The Seventh Age: For Gods and Gold (Fanatasy Faction RP/OOC)
Posted: Sun Apr 26, 2020 8:13 pm
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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
How Magic Works in this World Any sufficiently advanced technology is indistinguishable from magic; the adverse is just as true. For the inhabitants of Tellus, the existence of an unseen force has always been a given, no more questioned than gravity. Why and how this magic operates remained a mystery, but even the most primitive and ignorant of shamans held within them some semblance of magic. What distinguishes this age is merely how accessible magic has become. Spells may have been discovered before, vampires may have stalked the night, and mythical beasts may graze in the fields; yet it was a power few possessed. Lyuim, exudes magic; the crystals allows mortals to harvest it. New fields of studies have arisen over night, each advancing the sciences in its own various ways. The Old World is entering a new renaissance, leaving behind the stagnation of its predecessors. Lyuim is magic in its most raw form. A naturally occurring, hydrophobic substance with a similar texture either a thick sludge to outright congealed plasma depending on its location. A scarlet red color, for thousands of years the substance was only a curiosity; early on, shamans were able to discern some magical form exuded from it, however, mass quantities of it were never actually seen. So that was how it went, merely an unproven tool for mystics to utilize as a way to discern messages from the gods. It wasn't until the Dwarven discovery of a mass pool of Lyuim in one of their quintessential Deep Roads, was its' true magical potential exploited. The Science of Alchemy and Clerical Practice of Theology arose overnight. While the dwarves tried to hoard this insurmountable truth to themselves, soon merchants and traders spread the truth throughout the whole continent. When utilized Lyruim could be utilized to accomplish a whole host of never before seen list of feats; yet it was held back. Any portable amounts of Lyuim was too weak to be used in any meaningful context and wells dried too quickly before more advancements could be made. Eucrogen or simply the Crystals, allowed Lyuim to go from a mere curiosity to a global force for change. Ushering in the Seventh Age, according to the Anointed Pontiffs and his Kohen, after its discovery. While the initial origin of its discovery is still up to a heated debate, some place in the hands of a Human Cleric, while others point to a Vampiric Alchemist, the reality is that it soon spread beyond any single nation's borders. While not inherently magical by itself, should the crystal be submerged in Lyuim for an extended period of time depending on its size, the crystal will glow momentarily bright red before returning to its naturally occurring color. Afterwards should an alchemist, cleric, or a mage conjure a spell, they can invoke the power held within to carry their orders out. The true extent of this is up to debate, however, the brightest minds of the Continent continue to toil away at discovering all its possibilities. From evoking a ball from your hands, to transmuting one element into another, to outright raising the dead; Eucrogen has allowed the nations of the Continent to enter a renaissance of sorts. Although naturally occurring, more so than Lyuim, its their necessary refinements to ensure their are a safe receptacle that has made them a wanted commodity. Similar to a master sword craftsmen, Diamantaire are often revered and sought after by young alchemists. While many alchemists swear that certain colors are more potent for different spells and schools of magic, in actuality, there is little substance to support this. Spells and Casting are how magic becomes reality. Similar to a computer, a spell is the insertion of a new command through either verbal, somatic, or material components. Spells themselves predate Lyuim and the crystals, ancient religious texts hold within them rudimentary spells that allowed some individuals to utilize them in highly magical areas; what they did not realize of course, is where said magic emitted from. With the spread of the crystals, new spells are constantly being created, discovered, or refined. How an apprentice themselves cast a spell is often dependent on the school in which they hail from, their master's habits, and the wide cultural traditions. University students and Clerics are often found with their textbooks in hand, a crystal lodged into its cover; this stems from their assertion that magic is ultimately a field of study to learn from. Dwarven Smiths teach of magic as an instrument onto which one can build from, their crystals often found in their hammers and their spells favoring material components. Vampiric and Elven Schools favor more practical uses, such as a sword or around the wearers neck; their spells favoring somatic techniques as to allow them to incorporate it within their martial disciplines. Artifacts come in two forms: Enchanted and Ancient. Enchanted refers to a mechanism or a machine that has been imbued with special properties through an addition of a crystal. Magical effects are not curses, an inorganic object needs to be constantly sustained should it be tasked with a command. A Functional Prosthetic, Two Way Mirrors, and Golems are a few examples of this items in use today. Ancient Artifacts, on the other hand, take all the rules described above and blatantly disregards them. They visually hold no crystal, emit no Lyuim fumes. Their use and look are never tarnished. Often seen as the work of God/gods/demons/spirits/Dragons/Mother Tellus, they are often sought after by power brokers and adventurers. Few of these ancient artifacts remain, with the Choir often holding the few remaining away in their vaults, ensuring their safety. Who created such an advanced piece of technology is unknown, leaving many too speculate and fill in with their imaginations. Should a cache of these items ever be discovered in mass, the balance of power in the world would be fundamentally changed. Magi rely on Lyuim dipped Eucrogen in order to conjure a multitude of spells and different abilities. These individuals may come from all walks of life, and do not have to be born with innate magical abilities. However, this does not mean it is easily accessible for the poorest of classes. Lack of adequate education, opportunities, and wealth often ensures that only the most well off are allowed to learn the mystic arts. A Magi may come in many forms and choose from a variety of different fields: a Sorceress tends to focus on one or a few of the select fields in order to expand their fields, a Cleric does so in order to appease the Will of God or Serve as an Instrument for His People, a War Caster focuses on a few evocation spells in order to compliment his sword and bow. A spoken or written spell evoked will act uniformly in front of any crystal; a correctly done spell will operate the same regardless of who evokes it. However should the spell demand energy that the crystal can not accomplish than the spell will not be completed. Some alchemists have safeguards in place in order to prevent the spell from being casted, while others who don't will experience 'blowback'. The half transmuted spell can leave a partially created monstrosity in front of the conjurer as most peasants like to gossip about, but in reality, most of the time excess energy is realized in the form of combustion. Regular recharging of crystals in Lyuim is recommended. Crystals do not decompose or lose effectiveness, when not in use charged crystals can be easily chipped or divided without any issue. However, a problem arises when a crystal is cut when in use. Should this happen, a similar effect to blowback will occur. This has had to the unconventional use of charged crystals as impromptu combustible material. Casting a spell that is relatively safe and long lasting such as Crystal Radiance then destroying the crystals through a ranged attack will lead to combustion. However this tactic has proven to be much more useful for a sabotage, as gunpowder is much more simplistic and cheaper alternative to acquire the same result. Even a remedial student can cast a spell, a true master of the craft can learn to balance a plethora of them. Some spells require the mental concentration of the user after casting, doing more can often wear them down without proper training. Knowing the ins and out of your crystal is a much, performing entire equations and calculations in your head in order to ensure that one spell will not react violently in the presence of another or that you are discharging too much energy, too quickly. Studying the mystic arts often requires decades of intense study and practice, a fact that often causes most to either drop it or utilize it for mere parlor tricks. As explained before, most students of magic must come from privileged backgrounds to finance the education and resources required to produce an actual Grand-master. Due to this, Magi are often a instrumental part of Royal and Noble Courts. Many sons and daughters without a clear lineage for inheritance may take up the occupation, while others are thrust into through the clergy. Regardless, this rather insular society can be found at the right hand of many powerful leaders, often serving as either advisers or even puppet-masters. Many high ranking Grand Masters are involved with secret societies and plots, often scheming for their own gain. Unlike the rest of society, women often find themselves in greater numbers and positions of leaderships through these channels. While the Choir may have never barred women from serving with the cloth, the Life Domain has allowed thousands of previously ignored peasant girls and orphans to become skilled doctors and healers. Those of noble birth may often follow their brothers into the world of Alchemy, becoming gifted magi in their own right. As of the Seventh Age, these Sorceress hold considerable sway in their own courts, often pushing for greater and greater opportunities- for themselves, not necessarily their gender. Magi are often seen as vain and arrogant, a fact not helped by their intense connection with royal courts. It is rare to see a Grand-master who has not influenced their appearance, through the use of spells and potions, and overall better hygiene, a Magi is often identifiable by this trait alone. Their clothing is often elaborate and ornate, with synthetic fabrics unavailable in the rest of the world.
Innate Users of Magic are those who's magical abilities come from their constitution. While this is much less understood then Evoked Magic, it still has a palpable effect on the way individuals live their lives. Elves blessed with an unnaturally long life, Vampires with their inhuman strength and speed, and Dragonborn with their fire breath are some examples of this in action. Some scholars that these examples are merely evolutionary, abilities bestowed on them by their ancestors; others are more skeptical. The vampiric process itself is very poorly understood yet it is able to bless a few select humans with abilities that are only rivaled Lyium; in addition, this process occurs after the individuals birth and during their lives. However, this innate spellcasting is seen more clearly in the Far East, where individuals of a select home and ancestry are able to manifest total control over a select elements. Able to contort the earth around themselves or even manifest fire from their hands, the state of Jin (金国) has used this to their advantage: maintaining a perpetual hegemony over the Far East for thousands of years (ignoring of course the hundreds of nomadic invasions, brushfire wars, and dynastic changes) In the Western Edges of the Continent, evidence of this innate spell-casting since birth is few and far between. A few members of nomadic tribe known as Speakers are said to be able to accomplish the same feats as the East, yet this has been yet to be documented. The propagation of the dragon riding myth from the Fifth Age has seen new credence with the discovery of innate spellcasting, with some arguing that dragon riders held within them dragon blood that is theorized to have allowed them shift into these beasts and institute a single continental power. Yet beyond a few cultural vestiges and ruins, there is little evidence to support the idea of actual dragon riders. From what can be documented from 金国, innate casting is very limited in what it can actually accomplish. A person who only controls fire will be able to master than one skill over their entire lives, yet they will not be able to heal a wound or evoke an illusion like external users of magic. This supports the theory that innate users draw from their own constitution, which is why their spells weaken in effects due to dehydration, exhaustion, and starvation. |
Geography of Tellus The Lands of Tellus The Seas of Tellus |
The State of the World Ages of Tellus Explained: The Ages of Tellus are a codified, complete version of the world from the dawns of creation to modern times. First put forth by the Ecumenical Congregation (the Church of Rapturous Ascendance or the Choir depending on your racial/ethnic background) , this historical narrative was canonized during the Third Council of Paetus of the year 783 AP. Pontiff Thaddée Renou had called said Council in order to rectify the division between the burgeoning disagreements of the Volantian Order of Scholar and the Church; in much the way the last Council had led to the unification of the Human and Eldar churches two centuries prior. From the perspective of many, and despite the Pontiff's assurances, the decision to hold such discussions were more political than theological. The Church which had for the last century sought to rectify its tarnished image after years of indulgences and politicking, was quickly losing ground with the growing adoption of Lyuim and its associated crystals to new radical notions. Rather than respond with a pogrom, the Pontiff wisely chose that a reordering of some of its necessary commandments and historical worldview would allow for the continued growth of the Church. Beyond this calendar, Lyuim became ordained, the position of Cleric was created, and the Church would continue to adopt the discoveries of the Volantian Scholars (with certain assurances). Utterly biased, incomplete, and shallow, the Ages of Tellus is the greatest and most accepted of the Historical Theories. Each Age correspondents to a Universal Theme, usually ranging from Trials and Tribulations to Divine Glory. This allows for the Pontiff indirect sway on how he wants the Congregation and Flock to proceed; for example, the current Seventh Age is known as the Age of Wisdom. After this was declared two hundred years ago, the Congregation put considerable capital in Lyuim and Scholarly Discovery. Which in turn, encouraged the populace to have a newfound interest in these Discoveries and Overall Knowledge. Once again, a political maneuver to incorporate the Scholars into the Faith. As you venture farther and farther from Avalon and Eden to the Fringes of Penglai and the New World, the less this calendar is accepted. In truth, many foreign merchants point to the fact that said Ages never correspond to a theme beyond the Continent; how odd is the age of Penance when the nations of the world reached new heights- the exception being Avallonian Society. Still, even in a book of lies you will always find truth.
The Following Ages are: First Age of Creation Second Age of Tranquility Third Age of Heroes Fourth Age of Truth Fifth Age of Edificaton Sixth Age of Penance Seventh Age of Wisdom Historical and Religious Events of Tellus |
Organizations Civil Organizations Martial Groups |
ReligionFaith is an important for all the inhabitants of Tellus; even while the most progressive of minds may wonder and question divinity, no one will ever question what people have and will do for their gods. From a vow of piety to the launching of a crusade, religion serves as an eternal guide for those seeking meaning. Yet not all religions are the same, some religions demand the total obedience of their faithful, others only expect minimal attendance. As the Seventh Age progresses, a few question the necessity of such encompassing organization, with the rise of the nation state would loyalty be better spent elsewhere? Has not the gods allowed the divine right to rule on the monarchs? These questions serve as an important catalyst for many within the royal courts, always wary of another body encouraging on their peasantry. The Choir/ The Ecumencial Congregation The servants of Elohim and his six children. The story of the Choir and its formation is tied directly into first days of the Eldarian City States and their eventual conquest of the new world. When Vanxiron rode on his Wyvern, he brought with him the Eldarian Culture of his youth to all the settlements he conquered, unleashing a cultural age where human traditions were interlaced within this primitive Elven faith. Vanxiron, one of the first half elves, saw the spreading of the Choir as a way to further integrate the previously separate races. Even after he fell in combat, his vision had already been unleashed and led to the Choir becoming the largest religion and institution within the world today. Before Vanxiron united the various cities, the Eldarian City States worshiped Elohim and her Children uniquely, no organization was put in place that served as a moral arbiter. Back then, much emphasis was placed on Elohim having left the world to our own devices. Morality and the Concept of the Abyss were much less of a concern for many of the Choir's followers, instead the concept of the Mantle of Dominion was the core tenant that the Eldar focused on. This allowed for a whole plethora of justification, from the construction of a new Acropolis to the enslaving of rivals.This changed with the integration of humans into the faith, with many of the core faiths edited and changed by supposed prophets to allow for it to accepted by the wary conquered. Many of its ceremonial aspects were either changed or dropped, and concepts such as Sin and Eternal Life became central tenants in its teachings. When the Eldarian Empire fell and its pieces were reconquered by the Human Led Empire of Etrusia, more changes were implemented and an unified church body was created. The Disciples of Elo, a human cult, arose to a prominence after a series of bad harvest brought about a tribulation of sorts throughout Eden and Avalon; this radical body saw the necessity of a pious life to bring about a supposed rapturous ascension, where we would join the Elohim and his Celestials. The Disciples were out right rejected by the former Eldarian city states for their more heretical changes to the scriptures, yet as more Drow, Barbaric, and Dwarven attacks burrowed through the Empire, many saw comfort in its teachings. The Disciples introduced the idea of Sainthood to the Church; a theological concept wherein the individual is so pious that they never die, instead the Chariots of Heaven ride down and take them to peace. Sainthood was not denied to anyone, instead rich and poor, man and woman human and elf, can all attain it should they be declared worthy of it. Their have been only Five Saints according the Disciples, chief among them was Saint Adeline. Saint Adeline (pictured left), a poor woman from Northern Avalon was visited by Feder, the Demigod of Wisdom. He bestowed on her a variety of gifts in order and warned her of an oncoming Drow invasion from the Sea. Despite being a young teenager, the girl was able to rally her small town and push back the Drow, despite their numerous onslaught. After the fifth, they gave up. The local countryside spread the word of this heroic encounter, and today, this story remains the most famous of her numerous accomplishments. Numerous myths afterwords document her doing everything from calming a Tarrasque by rebuking it, to establishing an orphanage. At the end of her life, she was instead swept up by Chariot and bestowed sainthood. Saint Adeline supposedly continues to work, bestowing those in need with the right gift. She remains an important figure for the Women within the Choir, often held up as a Maiden one should aspire too; it's even customary for Female Clerics to dye one's hair golden blonde as an testament to her. The story of Saint Adeline may seem like an odd digression at first, but it serves as an example of how the Disciples were able to focus on specific teachings that made Elohim seem personable. Rather than the aloof god that the Eldar first put forth, Elohim seemed to be someone that most can and should have a relationship with. As the Disciples waned in power, their council was eventually usurped the role of Pontiff. When the Etrusian Empire fell and its states become their own kingdoms, the Pontiff served as the defender of the faith. During the most troubling times of the Sixth Age, the Church protected the teachings of old, ensuring that they didn't fall into the annals of history. They often regularly committed pogroms against pagans and crusades against the Eldar who had rejected this radical departure of the faith. For centuries, Avalon was divided between the Choir (Elvish) and the Church (Human), a fact that served as a catalyst for much bloodshed. It was not until the Second Council of Paetus that the Eldar were finally integrated into the faith; leading to the Ecumenical Congregation of today. Its now usually referred to the Choir offhand, as many peasants find it easier to say. After the Third Council of Paetus and within the Seventh Age, the Choir functions as a state unto itself. It has its own lands, and its own various order of Paladins that answer solely to the Pontiffs and his Council of Disciples. The Clerical Domains that serve a whole host of different functions throughout the world must be ordained and taught by the Choir. Kings and Queens must be crowned by the Pontiff, and excommunication serves as strong weapon against any radical monarch. From their opulent Cathedrals to their small monasteries, the Choir can be reflected in every aspect of Western Life. The Arrakians One of the largest faith of Eden. A pseudo polytheistic religion that originally worshipped the Great Serpents of the Desert from which reality spews from. These serpents that measured in the kilometers on occasion are known to consume whole caravans, devastate cities, and leave whole areas devoid of life. For the Arrakians, Eden shall one day be returned to the natural state where all will be consumed by the Serpents, only the worthy few that listen to silent whispers will be spared. However for most moderates of the faith, the Serpents of the Desert are treated as mere pysical manifestations of the gods, rather the beings for themselves. It was Hassan Ben Ali in the Sixth Age of the Choir's Calendar that proposed a wholly new interpretation of the faith that combined elements of the Choir and ancient Idefian traditions into the Arrakian Faith. The great empires of the Desert that arose from the nomadic lifestyle of their forebears adopted Hassan's new sect and soon Al-Arrakians became the largest sect of the Serpent Religion. Al-Arrakians differ significantly from their tribal counterparts, allowing for the existence of a singular god, Al-Arrak, that created the serpents. These Serpents in turn would go on to create the physical plain that we exist on. Al-Arrakians, much like the Choir, teach that a moralistic lifestyle is one of the ways to be spared by the wrath of the serpents. The Serpents are also portrayed in a more neutral light, with outright worship of them having fallen out of fashion within the last few centuries. Instead the Serpent's true forms exist within a constant cycle of consuming themselves, creating and destroying new plains of reality through this constant rebirth and destruction. All of mankind exists tied to this cycle, wherein the self destruction of a previous generation is replaced by the works of the next. Only through medication and submission can one truly exist the ouroboros. The Great Kingdoms of Eden that arose after the fall of Etrusia varied widely in their faith and devotion to Al-Arrak. The Ziggurats that are usually adorn the centers of their city states are wholly independent of the other; beyond a few universal testaments, it's odd to find a sect that's transcends a singular city. Some Ziggurats function similar to an Oracle, where a priestess offers divination to curious leaders while other's function to allow animal sacrifice to wash one's transgressions. If you travel even further inland, before the deserts turn into the Savannah, you may even find Arrakians who still practice the first faith; Lyuim, for them, is the blood of their sleeping gods and too partake in its powers is sacrilege. For many centuries, kingdoms have arose to implement their own separate interpretations throughout Eden with middling success. Often locals reject any minute changes to the teachings of the Ziggurats, allowing the local religious body significant power in that regard. This is what has allowed the Alem Supremacy, the hegemony of eastern Eden, for they have allowed a tremendous amount of tolerance for different sects and religions within their faith; ignoring the religious taxes they incur. The Delosian Faith The followers of Delos are centered solely around Matushka and the Empire of Illyria. When the region become overrun and eventually indoctrinated by the vampirism curse, many of the Choir's most devout missionaries were either persecuted or forced to leave. When the Crimson King and his Court eventually arose from the shadows, the Delosian Faith was brought about in order to serve as an unifying factor throughout the land. The Delosian Faith is oddly contradictory in its scope and purpose, rejecting the Eldarian influence of old and yet fully embracing its trappings. It has a similar organizational structure to the Choir with clerics ordained with Crystals, monasteries performing good works, and even a pseudo Inquisition serving the interests of the Faith. However, it places the role of the Pontiff on the Immortal Crimson King, it propagates the worship of mankind and not the god's themselves. For the Delosians, these gods that people worship are nothing more than ascended beings, great old ones that should be replicated not revered. Vampirism and the manipulation of blood is merely the first step in this evolution, understanding the wider world and its' secrets is what allows us to reach this higher level. As expected with the Crimson King holding such influence over the faith, the line between the state and the church is blurred. Testaments and doctrines are prone to change without notice to reflect the current geopolitical situation, allegories reinterpreted, heretical views becoming canon. During the first initial eras of the relatively young faith, all elves were seen as the enemy. Elves die from vampirism rather than evolve and hold such sway over the rest of mankind were an easy scapegoat for the Court to conjure; however, after the induction of the Drow into the Ilyria's sphere of influence, such hard-line views have changed. Even more so when Illyria conquered the warm water port of Dristra. With the vast amount of Elven traders entered near the Tiberian, such a decision allowed the Illyrians to access a critical supply line between Avalon and Eden. The Great Old Ones that are pictured within vampiric artwork and iconography, have no set image of their descriptions. The texts tends to be rather sparse, often purporting that mortal minds could not fathom what these beings look like. Due to this, Delosian artwork either heavily depicts their human servants or a Formless being, covered in either shadows or garments. The Great Old Ones care not have and when we reach them, instead, it is up to the collective species of mankind to strive for this position of worth. This, however, does not step far flung serfs within the Empire to distort the original teachings to be more...personable. Local priests have a particular habit to include the humanity often seen with the Choir's Elohim to counteract the usual cosmic insignificance that said teachings usually point towards. This was discouraged for some time, until the Court came to realization that while their radical views was accepted by their vampiric bourgeois class it led to crippling depression in their human subjects. Now the Faith focuses less on this cosmic anxiety and more on the magical works that the Faith provides; the Great Old Ones may not be gods, however, allowing them to pictured as such within cathedrals can be forgiven when it creates a more docile populace. When travelling out of Illyria, most missionaries of the faith tend to be agents of the Inquisition. Performing the role of spies and priest, the agents tend to congregate in majority human settlements speaking about a glorious feature when mankind leaves the rest of the species' behind. Travel to Illyria and accept vampirism, despite the fact that vampire's only allow a small portion of the populace to actually be converted. They often can be spotted by their all black attire, adorning masked beaks to keep out the various bad vapors within the air. While their nearly demonic teachings and attire may seem suspicious, their medicinal treatments is they provide is often more effective and cheaper than the average Cleric. While they may hide their treatments it often works on various long term conditions that Choir is unable to adress, such as cancer and cardiac failure. As long as these Missionaries weave a tail of perfection and evolution for the peasants of Avalon, many will continue to flock to Illyria's holy cities seeking answers. What they find however, is usually something far different and sinister. Drukhari Paganism Within the dark and long forgotten tunnels of the Deep Roads, numerous runes serve as a warning for Dwarvish Travellers to stop proceeding forward. It warns of a Drukhari settlement they are dangerously close to. Trespassing is a fatal mistake. Runes and Emblems adorn each aspect of Drow Culture, from their clothing to the housing, each must be covered in various glyphs. The Drukhari are a heavily superstitious people, with various ceremonies expected to occur regardless of its mundanity. The Drow do not serve Elohim or her Children, instead, they worship the various pre-Choir Elvish spirits and gods that they have rapidly co-opted into their ever expansive canon. Each god has their own corresponding rune, each providing a specific blessing for the user. There are over 1,000 gods within the Drukhari pantheon, with many added or created all the time. The most similar to the Choir is the Abyss and Hara , a bastardization of Hatav, the Eldarian goddess of Lust. Hara exists within the dark confines of the Abyss as a monstrous spider that often takes the form of a Drukhari Woman. Staying true to their oversized pantheon, she is not the god of all. She is not omnipresent or omnipotent, she is worshipped simply because she is the supposed goddess over the Drukhari. In their cultural myth, she was either Rebab or she inhabited her body. Regardless, it is because of her that they kissed with darkness, ie their transformation. During the relatively short period of the Drow golden age, the various matriarchs of the faith sought legitimacy by purporting that they had been possessed by the spirit of Hara. Even after its collapse into squabbling cities, whole monuments were built in her image in order to satiate her. Even today with how deprave and morally bankrupt much of the Drukhair have fallen into, few if any would speak ill of Hara. An odd quirk of Drukhari Paganism is that Hara provides no testament, she demands no specific lifestyle. Hara does not care if you murder or cheat, as long as acknowledge that you are here mere child that she can play with it at any time. Some underdark cities go even further, arguing that such hedonism that they partake in is actually what Hara would want. For if she is Hatav, the goddess of lust, is she not pleased by this excess? As for the other gods they worship, it's' only lip service at most. Runes exist due to their superstition not based on any semblance of obedience. Cities tend to differ in which goddesses they like to upheld, the few wise matriarchs of the Drukhari specifically like to focus on any altruistic deity to address their culture's near self destructive self interest. Yet this never goes beyond practice for it would require the very leaders of the cities' to accept it as well. As long as the Drukhari can maintain their riches and pleasure, they can very little about the very specifics of divinity. Shen WIthin the language of the Jin Empire, Shen roughly translates to Religion. Religion within the far east of Penglai, operates on a wholly different level than the Western Choir. Much like the ancient Eldarian Cities, religion is often interlaced with philosophy; from the grandiose placements of the plains to the mundane structures of the family. There is no set religion within the Far East, instead, the Jin Empire allows for all manners of different interpretations as long as they accept the Five Pillars of Society. 1. The DaJiang was the birthplace of all, and from here, Heaven (Titanus) and Tellus intercept. 2. The Unquestioning Divinity of the Emperor. 3. The Four Elements of Earth, Water, Fire and Air serve's connecting threads throughout the physical plain. 4. The current dynasty and the Jin People are all blessed descendants of heaven. 5. The Order of the day is Absolute. As long as these five pillars are followed and accepted by the various faiths, they are allowed to operate. This is a practical move just as much as it is based on tolerance; the sheer size and number of people within the Jin Empire makes any concerted religious institution outright impossible. The problem is exacerbated with just how well integrated these traditions are within the provinces and various ethnicities. A few of the more traditional faiths are given leeway in how they describe Heaven and the purpose of the Emperor; but outright rejecting any of these is a death sentence within the Far Flung Land. For the numerous religions of Jin, many tend to have recurring imagery of wise and godly dragons and mythical kingdoms that arose from the DaJiang. The Zhou Airbenders of the West build open the Five Pillars by introducing a heavy emphasis on The Bodhisattva path, a compilation of various steps to seek Enlightenment through mediation and pacifism. The Ming Seafarers speak about the Three Treasures of Compassion, Frugality, and Humility and traversing the various universal waves; the Tang Temples place heavy emphasis on Social Order and Harmony through the uplifting of the family and animism. Finally the Qin focus heavily on the Five Pillars for they are often the one's in power. Spirits and Ancestor Worship play an important role within Shen itself, often through the various metaphysical plains. While the pagans of the West speak about a supposed Fae Wild, the Jin Empire sees the plains are converging near the DaJiang. This is what allows these spirits to cross over into our world and our deceased spirits a way to travel towards the afterlife. If you were to die outside the traditional homeland, your spirit may never reach heaven; trapping yourself here. This has had an unconscious effect on the leaders of Jin and its very isolationist policies, while many don't outright heed the Sages, they are often weary of living their paradise out of fear of eternal damnation. The Myths of Dorado The Florians have no concrete religion instead, each tribe has its own understanding of how and why they exist. The Great Trees are the only shared motif throughout the lands. Great Trees can spawn Florians from its routes and so its very common to find basic settlements centered around these 100 foot behemoths. The Great Trees are also known to provide a soothing feeling for all Florians when they tap into its routes, even allowing Florians to share dreams and memories with one another through its connections. The world itself is usually pictured as a giant tree, and the continent is merely a leaf that spews from its branches. The Ents, a subrace of the Florians, hold the Great Trees in the highest regards for they believe that the most accomplished and wisest of them will be turned into a Great Tree should they reach the oldest and ripest of ages. Elemental and animal spirits are also reoccurring with Dorado. The River Spirits has thousands of different names that describe it, yet, Florians speak about them in reverence; water itself can be worshipped if it's in vast quantities. Due to the vast blue hue of the planet, Titanus is closely associated with the water spirits. Most often its source or the roots that provides the oceans with its content. The Sun is a bit of an oddity. Numerous natural fires and Dragonborn incursions have made it abundantly clear the dangers of Flame and Heat, so the Sun is often portrayed as a trickster deity, its' actions often conflicatory and nonsensical. As for Animals and their various spirits, most are seen as hostile and dangerous to all Fauna: their constant consumption of the Florians is written down with the same character as death within their language. Ironically carnivores are more likely to portrayed in a positive light, as they curb the mass populations of herbivores within the continent who eat their children and homes. The exception to this again being the Dragonborn, whose excursions from the North often burn huge swaths of fertile land to make way for their expeditions. Beyond motifs, nothing else is shared. Some faiths place strong emphasis on morality, other's mortality. Tribes often place weight on the teachings of a local shaman or a druid, with middling success depending on the individual. Most of their practices are crude and unrefined, unaware of the Lyuim that flows right beneath them. For the growing cities of Dorado, the story remains relatively the same. The beginning trappings of religious fervor is also starting to develop as Florians develop their own religious classes and places of worship. The Ages of Fire and Darkness The most recurring theme within the Dragonborn Culture and Faith. Long ago, a supposed age of Dragons had occurred. This Age was marked with peace and tranquility, where all races lived together in relative harmony. What caused the end of this is up to debate. Some say that the folly of the dragons led to their demise, other's state that the lower races brought about their destruction through trickery and deceit. Regardless, the natural order of things collapsed after their death. For it was the dragons, creatures birthed in darkness and harnessed fire were able to maintain the delicate balance. The lower races may have destroyed their masters, yet they unleashed upon themselves a repetitive cycle that all were chained too. During an Age of Darkness, there is nothing. The world is barren as the sun is blot out of the sky. Within this mythology, death is not a true concept. All that have lived and will live will rise up during the nearing arrival of the Age of Darkness as husks of the former selves. Unable to die, they will cry out for a mercy that will never come. Undeath will become their reality for their failure to escape through reincarnation. During an Age of Fire, life dominates all. The fire of their souls and the Heat from the Cosmos allows for the continual propagation of many different species. Life is abundant in size and diversity, and Tellus is continually covered by it. Death exists within this Age as a temporary concept, providing a satiation of the eternal pain. However, the Age of Fire is not the same as the tranquility that the Age of Dragons provided; life will run amok without the necessary steps to prevent its over propagation. According to this cultural myth, the Dragonborn are the descendants of the Dragonborn and have the eternal task of creating a new era of Tranquility. The other beastfolk and the lower castes need to be heavily regulated and controlled, lest they trap the world once again in the eternal cycle. As the Age of Fire becomes an Age of Darkness, souls leave the body. The most accomplishing dragonborn are able to leave and enter the bodies' of Dragons within another world; the beastfolk who prove themselves become Dragonborn. This concept has served as the main conduit for the caste system that dominates all major Dragonborn Settlements and what allows for many within the Beastfolk flock to accept it. |
Population: 19,250,000
Economics Explained: The centre of Tekumel’s economy is Tu’an, where the majority of the population and urban centres are located. Tu’an is the most agriculturally developed and dense region, benefiting from millennia of irrigation projects to enhance the natural fertility of the region.
Cities Explained: Galai is known as the City of Fire, she is a coastal city renowned for her gem cutters, and fine goldsmiths. Galai has long since grown fat from trade and the tolls exacted from travel between Penglai and Eden. A large sprawling affair insulated from the worst fury of the seas beyond by her natural harbor. In the past, excavations led to the discovery of underground caverns of gas. The gas was then channelled to provide light for the city. The distinct blue flame produced by burning natural gas cast a fierce glow into the night sky. Thus, Galai is sometimes referred to as the "City of Fire.''
Myyrah Khannar is one of the largest cities in Tekumel, as well as the capital of the Empire. With enormous walls, a significant population and a crossroads for access to Penglai, Eden, and Avalon. In Myyrah Khannar, it's orderly, compact and cozy, and defended at each gate by ancient Dwarven Colossi taken from the ruins of Lycaea. Myrrah Khannar is recognizable as emulating the styles and architecture of Vanxirion’s empire.
Military: Loosely based upon the legions of Vanxirion’s Empire, Tekumel has a military that follows a similar structure. Her legions, known as the black-clad, are well-versed in the art of combat. Under the complete control of the Tekumel’s Imperator who leads with absolute authority. Tekumel’s legions are referred to internally as Kareng and are highly flexible units. The Legions of Tekumel are a standing force consisting of semi-professional soldiers, divided between those held in reserve for future campaigns, those serving in garrisons, and those currently on campaign. It consists of 150,000 soldiers, of which a fraction are serving in garrisons, a third is on active duty on the frontiers, and the rest are in reserve.
The rest of Tekumel's army consists of irregular troops taken from its various minority populations. These include but are not limited to Avvarian Giant Grenadiers, a Corps of Drow Draconid Riders, Yan Korian Waterbenders, etc. Technologically, Tekumel lacks access to the same technology or strategies as those in the West or East. The diverse terrain of Tekumel and the regions beyond require different tactics on the battlefield, such as when dealing with the Penglai horse lords, Nomadic Desert tribes, or the Northern Drow raiders. Cannons have been utilized for siege warfare for decades, but only a handful of legions have been outfitted with new age muskets.
Tekumel's navy is faced with a problematic situation in that it must look after two separate coastlines. The northern coast is far more dangerous to patrol with the Illyrians, Chekov Cartel, and various other Drow nations making life difficult. The southern coast on the other hand is much more prosperous and economically important. As such more resources are put towards maintaining safety in the South. The Northern coastal fleet is made up of a couple dozen galleys, who patrol the coastline in search of smugglers and raiders, not daring to stray out of sight of land. The Southern fleet is twice the Northern fleet's size, and includes Carracks and other kinds of ships.
G-Tech Corporation wrote:Hmm yes. Yes, I do have time for this.
Hastiaka wrote:
Nation Name: The Commonwealth of New Amihan / Ang Komonwelt sang Bag'o nga Amihan ~ Amihan language
Alternative Name: The New Amihan Colonies / Ang Mga Kolonya sang Bag'o nga Amihan ~ Amihan language
Racial Makeup: The Commonwealth of New Amihan is predominantly Human with a notable and influential Eldar minority.
Leader:
Isaak Laurel - President of the Commonwealth of New Amihan
Ramira Valencia - Chancellor of the Electoral Conclave
Simoun Ramirez - High Justiciar of the Commonwealth Judiciary
Basilio Arcega - Governor-General of the Amihan East Antilla Company (A.E.A.C)
Cultural Description:
The original city-state of Amihan was nestled in the south of Eden, near the coast. It was formed as the Free City of Amihan several centuries ago- it was the result of the coming together of the different culturally-similar tribes and clans that were influenced by both Avalon and Penglai. This mix of influences, coupled with the occasional intermingling with their desert-dwelling northern neighbors resulted to a unique culture blend of all three continents. The Amihan culture is analogue to a mix of both pre-colonial and colonial Filipino culture with special emphasis on the pre-colonial ideas and concepts. The Amihan people were initially matriarchal- with women warrior-leaders leading the city-state during times of peace and war. This matriarchal society changed a century ago when influences from the neighboring patriarchal city-states and kingdoms came creeping in. Nevertheless, both men and women are seen as equal and have equal rights. Also, Amihan's customs place heavy emphasis on respect by age with the elders being heavily revered by the people because of their experiences and the concept of "Utang na Loob" or indebtedness.
The Amihan high elves are more humble and less haughty compared to their other counterparts partly due to centuries-worth of human-elven interaction in the tight-knit communities of the Free City. However, the elves are given special status due to their long lifespans and wisdom. They usually land in leadership positions in Amihan society. Notable elves have led the free city in the past but the elves prefer to labor instead in administrative and advisory roles within the Amihan hierarchy.
The recent exodus of the Amihan from their old tropical settlements to the temperate continent of Antilla had led most Amihan to change their lifestyle. Adjustments of social fashion and norm had occurred- so that the Amihan colonials are able to adapt to the new environment they are settling in. Longer and thicker clothes were now widespread and the houses were now starting to be more and more made of stone and marble instead of just hardwood because of the new-found abundance of material in Antilla.
Diplomatic Description:
The Commonwealth of New Amihan is diplomatically isolated. With very few neighboring colonies, if there are, the Amihan people would rather invest time in improving their new-found territories rather than engage in diplomatic affairs with other colonies and states from the Old World.
Background:
Half a century ago, the City-State of Amihan was a burgeoning beacon of civilization in the south of Eden. That was until it was beset by a plethora of succeeding devastating events. First, several jungle tribes from the east of Eden made incursions into the territory of Amihan which led to skirmishes in the outlying settlements and villages. This lasted for an entire year and it led to the death of several hundred Amihan villagers and soldiers. After that, a sinister Half-kin necromancer claiming to be the prophetess of destruction arrived in the city. Over the course of several months, she would create a network of sympathizers and cultists that would eventually lead to blood spilling in the streets of Amihan. The Ecumenical Congregation's Cathedral was razed to the ground by the cultists. It took two weeks for the Amihan army and militia to re-take key districts in the city. By then, over a thousand Amihan civilians were dead. A mere week after that, a large fire erupted in the center of the city- it engulfed everything in its path. The citizens were hopelessly gathering buckets of water to extinguish it but to no avail. The leaders of the city- which was at the time the council of elders were unable to respond quickly. After the fire, a deadly plague beset upon the city. The plague, now known as the Ambaya flu killed over 3/5th of the entire population of the city. The city, now seemingly unable to stand back up- was abandoned by the people which ventured westwards.
Initially, the Amihan tried to settle in Avalon with them constructing a make-shift settlement and living there for one year. However, the Avalonian kingdoms were not excited about this and forced the Amihan to venture further west. After hearing word of a new continent farther west, the Amihan sold many of their prized possessions in exchange of ships capable of traversing the treacherous seas. The travel west was hard and miserable. Several ships were torn apart by the maelstrom that they encountered, killing several hundred and dooming them to a death underwater. Nevertheless, most of the ships were able to cross the sea and landed in what is now known as New Amihan. Here, the people convened and decided to create a formal government for them all.
A charter was drafted. It detailed all the inner-workings and what constitutes government. The people decided to create a government that was by, for and of the people. Thus, the Commonwealth government was born. The Commonwealth government is led by a President- a concept in Avalon and Eden that was carried into New Amihan society. This President was elected every five years alongside a Electoral Conclave; the legislative arm of government was also institutionalized with representatives being elected by the people. The Commonwealth Judiciary was also established- the judiciary and police arm of the state. All arms of government operate independently of one another ensuring check-and-balances.
After establishing a government and the ratification of the New Amihan Charter, the people began constructing a large new city. A citadel was erected and large swathes of land turned into farmlands. The Amihan finally had a sense of purpose- to expand and venture deeper into the interior of this New World. Because of this, the Commonwealth Government commissioned a semi-private paramilitary company; the Amihan East Antilla Company whose mission was to explore the interior of the continent and attempt to remove all hostile populations before they do over the colony.
It's been forty years since the Amihan had established the Commonwealth. The colony of New Amihan is thriving. Currently, the AEAC is growing in influence despite attempts by the President to curb it. The current Governor-General is campaigning for an aggressive expansion inwards and establish a monopoly over the New World.Infrastructure:
Military:
RP EXAMPLE:
Questions:
WIP
Theyra wrote:Hastiaka wrote:
Nation Name: The Commonwealth of New Amihan / Ang Komonwelt sang Bag'o nga Amihan ~ Amihan language
Alternative Name: The New Amihan Colonies / Ang Mga Kolonya sang Bag'o nga Amihan ~ Amihan language
Racial Makeup: The Commonwealth of New Amihan is predominantly Human with a notable and influential Eldar minority.
Leader:
Isaak Laurel - President of the Commonwealth of New Amihan
Ramira Valencia - Chancellor of the Electoral Conclave
Simoun Ramirez - High Justiciar of the Commonwealth Judiciary
Basilio Arcega - Governor-General of the Amihan East Antilla Company (A.E.A.C)
Cultural Description:
The original city-state of Amihan was nestled in the south of Eden, near the coast. It was formed as the Free City of Amihan several centuries ago- it was the result of the coming together of the different culturally-similar tribes and clans that were influenced by both Avalon and Penglai. This mix of influences, coupled with the occasional intermingling with their desert-dwelling northern neighbors resulted to a unique culture blend of all three continents. The Amihan culture is analogue to a mix of both pre-colonial and colonial Filipino culture with special emphasis on the pre-colonial ideas and concepts. The Amihan people were initially matriarchal- with women warrior-leaders leading the city-state during times of peace and war. This matriarchal society changed a century ago when influences from the neighboring patriarchal city-states and kingdoms came creeping in. Nevertheless, both men and women are seen as equal and have equal rights. Also, Amihan's customs place heavy emphasis on respect by age with the elders being heavily revered by the people because of their experiences and the concept of "Utang na Loob" or indebtedness.
The Amihan high elves are more humble and less haughty compared to their other counterparts partly due to centuries-worth of human-elven interaction in the tight-knit communities of the Free City. However, the elves are given special status due to their long lifespans and wisdom. They usually land in leadership positions in Amihan society. Notable elves have led the free city in the past but the elves prefer to labor instead in administrative and advisory roles within the Amihan hierarchy.
The recent exodus of the Amihan from their old tropical settlements to the temperate continent of Antilla had led most Amihan to change their lifestyle. Adjustments of social fashion and norm had occurred- so that the Amihan colonials are able to adapt to the new environment they are settling in. Longer and thicker clothes were now widespread and the houses were now starting to be more and more made of stone and marble instead of just hardwood because of the new-found abundance of material in Antilla.
Diplomatic Description:
The Commonwealth of New Amihan is diplomatically isolated. With very few neighboring colonies, if there are, the Amihan people would rather invest time in improving their new-found territories rather than engage in diplomatic affairs with other colonies and states from the Old World.
Background:
Half a century ago, the City-State of Amihan was a burgeoning beacon of civilization in the south of Eden. That was until it was beset by a plethora of succeeding devastating events. First, several jungle tribes from the east of Eden made incursions into the territory of Amihan which led to skirmishes in the outlying settlements and villages. This lasted for an entire year and it led to the death of several hundred Amihan villagers and soldiers. After that, a sinister Half-kin necromancer claiming to be the prophetess of destruction arrived in the city. Over the course of several months, she would create a network of sympathizers and cultists that would eventually lead to blood spilling in the streets of Amihan. The Ecumenical Congregation's Cathedral was razed to the ground by the cultists. It took two weeks for the Amihan army and militia to re-take key districts in the city. By then, over a thousand Amihan civilians were dead. A mere week after that, a large fire erupted in the center of the city- it engulfed everything in its path. The citizens were hopelessly gathering buckets of water to extinguish it but to no avail. The leaders of the city- which was at the time the council of elders were unable to respond quickly. After the fire, a deadly plague beset upon the city. The plague, now known as the Ambaya flu killed over 3/5th of the entire population of the city. The city, now seemingly unable to stand back up- was abandoned by the people which ventured westwards.
Initially, the Amihan tried to settle in Avalon with them constructing a make-shift settlement and living there for one year. However, the Avalonian kingdoms were not excited about this and forced the Amihan to venture further west. After hearing word of a new continent farther west, the Amihan sold many of their prized possessions in exchange of ships capable of traversing the treacherous seas. The travel west was hard and miserable. Several ships were torn apart by the maelstrom that they encountered, killing several hundred and dooming them to a death underwater. Nevertheless, most of the ships were able to cross the sea and landed in what is now known as New Amihan. Here, the people convened and decided to create a formal government for them all.
A charter was drafted. It detailed all the inner-workings and what constitutes government. The people decided to create a government that was by, for and of the people. Thus, the Commonwealth government was born. The Commonwealth government is led by a President- a concept in Avalon and Eden that was carried into New Amihan society. This President was elected every five years alongside a Electoral Conclave; the legislative arm of government was also institutionalized with representatives being elected by the people. The Commonwealth Judiciary was also established- the judiciary and police arm of the state. All arms of government operate independently of one another ensuring check-and-balances.
After establishing a government and the ratification of the New Amihan Charter, the people began constructing a large new city. A citadel was erected and large swathes of land turned into farmlands. The Amihan finally had a sense of purpose- to expand and venture deeper into the interior of this New World. Because of this, the Commonwealth Government commissioned a semi-private paramilitary company; the Amihan East Antilla Company whose mission was to explore the interior of the continent and attempt to remove all hostile populations before they do over the colony.
It's been forty years since the Amihan had established the Commonwealth. The colony of New Amihan is thriving. Currently, the AEAC is growing in influence despite attempts by the President to curb it. The current Governor-General is campaigning for an aggressive expansion inwards and establish a monopoly over the New World.Infrastructure:
Military:
RP EXAMPLE:
Questions:
WIP
Not the Op or Co-op but, the New World is not supposed to be discovered by the Old World yet. That is going to happen months into the rp so your idea may not work.