky, bearded man with a love for mining and a penchant for ale; a dwarf is never far from a brawl and never one to back down from a challenge. A Dwarf can not stand an Elf, something the two can agree on. In truth, this is a caricature, from their advances in the sciences to their cultural longevity even after thousands of years. The First Ancestors of the Dwarves hail from Penglai in the Yong Gu Shan mountain range. This natural fortress with its inhospitable climate and daunting heights offered dwarves an isolation from the chaotic warfare that the Ancient World once offered. Even when the first Dwarves migrated outwards, they did so cautiously; for the best offense was an unrelenting defense. Barbarians at the gate could spend a decade smashing his stone against their walls, and it would have accomplished nothing. Dwarves are rightfully proud of their races achievements, so they do not necessarily see themselves as apart of one nation or creed, but as part of the collective Dwarven race. A Dwarf may have never traveled to the peaks of the Yong Gu Shan but he will always speak about in relevance, he may have never met his ancestors yet he will never diminish their work, and he will never fail to uphold the standards of his home. This is ingrained into their young at the earliest age, and despite their Diaspora, it is held true.

The Great Kingdoms of the Dwarves, hidden away in their underground fortresses, were looked upon with envy. Their great craftsmen, inventors, and miners insured the constant flow of knowledge and wealth from one side of the World to the other. With their Deep Roads, they were able to bypass the Great Khans that, at one time, raided and pillaged their cities. These Deep Roads served as an important connection for the Dwarven people, offering safe passage throughout the continent.

The Dwarves hold a very unique position within the history and politics of the Old World. Once sequestered in the high mountain ranges of Penglai, over the Ages and Centuries, they now can be found in some form or another in each nation. Yet this does not mean necessarily that they are as assimilated within the Eldarian-Human cultural hegemony, they are usually separate in their cliques, families, and tribes. There are a multitude of different reasons for this. It was the alliance of the Mountain Elves and the Old Dynasties that ended the Eldarian invasion, delaying their assimilation for centuries. Unlike Humans and Elves, Dwarves can not interbreed; marriages between the three races is uncommon, those few that do occur, ensure the end of their familial line. So they instead cling too their own conclaves as such for a sense of community and security assurances.

Despite the varying levels of xenophobia that dwarves experience abroad, those who do leave tend to live more developed lives than their national contemporaries. For the once Great Dwarven Kingdoms have declined from their Sixth Age heyday. It was their own insular nature that allowed them to fall behind, no longer are they competing with petty kingdoms and small principalities but empire with imperial ambitions. Hidden away in their dwarven halls as the world and its progress continues ever forward, all too aware of their position but too scared too change anything about it.


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Florian
By far the most diverse and variant species on Tellus today, a Florian can appear in a multitude of different forms; from a giant walking tree with an implied beard, a humanoid made completely out of vines, too members with human organs and green skin. Living in the continent of Dorado, Florians are often pictured by Dragonborn as nothing more than barbaric tribes or peaceful natives; in reality, this falls to capture the complex and dynamic structure of Florian Society. Some Florians prefer to a very nomadic lifestyle, looking for places of natural fertility to plant their seeds. Other's have settled into various settlements to finally toil the land.

To the utter surprise of no one, Florians are herbivores; while they capture some power from photosynthesis, the nutritional and energy needed to function mobile form required new sustenance. Florians can in theory live as long as one hundred years, but rapid exposure to elements may just as quickly erode them away. Those made from tree bark can live for much longer and due to this tend to rise into positions of power as respected elders, despite their rather slow demeanor.

Florians can be birthed from two locations, A Great Tree or the cross pollination by two or more Individual Florians. These Great Trees dominate the bioluminescent skyline of Dorado, and are often revered as holy ground by various tribes. For it is within their seeds that a new member of the tribe may be born, often with genetic specialization to deal with a crisis on hand. The most common form of reproduction, cross pollination, is often utilized by entire members of a tribe. Within Florian Society, there is no one set of mother and father, each member takes part in the raising of children. Children are all planted within the relative same period of time, to ensure maximum viability and minimize infant mortality. For ten years, Florians are unable to move as their roots allow them to develop their fledgling legs and movable joints. During this period 85% of Florians die due to soil and weather conditions, invasive pests, or raids by enemy tribes.

When Florians do reach adulthood, they will find themselves in societies resembling the Third and Forth Ages of the Old World. Within the Continent of Dorado there exists a Commonwealth of a few towns, nomadic tribes, and villages but its more of an implied agreement. When Dragonborn or Beastfolk raiders go deep into the Forests looking for a variety of odd treasures, they are usually met with a unified Florian response. When said existential threat is no longer a concern, the tribes and towns go back to their short skirmishes and simple agrarian lifestyle. Even more than Dwarves, Florian culture is very insular, very distrustful of outsiders with their metal weapons and fire.

This isn't too say that the Florians are defenseless in combat. Some Florians have natural protection from attackers such as spores, poison coverings, and wooden armor. Yet their most powerful weapon is their innate magical ability of mind connection. Able to telepathically connect with the flora around them, for short bursts the Florians can incorporate whole sections of the forests into an extension of themselves. During inter-Florian combat, other individuals may do the same to counteract the other; the others' have nothing of the sort to prevent this. This is what has kept Dorado as a relatively peaceful continent, too primitive as of now for the mass application of warfare. Religion too tribal and a population too small to fight over squandered resources.


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Dragonborn
The undisputed masters of Antilla and, by extension, the New World, the Dragonborn continue to dominate the literal and geopolitical landscape. Despite the numerous other beast folks that may exist in small numbers, none have been as successful as the Dragonborn have been in establishing a continual dominion over the rest. By far the most physically imposing race on the planet with their Eight Foot Tall Height, razor sharp teeth, Fire-breathing, and a high possibility of wings, most other beastfolk can not even imagine a government or society wherein the Dragonborn are not at the top.

Many Dragonborn Myths exist, yet each of them involve a supposed Age of Dragon. Said Age of Dragon came to end, with the Dragonborn being the descendants of said Dragons. Reincarnation and Perpetuity play a significant role; the world is trapped with an endless cycle of Fire and Darkness. During the Age of Light, reincarnation is a constant. Those beastfolk who have proven themselves are allowed to return as a Dragonborn next cycle, Dragonborn who do enter a metaphysical plain of dragons; while those who fail return as a lower breed of animal. Said Religious myth is a more modern construct than anything else, but it serves an useful purpose for the kingdoms.

Supposedly descending from the Western Side of the Continent, the Dragonborn quickly migrated and separated into various tribes based on their color and general phenotype. Taking advantage of their inherent fire spell casting, the Dragonborn were quick to develop metal forging and specialized tools. The Precursor Bronze Dragons, Bronze to signify their weapons not skin color, were the first true empire of the West; establishing themselves early with a series of rapid attacks across the Jade River, taking control of the most important waterway that cut deep into the central continent. While later empires would eclipse them in size and technology, they offered the Continent the first codified rule of law, an unified Dragonborn identity. They were also established the caste system that has plagued Antilla, directly or indirectly, for centuries. Establishing a hierarchy of sorts with reptilian species on top then avian then mammalian creatures, with a few shifts in the order depending on the current political needs.

This caste system over the past few decades has become more and more ingrained within the various Dragonborn kingdoms, to the point where even entire portions of the economies are given too sub-races of sub-races. The most common form of this caste system continues to be slavery to the land, freeing the Dragonborn to train their descendants to lead, innovate, or fight. These tow contributing factors have ensured the stratification of the continent wherein successive generations are reliant on the other races too function in one distinct role. Any dissenters have long sense perished, leaving only the status quo. This status quo has blunted the technological development of the continent, leaving them far behind the Empires of the Old World. A few educated Dragonborn have correctly pointed out the inherent cruelty of a system that relies on continual serfdom and slavery, yet their concerns are constantly ignored or even chastised; such talk may only serve to end with you in a lower breed in the next cycle.

While the Dragonborn continue to imagine themselves as master's of the world, they have yet to face a proper challenge that requires evolution. It is unfortunate for them that for when said challenge comes, they'll be doing so alone.


Variants
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The second highest caste within the dominant political structure. Nagini is a loose term to refer to those with scales, lay eggs, and other reptilian feature. While not as powerful as their Dragonborn cousin, they themselves still yield an immense amount of power. One of the few folk allowed to run their own city states (said rule is more implied than directly stated), they tend to congregate within the southern half of the continent.

Due to genetics, Nagini often serve an useful purpose within advisory and monetary roles. Lacking inherent empathy and a total devotion to logical behaviors, Nagini are often portrayed as humorless and a bore by their larger cousins. While in most respect true, Nagini often do not find value in subtext beyond what other's think exist within the subtext. It is not uncommon to find Nagini with no familial connection, as their self serving nature places little value on this connection. This is not to say Nagini are self determined to the point of personal stupidity, no, instead they'd rather integrate themselves with groups with similar interests and a proven track record of loyalty. It is for this very reason they perpetuate said caste system, for they see the value of their collective races' position.

Nagini are allowed to own property and even a quota of slaves, if the local lord allows them so. Nagini Slave Masters are often highly favored by beast folk for they don't tend to harbor any malice or superiority over their mammalian workforce. They are not quick to the whip, instead choosing means of enforcement that does not inversely hurt their assets. While many in public will speak about the cultural necessity of this tradition, they do not agree in private; they only agree to said system since it is perfectly profitable for them to do so.

While Nagini city states are few and far between, they tend to be more sustainable than the Dragonborn. Nagini Lords will often stay furiously loyal to their liege, until said time when the opportunity cost of new leadership is more valuable than continuing said relationship. In truth, many Dragonborn use Nagini as a litmus test of sorts for their rule; the true nature of the situation is abundantly clear when the Nagini have collective blind-sighted you. Naginese Philosophy is deeply obsessed with this type of game theory, finding values for hypothetical variables and when to place value of the Long Term over the Short Term.

It is entirely possible that in subsequent generations that the Nagini will replace the Dragonborn as the dominant race on the Continent. For however slow technology is, it still moves ever forward. Even new advances dulls the physical advantages of their Dragon-lords, and so the Nagini will stand back and wait it out for said opportunity to rise.
Last edited by North America Inc on Sun Apr 26, 2020 6:27 pm, edited 7 times in total.

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Geography of Tellus

The Lands of Tellus
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The Western Most Continent of the Old World. The continent is known for its temperate climate, with its Northern most portions affected by a powerful Kodiak Jet Stream that significantly decreases its temperature in relation to its latitude. Bordering the Great Tiberian Sea to its East, the lack of naturally connecting straits isolated the continent from the rest of the world for hundreds of years. It was not until the migration of the Eldar and the Bronze Men that we saw widespread civilization develop. Most of the central topography is flat, with its coastal regions ranging from a slightly from hill sides to outright mountainous regions.

The most direct analogue is Europe. The Central Eastern Coast of Avalon operates under a Mediterranean Environment, hot summers and wet winters; this has allowed its central valley to become a breadbasket of wine, bread, and grain. Said Central Valley is considered the birthplace of culture in Avalon, whether the ancient cities of Eldar or the Mercantile Republic of Nuevo Durango. The warm waters and calm seas of the Tiberian, along with the treasures of the East, has allowed this Golden Valley with its city states to emerge as the richest nations of Avalon. Only through these gates can the West savor the finer goods of live.

Its South/Western Edges retains some of that Tiberian Air allowing for it to be the breadbasket of the continent, with its many naturally occurring rivers also surviving as a means of defense from Northern attacks. Its North Areas, as mentioned, is cold and rocky making any long term outposts by foreign parties outright difficult. Poor Soil and Short Summers ensures only the strongest or unluckiest men (or dwarves) survive. With the riches of East, the Breadbasket of the South, and the Mountains of the North, Central Avalon with easily traversable flat plains to become a constantly shifting region of petty politics and bloody wars.
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In much the same way, the Golden Valley operates as the gate into Avalon, Eden is the gate between Avalon and Penglai. With its Western Mediterranean-esque Climate giving away to a North desert and a Southern Savannah (and eventually a Tropical Basin) its clear that its analogue is the Western Middle East and Africa. The Continent of Eden with its a whole host of different cultures, whether racial or ethnic, has made it the home to very small empires yet very rich nations. Even when Vanxiron and his Immortal Legion conquered the continent or the numerous other Eastern Theocracies/Dynasties/Kingdoms in their attempts to emulate, each has found the region to be an administrative disaster. The merchants of Durango often posit that the the people of Eden hate more than other Edenities are foreigners.

Regardless of the cultural stereotypes for the First Elves and Humans that call the region home, Eden itself is one of the most material rich and agricultural poorest regions of the world. Beyond the nations that directly border the Tiberian, many cities struggle to provide for those beyond their immediate city borders. During ages of strife, The Great Desert Empires themselves often find themselves abandoning their Gold lined Cities for decades at a time until the riches of Penglai and food of Avalon returns. The Kingdoms of flat Savannah tend to fair better, now especially with the adoption of Lyuim, yet cultivating the land could be a daunting task without the Will of the Gods on their side; even more so, when neighboring nations decide that warfare is easier than agriculture. The eastern basins of Eden with its 200 foot tall trees and endless tropics, may seem to have an advantageous position with its nutrient rich soil and many rivers, yet the truth is far from reality. The Savannah Kings only find hostile tribes, huge beasts, and deadly flora; each city established within a 100 years is often claimed by the forest. Eden exists in a prime location wherein if an individual is able to unite the various factions of the continent than neither the East or the West dare oppose them.
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The most populous and largest of the landmasses, Penglai's geography and climate is by far too diverse to be easily explained. The Southwest exists the Arm of Penglai or the Susiana Mountain Range, depending on who you ask. While no where as high as the great Yong Gu Shan Mountain Ranges, it still served as an important chock point between Eden and Penglai. The long free flowing rivers in the world, Enlil and Noah, where were the first cities of man arose. Adopting the first Code of Laws, mass agriculture, and religious worship, they existed in conjunction to the Elves of Avalon. When they sought to expand, they decided to follow their great River gods and went Westward. Unbeknownst to them, their great rivers flowed backwards in comparison to the vast majority of actual rivers; they carried water from the Yong Gu Shan to the Erthraean Sea. Yet this decision would become a catalyst for the divide between the cultures of Eden and Eastern Penglai thousands of years later; these primitive colonizers would bring with them their own language, customs, and basic religious practices. Until the First Eldar Empire, this was one of the largest and most successful examples of forced assimilation. These nations existing in their Desert Oasis would eventually decline as other races and tribes would conquer or build upon their ancient cities. It wasn't until after the Invasion of the Drow during the waning days of that war that we saw their cities slip into the annals of history.

The Yong Gu Shan, the mythical homes of the ancient dwarves, is the highest mountainous region in the world and utterly dominates the topography of central Penglai. In Dwarven mythology the greatest and oldest of cities were built at the highest elevation of these mountains; unbeknownst to them, Dwarven physiology could not actually survive those heights. Regardless, the first of the Dwarven Kingdoms were built upon these sacred mountains before some unknown event caused them to decide to move westward. What this reason was is unknown. Dwarven excavators postulate that these mountains arose above the rest of the world, they did not necessarily prove to be the easiest to mine and build into; unlike limestone and sedimentary rocks that exists in excess in other mountains, Yong Gu was overflowing with igneous rocks that despite the best attempts of the primitive dwarves, would not budge. For those lucky few dwarven kingdoms that stayed, advances in mining and the arrival of Tang Earth benders would eventually allow them to finally crack into the riches of Tellus. Yong Gu Shan despite its natural beauty, continues to be one of the most dangerous locations on the planet; large glaciers, impassable roads, and few animals means any subsequent tribe seeking a new home should look elsewhere. Unless you're Zhou. They can fly.

The North western of Penglai exists the subcontinent of Matushka. Its higher latitude made it particularly easy for most of it to freeze over for months at a time, preventing any large scale in habitation for centuries. Even then, the region was often too poor to even be of consideration. Famously, a subsequent protege of Vanxiron when asked the strategic point of capitulating this frozen tundra responded by saying, "To fill out the map." Most empires from Avalon or Penglai have only established a few settlements on the subcontinent, most of which fail due to starvation. Matushka even during the sixth age could barely traverse to the South, much less intermingle with the various courts of the region. Too Western for the Penglai, and too Eastern for Avalon. Destined to be a footnote of history, it was not until the discovery of vampirism and the Illyria's Century of Blood that we saw the complete unification of the region and its eventual rise into a world power.

East of Matuska, North of the Enlil River, and West of Yong Gu Shan are the Great Grass Seas. Here the flatland is dominated by various nomadic tribes of First Elves and a scattered few human variants. Briefly under the domain of the Eldar, the area was later capitulated under the Spider Queen of Rebah before the Drow transformation. The Drow would soon incorporate Dwarven Deep Roads, built to bypass the Horse Lords, into their own infrastructure; eventually these settlements would become the greatest concentration of the Drukhari Kingdoms. During their golden age they were able to enslave these First Elves, stripping them of their horses and forcing them to work the land; a great dishonor in more than a few of these tribal communities. When their Kingdoms splintered, the Horse Lords returned; and then promptly burned any remaining above ground Drukhari settlement. Today the Great Grass remains as they always have, fighting and raiding any unlucky settlement that doesn't pay them tribute. Once in a blue moon, the Horse Lords may be united into a Great Horde that will rampage through Eden and Penglai but these only last until the Horse Master dies of old age or in combat, afterwards, the Horse Lords split off into their own bands.

And finally, the people East of the Yong Gu Shan, where the Jin Empire rules the region either directly or indirectly. The Jin (Golden) Empire exists more in concept than one singular entity throughout history, many dynasties have claimed this as their Divine Mandate for legitimacy than any direct connection with the First Jin. The first people of Jin where actually of four different tribes that resided in the DaJiang, or literally translated Big River, Basin. The river and its surrounding environment were said to be blessed by the spirits, for they remained naturally clear and pristine despite the eventual construction of settlements in the region. Whether this was indeed due to Spiritual Blessing or the Lyuim reservoir that poured into the DaJiang, soon these magical properties were to be bestowed on these First Men. The Zhou living in their own basic settlements on the upper edges of the Yong Gu Shan were blessed with mastery of air, the Tang who lived below and held a strong affinity with the dwarves were blessed with mastery of the earth; the Ming who made their livelihood upon the coast were blessed with mastery over water, and finally the Qin, the most numerous and advanced, who were bestowed the control over fire itself. While they may have lived in harmony, everything changed when the Qin attacked. The first to adopt iron, they built the first Jin Empire under its own succession of Empires. After thousands of years, the people would no longer saw themselves as their respective of tribe but Jin. Even though petty warlords and emperors fight for control over the thrown, the water of the DaJiang will always flow on.
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One of the two continents that makes up the 'New World' and by far the most alien of the two. While much smaller than its neighbor Antilla. its biodiversity is unrivaled. While the newly evolved species of the Florians may technically constitute the dominant species, everything from prehistorical beasts, biological supercomputers, and spectral entities challenge this supposition. This supposition is outright shattered by the relative low number of Florians and their low technological capabilities, hindered by the sheer amount of flora and fauna that cover every square inch of it. Ancient tropical forests make any excursion a chore, its gargantuan trees and endless vines minimizing any sort of visibility. The air is thick and humid, the deepest of forests almost deathly hot. Poisonous insects and carnivorous flower, hidden due to their size, have ended the excursions of any would be explorers. For the few Dragonborn that have ventured forth and lived to talk about, their stories are filled with outrageous claims of seductive fae and the treasure they possess. What said treasure is never concrete, some talk about a bright red liquid that sprouts forth life from its drop; others focus on a bright blue crystal, hidden away in its sparse mountains.

One of the most striking features of the continent is the bio-luminescence that occurs within certain hours of the night. Millions of years of shared evolution has led to this utter symphony of beauty. Colors and patterns never before witnessed by even the most traveled folk is on full display. Hordes of Jellyfish sprout up from the water and take flight, illuminating the night sky in bright blues and pinks. Once green vines from the eldest of trees light up with rhythmic electric impulses. Insects light up their ends to find a mate, while leviathans explode in a flurry of purple and yellow in a show of primal dominance to other competitors. It's this alluring beauty that always attracts a first time visitor. It's rather unfortunate then, that in most cases, said visit will be their last.
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Unlike its tropically humid Southern Cousin, Antilla's biomes range from temperate forests to peaceful grasslands. Here the Dragonborn reign, or rather a few loosely connected nit of Dragonborn kingdoms. While technically home to a wide range of beastfolk, most are not as humanoid or intelligent as one would expect. Most of them lack the ability to even use tools, much less the ability to use reason. The wide diversity in biomes that Antilla provides may be advantageous for some, but it's very difficult on others. Adaptation is hard for most, and Antilla is covered with the bones who failed to survive even this latest Ice Age. Yet Life finds a way. It is lucky for the early Dragonborn that the soil is easy to toil and harvest. Unlike Dorado where clearing even an acre of land will take weeks of constant burning, the land here is willing for even the most demanding of crops. From potatoes to crops, these early iron age tribes are subsided with high caloric food.

Both Dorado's and Antilla's western coast is dominated by a mountain range and heavily volcanic activity, both with a penchant for eruption. Every several centuries, the skies will darken and volcanic ash will blanket the ground. Usually seen within a religious context, Dragonborn often view such an event as related to their religious Age of Fire; volcanoes being an allegory for fire creating and eventually itself through cold darkness. Whatever the actual reason, the primitive cities of Antilla are often too hard by this and collapse into disrepair. Said collapse will eventually turn into a regression of sorts for the natives of the continent, until a new civilization arises out of the ashes of the Old. What is interesting about this is how in each recorded cycle of this, the Dragonborn always suffer the societal collapse yet are also the one's to always rebuild. It's entirely down to Biology. As Children Blessed Fire they suffer no direct effects from this volcanic activity such as respiratory illness, instead they suffer the indirect effects of poor harvests and the loss of their livestock. The various other beastfolk suffer both, often diminishing their populations even more in comparison; thus allowing said Dragonborn to eventually build more quickly and directly in sulfuric hot spots.

Along with the high volcanic activities, earthquakes are rife and common; while often less feared in comparison, they themselves have destroyed their own share of cities. One Nagini tale outright lampshades this: a Dragon Lord offered a sacrifice to the gods to end an eruption that threatened to engulf his city, They accepted and the volcano stopped. The next day an Earthquake occurred and destroyed the City. The Moral at play: Unfortunate events are never directly correlated. Why this is often a tale for their recent hatchlings is beyond this explorer.

To the Southeast lies the Great Swamp. A similar biome to that found in Dorado, the Nagini have made themselves at home here. Near enough from the equator that their cold blooded physiology is continually bathed in the heat of the sun and wet enough to allow them cool off when needed. Other beastfolk reside here, yet the Nagini have cemented this corner of the continent as the ancestral home and claim, only allowing most other beastfolk in for the sole purpose of labor in their Chinampa.

As you travelled eastward, you find less and less evidence of a Dragonborn hegemony. Tribes from all shapes congregate here and live as destitute villagers and nomadic hunters. From the flying Arackocra who soar through the air to the mysterious Deep Ones who reside at the farthest seaward horizon; the Tabaxi with their inhuman speed running as far East as they could from being a Dragonborn delicacy and the ever wise Tortles. The East far off from the lucrative river trade routes of the West may have been spared from total assimilation, but it will not last forever. Civilization draws ever near to them.
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A large subcontinent in the Pontus Ocean. Early sea faring civilizations of Avalon reached its most Eastern Edge several centuries ago, only to find more ice and rock. Not much grows here and most outposts failed to last more than a decade before the occupants moved to greener pastures. Interestingly, early Pagan mythologies told stories of undead raiders who would sail from there to Avallonian shores, bringing back human sacrifices. Before their adoption of the Choir, these stories had very reoccurring imagery to imply either a singular central myth or a reoccurring event within the Western Half of the Continent. As mentioned prior, Avallonian sailors did eventually reach the shore but they found nothing of the supposed sort. No proof of civilization and little evidence that the ground could even support human life. So now the continent sits abandoned much of how it always has been.
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At first glance Kodiak and Lyngvi are almost no different from other: lots of ice and rocks; the trained eye would dig deeper and realize that Lyngvi is rock covered with ice. Kodiak is ice covered in rock...with then another layer of ice above that. Kodiak, unbeknownst to everyone, holds the record as the largest continent of Tellus. Their ignorance can be forgiven as Kodiak's land mass is also covered in nearly thousand feet of ice and tundra. Some aquatic animals may live under its outward glaciers, yet as you travel deeper and deeper, your company rapidly diminishes. Nothing can survive its frozen conditions, instead an all consuming quiet hangs over the land.

No one has reached its North Pole and very few can even reach Kodiak proper. No ship can survive constant collision with its ice and radiant evocation spells can only do so much before hypothermia sits in. It's for these reasons, it remains unexplored. Some even question the necessity of study here, for what it is there to learn in an desert tundra beyond just how harsh the elements can be. It's seen as a joke and treated as such; its' not, it holds so much more. Some stalwart fishermen after a couple of drinks may open up, and if they do, listen up. They'll puff up their whole host of accomplishments and exaggerate to no end, but what they have seen is beyond the realm of fanciful imaginations. Bright Lights that appear and disappear just as quickly. Long forgotten cults that wait for the ice to freeze over trapped ships and consume their crews. Barren shores with the most grotesque of creatures that linger at the corner's of our view. Sunken cities that await for their creator's return, they serve as a beacon for what lies beyond the senses. Kodiak holds a whole host of Ethereal Forces inhabiting far more than its terrestrial presence; an appalling reminder of an eon's past that none shall live to endure again.




The Seas of Tellus
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The 中海洋 or
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Postby North America Inc » Sat Apr 04, 2020 9:59 pm

[blocktext]
The State of the World




Ages of Tellus


Explained: The Ages of Tellus are a codified, complete version of the world from the dawns of creation to modern times. First put forth by the Ecumenical Congregation (the Church of Rapturous Ascendance or the Choir depending on your racial/ethnic background) , this historical narrative was canonized during the Third Council of Paetus of the year 783 AP. Pontiff Thaddée Renou had called said Council in order to rectify the division between the burgeoning disagreements of the Volantian Order of Scholar and the Church; in much the way the last Council had led to the unification of the Human and Eldar churches two centuries prior. From the perspective of many, and despite the Pontiff's assurances, the decision to hold such discussions were more political than theological. The Church which had for the last century sought to rectify its tarnished image after years of indulgences and politicking, was quickly losing ground with the growing adoption of Lyuim and its associated crystals to new radical notions. Rather than respond with a pogrom, the Pontiff wisely chose that a reordering of some of its necessary commandments and historical worldview would allow for the continued growth of the Church. Beyond this calendar, Lyuim became ordained, the position of Cleric was created, and the Church would continue to adopt the discoveries of the Volantian Scholars (with certain assurances).

Utterly biased, incomplete, and shallow, the Ages of Tellus is the greatest and most accepted of the Historical Theories. Each Age correspondents to a Universal Theme, usually ranging from Trials and Tribulations to Divine Glory. This allows for the Pontiff indirect sway on how he wants the Congregation and Flock to proceed; for example, the current Seventh Age is known as the Age of Wisdom. After this was declared two hundred years ago, the Congregation put considerable capital in Lyuim and Scholarly Discovery. Which in turn, encouraged the populace to have a newfound interest in these Discoveries and Overall Knowledge. Once again, a political maneuver to incorporate the Scholars into the Faith.

As you venture farther and farther from Avalon and Eden to the Fringes of Penglai and the New World, the less this calendar is accepted. In truth, many foreign merchants point to the fact that said Ages never correspond to a theme beyond the Continent; how odd is the age of Penance when the nations of the world reached new heights- the exception being Avallonian Society. Still, even in a book of lies you will always find truth.

NOTE: Each era has its own corresponding calendar that always start at year one and continue on indefinitely until the next age is declared. For example, the current year of 212 may technically mean seven different years. The Labels of AW (Age of Wisdom) exists to specify.


The Following Ages are:
First Age of Creation
Second Age of Tranquility
Third Age of Heroes
Fourth Age of Truth
Fifth Age of Edificaton
Sixth Age of Penance
Seventh Age of Wisdom




Historical and Religious Events of Tellus
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The era wherein Tellus and Titannus came into being. In the Congregation's myth, Elohim first created his six children, bestowing a fragment of his self into them; from there, the Children would become a fundamental aspect of reality (Love, Wisdom, Harvest, Courage, Light, and Judgement); while in older Eldar and Elven teachings, Elohim herself may have been the First Mother, yet they were all equals. She instead keeps balance between them, constantly ensuring that the Mantle of Dominion is held together on the Cosmic Stage. Her Children of Lust, Truth, Fertility, Blood, Philosophy, and Death are instead pictured constantly fighting of another, often involving themselves with Mortal Conflicts. Regardless of this difference, both sides hold onto of Paradise, a state of reality that believers will go to after their death. This city, where even the roads are paved in gold, was created during this first age as well and is inhabited by a race of Celestials. This race, either created Elohim directly or a mortal Saint had distinguished themselves during life, serves as the arbiter of the Gods' decisions; often carrying forth any decisions they deem so.

After the Universe and all its inhabitants were created in a single moment, Elohim on their second hour, created the state of reality known as the Abyss. Despite what a few sectarian cults will say, the Abyss is not a place of eternal damnation. It is a reality of non-existence, souls who reject the truth are placed in permanent balance after death. They feel no pain, yet no joy; no sadness, happiness.

On the Seventh Hour, the various races were created. The Humans were given Eden, the Dwarves Penglai, and the Elves were given Avalon. In the Old Canon, the Elves themselves were given the Mantle of Dominion, charged with balancing this imperfect world until it matched the beauty of paradise; now, it is taught that all sentient races were given this order.

On the Hundredth Hour, the age of creation came into an end. Elohim had created all that they had desired and bestowed his last two gifts: freedom and thought. From thereon, he would watch from the sky, judging the character of individuals, and the works of kingdoms.

In the majority of Dragonborn Religion, the world as we actually know, is stuck in an infinite cycle of Light and Darkness. According to this myth, for Several Hundred Thousand years Dragons ruled over the material plain, providing a balance between light and darkness. When a cosmically evil force of demons arose with the power of lightening, they went about systematically purging this race. After their success and in their folly, it was not until afterwards did they realize the necessity of this delicate balance. Cursed with immortality, these beings would forever revel in a period of light and dark, unable to escape. Until now, with the Dragonborn, the reincarnation of these ancient dragons, are now dutifully tasked with rectifying this mistake.

The Floran People have no widespread creation myth, with explanations varying from external existence, birth through the Mother Trees, and spiritual ancestors. Despite their widespread genetic diversity, more so than any other sentient species, the Florans seem rather unconcerned with said matters. Why some have mammalian features while others are outright bipedal plants seems to stem from their lack of interaction with outsiders. With only passing interactions with Dragonborn, Nagini, and other beastfolk, many of these insular societies seem to hold focus on a singular shaman than anything else.

Dwarves themselves have no widespread religion across their species. While many Eldarian writers scoff and say Dwarves spring from the ground, Dwarves are just as much a product of their continent than any other species. The Dwarves of Avalon have incorporated elements of the Choir into their own ingrained practices, a fact that's accepted or heretical depending on the Pontiff of the day. While the Dwarves of the Yong Gu Shan hold first that creation occurred from the physical manifestation of Tellus who breathed life into his own machinations after seeking an audience for his works.
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The period wherein man and nature where in balance. This era is marked with the rule of supposed mythological dragons in most mythologies, regardless of regional ties. The only exception to this are the Florans who hold that only flora covered the vast world- including all the various oceans. Beyond just dragons, various large reptiles, mythical beasts, and leviathans are said to have existed. The early races during this time are no more than petty tribes living in hunter gather societies. Various myths from this era, such as Joab and the Leviathan, are still taught today as an Aesop tail for children.

Another odd historical myth that seems to persist regardless of race is the story of the two brothers- Adrial and Zaan. Adrial and Zaan, two brothers demigods of the heavens, served as eternal protectors of Elohim's greatest creation. These two brothers perched in the sky, were the one of the most visible items in the sky for thousands of years. As the story goes, Zaan was slain in battle; the servants of the Abyss served a blow so deadly than even those on Tellus felt it. In one moment, the night sky was lit as if it was midday. The oceans boiled and the ancient beasts fell without warning. Elohim, or any other racial Deity, foresaw said calamity and went about protecting the tribes of Tellus. He healed the world by bestowing the mythical force of magic as well as the introduction of new species; in addition, he siphoned a portion of his power into magic, a shield against any beasts from the abyss that made it onto the world. As for Adraln, he was said to weep without end. Without his brother by his side, the light of his sword went dim...then vanished.

Very little evidence of this era remains. Subsequent generations did not seem to keen on historical preservation, often too willing too strip various artifacts for parts. The Jin Empire speak about some sort of mythical spiritual world feeding into the world around this time, allowing for the most enlightened of individuals into shifting through the various planes of reality. The Dwarves for their part seemed to have suffered through some near mass extinction during this period, the few survivors would go onto to build the first cities of Penglai centuries later. Said cause is unknown, however, it led to a massive bottleneck for the species.
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Era: The Age of Heroes
Until a few thousand years ago, the races of Tellus operated solely as hunter gathers, often following specific animal migrations. Tribes were small and scattered with a highly varied cultural practices birthed from years of social isolation. This was to change during this era, where we see the first cities of Tellus arise near specific rivers and grazing locations. Although the Elves serve as an outlier within their deep halls of the Yong Gu Shan, early human and elven cities often huddled around specific basins for the necessities of irrigation. Stationary villages would have more excess in resources than their nomadic neighbors, encouraging others to venture and assimilate. Without the need for everyone to raise food, specialization and infrastructure would slowly start to develop.

For Humanity, the first cities arose within three distinct regions: Susiana, DaJiang, and Idfu. Idfu and Susiana gave rise to the Idefian and Susities, respectively, both of which had striking similarities. Both arose from an oasis in a desert, and were the first to develop the concept of war as a national concept. Idefians, the first civilization to arise within Humanities cradle of a continent (Eden) became masters of agriculture, the Susities developed law and order through an intense marriage of religion and politics. These cities would rise and fall and rise throughout the centuries, yet they would serve as a catalyst for future tribes to follow. Thousands of Years later we can see their influence throughout Eden, and while their cities may be rubble, many secretly pray to the very same Pantheon that they once taught.

Humanity would arrive in Avalon relatively later than the Dwarves and Elves. Many of the first tribes were primitive and barbaric, often resorting to the same nomadic behavior as their forerunners. Much of the rich trade routes located near the Tiberian were held by the Eldarian City States, often preventing Human Kingdoms from arising into prominence until the Etrusian Empire.
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Era: The Age of Heroes
A supposed explanation for the cultural and genetic differences between the Elves and the Eldar. According to Eldarian Folklore, after Elohim bestowed her Mantle to the Elven race there was a general peace that existed over the various tribes. There were a great many Elven cities paved in white and gold, as the other races were merely developing basic tools. This of course, isn't supported by any actual ruins. However, some tribes and dissidents spoke of how gaudy the Eldar have gotten, having betrayed their Mantle for they no longer sought the peace between the Races and Nature. Other saw it a mantle of Dominion, a declaration that they must seek to lead the various races into a higher plain of existence through their guidance.

The specifics of this argument, however, it led to a mass separation of the Elven people from each other. Those who sought to achieve the mantle through Enlightenment and Guidance went the way of the Great Eldarian City States, those who sought to live within the Peace and Tranquility of the last age went the way of the Elves. This does not explain the number of Elven States that exist outside Eldarian Culture, but it does serve a cultural myth that has been propagated over the millenniums.
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Era: Age of Heroes A supposed climatic war that occurred a few thousands years ago. Beings from the Abyss arose from the stars and brought calamity and war to all. Led by a race known as the Illithids, they ravaged each nation until Elohim and his children descended upon the world and obliterated them with a single spoken word. The same historical myth appears in many different cultures yet no physical evidence of this event actually exists. Many now treat as more of an allegorical fable, an example of what occurs if the children of Elohim stray from his guiding light.
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Era: Early Fifth Age
The Eldarian People for several centuries established themselves numerous city states spread throughout both sides of the Tiberian. These early city states lacked much of the power projection and land that was accustomed to their neighbors, but the tranquil climate and rich soil soon allowed them to develop into formidable opponents. Soon they reached their peak during the Forth Age, pushing the forefront of philosophy and various other natural sciences. These city states held a wide variety of different governments but most were centered around the idea of a Philosopher Council, a group of wise thinkers that led the nation through dialogue and discourse. While it was remarkably effective for centuries, this never brought peace to the land; many elven, human, and Eldarian city states fought each other throughout the land. This led to the decline of the region as a whole, eventually paving the way for Volantia.

Volantia, a smaller northern city state on Avalon, was occupied not by humans or eldar but their descendants: Elf Kin. These Elf Kin had been the result of years of constant migration between the people of the region, eventually growing into a formidable state in their own right. As its' neighbors declined, it grew stronger; eating away at their lands. Yet it was not until Vanx and his Vanxiron that the world itself bent the Knee. Vanx the King of Volantia, led by a swift campaign throughout the Eldarian Lands; taking advantage of the divided leagues to integrate the cities' into his own Kingdom. The rest of his rules was relatively peaceful as he spent a considerable amount of his efforts into unifying the cities. He recognized the strength of his people and the power he would gain through the refinement of their skills.

However, at the time of his death, the King's oldest son was dying as well. A horse accident had crippled his lower body as he soon fell victim to his wounds. Volantia customs were to pass the kingdom over to the oldest son, even though Vanx did not necessarily agree. Vanx always had a soft spot for his younger son Vanxiron, a gifted intellectual and warrior born to him by his favored mistress. His daughters as well eyed the throne, with many speculating they were behind the horse accident. In actuality, many had their motives, including Vanx. Yet immediately after the King's death, the fifteen year old Vanxiron and his mother were quick silence any rival claimant and bring the court into the fold. The already popular child of the people, Vanxiron leveraged the Kingdom his father had built into the Empire he had envisioned. Beyond his martial abilities and vast intellect, the Child was blessed with a Dragon. How said Dragon came to his employ is vague, for documents surrounding it after predicted to be written afterwards and as propaganda. What is the most likely story is the mother had deeper connections that previously believed and ensured the baby Wyvern had imprinted on her child.

Regardless, Vanxiron and his Wyvern rallied the men of the nation to arms; promising the end of the Endless Wars with one last war to finally crush the enemies' who once shed blood on Eldar lands. The army marched South First then turned West and North, incorporating all the Human and Elven Kingdoms it can find into it's fold. While the scope of the enemies' soon expanded above what was promised, Vanxiron remained steadfastly popular for his radical tactics and acumen ensured only victories and minimal casualties. The people were enthralled with his exploits, as his Mother held the homeland as Queen-Regent. After incorporating the Western Half of Avalon and forcing the Dwarves to flee into their caves, he soon turned east to Eden and the Empire of Nehkiah. Nehkiah, the largest empire of the Known world, had recently suffered a brutal drought that left its' people wary and starving. Sweeping through their Northern core, he set fire to those who refused him and peace to those who surrendered. Offering religious and cultural tolerance unseen in the world then, his armies' were soon swelled with human reinforcements. Nekhiah's King surrendered before the Capital was conquered, and Vanxiron allowed the nobles of the region pseudo-independence as long as tribute was held.

After Nekhiah's ten year long campaign, many expected for him to return home. Instead he eyed the arm of Penglai and the vast Steppes that were before him. Crushing the small horse lords and kingdoms rested on this flatland, the sheer size of Penglai soon began to take a toll. Even worse, the Yong Gu Dwarves and the Qin People of Jin united under the fear of this unstoppable army. They marched forth, the army of two hundred thousand, to meet him at the entrance to Penglai. His men wary and tired, Vanxiron faced mutiny if he did not return home; yet if he left this encroaching army they would surely sweep through the lands he had just conquered. One last battle to secure his rear. The armies' marched to meet each other at the mouth of the Yong Gu, and the largest battle of the ancient world commenced. Thousands fell phalanxs and dragonbreath meeting Dwarven fortitude and Elemental attacks. Once the battle ended, Vanxiron's Wyvern had fallen and his army was defeated. It was still a Pyrrhic victory for the opponents as well, their mass depletion of men would allow for their own kingdoms to be taken up by internal turmoil. As Vanxiron himself? No one knows. While originally believed to have fallen when his Beast was skewered out of the sky, new evidence points to him never actually being at the battle. Some now suggest that he was instead poisoned and killed before the battle, his general's keeping it a secret to shore up morale. Other's say, he simply walked out of his camp and never came back, disheartened at the thought of his first possible defeat. Whatever the case, Vanxiron was considered dead.

The First Eldarian Empire he had built would last several more decades. Unlike his father, Vanxiron cared little about the inner workings of infrastructure and sustainability, allowing for his empire to break into several regional factions years after his death. Volantia may be the capital of the Empire, yet the degree of control it had weakened the farther you went. Rebah's Civil War may have been the death of the Empire, yet its would not have been so drastic had internal conditions had made it so volatile. When Rebah's contingent held to the East, other's soon followed in her stead; either directly or indirectly. Rebah may have been defeated and prevented from reincorporating the regions into her own empire, yet her lose came not from Volantia, but the Eldarian Warlord who controlled the Arm of Penglai.

Even the City States soon broke apart and went back to their own petty wars, but not for long. The Etrusian Empire arose and over the decades, Incorporated each of the cities' (including Volantia) into its reach. Go forward several centuries and you would see most of Vanxiron's land and other regions incorporated into this human empire. Yet it was not their cultural they spread, it was the Eldarian States. Vanxiron's spread throughout the new world exported their customs and religion throughout the three continents; this new cultural rebirth would very much shape the world, even today. The Etrusian Empire that came after would last for several centuries, cementing their culture into through much of the same way as Vanxiron.
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Postby North America Inc » Sat Apr 18, 2020 3:25 am

Religion
Faith is an important for all the inhabitants of Tellus; even while the most progressive of minds may wonder and question divinity, no one will ever question what people have and will do for their gods. From a vow of piety to the launching of a crusade, religion serves as an eternal guide for those seeking meaning. Yet not all religions are the same, some religions demand the total obedience of their faithful, others only expect minimal attendance. As the Seventh Age progresses, a few question the necessity of such encompassing organization, with the rise of the nation state would loyalty be better spent elsewhere? Has not the gods allowed the divine right to rule on the monarchs? These questions serve as an important catalyst for many within the royal courts, always wary of another body encouraging on their peasantry.


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The Choir/ The Ecumencial Congregation

The servants of Elohim and his six children. The story of the Choir and its formation is tied directly into first days of the Eldarian City States and their eventual conquest of the new world. When Vanxiron rode on his Wyvern, he brought with him the Eldarian Culture of his youth to all the settlements he conquered, unleashing a cultural age where human traditions were interlaced within this primitive Elven faith. Vanxiron, one of the first half elves, saw the spreading of the Choir as a way to further integrate the previously separate races. Even after he fell in combat, his vision had already been unleashed and led to the Choir becoming the largest religion and institution within the world today.

Before Vanxiron united the various cities, the Eldarian City States worshiped Elohim and her Children uniquely, no organization was put in place that served as a moral arbiter. Back then, much emphasis was placed on Elohim having left the world to our own devices. Morality and the Concept of the Abyss were much less of a concern for many of the Choir's followers, instead the concept of the Mantle of Dominion was the core tenant that the Eldar focused on. This allowed for a whole plethora of justification, from the construction of a new Acropolis to the enslaving of rivals.This changed with the integration of humans into the faith, with many of the core faiths edited and changed by supposed prophets to allow for it to accepted by the wary conquered. Many of its ceremonial aspects were either changed or dropped, and concepts such as Sin and Eternal Life became central tenants in its teachings.

When the Eldarian Empire fell and its pieces were reconquered by the Human Led Empire of Etrusia, more changes were implemented and an unified church body was created. The Disciples of Elo, a human cult, arose to a prominence after a series of bad harvest brought about a tribulation of sorts throughout Eden and Avalon; this radical body saw the necessity of a pious life to bring about a supposed rapturous ascension, where we would join the Elohim and his Celestials. The Disciples were out right rejected by the former Eldarian city states for their more heretical changes to the scriptures, yet as more Drow, Barbaric, and Dwarven attacks burrowed through the Empire, many saw comfort in its teachings. The Disciples introduced the idea of Sainthood to the Church; a theological concept wherein the individual is so pious that they never die, instead the Chariots of Heaven ride down and take them to peace. Sainthood was not denied to anyone, instead rich and poor, man and woman human and elf, can all attain it should they be declared worthy of it.

Their have been only Five Saints according the Disciples, chief among them was Saint Adeline. Saint Adeline (pictured left), a poor woman from Northern Avalon was visited by Feder, the Demigod of Wisdom. He bestowed on her a variety of gifts in order and warned her of an oncoming Drow invasion from the Sea. Despite being a young teenager, the girl was able to rally her small town and push back the Drow, despite their numerous onslaught. After the fifth, they gave up. The local countryside spread the word of this heroic encounter, and today, this story remains the most famous of her numerous accomplishments. Numerous myths afterwords document her doing everything from calming a Tarrasque by rebuking it, to establishing an orphanage. At the end of her life, she was instead swept up by Chariot and bestowed sainthood. Saint Adeline supposedly continues to work, bestowing those in need with the right gift. She remains an important figure for the Women within the Choir, often held up as a Maiden one should aspire too; it's even customary for Female Clerics to dye one's hair golden blonde as an testament to her.

The story of Saint Adeline may seem like an odd digression at first, but it serves as an example of how the Disciples were able to focus on specific teachings that made Elohim seem personable. Rather than the aloof god that the Eldar first put forth, Elohim seemed to be someone that most can and should have a relationship with. As the Disciples waned in power, their council was eventually usurped the role of Pontiff. When the Etrusian Empire fell and its states become their own kingdoms, the Pontiff served as the defender of the faith. During the most troubling times of the Sixth Age, the Church protected the teachings of old, ensuring that they didn't fall into the annals of history. They often regularly committed pogroms against pagans and crusades against the Eldar who had rejected this radical departure of the faith. For centuries, Avalon was divided between the Choir (Elvish) and the Church (Human), a fact that served as a catalyst for much bloodshed. It was not until the Second Council of Paetus that the Eldar were finally integrated into the faith; leading to the Ecumenical Congregation of today. Its now usually referred to the Choir offhand, as many peasants find it easier to say.

After the Third Council of Paetus and within the Seventh Age, the Choir functions as a state unto itself. It has its own lands, and its own various order of Paladins that answer solely to the Pontiffs and his Council of Disciples. The Clerical Domains that serve a whole host of different functions throughout the world must be ordained and taught by the Choir. Kings and Queens must be crowned by the Pontiff, and excommunication serves as strong weapon against any radical monarch. From their opulent Cathedrals to their small monasteries, the Choir can be reflected in every aspect of Western Life.

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The Arrakians

One of the largest faith of Eden. A pseudo polytheistic religion that originally worshipped the Great Serpents of the Desert from which reality spews from. These serpents that measured in the kilometers on occasion are known to consume whole caravans, devastate cities, and leave whole areas devoid of life. For the Arrakians, Eden shall one day be returned to the natural state where all will be consumed by the Serpents, only the worthy few that listen to silent whispers will be spared. However for most moderates of the faith, the Serpents of the Desert are treated as mere pysical manifestations of the gods, rather the beings for themselves. It was Hassan Ben Ali in the Sixth Age of the Choir's Calendar that proposed a wholly new interpretation of the faith that combined elements of the Choir and ancient Idefian traditions into the Arrakian Faith. The great empires of the Desert that arose from the nomadic lifestyle of their forebears adopted Hassan's new sect and soon Al-Arrakians became the largest sect of the Serpent Religion.

Al-Arrakians differ significantly from their tribal counterparts, allowing for the existence of a singular god, Al-Arrak, that created the serpents. These Serpents in turn would go on to create the physical plain that we exist on. Al-Arrakians, much like the Choir, teach that a moralistic lifestyle is one of the ways to be spared by the wrath of the serpents. The Serpents are also portrayed in a more neutral light, with outright worship of them having fallen out of fashion within the last few centuries. Instead the Serpent's true forms exist within a constant cycle of consuming themselves, creating and destroying new plains of reality through this constant rebirth and destruction. All of mankind exists tied to this cycle, wherein the self destruction of a previous generation is replaced by the works of the next. Only through medication and submission can one truly exist the ouroboros.

The Great Kingdoms of Eden that arose after the fall of Etrusia varied widely in their faith and devotion to Al-Arrak. The Ziggurats that are usually adorn the centers of their city states are wholly independent of the other; beyond a few universal testaments, it's odd to find a sect that's transcends a singular city. Some Ziggurats function similar to an Oracle, where a priestess offers divination to curious leaders while other's function to allow animal sacrifice to wash one's transgressions. If you travel even further inland, before the deserts turn into the Savannah, you may even find Arrakians who still practice the first faith; Lyuim, for them, is the blood of their sleeping gods and too partake in its powers is sacrilege. For many centuries, kingdoms have arose to implement their own separate interpretations throughout Eden with middling success. Often locals reject any minute changes to the teachings of the Ziggurats, allowing the local religious body significant power in that regard. This is what has allowed the Alem Supremacy, the hegemony of eastern Eden, for they have allowed a tremendous amount of tolerance for different sects and religions within their faith; ignoring the religious taxes they incur.

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The Delosian Faith

The followers of Delos are centered solely around Matushka and the Empire of Illyria. When the region become overrun and eventually indoctrinated by the vampirism curse, many of the Choir's most devout missionaries were either persecuted or forced to leave. When the Crimson King and his Court eventually arose from the shadows, the Delosian Faith was brought about in order to serve as an unifying factor throughout the land. The Delosian Faith is oddly contradictory in its scope and purpose, rejecting the Eldarian influence of old and yet fully embracing its trappings. It has a similar organizational structure to the Choir with clerics ordained with Crystals, monasteries performing good works, and even a pseudo Inquisition serving the interests of the Faith. However, it places the role of the Pontiff on the Immortal Crimson King, it propagates the worship of mankind and not the god's themselves. For the Delosians, these gods that people worship are nothing more than ascended beings, great old ones that should be replicated not revered. Vampirism and the manipulation of blood is merely the first step in this evolution, understanding the wider world and its' secrets is what allows us to reach this higher level.

As expected with the Crimson King holding such influence over the faith, the line between the state and the church is blurred. Testaments and doctrines are prone to change without notice to reflect the current geopolitical situation, allegories reinterpreted, heretical views becoming canon. During the first initial eras of the relatively young faith, all elves were seen as the enemy. Elves die from vampirism rather than evolve and hold such sway over the rest of mankind were an easy scapegoat for the Court to conjure; however, after the induction of the Drow into the Ilyria's sphere of influence, such hard-line views have changed. Even more so when Illyria conquered the warm water port of Dristra. With the vast amount of Elven traders entered near the Tiberian, such a decision allowed the Illyrians to access a critical supply line between Avalon and Eden.

The Great Old Ones that are pictured within vampiric artwork and iconography, have no set image of their descriptions. The texts tends to be rather sparse, often purporting that mortal minds could not fathom what these beings look like. Due to this, Delosian artwork either heavily depicts their human servants or a Formless being, covered in either shadows or garments. The Great Old Ones care not have and when we reach them, instead, it is up to the collective species of mankind to strive for this position of worth. This, however, does not step far flung serfs within the Empire to distort the original teachings to be more...personable. Local priests have a particular habit to include the humanity often seen with the Choir's Elohim to counteract the usual cosmic insignificance that said teachings usually point towards. This was discouraged for some time, until the Court came to realization that while their radical views was accepted by their vampiric bourgeois class it led to crippling depression in their human subjects. Now the Faith focuses less on this cosmic anxiety and more on the magical works that the Faith provides; the Great Old Ones may not be gods, however, allowing them to pictured as such within cathedrals can be forgiven when it creates a more docile populace.

When travelling out of Illyria, most missionaries of the faith tend to be agents of the Inquisition. Performing the role of spies and priest, the agents tend to congregate in majority human settlements speaking about a glorious feature when mankind leaves the rest of the species' behind. Travel to Illyria and accept vampirism, despite the fact that vampire's only allow a small portion of the populace to actually be converted. They often can be spotted by their all black attire, adorning masked beaks to keep out the various bad vapors within the air. While their nearly demonic teachings and attire may seem suspicious, their medicinal treatments is they provide is often more effective and cheaper than the average Cleric. While they may hide their treatments it often works on various long term conditions that Choir is unable to adress, such as cancer and cardiac failure. As long as these Missionaries weave a tail of perfection and evolution for the peasants of Avalon, many will continue to flock to Illyria's holy cities seeking answers. What they find however, is usually something far different and sinister.

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Drukhari Paganism

Within the dark and long forgotten tunnels of the Deep Roads, numerous runes serve as a warning for Dwarvish Travellers to stop proceeding forward. It warns of a Drukhari settlement they are dangerously close to. Trespassing is a fatal mistake. Runes and Emblems adorn each aspect of Drow Culture, from their clothing to the housing, each must be covered in various glyphs. The Drukhari are a heavily superstitious people, with various ceremonies expected to occur regardless of its mundanity. The Drow do not serve Elohim or her Children, instead, they worship the various pre-Choir Elvish spirits and gods that they have rapidly co-opted into their ever expansive canon. Each god has their own corresponding rune, each providing a specific blessing for the user. There are over 1,000 gods within the Drukhari pantheon, with many added or created all the time. The most similar to the Choir is the Abyss and Hara , a bastardization of Hatav, the Eldarian goddess of Lust. Hara exists within the dark confines of the Abyss as a monstrous spider that often takes the form of a Drukhari Woman. Staying true to their oversized pantheon, she is not the god of all. She is not omnipresent or omnipotent, she is worshipped simply because she is the supposed goddess over the Drukhari.

In their cultural myth, she was either Rebab or she inhabited her body. Regardless, it is because of her that they kissed with darkness, ie their transformation. During the relatively short period of the Drow golden age, the various matriarchs of the faith sought legitimacy by purporting that they had been possessed by the spirit of Hara. Even after its collapse into squabbling cities, whole monuments were built in her image in order to satiate her. Even today with how deprave and morally bankrupt much of the Drukhair have fallen into, few if any would speak ill of Hara. An odd quirk of Drukhari Paganism is that Hara provides no testament, she demands no specific lifestyle. Hara does not care if you murder or cheat, as long as acknowledge that you are here mere child that she can play with it at any time. Some underdark cities go even further, arguing that such hedonism that they partake in is actually what Hara would want. For if she is Hatav, the goddess of lust, is she not pleased by this excess?

As for the other gods they worship, it's' only lip service at most. Runes exist due to their superstition not based on any semblance of obedience. Cities tend to differ in which goddesses they like to upheld, the few wise matriarchs of the Drukhari specifically like to focus on any altruistic deity to address their culture's near self destructive self interest. Yet this never goes beyond practice for it would require the very leaders of the cities' to accept it as well. As long as the Drukhari can maintain their riches and pleasure, they can very little about the very specifics of divinity.

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Shen

WIthin the language of the Jin Empire, Shen roughly translates to Religion. Religion within the far east of Penglai, operates on a wholly different level than the Western Choir. Much like the ancient Eldarian Cities, religion is often interlaced with philosophy; from the grandiose placements of the plains to the mundane structures of the family. There is no set religion within the Far East, instead, the Jin Empire allows for all manners of different interpretations as long as they accept the Five Pillars of Society.

1. The DaJiang was the birthplace of all, and from here, Heaven (Titanus) and Tellus intercept.
2. The Unquestioning Divinity of the Emperor.
3. The Four Elements of Earth, Water, Fire and Air serve's connecting threads throughout the physical plain.
4. The current dynasty and the Jin People are all blessed descendants of heaven.
5. The Order of the day is Absolute.

As long as these five pillars are followed and accepted by the various faiths, they are allowed to operate. This is a practical move just as much as it is based on tolerance; the sheer size and number of people within the Jin Empire makes any concerted religious institution outright impossible. The problem is exacerbated with just how well integrated these traditions are within the provinces and various ethnicities. A few of the more traditional faiths are given leeway in how they describe Heaven and the purpose of the Emperor; but outright rejecting any of these is a death sentence within the Far Flung Land. For the numerous religions of Jin, many tend to have recurring imagery of wise and godly dragons and mythical kingdoms that arose from the DaJiang. The Zhou Airbenders of the West build open the Five Pillars by introducing a heavy emphasis on The Bodhisattva path, a compilation of various steps to seek Enlightenment through mediation and pacifism. The Ming Seafarers speak about the Three Treasures of Compassion, Frugality, and Humility and traversing the various universal waves; the Tang Temples place heavy emphasis on Social Order and Harmony through the uplifting of the family and animism. Finally the Qin focus heavily on the Five Pillars for they are often the one's in power.

Spirits and Ancestor Worship play an important role within Shen itself, often through the various metaphysical plains. While the pagans of the West speak about a supposed Fae Wild, the Jin Empire sees the plains are converging near the DaJiang. This is what allows these spirits to cross over into our world and our deceased spirits a way to travel towards the afterlife. If you were to die outside the traditional homeland, your spirit may never reach heaven; trapping yourself here. This has had an unconscious effect on the leaders of Jin and its very isolationist policies, while many don't outright heed the Sages, they are often weary of living their paradise out of fear of eternal damnation.

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The Myths of Dorado

The Florians have no concrete religion instead, each tribe has its own understanding of how and why they exist. The Great Trees are the only shared motif throughout the lands. Great Trees can spawn Florians from its routes and so its very common to find basic settlements centered around these 100 foot behemoths. The Great Trees are also known to provide a soothing feeling for all Florians when they tap into its routes, even allowing Florians to share dreams and memories with one another through its connections. The world itself is usually pictured as a giant tree, and the continent is merely a leaf that spews from its branches. The Ents, a subrace of the Florians, hold the Great Trees in the highest regards for they believe that the most accomplished and wisest of them will be turned into a Great Tree should they reach the oldest and ripest of ages.

Elemental and animal spirits are also reoccurring with Dorado. The River Spirits has thousands of different names that describe it, yet, Florians speak about them in reverence; water itself can be worshipped if it's in vast quantities. Due to the vast blue hue of the planet, Titanus is closely associated with the water spirits. Most often its source or the roots that provides the oceans with its content. The Sun is a bit of an oddity. Numerous natural fires and Dragonborn incursions have made it abundantly clear the dangers of Flame and Heat, so the Sun is often portrayed as a trickster deity, its' actions often conflicatory and nonsensical. As for Animals and their various spirits, most are seen as hostile and dangerous to all Fauna: their constant consumption of the Florians is written down with the same character as death within their language. Ironically carnivores are more likely to portrayed in a positive light, as they curb the mass populations of herbivores within the continent who eat their children and homes. The exception to this again being the Dragonborn, whose excursions from the North often burn huge swaths of fertile land to make way for their expeditions.

Beyond motifs, nothing else is shared. Some faiths place strong emphasis on morality, other's mortality. Tribes often place weight on the teachings of a local shaman or a druid, with middling success depending on the individual. Most of their practices are crude and unrefined, unaware of the Lyuim that flows right beneath them. For the growing cities of Dorado, the story remains relatively the same. The beginning trappings of religious fervor is also starting to develop as Florians develop their own religious classes and places of worship.

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The Ages of Fire and Darkness

The most recurring theme within the Dragonborn Culture and Faith. Long ago, a supposed age of Dragons had occurred. This Age was marked with peace and tranquility, where all races lived together in relative harmony. What caused the end of this is up to debate. Some say that the folly of the dragons led to their demise, other's state that the lower races brought about their destruction through trickery and deceit. Regardless, the natural order of things collapsed after their death. For it was the dragons, creatures birthed in darkness and harnessed fire were able to maintain the delicate balance. The lower races may have destroyed their masters, yet they unleashed upon themselves a repetitive cycle that all were chained too.

During an Age of Darkness, there is nothing. The world is barren as the sun is blot out of the sky. Within this mythology, death is not a true concept. All that have lived and will live will rise up during the nearing arrival of the Age of Darkness as husks of the former selves. Unable to die, they will cry out for a mercy that will never come. Undeath will become their reality for their failure to escape through reincarnation.

During an Age of Fire, life dominates all. The fire of their souls and the Heat from the Cosmos allows for the continual propagation of many different species. Life is abundant in size and diversity, and Tellus is continually covered by it. Death exists within this Age as a temporary concept, providing a satiation of the eternal pain. However, the Age of Fire is not the same as the tranquility that the Age of Dragons provided; life will run amok without the necessary steps to prevent its over propagation.

According to this cultural myth, the Dragonborn are the descendants of the Dragonborn and have the eternal task of creating a new era of Tranquility. The other beastfolk and the lower castes need to be heavily regulated and controlled, lest they trap the world once again in the eternal cycle. As the Age of Fire becomes an Age of Darkness, souls leave the body. The most accomplishing dragonborn are able to leave and enter the bodies' of Dragons within another world; the beastfolk who prove themselves become Dragonborn. This concept has served as the main conduit for the caste system that dominates all major Dragonborn Settlements and what allows for many within the Beastfolk flock to accept it.
Last edited by North America Inc on Fri Apr 24, 2020 12:51 pm, edited 1 time in total.

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Tysklandia
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Ex-Nation

Postby Tysklandia » Sat Apr 18, 2020 7:28 am

tag

Doing good work their OP. Love the input we are allowed to bring in on the discord.
Last edited by Tysklandia on Sat Apr 18, 2020 7:32 am, edited 1 time in total.

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Danceria
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Ex-Nation

Postby Danceria » Sat Apr 18, 2020 11:06 am

I'm down with this.
One true Patron Saint of Sinners and Satire
It is my sole purpose in life to offend you and get you to think about your convictions due to this
“You have enemies? Good. That means you've stood up for something, sometime in your life.” - Sir Winston Churchill, Prime Minister of Great Britain.
Obligatory Quotes below
“Love looks not with the eyes, but with the mind; and therefore is winged Cupid painted blind.” - William Shakespeare.

“Always do right. This will gratify some people and astonish the rest.” - Mark Twain

“In matters of style, swim with the current; in matters of principle, stand like a rock.” - Thomas Jefferson

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-{(~CO-FOUNDER OF NS AXIS POWERS~)}-

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North America Inc
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Capitalizt

Postby North America Inc » Sat Apr 18, 2020 10:02 pm

Danceria wrote:I'm down with this.

Great to have you on board Dan.

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North America Inc
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Postby North America Inc » Wed Apr 22, 2020 1:51 pm

Organizations



Civil Organizations

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The largest and most prolific group of researchers and alchemists within the Old World. Once a small and relatively unknown group within the Eastern Edges of Avalon, it rose to prominence with the discovery and mass appliance of magic. During the initial rush, many of its founder would go onto found whole fields such as Transmutation and Evocation. Combining more traditional fields such as Chemistry and Astronomy, the Scholarly Organization soon became a fixture within the Royal Courts of the West. Most Arcane Novices seek membership into their elite ranks, with the position of Alchemist opening many different opportunities such as research grants or royal connections.

Recruitment within the organization is seldom done by invitation, instead a current member will often recommend one or two candidates per year to their regional head: a la Chancellor. The Chancellor, depending on the relationship between the Choir, the Order, and Monarchy, must consult the respective High Priest and Consigliere, in order to allow for a new member within the land. This arrangement means few are ever recruited, with those who are having been an apprentice for the recommending Alchemist for years. Once inducted, the Apprentice is recruited as either a WIzard or Sorceress, dependent on gender; from there, the Alchemist is then tasked with innovating one of the eight fields of magic that the Order recognizes. Most members will spend their entire lives focused on discovering and writing one or two spells, with most attempts still ending in failure. After said spell is canonized by a rigorous body of the Regulatory Board, the spell is open to all other members of the Order. For the few Mavericks who go onto Master not one but six different fields, the title of Grandmaster is bestowed upon them.

The Order, at least within the confines of Avalon and Eden, retains a close connection with the Choir. The Choir is often the main benefactor for funding and due to this, the Choir is able to maintain a close eye on this scientific body. It's not uncommon to find Clerics studying within their libraries, and vice versa, much to the annoyance of their lower members. The Board Emeritus is often sardonically portrayed as a bunch of out of touch old men,allowing the younger members a great deal of leeway in that regard. With this lax oversight, Alchemists can prove to be a headache for any regional despot and a conniving force within their courts; often second childs of noble houses, they often seek to establish their own lineage through backstabbing and politicking.
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A highly prestigious and established organization of engineers and architects. Initially House Ullek was a noble house of Dwarves from one of the under cities in Western Penglai. The family able to trace its lineage all the way back to the Mother Country and held considerable sway with it's mere golden lined seal alone. The cities it had belt to the West of the Yong Gu Shan were once considered Wonders of the World in their own right, and Dwarves would travel near and far in order to learn. It was unfortunate however that their cities, for all their technological progress and entrenched defenses within the Deep Roads, that an extensive Drow force was able to successfully siege and force them out of their lands. Said cities have now been co-opted with the Drow living off their work.

With their family scattered and homeland scattered, House Ullek was destined to fall into the dustbin of history; instead due to the tireless work of Ullek Bestril and his wife that the family was able to resurface in the West. Taken in by other Kingdoms and Families, the Ullek's expressed their gratitude by passing on their teachings onto them. Centuries later, the Ullek Masons carry on their hospitality by serving as an ever present friend to Dwarves and Innovators within CIvil Engineering. The Patriarchs of the Organization are still Ullek by blood, many of its members are not. Most of its members are dwarves, with a few human members who have proven their excellence in the field. Within the small minority of humans, most are Tang from the Jin Empire; their earthbending abilities make them a worthy addition for any construction project. As Lyrium starts to see use outside the universities, many Masons of Ullek have begun to utilize magical techniques into their projects as well; most notably abjuration.

Kingdoms throughout the Continents travel far and wide to seek their talents. If the Kingdom is in good standing with the Patriarch, then a Mason and his team may be hired to either design or construct any building to their liking. Many of the most opulent castles and civil projects have had at least Ullek consultation, a trend that is more than likely will continue as the Ullek tinker away at new and radical designs.
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The Zahino Banking Clan is an illustrious and nebulous group centered out of Estrusia. Operators of the most profitable and largest banks in the World, it's connections with any state or organization is nearly guaranteed. Back in the Sixth Age, Monarchs would quickly take out massive loans from regional banks only to neglect and default on them when it was convenient. With many nobles preferring holding land then gold, they shunned banks for they saw little value on cash assets. With the rapid developing of the Bourgeois and fledgling businesses, the need for loans has become more apparent than ever. This is where the Zahino Banking Clan has quickly grown and cornered this market.

Operating as a Cartel, the Clan ensures stable interest rates for all its clients and penalties for defaults. When a monarch defaults on one loan, he may find that no other bank will loan to him and his rivals suspiciously has more capital to work with now. The Clan is no stranger to assassinations either, something they will vehemently deny. Yet despite this, they have proven to be another necessary pillar for the Kingdoms of the Three Continents. Its' radical creation of concepts such as annuity, net present value, and subprime loans has brought a level of sophistication t to a once ignored field.
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The Golden Caravan refers to a loose group of tightly connected merchants that operate from the shores of the Pontus Ocean to the cities of Jin. Centuries of travelling done the same continent spannings roads and oceanways has given way to secretives cants and a common writ of negotiation for all members in the know. There is no recruitment and no organizational structure, instead members of the Golden Caravan honor those who have proven their business acumen; most often through charging higher rates.



Martial Groups
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The primary fighting force for Elohim and his followers throughout Avalon. The Adeptus Militum exists an elite order of Paladins sworn to the defense of the Choir, tasked with following His Testament's and ensuring that the order of the Pontiff is upheld throughout the land. Unlike its various cousins that have faltered throughout the centuries, the organization has not strayed away from its' initial charter and gotten involved with petty politics. Paladins are sworn to Chasity and forsake their familial claims in order to be inducted; many knights fail and wash out of their very demanding selection process, ensuring only the most gifted make it through. During most days, most warriors spend most of their time locked away in one of their castles until they are needed. Here, they train, pray, and maintain their home.

For when they are called onto battle, their exploits are legendary. During the Battle of the Azuran Heights, they routed a heretical force of over 100,000, suffering only minimal casualties and later converting the tribe. In the Deserts of Eden, they maintained constant vigilance for Choirdom from defeating nomadic hordes to slaying an Arrakan Serpent. Besides their near suicidal religiosity, their well versed knowledge into battlefield tactics and how to best maneuver their forces despite their numerical disadvantage speaks highly for their command structure. While many critics of the Choir lampoon them as mindless savages who smash any crop that they deem heretical, there is a hidden depth to the men that most fail to consider. Even their leaders often care little of the Organization unless they have a task that is martial in nature.

While it may be easy to romanticize them with discussions on their knowledge of the scriptures and the divine, they are also fanatically loyal to the Church to the point of blind obedience. They care little with the chivalrous code of conduct, as long as Elohim and his servants are protected, little less matters for them. Most of its members suffer from an acute case of the Madonna Whore Complex, infatuated with any women of the cloth while disparaging mother's for their failure to maintain their virginity. Some of the more level headed leaders' of the group may come to understand the various other faiths and philosophies for the world, most will declare said works heretical and burn the books. Or burn the countryside.

Their exploits during the early areas of the Faith and the trials of the sixth age are legendary; yet their glory days are behind them. The age of the Choir being the hegemonic power over Avalon and Eden is over, replaced with petty kingdoms and cities' fighting for control. In this new age of progress many question the necessity of martial orders for the church, would it's resources not be better spent elsewhere. The Crusades have ended, leaving its' members unsure of what is to follow in the future. Will it become no more than a legacy, an organization people speak with a veneer of respect due to the action's of long dead men? Or will the same fire that once drew the Adeptus Militum to give their lives for what is right be re-sparked within Choirdom?
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While the Volantian Order of Scholars toils away in their universities and libraries, the al-Qarawiyyin utilizes its' magic in order to implement societal change.While it may have originally been a simple university in a far off corner of Eden, it has grown into an illusive institution of like minded Wizards who hate the current regimes of the world with their inbred monarchs and superstitious followers. The members of al- Sara (a bastardization of the original word that caught on the West and Fast East) are well versed with pre Choir Eldarian Philosophy, specifically the Kallipolis. Rather than allow the uneducated children of illegitimate Kings lead the people, a council of ever-wise philosopher kings should serve the people. While there are few members within the organization, each of them are exceedingly wise and powerful; the wizards of al-Sara able to mold the environment into their own Citadel, create Golems to protect them, and discover arcane spells that they seldom share.

While some of it's members may fall into the hermit trap, some of it's most influential member's actively take part within society at large. The Dwarven Grandmaster TaeKara over-through a series of principalities within the Arm of Penglai, cutting off the Deep Roads that connected the Eastern and Western Dwarven Kind for the first time in Centuries. An Elven Heiress to a Savannah City State was killed and replaced by a al-Sara shapeshifter, granting her control over the wealthy city for nearly two decades before the ruse was discovered. An Eldarian Wizard assassinated a few high ranking members' of the Choir, alerting the Congregation of the Organization's existence. While many of these attacks seem to be random and sporadic, the high profile nature of the attacks speak to an apparatus that goes beyond the surface.

For now the royal courts of the world must stay vigilant. Al-Sara has proven it's desire for the spotlight and said attacks are bound to continue. What makes them especially dangerous is the lack of moral limits placed upon them, often allowing them to develop necromancy spells that most would consider inhuman or working with the Foreign Directorate should their interest's align. Al-Sara believes they are above such concerns and place rather loose with the way in which they experiment, often with explosive results. While many of it's original members' may have been simple wondering scholars of the desert marked in tattoos, today's member's often appear no different than the average sorceresses or wizard. The Order of Scholars actively seeks to squash this organization, fearful of how the organization is able to entice it's younger members with ideas of progress and power. Many now feel that the Order is too restrictive for its' own good, a disillusionment that al-Sara is more than happy to exploit.
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Within the various Kingdoms of the Dragonborn, the Capulli exists outside of most organizational structure yet are also the sworn defenders' of their Race and it's Caste System. A vestige of a long dead empire, the Capulli pull from Dragonborn and select Nagini groups in order to ensure the crush any semblance of other possible beastfolk rivals, in perpetuity; the Capulli translate to Ward in the reptilian tongue and view any infringement on their duties' to be grounds for death. When a Beastfolk tribe travels too far Westward, a slave revolt occurs, or a Kingdom alleges tribes are failing to provide Tribute, the Capulli are brought in to deal with the situation. Said services are open to all Dragonborn, which by extension, means that the Capulli can not raise their hand's against another; regardless if they have had betrayed their people, the Capulli will only maim instead.

Many of their ornate and highly religious traditions have since been forgotten, after a series of Captain Guards instead favoring emphasis on martial prowess above anything else. This has somewhat influenced the type of usual recruits they have, most of whom know little about the importance of the Caste within the Age of Fire and Darkness. Weirdly enough, said brain drain may have actually allowed the institution to endure for so long. If it remained such a devout and ever present organization that it's initial role was, many Patriarchs and Matriarchs would not have tolerated them to have such autonomy within their land. Now that they function as a paramilitary force to crush rebels' that threaten their entire collective, they are much more useful. While the Capulli bash in the western tribes into submission, this frees up the Dragonborn Kingdoms too fight amongst themselves for control over the upper echelons of the continent.
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A secretive sect of the Arrakian Faith, little is known beyond their death worship, renowned assassins, and great dependence on Illusionary magic. Story Faction, Return Later.
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Until recent history, much of Western Avalon had been ignored. It's terrain too rough, its' crops too barren, and it's lands too poor. Vanxiron sent a small expeditionary force to hold the West as he focused on the wealth of the East and the Etrusian Empire outright ignored the region beyond local vassals. Yet with this rebirth and technological innovation that the Continent has been blessed by, said Kingdoms are finally rising to a degree of prominence. Even still, travel between the Tiberian Sea and Eden is wrought with risk, and the wealthy Eldarian merchants are all too willing to price gouge the few goods of silk, tea, and spices the trip. Due to this, the Monarchs of Western Avalon have spent considerable resources trying to find easier access to the riches of the East, financing great expeditions in order to reach the ports on the other side. For the past fifty years, these commercial ports have slowly grown in size and wealth, providing a new competition for the opulent Tiberian Merchant Republics. Yet unfortunately, this has also led to a new avenue of crime: pirating.

Travel around the continents toward Penglai requires pleasant sails and soothing waves, something the Pontus Ocean is not well known for. Luckily for the traders, it's middle portion known as the Shining Seas has a series of large islands for resupply and logistics. While ordinarily hugging the coast would be the most efficient way East, ocean current's in actuality encourage a slight detour west towards the Islands. Should you go this way, a series of streams will jettison you back East, saving you time and money.

For the first few decades, the waterways were relatively peaceful to travel through. Yet with the rising of international rivalries and various wars fought on the continent, privateers and pirates are all too eager to find lonely ships in the open sea. A few nation's have tried to establish military outposts to discourage this behavior, but most end in failure. Even worse, some sailor's driven mad by loneliness and greed will turn these outposts into their own Barbary state. These island port's based on said principles rarely last, but can be an ongoing problem that most monarchs are not fit to deal with. The men and women who serve under the Jolly Rodger often try to play up their swashbuckling adventures, as if they were a lovable rogue; in truth, it's often far more violent. Pillaging and Raiding is common, stealing riches from whole coastal communities for an easy reward. Most die from scurvy or physical injury, and most never live the age of 50. For the lucky few who do raise their own ship and survive the chaos, a successful new life in some mercantile republic is never far behind. So for now the Shining Pirates sail freely in the West, unaware of the great spoils that lay even further.
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A general term for mercenaries who travel from Jin or its client states towards Eden and Penglai. A common fixture for wealthy clients or the second son of any monarch, these class of soldiers are well known for their professionalism, experience, and expertise. Unlike their Western counterparts, said soldier's tend not to favor heavy armor and plate armor, finding the loss of mobility too much of a sacrifice. Instead said metals are chosen for their lightweight properties, most often purchased from the Dwarves of the Yong Gu. Beyond just the allure of the exotic, said soldier's offer one major enticing feature: their experience with magic. Despite crystals having only been discovered in the last few generations, said soldier's have often had to combat the natural evocation of bending, designing tactics and battle plans to deal with this disadvantage. While know have Knights inducted magic into their standard set of equipment, whole fighting style's have been designed to combine casting and martial prowess.

There are multiple sellsword companies on the market today, each offering their own value proposition to their potential buyer:

1. Lu Bu 's Garrison- A company of Jin soldiers that operate as the largest mercenary outfit on the market today. Combining Calvary and Pike-men formations with their natural bending abilities, they have seen extensive combat in the various wars of Eden. Never have they failed on a contract, a matter that they are very much proud of, they have seen extensive use for declining Empires; often able to hold threat element before domestic collapse kills their employers. Most of their outfit are of Qin Descent, fire-benders, so have a great apprehension about the use of their skills against Jin itself. So for now, it fights in lands from off from home; a distraction from their innate problems.

2. Insun Riders- The Insun Riders descend from the thick jungles of Southern Penglai, it's cities suffocated by thousands of miles of forests. For the few warriors that escape into the outside world, a high price is paid for their mounted combat. Not horses mind you. Mûmakil. 60 foot tall Elephants native to their lands. Led by the experienced Panipat, these warriors often serve as shock troopers, crashing through the enemy lines with overwhelming force.

4. The Ryu Men - Farther East than even JIn lays a whole host of petty kingdoms and vassals to the Empire, each with their own unique fighting and combat style. The Ryu Men hail from here, especially trained in long range combat and the Longbow. Recently, in seeking new ways to differentiate themselves, they have begun to augment their auxiliary forces with Evocation practitioners.

5. The Maidens- A predominantly female group of First Elves descendant from the Horse Lords of the Great Steppe. Having given up their nomadic lifestyle, they instead use their animal handling skills in areas such as lightening raids and countryside pillaging.

6. The Titan's Fury- A primarily Dwarven Company. Specialized in Siege Warfare, the Titan's Fury has become famous for its daring and out of the box techniques in order to break through various cities. For one city, they tunneled through it until it's foundation gave through; the other, they diverted a local river to flood the Castle until the enemies' surrendered.
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The Foreign Directorate for the Empire of Illyria. After the Unification Wars under the Crimson King, it became clear for his court that Matushka was too backwards and ignorant for the revolutionary changes that they sought to implement. Due to this, the Sedition Laws were created and passed. A multi-lateral piece of legislation radically establishing multiple organizations such as the Ministry of Cultural Ascension, the Committee of Truth, and finally the Foreign Directorate. While the former two are in charge of creating and develop an unified cultural identity for the domestic populace through propaganda and secret police, the Foreign Directorate central task was to export the revolution.

One of the first organizations of its kind in the world, it has been able to systemically sow discontent and violence throughout Avalon. One of its used tools is sow racial violence between humans and the elves and dwarves they live with. Often espousing tales of human superiority and the dangers of the other, the Foreign Directorate takes advantage of current tension for their own gain. Staying relatively in the shadows, they maintain a relatively large spy network in areas of high interest, much to the annoyance of the regional leader. The other most common tool is the use of the Delosian Faith and its missionaries. Many of its travelling clergy have at the very least been trained by the Foreign Directorate, many of whom are encouraged to travel to enemy cities in order spread the good news. This in turn has been used to encourage persecution towards the faithful, but as long as the Missionaries continue to spread their sacred ointments and potions for the weary peasantry, there will always be some wariness about dispersal.

Monsters and Bestial Attacks have always been a possibility throughout the Old World: such as the odd dire-wolf attack or Foglet attack near the river. Yet after the Unification Wars and the subsequent plague afterwards, the number and ferociousness of have increased. While not confirmed, many royal courts have begun to suspect that the thralls of Illyria have been tinkering with still living animals; turning them into violent beasts for a penchant of man flesh. By the time the Army is mobilized or the Sorceress arrives to investigate, said attacks are already dealt with a travelling Delosian Priest; a trend that occurs too often to be coincidence. While many poor rulers scapegoat any of their domestic issues to this nebulous organizations, said organization has never proven itself to make said allegations less warranted. Worse still, the Order of Scholars suspect that many of its' necromancers are being seduced and poached by secret benefactors with promises of gold and little oversight, a revelation that has severely damaged the already stretched organization. Undead attacks are arising in the most unlikeliest of places, created an ever sense of dread for those isolated in far off villages.

Directorate Agents often eschew typical combat in favor of stealth and assassination missions, something that many other religious and military organizations look down upon for its lack of honor. Should they be approached in combat, their attire and tactics usually comes to the shock of the combatant. Rather than heavy reliance on range magical attacks or heavy armor, agents will only wear cloth and civilian clothing. Their vampiric masters often brew special concoctions for their thralls to use, allowing them to temporarily mimic their abilities; this in turn bestows upon the agents supernatural strength and endurance, able to easily keep up and smash through any plated knight. A seasoned agent is not to be trifled with, and despite the efforts of the Adeptus Militum, they continue to propagate in the societal underbellies of Avalon.

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North America Inc
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Postby North America Inc » Sat Apr 25, 2020 2:12 am

The Seventh Age: For Gods and Gold

Theme


Quote of the Week:
“Never attempt to win by force what can be won by deception.”
― Niccolò Machiavelli, The Prince



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News of the Week
1. Integrated history and settling group preferences is the main priority post launch.
2.Submit your nation idea FIRST. Submit infrastructure and military afterwards.
3.All history and locations are fluid, and subject to change.
4. Bestiary is a work in progress.
5.
5.


IC| ARCHIVE | OOC |Map | Discord




OP and Co-OPs:
Princeps Civitatis - North America Inc
Consigliere-
Cardinal-


National Roster
1. North America Inc
2.
3.
4.
5.


Character Roster
1.
2.
3.





Introduction

Premise:
It is the Year 219 of the Seventh Age. For more than Seven Thousand Years, Elohim has lovingly cared for His Followers; from our humble beginnings to untold heights. Hundreds of Empires have risen and fallen in that time, yet the ever vigilant Choir has stood watch, ensuring that his will is held up above all. It is through his texts that we inscribe truth, through faith do we reach peace. Noble Paladins of Various Orders accept such truth, holding the line against the heretical enemies of the Truth in this uncertain new world. For what is no greater love than to give one's life for another. Clerics bring glad tidings to all, caring for the forgotten rung of secular society.

Yet in the face of the Universal Truth, other's blind themselves will false idols. The Magi and their insatiable curiosity of Lyuim, blinded by the creation when they should be the creator. Confusion shall be their epitaph. Decadent Monarchs and Conniving Nobles play their games of power and prestige, struggling to inscribe their name onto an ever passing history. Nothing around their Colossal Pedestal shall remain, boundless decay. Pray for the Merchant, for their sight is blinded by the Material. Their Golden Statues will crack under the footed toes of Clay and Iron.

Each has been blessed by his work but desire for more. We should rejoice for the bountiful harvests he has provided; for Lyuim will lead us closer to his visage. However, the three fools look to their own works and not above.

Beyond our Choirdom, heretics and liars abound. From the Serpent Worshipers of Arrak, their beasts writhing in immense power able to strike down countless knights. The Vampire of Illyria, their foul miasma spreading pestilence and their Drukhari servitors with their indomitable desire for destruction. Farther than Eden lies the far east of Penglai, where dark sorcerers conjure dark magic and long forgotten cities' cursed to decay.

Vigilance and Gratitude is required by all. The Boundaries of the Sciences are his Gifts, for they are a test. As we approach ever closer to the Rapturous Ascent, we must continue to heed his wisdom and spread the Universal Truth to all. For the Truth is not bound to any Elf or Dwarf, from the shores of the Tiberian to the Heights of the Yong Gu, all must hear. As we set sail and venture forth into the uncertain, we must ensure that this is not forgotten.


Greetings:
Welcome to the Seventh Age! A Role Playing Experience that lets you Build Empires, Establish Colonies, and Conspire against your Rivals. An entirely new setting for you and I to develop, although our influences are never well hidden. This is a spiritual successor to the Mass Effect Factions role playing series; and too all the talented creators and role-players connected to MEF, I thank you for all the inspiration. This wouldn't happen without you. My number one priority is to serve the player, and ensure that they you all have an enjoyable experience. Craft your faction the way you want to play and lead them to to victory! Know what is victory and how you accomplish it, is entirely up to you.

Scenario:
Welcome to the World of Tellus and all of its' assorted mysteries. The world is currently divided into separate spheres: the Old and New World. The Old World, filled with an assortment of humans, elves, and dwarves has just exited its' thousand year medieval stasis with the discovery of Lyuim. Magic has always been a presence within the world, yet it was not until Lyuim that magic became an accessible and practical force to use. New Industries abound as the world is become systemically rebirth by the knowledge and ability magic has provided. There are three continents in the Old World, Avalon, Eden, and Penglai, each with their own attractions and unique characteristics. Avalon, the most in-tuned with magic is finally entering the world stage after centuries of poverty and backwardness have held it back. Eden, the richest of the continents, serves as the hub between the two; its vast deserts and Savannah often being perfect staging areas for rampaging armies. And finally, Penglai, the largest and diverse of them all. Here Dark Elves cower in the darkness of the North, Horse Lords rule the Steppe, and the Far East controls magic as innately as we walk. The Old World offers much in terms of ingrained history and lore, teeming with possibilities to play any of the traditional fantasy tropes.

The New World is a quite different beast. The larger continent of Antilla is controlled by a collection of Dragonborn kingdoms and city states. While, in comparison to the Old, are much less advanced their brute strength and formidable abilities have allowed them to maintain their grip throughout the continent regardless of a single state or organization. A caste system is embedded within their culture, subjecting whole host of other fantasy races and beastfolk under their grip. Antilla proper is defined by the riches of the land and its' vast rich grasslands, perfect for any opportunistic colonizer to seek wealth from afar. Dorado is the most alien of the world, overrun with vast flora and poisonous fauna. The Florian Tribes reside here, having just mastered tools and the domestication of beasts. Children of the Great Trees, the species' has little time before the outside world intrudes, yet they are not alone in this fight.

We are each a nation, a nation that you can control and lead through this ever changing game. Develop your Empire inwards and great rich of treasure and enrich yourself with mastery over magic itself. Or settle age old grudges and defeat your rivals through your cunning intellect and vast array of modernized battalions. Some might choose another option, settling off in distant lands with the chance to make a name of yourself and escape the petty politics of the Old. The World is yours to discover and Conquer.

Of course some individuals reject the calls of their mother tongue and seek opportunities for themselves. Sailing off an Maiden Voyage unaware of how they will forever change the course of history.

North America Inc





Gameplay

1. NOTE: all changes are subject to change. Gameplay and Units does not represent the final product.
2. Special thanks to The National Dominion of Hungary and Tysklandia for their continual help. And extra thanks to G-Tech Corporation for serving as their basis but his assistance with all my endeavors.


Citizens: Your people who make your goods, work your land, fill the ranks of your armies, and riot when you don't feed them. Treat them well, or you will regret it. One citizen can support one land unit or one naval unit. One citizen needs to work one district to gain the benefit from it and it’s buildings. Citizens consume one unit of food per turn. As population growth in pre-industrial times largely depended on food production and food surpluses, a city’s population grows after it has accumulated 5 spare food for each citizen.

Tiles: These represent various regions of your Kingdom. They can come in many different types and give access to different resources each with their own bonuses to your civilization.

1: Savannah/Plains - Basic. largely temperate lands, plains with some low hills and small scattered forest groves.
2: River-lands - Lands around large rivers are known far and wide for being fertile and cradles of civilization.
3. Mediterranean - The Coastal Regions of the middle latitudes. Rich farmland imbued with temperate weather.
3: Woodland Forests - Thick woodlands cover this region with ancient trees and a high density for fur mammals.
4: Hills - Rocky hills and highly uneven terrain, mining shafts delve into the ground.
5: Mountains - Great rocky mountains reach for the clouds in this region.
6: Deserts - The vast stretches of sand and heat with very little precipitation available.
7: Tropical Forests- Humid Jungles sparring with a variety of Plant and Animal Lives.
8. Tundra- Snow ridden Boreal forests and Hills with odd days of long nights and short days, or vice versa.

Cities and Districts: Developed areas of your Kingdom ranging from a part of a city to a collection of rural farms to mining towns in the hills. Districts can have buildings in them that contribute food or GP. A city covers one tile and additional city districts for that same city do not take up additional tiles.

1: Urban District - A city district is a part of the city. Each city can have five districts, Capitals can have eight. Each city district can have five urban structures.
2: Subsistence District - An area with great tracts of arable land, farming villages and noble estates dot the land. Each rural district can have five rural structures.
3: Agricultural District- farmlands and forest with a heavy emphasis on logging and Cash Crops. Each forest district can have five agricultural buildings.
4: Mining District - A region of hills or mountains with mining towns where pits and quarries delve down into the earth. Each mining district can have five mining buildings.


Grand Bazaar

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NOTE: If you have found this before I posted the OOC, below are my previous creations. Will be edited to better fit desired game mechanics and aesthetic.
Store:

Infrastructure: The Foundation of any worthwhile city or glorious Empire, be wise on what you buy and what you plan to do. Things you should know:
1. GPs mean Gold Pieces. This has been simplified to more manageable numbers to help you guys out, they don't really mean only one gold piece.

2. You pay up front and wait for the building or unit to build.

3. To simplify things and prevent rapid expansion, buying only occurs every two months. Every in-between month we still have random events. It takes time to collect taxes here!

4. Your amount of production is tied to your cities Gold production. Lets say my city produces 100 GPs and I want to buy units that are worth 150 GPs all together. You can't. That 100 GP represents how theoretically big your city is and that shows it isn't a major player in the world stage.

1. 25 - Slums (Ramshackle, cobbled-together housing - Poor Quality - Houses 4 Citizens )

2. 40 - Cottages (Produce 10 GP - Decent, sturdy wooden houses for your people - Decent Quality -Houses 2 citizens)

3. 60 - Houses (Produce 20 GP - Nice homes made with wood, stone and bricks, even has glass windows! - Good Quality - Houses 2 Citizens)

4. 85 - Apartments (Produce 25 GP - Cheap, multi-storey housing complexes a-la Roman insulae, not as nice as true homes but you can pack more people into them - Decent quality - Houses 5 citizens)

5. 150 - Noble Manors (Produce 40 GP - Finely made homes of brick, stone and marble with golden trim, surrounded by well-kept gardens, positively luxurious - Max 2 per city - Luxury Quality - Houses 2 citizens

6. 100 - Barracks (Costs 20 GP per turn - Max 1 per city - Required to produce basic units)

7. 150 - Foundry (Costs 35 GP per turn - Requires 2 Forgeworks in the city - Max 1 per city - Required to produce blackpowder units and artillery)

8. 60 - Artisan’s Quarters (Limited to 8 per city - produces 30 GPs every two months)

9. 100 - Forgeworks (Limited to 2 per city - produces 50 GPs every two months)

10. 200 - Guild Hall (Limited to 2 per city - Requires 3 Artisans Quarters - produces 40 GPs every two months - Raises GP output of all Artisan’s Quarters with 10 GP)

11. 350 - Bank (Limited to 1 per city - Requires 2 Guild Halls - Produces 75 GP - Raises Guild Hall output by 20 GP)

12. 80 - Market (Produces 35 GP - Limited to 3 per city - Produces 50 GP if the city is built on a tile with a resource)

13. 100 - Brewery (Produces 20 GP - Raises public order by 1 - Limited to 2 per city)

14. 180 - Tavern (Produces 15 GP - Raises public order by 2 - Limited to 2 per city - Produces an additional 5 GP per Brewery in the city)

15. 350 - Temple (Costs 30 GP - Raises public order by 3 - Limited to 3 per city)

16. 800 - Grand Temple (Costs 80 GP - Raises public order by 5 - Limited to 1 per city)

17. 1000 - Grand Colosseum (Costs 150 - Raises public order by 1 in every city the faction controls - Limit to 2 per faction)

18. 1000 - Imperial Palace (Produces 75 GP - Limit to 1 per faction - Requires 2 Noble Manors, 1 University, 2 Temples, 1 Bank - Can only be built in capital city - )

19. 400 - Hall of Records (Raises the total GP production of the city by 5% - Limit of 1 per city - Requires 1 Bank, 1 University)

20. 50 - Granary (Lets the city store food in the event of a siege - Can hold 20 units of food)

21. 200 - Healer’s Clinic (Reduces food needed for population to grow by 10 for every 5 citizens- Requires 10 citizens, Requires 1 University - Limit of 2 per city)

22. 500 - University (Limit to 1 per city - Costs 20 GPs every two months - Requires 1 Noble Manors)

23. School of Arcana (Limit to 1 per city - Costs 5 GPs every two months - Allows for Mage Units - Requires University)

24. 200 - Garrison Quarters (Costs 20 GP - Limit to 1 per city district - Adds 1 unit of 500 Town Guards to the city garrison - Requires 1 Forgeworks)

24. 80 - Fishing Docks - (Produces 3 Food and 20 GP - Can only be built in coastal city)

25. 200 - Trade Harbor - (Produces 80 GP - Can only be built in coastal city)

26. 250 - Civilian Shipyard - (Produces 75 GP - Raises Trade Harbor output by 20 GP - Allows building Light Warships - Can only be built in coastal city)

27. 400 - Military dockyard - (Costs 35 GP - Allows building Medium and Heavy Ships - Can only be built in coastal city)
Rural Buildings.

1: 40 - Farming Estates (Produces 1 Food and 10 GP)

2: 60 - Fishing Villages (Produces 2 Food and 15 GP - Can only be built in Rural Districts on coastal tiles)

3: 65 - Irrigated Farming Estates (Produces 2 Food and 20 GP - Can only be built in Rural Districts on Riverland Tiles)

4: 65 - Plantation (Produces 40 GP, can only be built in Rural Districts on a tile with either Tobacco/Sugar/Coffee/Tea)

5: 80 - Cisterns (Needed to build Farms in Rural Districts built on desert tiles.)

6: 100 - Windmills (Raises the production of all Farms in the district by 5 GP)

7: 150 - Guard Posts (Adds 1 unit of 500 Militia to the city’s defense - Limit of 1 per Rural District)

8: 125 - Coaching Inn (Produces 10 GP and raises public order by 1)

9: 100 - Shrine (Raises public order by 1)

10: 200 - Monastery (Produces 30 GP - Produces 45 GP and raises Coaching Inn production by 5GP if built on tile with Grain resource)

11: 250 - Vineyard (Produces 65 GP - Can only be built in District on tile with Grapes resource)

Forest Buildings.

1: Hunter’s Guild (Produces 1 Food and 15 GP - Produces 2 Food and 30GP on tiles with Abundant Game resource)

2: Logging Camp (Produces 20 GP)

3: Sawmill (Produces 35 GP - Raises production of Logging Camps by 5 GP)

4: Furrier (Produces 40 GP and raises Hunter’s Guild production by 5 GP - Can only be built on tiles with Abundant Game resource - Requires 2 Hunter’s Guilds)

Mining Buildings.

1: Stone Quarry (Produces 30 GP)

2: Mine (Can only be built in Mining Districts on tiles with Iron/Silver/Gold resources - If on Iron, produces 35 GP and reduces cost of all units by 5% - If on Silver, produces 75 GP - If on Gold, produced 150 GP)

3: Terraced Farms (Produces 1 Food)
1. 25- Makeshift Walls ( 2 month production time- minor attack protection)

2. 50- Proper Walls (4 month production time- Can withstand moderate attacks for some extended periods)

3. 100- Entrenched Walls ( 6 month production time- Moderate Attacks, built in granaries, underground tunnels, can survive for some extended periods of time)

4. 200- Advanced Walls (8 month production time- Large Attacks, built in granaries, built in archery towers, can survive for a long period of time)

5. 400- Great Walls (16 month production time- Bai Sing Se class wall size)

6. Metal Encased Walls (addition to any type of wall- double the cost for any type of Wall)

7. 50- Ballista Weapon System ( 4 month production time- projectile based missile)

8. 20- Cheval de frise (1 month production time- anti-Calvary wooden spikes)

9. 45- High Towers (2 month production time)


Naval Combat:
1. 7- Cutter Sailing Ships (group of 3- 1 month production)

2. 12- Galleys (group of 2- 2 month production)

3. 15- Light Transport Barge (2 month production- holds one unit)

4. 3- Canoes (group of 15- 1 month production)

5. 16- Persona Hot Air Balloon (group of 3- 2 month production-No upgrades available)
1. 20- Light Frigate (2 month production)

2. 30- Wooden Junk (3 month production time)

3. 25- Transport Ship (3 month production time- 3 units per ship)

4. 35- Wooden Cruiser (4 month production time)

5. 40- Iron Cruiser (INDUSTRIAL- 4 month production time)
1. 90-Zheng He Class Ship (7 month production time)

2. 110- Empire Class Battleship (INDUSTRIAL-7 month production time)

3. 80- Large Transport Ship (5 month production time- 8 units per ship)

4. Battle Class Zeppelin (6 month production time)
*No upgrades for Light Ships, Two vessel upgrades per Medium Vessels, Three Upgrades per Heavy Ship
1. +10% Original Cost- Reinforced Tip (A reinforced tip to the edge of the ship, to allow for not only greater armor production but also perfect to ram ships with)

2. +35% Original Cost- Bending Crew (Your ship is protected by and employs bending individuals. Perfect for water-based nations , it gives your ship the extra offensive and defense abilities you need.)

3. +20% Original Cost- Cannons(fling a rock, metal, or fire rock across to hit another ship. With a longer range than traditional projectile weapons, hitting ships is not much easier now.)

4. +15% Original Cost- Trained Guards (Scared your ships will be useless if they were boarded, well worry no longer. These non-benders armed with swords and spears will not only protect your ship from boarding, you can order them to board other ships. Perfect for Reinforced Tips.)

5.+25% Original Cost- Reinforced Hulls (At the sacrifice of speed, this upgrade will give your ship a greater boost in damage resistance. It compliments the makeup of the ship, whether it be wooden or metal.)

6. +10% Original Cost- Greater Supplies (Oh good job, you packed better. You have more food, water, and weapons, so now you can go farther and farther and continue more expeditions)

7. +25% Original Cost- Faster Ship (Although generic, the name does what it means. It sacrifices strength for speed, so you'll have to remember that.)


Land Combat:

1. Infantry Battalion (650 men - 3 months- Standard grunts armed with swords and shields, pikes, halberds, battleaxes or what have you.)

2. Archer Regiment (400 men - 3 months- Long range units with a defensive edge, they cover the sky with their arrows)

3. Musketeer Company (200 men - 3 months- Medium range units with slower rate of fire but stellar armor-piercing capability with their matchlock muskets)

4. Catapult Battalion (300 men- 30 Catapult Pieces - 4 month production- Slowly rumbling vehicles designed for non-Earth Benders. Slow but steady, they work best for conquering cities, but not for surprise attacks.)

5. Outrider Company (200 men - 4 month production time - Sitting atop their respective nation's tamed animal, light cavalry units are perfect for rapid offensive strikes. Armed with long spears, swords and clad in light armor. They are perfect for running down enemy ranged troops and mages.)

6. Knightly Banner (150 men - 5 month production time - The time of the knight may be passing but it has not passed yet. Heavily armored, armed with lances and heavy blades and wheellock pistols while sitting atop their respective nation's tamed animal they can still very much break a line and rout an army, just soften up those pike-squares before sending them in.)

7. Grenadier Company (200 men- 3 month production- trained in the arts of bombs and makeshift grenades, they devastate their foes with their short swords, pistols and grenades in hand. Susceptible to cavalry charges and mages.)

9. Great Cannons (160 men - 12 Cannons - 6 months - Artillery keeps developing at a fast pace, though Great Cannons can be somewhat unreliable and may misfire, wounding or even killing their crews their battlefield value in destroying entire ranks of enemies has ensured its continued service within countless armies)

10. Battlemage Company (120 men- 3 months- Wizards gifted with the magical arts and skill with the sword alike. While it is unwise to hinge an entire battle plan solely on them is foolish, the many times the magic of a battlemage company has turned the tide makes them rightly feared on the battlefield.)

11. Scout Platoon (50 men - 3 months - The Platoon you send in to recon and scout the prevailing area. Best to use to push out those pesky guerrillas and prepare for your ground offensive later on.)

12. Elite Banner (15 men- 4 months- three upgrades - Representing a small coterie of the best sorcerers and swordsmen of your Empire, they are good at stealth, infiltration, espionage and assassination.)
*All units may only receive two upgrades unless stated otherwise.

1. 10% Original Cost- Leather Armor(A possible replacement over simple cloth uniform, leather straps over key organ and choke points. While weak to direct penetration, it provides some protection to ricochets and blunt weapons.)

2. 20% Original Cost- Metal Armor (While at first appearing heavy and cumbersome, light metal plates inter cut with traditional armor, this is the new standard for armor.)

3. 15% Original Cost- Medical Team (After an exhausting battle, recouping your losses and having a team that can help you heal is a literal life-saver.)

4. -15% Original Cost- Cheap Weapon Production (When you are in an economic pitch, struggling to afford the bills for your massive empire, perhaps its best to cut a few corners.)

5. 25% Original Cost- Steel Based Weapons (Light and deadly, steel weapons is the next generation of metal for the world. Made by advanced processes these steel weapons represent the high quality that we expect in a industrial world.)

6. 30% Original Cost- Ranger Training (Trained to fight in the most brutalist of weathers and prepared to face anything you throw at them, they are truly the modern warrior. Never underestimate them.)

7. 25% Original Cost- Stealth Training (Masters of the shadow and attackers before you can even see, these ninjas are prepared to attack enemies who have numbers on their side.)

8. 70% Original Cost- Ki Block Techniques(A vastly new experimental technique, receiving masters to teach this are few and far between. Chi Blockers not only decapitate their own regular men but also prevents benders from bending for some time.)


Rules and Applications

Frequently Asked Questions:

Rules:
1. I am a Great One, my Word is law. My Co-OPs are my indoctrinated thralls, caring out my will in my stead.
2. If you have problems ask the community.
3. Utilize Common Sense. Think about your stuff before posting it.
4. Rule of Cool Applies.
5. Steamrolling is not allowed. Give players a chance to respond. If a player is habitually absent well...
6. Players who are not active at least once per week will have their character be put under limited OP control. After two weeks the nation will collapse or turn into an NPC faction.
7. That being said, if you have real world issues. Come to me. I will do my best to keep your Faction safe during your absence. Real Life happens and we all understand.
8. If you want to fight with an Individual, take it to TG.
9. No Spamming. Respect the Threads and everyone who posts in them.
10. This is the internet, however, lets keep any rage we have IC with our characters.
11. This is a character based RP, romance is allowed and accepted. However no smut, no sex, nothing that can shutdown this RP.
12. No anime. No PCs under 17, no Three hundred year old Elven Child, no costumes designed with one hand.
13. If Finland SSR or Bentus anyone spams the Discord with shipping goals, I will personally tell your mother.
14. Please, try your best to spell correctly. It is frustrating when a player misspells simple everyday words.


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[td][Table][b]Character Name:[/b]
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Last edited by North America Inc on Sun Apr 26, 2020 8:11 pm, edited 5 times in total.

User avatar
New Finnish Republic
Minister
 
Posts: 2653
Founded: Mar 30, 2015
Ex-Nation

Postby New Finnish Republic » Sun Apr 26, 2020 2:56 pm

Put my name on the list for those interested.

As for a potential idea for world building a such, I was considering creating a city-state republic in the center of Avalon. I'll toss in the details below, but for a general sense of what I'm imagining, the republic would more or less become one of the "Crossroads" of the continent, becoming a sort of neutral ground between the warring kingdoms and nations surrounding it.

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Nation Name: The Twin Lakes Republic
Leader: The Council Body


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Cultural Description: While many aspects of the cultures from which the citizens originate from linger amongst the various populations, it's difficult even for the most knowledgable of scholars to give a specific description for the citizens of the Twin Lakes Republic. Fiercely independent in nature, most citizens view themselves as individuals and not members of some larger group, a concept that others from the more long-standing nations on the continent find peculiar. While old racial tensions still exist to some degree, it is not uncommon to see the various races intermingle without trouble, even so as far to see interracial couples roaming around the streets. For anyone who happens to visit the city, they are often warned to be careful with whom they deal business with, as merchants from the city are known to be cunningly deceitful and will not hesitate to convince unwitting buyers into spending their entire purses on goods that they had not intention on buying in the first place. On a more positive light, however, those from the republic are known as being friendly and open, albeit sometimes with dubious intentions.
Diplomatic Description: As a small city-state nation, the Twin Lakes Republic goes to great lengths to not draw the ire of the larger nations surrounding it. It's diplomats are often used a neutral mediator in foreign courts, establishing peace treaties, trade agreements, and other diplomatic matters. Given its central location along established trading routes, various financial interest groups hold interest in the area, with established chapters being established in the area and further cementing its neutral status. Aside from its diplomatic and financial matters, the city-state is also sought after for its private military force, the Republican Guard.
Background:Avalon has been no stranger to warfare over the course of history. Various empires and kingdoms have risen to dominance over the continent only to be replaced once their power began to dwindle. While the motivations behind these conquests have ranged from religious fanaticism to the desire to control the resource rich areas of the continent, one common factor remained in these conflicts. This was the fact that most of the bloodiest battles fought did not take place in the various strongholds of these warring kingdoms and nations, but on the plains of Central Avalon.

For most of history, control over the region shifted from power to power as often as the seasons changed. Without much in terms of defensible positions in the area, permanent footholds were difficult to maintain, resulting in the region essentially becoming the central hub for not only warfare but cultural exchange as well. Traders were eager to settle within the area as it allowed them to have a central staging area to spread their trade routes from. Soldiers, mages, engineers, and many others who became either disillusioned or bored with their duties as members of the various military forces would also come to settle in the region, seeing the area as one that possessed a sense of freedom from the various established kingdoms and nations elsewhere on the continent.

This freedom did not come without cost, however. Given the constant power struggles that waged all around them, many of these settlers often fell victim to the stronger forces who they encountered, either being forced back into service to their respective lands or otherwise being preyed with frequent sacking and pillaging of the scattered settlements.

It wasn't until a century prior that things began to change in the region. Seeing strength in numbers as the only means of continued independence and survival, many of these smaller settlements began to migrate towards an area of Central Avalon known as the Twin Lakes, named accordingly from the Volta and Brhine lakes that intersected to form an island of sorts. Acting as both a natural means of defense and a good source of fresh water, those who began to settle on the land mass between these lakes soon began to prosper.

Originally, there was little in terms of a governing body for this small town, with the residents effectively managing themselves as they saw fit. However, as the town began to develop into a bustling city, it soon became apparent that some semblance of authority was needed to keep the peace. Given the diversity of the population and the general disdain many of the citizens felt towards the various monarchs from which they had fled from, the concept of establishing some form of kingdom was inconceivable to most of the population. With this in mind, the Council Body was formed, establishing the city-state officially as a republic.

The Council Body was the effective governing body of the city-state, with five elected members being tasked with ensuring the continued safety and prosperity of the small yet notable nation. All citizens of the nation possessed the ability to elect whomever they desired, with the five most popular candidates being chosen every five years. As a means of preventing de facto monarchs from retaining power, a candidate was only allowed to serve two terms at a maximum.

During their terms, these Councilmen would manage various forms of governing duties from trade agreements to passing or repealing criminal and civil laws that kept order within the nation. In order to more effectively manage their tasks, these five members would designate themselves as overseers of specific aspects of the government. These five aspects included the cabinets of Trade, Justice, Foreign Relations, Military Affairs, and Culture. While these designated Councilmen held some degree of independent action within their own jurisdiction, any major decisions that affected the nation as a whole were decided upon by a majority vote, ensuring that balance was kept within the Council Body.

With its strategic value and lack of allies, it did not take long for other kingdoms and nations to set their eyes on the region. On two occasions the city-state was set under attack, and on both of these occasions it was successfully defended. This was due only to a combination of the defensive fortifications built on the narrow land masses between the rivers and the skill of the armed forces known as the Republican Guard. With the aspects of all of the various military forces combined into a singular force, the small army managed to beat back the armies that tripled its size, albeit with great difficulty. After the second successful repulsion, the republic began to go to great lengths to further ensure its independence. After years of negotiations, bribery, and trade agreements, it became established on the continent that the small city-state would remain a neutral ground. While it still was no certainty of safety, many citizens were finally able to breathe a sigh of relief as they were able to live in relative peace.

Infrastructure:


Military:

RP EXAMPLE:
Questions:
Last edited by New Finnish Republic on Sun Apr 26, 2020 2:57 pm, edited 1 time in total.
Known mostly as Finn, but also known as a few other things I can't put in a signature by those who know me.

American who got left too long in the sauna.

Proud to spread Spurdo Nationalism from sea to shining sea.

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