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Elementals 3: The White Rose (OOC, FANTASY, OPEN)

For all of your non-NationStates related roleplaying needs!

Other animals that you think would be cool to have domesticated in Gaiaca?

Raccoons
7
7%
Foxes
15
15%
Otters
11
11%
Seals
8
8%
Kangaroos
6
6%
Bears
8
8%
Owls
13
13%
Big cats
14
14%
Whales
9
9%
Crocodilians
12
12%
 
Total votes : 103

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Constaniana
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Founded: Mar 10, 2012
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Elementals 3: The White Rose (OOC, FANTASY, OPEN)

Postby Constaniana » Mon Dec 31, 2018 3:01 am

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Elementals: The White Rose

IC thread

Kassaran wrote:once a semester
so be it as the gods willed
glorious return


Kassaran wrote:I continue to wait with baited breath. Like a fisherman who is happily getting drunk waiting for a nibble on his line.

-Concerning the stately pace that this fine work of fiction progresses at

Elementals 1, in all her weird un-canonical glory.
Elementals 2, which this RP is a continuation of.
Veterans of The Black Beast shall only need to read the "How the World has changed" spoiler unless you lot feel like looking at the new god pictures I put in the first paragraph, or you want a recap, or you're in a nostalgic mood.




Backstory

In the beginning, before the world of mortals was born, there was a cataclysmic war in Heaven. The Loyal Host, made up of Pryastar, god of Fire; Hydrata, goddess of Water; Terestark, god of Earth; Boaltist, god of Lightning; Veridaelia, goddess of Nature; Froenstia, goddess of Ice; Aewiallia, goddess of Wind; and Ferruoston, god of Metal, sided with the god of Creation, Jaehlhadon, against his traitorous and corrupted son, Tenaembra, god of Darkness, Black King in the Void who had been banished from Heaven from trying to use the power of the Void for his own to surpass the other Gods and dominate all of creation. The war was won by the Loyal Host, but only barely. Knowing what needed to be done to stop Tenaembra from starting another war with the power of the Void, Jaehlhadon sacrificed his Divine and Perfect form to bring form and shape to the seething, chaotic void and to transform it into an orderly, peaceful universe that the Loyal Host could fill with their own creations. As a final act before this new universe was created, Jaehlhadon created one last god: Caelstion, the Shining god of Light.

And thus the Universe was born; Terestark and Ferruoston forged the planets, Hydrata filled the basins of the rough spheres with her Water, Pryastar made boiling lakes of lava beneath the earth, and blazing balls of Fire in the unfathomable spaces between the worlds, which Caelstion lit up to ward off darkness and death. Veridaelia covered the land in lush, viridian forests brimming with life, and Aewiallia tenderly pulled the rain clouds across the skies. Froenstia crowned Gaiaca and countless other creations with mighty polar ice caps. Boaltist's Lightning sent divine energies crackling down below. And once the universe was physically formed, there was one last act of creation the Loyal Host undertook; to create man. Taking attributes from all their Elements they combined them into two beings that walked upright the same way the gods and goddesses did. But Tenaembra had not accepted final defeat, and vowed to continue his war against his brothers and sisters.

The Black King in the Void sent his own creations to attack the world of Gaiaca. First came the ferocious, beast-like Demons, commanded by the Daemonnes; beautiful, cunning creatures that looked like men and were far more powerful than their savage counterparts. And for untold thousands of years they fought against the Angels and Angelles of Caelstion, and the magical superhuman servants of the Loyal Eight, the Elementals.

Finally, the cycle of divine war came to a cataclysmic end. Both sides sought a final, supreme advantage over the other, and the winner of the celestial arms race would either save Gaiaca or turn it into a ruined husk. Sacrificing nearly the entirety of his Hellspawn army on Gaiaca, Tenaembra reforged his foul creations into an unholy abomination, the Dæmonic Behemoth. The mindless monstrosity lived only for destruction, obliterating everything in its path. At great cost the monster was stopped by one of the mightiest Elementals and his army, the Scarlet Legion of His Imperial Majesty, Olbruni Villdera the Great, the emperor of Galllia, but at a terrible cost. The emperor, and most of his army, including Olbruni's three remaining heirs were slain by the foul beast. With the end of the Villdera dynasty and the innumerable losses they had suffered in the other parts of the world the age of the Elementals ended; the mythical race of superhuman heroes had been too depleted fighting the war. Caelstion's host continued to guard Gaiaca from the Heavens, stopping any further Demonkind from reaching the world of Men. A thousand years passed, as the Galllian empire slowly stagnated and crumbled without the might of the Villdera dynasty, losing its grasp on the Elcrescian continent and the isle of Eresiln over time. Magic faded away the world as the Elementals that used it found themselves blamed and persecuted by the common men for all the ills of life, and either hid their powers or fled into the wilds, away from civilisation.

The Great Dæmon War faded into the forgotten stories of old men, as the centuries rolled past and the countries of the world began to make war upon one another instead. Nearly 50 years ago tensions between the numerous kingdoms that now covered the face of Galllia flared beyond what anyone had ever seen, and war erupted across the land. Battle after battle dragged on, with cities and provinces constantly changing hands to no avail. No end was in sight; nothing could make the awful war worse, or so the suffering Galllians thought.

From out of the Void came one of Tenaembra's most fearsome servants, with an army at his back: Demon King Kayarost. The most powerful, cruel, remorseless of all the creations of the Black King in the Void, Kayarost quickly went to work pillaging and destroying the land, sweeping aside the technologically sophisticated humans with the sheer might of his innumerable host. As the Demon King marched on Villdernheim, the mighty island fortress-city that had been home to the Galllian emperors so long ago, it seemed there was nothing to stop him. No human army dared fight against Kayarost's dark army; to do so was suicide. Resigned to their inevitable defeat, the defenders of Villdernheim evacuated the civilians of the city while preparing for their deaths. They waited for days, and days, and no army came. The men of Villdernheim sent forth riders to find Kayarost's host. They did not succeed in that endeavour. Instead, they found the crushed remains of the Daemonic army, their foul black blood soaked into the earth like the rainwater of a hurricane. Mountains of Daemonik corpses burnt in pyres, with ash cloaking the ground and choking the air. And in the very epicentre of the carnage lay Schwarterong, Kayarost's dark sword, shattered to pieces. It was the only thing left of the Demon King, as his body was never found. Amazed by whatever divine grace had saved them, the states of Galllia put an end to their war, forming a confederation called the United Galllian Federation, and began rebuilding. Fifteen years passed, and the world seemed at peace.

But peace is always so fleeting, isn't she?

Panic had brought the land together to band against what was expected to be years and years of invasions from Hell. But after it became clear that there were no more hellspawn marching upon the world then the old rivalries and grudges of the Great Galllian War of 1733-63 rose to the surface once again. The South resented the North again, Reldenshire and Galdentonhold went back to utterly despising one another, and everyone else seemed to agree that the Krieghold were bloody menacing. Economic disputes joined the fray, ranging from regional income inequality to slavery and child labour. Isolationism became the Galllian foreign policy by default, as no consensus could be reached as to which of the competing alliances the old states had forged should be kept. Topping it all off was the rise of a revolutionary group known as the Watchtower Society. They preached that the Elementals were responsible for all the ills of the world, and that the nobility, being descended from their magical hierarchy, needed to be violently overthrown. Ridding Gaiaca of her Elementals was the only way to ensure the Hellspawn would never attack again, as they would have finally triumphed over their ancient enemies. Their main activities seemed to be stirring up trouble in town squares, but in secret they carried out horrific biological research.

The board was finally all set. The opening move plucked the unsuspecting Prince Kroisoto Kirschbaum Alschwert Van Aurenheim, third son of the Duke of Auregen, from his holiday home at Bristhill Manor in the spring of 1778. Unknown assailants kidnapped the Aurennian aristocrat without claiming responsibility or demanding a ransom, which fuelled speculation over which faction had done the dirty deed. A few weeks later, on the 22nd of April, another kidnapping took place in Haventown, a settlement in the foothills of central Albrion. This one most certainly did not attract the attention of anyone outside the county at the time, but in time it would perhaps prove to be just as important. The victim in the latter crime was a young maiden named Heilaga Valakreig, a waitress at the Galloping Mare Inn. The culprits were the Watchtower Society, who were in town trying to recruit new followers. Oddly, they were very intent about specifically taking Heilaga, and witnesses later quoted them as saying they had been specifically sent to Haventown to kidnap the blonde lass. The one who actually kidnapped Heilaga was a man named Nyroko, who teleported away using Darkness magic. Guards were summoned, and the other Watchtower agents were arrested.

But a police investigation was not enough to satisfy one person: Aldraniri Alsvidster, the boy across the street who had loved her for all his life. The orphan redhead left his comfortable life as a blacksmith's apprentice to find his best friend and defeat the Watchtower cult. Along the way he discovered his own powers over Fire, and would be joined by various companions; some were valiant and stalwart, like the Ice Elemental Tristan Frost and the wisecracking sage Eric Lumen. Some walked strange paths, like the tragic Ero-San and the slime girl Blue. Others would spend the majority of their time in comas yet somehow manage to occasionally stagger their way back to the group for a few hours before slumbering for another epoch. Another one who joined the Albrian was the missing Kroisoto, who had been in the Galloping Mare and fought against the Watchtower agents during their attack. He sought the aid of the heroes in making his way back to Auregen in safety to try bringing an end to the growing crisis. Together they fought their way through Watchtower bases and delved into an Inferno, a cavern-world between Gaiaca and Hell where another member joined the party: Lisoette the Daemonness, a surprisingly sweet and naive lass who fell in love with Tristan.

The heroes set the Inferno to collapse and escaped through a portal to the port city of Erilhall, in the northeast of Galllia. Several new Elementals joined the band here: Jinmao Temujin and his adoptive sister Guan Aisha, a Wind and a Fire Elemental respectively, and both Sahranjjite aristocrats. A mute Ice Elemental named Trish also became associated with the group after her iceship conveniently landed near some of them. The group discovered Watchtower had a base beneath the College of Bracksbure in the city, where Heilaga was possibly held captive. Guided by a plucky local photographer named Walter, they infiltrated the place by night and discovered the cult had huge stockpiles of human, hellspawn, and even Elemental blood they were using to make twisted monsters. They didn't find Heilaga, but the base was destroyed by a mysterious heavenly blast, and the heroes rode out of the city on horseback.

Three weeks passed before they reached the outskirts of Auregen and met Prince Peorshine, Kroisoto's eldest brother. At last the quest to return the missing prince was at an end, and to celebrate achieving that goal the group split up to do fun stuff in Auregen. Surprise surprise, WATCHTOWER ATTACKED!!1! But more unusually some Daemonne assassins attacked the castle, failing to kill anyone before they were slain. The Lightning Elemental Rachael Shatterhammer aided in the defence of the castle and joined the band of wandering heroes. Duke Bismarke had them all over for dinner, and gave them some intelligence of suspicious robed folk up in the mountains since their Watchtower trail had gone cold. So they set off yet again, without Kroisoto. After a few days and getting lost they found a curious cave with dead bodies outside, and naturally stuck their noses in. They thought it was another Watchtower attack. They didn't suspect they would find actual worshippers of Tenaembra. The wicked priests were driven out in a grim battle that the party spoke little about when people would ask in the years after.

Returning to Auregen, the group gave their report to the duchess and were sent on a different mission to the Fair Hills resort. Technically they were sent as elite bodyguards for Kroisoto and Peorshine, who had diplomatic business there, but everyone saw it as a nice holiday. Sumptuous foods were eaten, sandcastles were built, and a thong was worn by Eric. But things took a dark turn in the meeting between Lord Peorshine and the federal representative when the latter offered to arrange a coup against his father placing Peorshine in control of Aurennia decades earlier in exchange for pledging loyalty and complete deference to the Federation. This enraged Peorshine, who stormed out of the meeting.

At the same time explosions began to rock the resort, as it was revealed it was hiding a Watchtower compound underground. On the beach a 24-foot monster created by the cultists emerged, evidently the cause of the unfolding disaster. Tristan and Kroisito rallied most of the group in a spectacular magical battle against the abomination while a few members, such as Eric and Erosen, delved into the enemy base. The monster was slain with great effort, but when its corpse slammed into the earth and exploded it sent tremors that completed the destruction of the Watchtower base. There was an Inferno portal that the cult had constructed, and when it broke its wibbly-wobbly spatial energies dispersed the main characters across the globe, leaving only Kroisoto and Charlie left on the beach at Fair Hills. The chapter of Aldraniri's band questing to find Heilaga came to a close.

The Aurenheims and what was left of their entourage returned to their capital of Auregen in haste to deliver the news to the duke of what had transpired. Duke Bismarke did not take these tidings well, and shortly after on the 28th of May sent a telegram to his representatives in the federal capital Villdernheim to announce the secession of Aurennia from the United Galllian Federation. Constitutional confusion followed for days as the Federal Council debated over whether secession was legal, and if it was whether Duke Bismarke could unilaterally make such a declaration on his own without consulting his own nobility or the other states in Galllia. Chancellor Jeffron Van Eldharch, the head of state, finally announced their decision via telegram and a public address on the 5th of June in the capital that it was in fact illegal, and that the United Galllian Federation was going to stay united as long as there would be a continent of Galllia. The Rupture of the North had begun.

House Aurenheim made good use of the head-start their federal foes had given them, securing the loyalty of most armed forces currently within their lands. The structure of the U.G.F's army was such that divisions were generally comprised of soldiers from the region where they were stationed, meaning the divisions in Aurennia were almost entirely Aurennian. Proposals had been made in the past of integrating men from across the federation into assorted divisions, but the disparities in transportation across the continent made the idea too expensive to the Federal Council, and thus the Federal Army remained largely an extension of the old state armies and noble household retinues. Bismarke Van Aurenheim continued to use his title from the federal army, Commander of the Armies of the North, and called for the other northern states of Albrion and Erillia to break away with Aurennia.

Erillia, the state whose capital was the same Erilhall that the heroes of the last story had uncovered a Watchtower base under a college, was already on the verge of a revolt against its ruler, Lord-Lieutenant Gustav Wadiere. His taxes were too high, his morals too low. The wrath of Caelstion had been seen in Erilhall's sky, when it smote the College of Bracksbure in what surely must have been an omen to all the city. But when Prince Peorshine divulged the fact that the federation's diplomat had admitted that the current Lord-Lieutenant of Erilhall had only driven out the previous ruling family by agreeing to be a puppet of the government in Villdernheim, the dam burst. Riots broke out while the Federal Council still argued over the legality of secession. Gustav's forces began to give way under the sheer numbers of rebels, who called themselves the Condemners, and a few days later their situation worsened as the nearby federal army under the command of Margrave Kyusk declared their continuing allegiance to the Commander of the Armies of the North, and marched on the city to establish a provisional government. Wadiere managed to escape southward. Shortly afterwards the heir of Erillia's previous ruling dynasty, a young man named Banastre van Laschiol, arrived in the city with an army he had mustered from his family's lands in Eresiln, and the Condemners and Kyusk's army agreed to crown him the new Lord-Lieutenant of Erilhall. The city would become a focal point of the war, with numerous federal attacks by land and sea made on it for the next six months to try halting the rebellion's momentum.

Seeking to stem the tide of House Laschiol forces moving into Erillia, High Admiral Hugh Van Kriegen launched a large raid on the port city of Hansencross early in the morning of January 2nd, 1779. The Eresilnnian navy was stretched thin at the time fending off Garmiccian privateers, leaving a diminished defence fleet at Hansencross quite surprised to find the enemy coming from the west instead of the east. Federal and Eresilnnian ironclads were a match for one another, but the frigates and sloops slowly fell back before the superior firepower of Galllian ships-of-the-line. The battle drew within sight of the city, and the coastal defence guns went to work shelling the U.G.F's fleet, but defeat seemed more and more certain. But then a few minutes past noon a blast of light came down from the sky above the G.F.S. Cleaving Truth, the High Admiral's flagship, and split her in half in an instant. A few minutes went by before glowing pillars crashed through the midst of the 104-gun ships G.F.S. Galvanise, Ultimatum, and Executive, sending them to the bottom of the Halrennor Sea. Fear began to set in of being the next warship to be obliterated. With some of the ironclads beginning to run low on fuel or suffer malfunctions, the leaderless federal fleet made a sloppy retreat.

The people of Hansencross celebrated their miraculous deliverance, and the people of Eresiln demanded war. King Percival II agreed, and joined the struggle against the United Galllian Federation. The situation grew more complicated five weeks later when the Garmiccian Empire declared war against Eresiln and the Northemen rebels. At first it was assumed the move was motivated by a desire to escalate the struggle for maritime preeminence in the northern seas between the established Eresiln and the nascent Garamiccia. But after imperial marines opened up a new front on the frosty northernmost shore of Galllia the additional purpose behind their military intervention became clearer to some: an excuse for the usurper Emperor Jeremiahde VI to break down the walls of Norenhall, the Frigid Fortress, and kill Prince Siegfried, the teenage heir to the throne who had taken asylum in that city after his father was assassinated in Jeremiahde's coup twenty years ago.

Prince Siegfried would leave the protection of Norenhall of his own accord a few months after Garmiccian entry into the war, seeking military experience that would aid him in defeating his uncle's soldiers in their homeland one day. Over the course of the war he would develop into a distinguished tactician and strong Earth Elemental, attaining the rank of brevet lieutenant colonel. The Deep North Campaign would be a fierce teacher of many lessons to those who fought in it, encompassing battles in tundra, pine forest, mountain, and arctic shore environments. The threat of Aurennians taking control of the rich resources within the Albras Mountains through northern passes tied up many federal troops in long, arduous journeys north and eased the burden faced by the forces personally commanded by the Aurenheims in the east of Galllia.

Miraculous tales began to spread among the Northemen-Eresilnian forces in the summer of 1799 of a mysterious white knight in command of that most rare of the divine elements: Light. Even with the growing number of Elementals in their coalition's forces, a number that vastly outnumbered Federal-Imperial Elementals, none of them could wield Light magic. It was a power only typically bestowed on the most exceptional of Elementals after proving their valour with their original Element. Yet in more and more battles the tide would be turned against superior federal numbers and equipment by the overwhelming power of energy blasts from the sky, or glowing forcefields protecting soldiers from an otherwise fatal artillery barrage. Eventually a consensus regarding the champion's appearance began to come together among the people claiming to have seen this Elemental in action: a Northemen maiden exemplifying the bustiness women in that part of the country were known for, hiding her head under a full ancient Galllian helmet, and with a white rose painted on her gleaming plate armour and flowing indigo cape. She held no physical weapon in her hand, but could make one appear out of thin air on the rare occasion she felt the need to use such a thing. Since she never said her name the people who believed in her began to refer to their guardian as the White Rose.

In contrast to the emergence of the White Rose came the secret spread of Watchtower paramilitary units into the structure of the Federal Army. They were zealous and bloodthirsty, with an all-consuming hatred for Elementals, and their created monsters were too tantalising for many Southemen and Garmiccian commanders to resist deploying. On the few occasions that Federal-Imperial propaganda would mention the Watchtower Society it would paint them as passionate pursuers of reason and progress, contrasting with the superstition and backwardness of the brutish Northemen. Stories of their kidnappings and usurping of local governments were hushed up in many cases, but still stories got out every now and then, sowing doubt in the hearts of remaining U.G.F citizens. The book of a certain Charlie Kones, telling the tale of the battle against Watchtower undertaken by Aldraniri Alsvidster and his friends in 1778, helped keep the warning of Watchtower's evil in the public eye.

The first year entirely consumed by the Northern Revolution came to a close with a multitude of eastern lords in Albrion, foremost among them the Duke of Haventown, declaring independence from the United Galllian Federation and pledging themselves to the Duke of Auregen's service. As the year 1780 commenced Bismarke Van Aurenheim sought to bring the war to an end by decisive engagements favouring the magical skill of his forces over the numbers of federal and Garmiccian troops pitted against them. The first step was the introduction of the new Judgement-class ironclad, a bigger and faster vessel than the Dignity and older Liefenhall class steamships used by the federation, which had the consequence of her kind being able to carry more guns and ram more powerfully. The shipyards of Auregen churned out over two dozen of them within a few months of them being introduced into service. These new ships were assembled with a fleet of the finest 1st-rate ships-of-the-line the Northemen had at their disposal and sent southwards to strike the Kreighold, where the majority of the federal weapon foundries were.

The Commander of the Armies of the North sent his adopted son Kroisoto with the invasion force. The lad's powers with magic and the sword had grown immensely from the time when he had been kidnapped and joined up with Aldraniri, Tristan, Eric, Erosen and the rest to make his way home to Auregen, and by this point of the war had become established as one of its main players in the popular imagination. Where his eldest brother Prince Peorshine was adored as the dashing, gallant knight, or his adopted father Duke Bismarke revered as the stoic and unstoppable leader of all the free folk, Prince Kroisoto was held in awe as Aurennia's destroying angel, a scourge to the federal and Garamiccian dogs that sought to conquer them.

On April 5th the newly-organised 3rd Fleet of Aurennia attacked the large naval base of Kreigport. Kroisoto unleashed an utterly massive storm that smashed up most of the defences, and marines of the 12th Joint Army took control of the city after only another day of fighting. With their forces practically unscathed the Northemen rushed south down the canal to their main prize, the city of Fistforge. House Kreigen forces were caught unprepared, having been reliant on Kreigport's defences holding would-be invaders at bay for much longer than a day. Outer guard forces were overrun, but the troops inside the city itself managed to entrench themselves to a degree. A siege went on for a week before the discontent, desperately poor working class broke out in rebellion and managed open the gates to Prince Kroisoto and his troops, who were welcomed as liberators. The 12th Army's numbers swelled with recruits hungry for revenge on the federal government that had sided with the factory owners over them. After that point their advance to the south slowed, as they needed to secure the territory east and west of the Central Kreighold Canal, but the 12th Army remained a dire threat in the mind of the U.G.F command. As the end of summer came near the rebels marched on Kreigseat, before its supplies could be swelled by the harvest.

By November all the mighty River Albras that was more than a dozen or so miles north of the capital Villdernheim, as well as almost the entirety of Galllia's eastern seaboard was under the control of Aurennia and her allies. Duke Bismarke sent a peace offer to the U.G.F and Empire of Garmiccia, demanding that they recognise the legal secession of Aurennia, Erilhall, and those counties in Albrion that had fought for the North, to accept Banastre as the only legitimate Lord-Lieutenant of Erilhall, and for Garamiccia to cease attacking Eresilnnian shipping. By this point the Garamiccian Empire had begun to scale back her involvement in the conflict anyway, but to save face on the international scene Emperor Jeremiahde left the decision on whether to concede defeat to the U.G.F. The Federal Council initially seemed in favour of letting the troublesome Northemen go at last, but the furious Duke Vincent Van Kreigen, Joint Chancellor of the Federal Armed Forces and head of the House of Kreigen demanded to avenge the humiliations his family had suffered over the course of the war. His younger brother Hugh had perished with the Cleaving Truth at Hansencross, along with many other kin through various battles, especially thanks to Kroisoto's army. Most painfully of all, his heir Rudolph had been killed by Prince Peorshine at the Fourth Battle of St. Scehson's in July of that same year. So Duke Kreigen imposed martial law in Villdernheim, imprisoned any pro-peace members of the government he could find, and wrote back to Duke Aurenheim that peace would only come after one of them was killed. Fate would see to that on December 20th, 1780.

On that final day, before the sun had arisen, the Northern Allies and Federal-Imperial troops met in the largest battle of the entire war. It was north of a hamlet called Champion Field, near the banks of the ancient canal that connected the east side of Villdernheim to the Halrennor Sea. What would follow would end this bloody chapter of Galllian history, and foreshadow what would come some other day for Galllia, and possibly the world. The White Rose finally appeared on the battlefield in a way that made certain of her existence, fighting in the thick of it all, mounted on a glorious white mare. Watchtower's monstrous hordes were no match for her divine wrath, and the corrupted beings were blasted into dust. The full moons rose, the sun began to set, and still the battle raged. At last Bismarke Van Aurenheim saw the enemy line collapsing, and he lead all his remaining heavy cavalry in a charge that smashed Vincent Van Kreigen's forces to pieces. The two supreme generals came face to face, and they duelled. Bismarke's icy claymore slammed Vincent's longsword from his hand after a few minutes, and four seconds later it severed his head from his neck. The Battle of Champion Field had come to an end.

Three days later, the combined Aurennian, Erillian, Eresilnnian, and Albrish army paraded through Villdernheim. The White Rose was nowhere to be found, leaving only Duke Aurenheim and Prince Peorshine to accept the surrender of the United Galllian Federation. His demands for independence were accepted, with a provision thrown in that the Federation could not impede the movement of those in the Kreighold who had pledged their loyalty to Kroisoto and by extension Aurennia, and were now leaving en masse to settle the free wilderness rather than remain in the debt and poverty that surrounded them in their homes. The north also took reparations by carrying off an extensive amount of industrial equipment from their captured southern cities, to better support their own emerging manufacturing sector. Furthermore, the United Galllian Federation had to amend its laws to permit any part of their country to unilaterally secede in the future.

On February 17th, 1781 the victorious coalition formally united into a new military bloc and free trade zone called the Commonwealth of the North, with Duke Aurenheim as its ceremonial head. Shortly afterwards King Percival's granddaughter and heir Crown Princess Katherine Lucille Bonniene Van Bechlunde became engaged to Prince Peorshine, leaving no doubt as to where their countries believe their future lies. Lord-Lieutenant Banastre Van Laschiol proposed to Lucille Van Aurenheim, Bismarke's oldest daughter, and she also accepted. The separated eastern part of Albrion formed into the new state of Albrasfont, so named for the source of the River Albras lying in their territory, with Duke Brambur Van Volcheart of Haventown as its ruler. No marriage has yet been recently made between his house and any other members of the Commonwealth of the North, but time will tell in that regard.

Almost a year has passed since the end of the Wide Northern War, and almost 10 months since the creation of the Commonwealth of the North. An uneasy peace holds upon the continent of Galllia like a sapling. The continent of Elcrescia bristles in unease at the emerging overseas capabilities of the Empire of Garamiccia, with each country there now left to wonder whether they could be the next target, instead of Yelhennei, the only country that Garamiccia has a land border with. And of course, the gods do not sit idly by in such a precarious moment in the history of the planet Gaiaca. Forces of good and evil have been at work in the shadows for centuries, and soon their plans will all come to light. Watchtower and other evil cults stalk the land. Outlying settlements face raids by something far worse than wild beasts. More Elementals arise every day. And somewhere out there is the most mysterious woman in Galllia, the White Rose, biding her time for...something.





Geography

Map of Galllia and Eresiln
Map of Elcrescia

The old world map was on TinyPic, which went down. Therefore as a quick reference where the continents are in relation to one another: Galllia is the western continent, and Halvefor is near it. Elcrescia is the easternmost continent, Sahranjja is to the south of them both, though closer to Elcrescia, and Yuelkelu is close to the middle of all of them.

With regards to the calendar system in use in Gaiaca, there are 12 months in a year, with a similar pattern of seasons to our northern hemisphere. Coincidentally, their names sound awfully, suspiciously similar to the English names for the months of the year. The years are counted in Galllian Crowning Calendar, which begin with the time that the seed of the Galllian Empire of antiquity was planted with the merger of the ancient kingdoms of Albrion and Aurennia-Erid. The current year is 1781 G.C.C.

Values of the various currencies in Gaiaca




Magic

Magic is split into two tiers based on complexity. An Elemental can cast their magic without speaking, like bending from the Avatar series, but this magic is limited in what it can do. More complex actions require spells with set chants. Further complexity, and therefore power or unique capabilities, may be added through means such as singing the spell, holding certain items, runes drawn on the ground, and so forth. Elementals recharge their magical energy simply by resting, though certain plants or tonics may speed this process along. To be more specific on the capabilities of each Element...

    Fire
    Water
    Earth
    Wind
    Ice
    Lightning
    Metal
    Nature

Magic items, a.k.a Mageforged pieces: There are Elementals skilled at enchanting objects, a process referred to as mageforging. Mageforged objects are mostly relics from the Villdera era, although there are still a few who have had the skill passed down from ancient artisans. Mageforged equipment generally serves as a multiplier for an Elemental's own magic, and it can be made from either metal or fabric. Larger pieces of fabric seem exponentially better at containing magic, which would help explain why Elementals like big flowing capes and/or robes. The gods have been known to bestow particularly powerful versions of these items upon their favoured champions.

Races

100 yard dash, Monaco Grand Prix

Gaiacans/Mortals

Men: Humanity, normal people, and so forth. Usually somewhere between five to six feet tall, depending on all sorts of things from their diet to their ethnic background to random luck. Not able to wield magic, even artefacts enchanted by Elementals. There's an awful lot of them, and they can be surprisingly tough and stubborn, which helps explain how they've avoided being wiped out by the Hellspawn. Can expect to live between approximately 70 to 100 years.

Elemental: Elementals look like humans, though typically are noticeably taller and have hair or eye colour respective to their Element. Other boons include left-handedness, superior senses, greater strength and speed, and resistance to poison and disease, courtesy of their blue blood. An Elemental can easily live to be over a hundred, assuming they don't die in battle as they often do. Some heroes of legend were even said to live for two or three centuries. There also exist a few mental differences, or traits that alter both body and mind, that tend to occur in these magical superhumans. It is worth noting there are always exceptions to these rules.

The Questing Instinct is the name usually used in the sagas to describe a mixture of wanderlust combined a knack for getting mixed up in confrontations of good and evil. Learning fighting styles at an accelerated rate is also part of this attribute, as it enables a naive teenage Elemental adventurer to survive and overcome much more experienced villains. Furthermore, the Questing Instinct often guides lone Elementals to forming parties, as their paths cross and they find themselves fighting the same foe. It varies how much of this is unconscious versus intentional, with these holy warriors sometimes joining forces at the direct behest of their patron gods after being shown a dream, or in a few miraculous cases conversing with a deity face to face. As an Elemental grows in their power they can find others of their kind even more easily as they learn to sense magical auras.

Pheromones are more significant to Elementals than Humans, but there are not nearly as many ancient texts on the subject that survive compared to more easily seen traits. All Elementals have some capability of communicating a few things through scent; the aura sensing ability is said to be as linked to smell as taste is in men. Nature Elementals have the most skill in this area by far, and are capable of broadcasting all sorts of messages through their pheromones with little or no training, compared to the years it may take the bearer of a different Element to attain such a skill. These scents are thought to help fertile, eligible Elementals pair off more quickly, like a prince and princess meeting for the first time in a fairy tale. Another universal pheromone some old texts speak about is one that gives Elementals a significant charisma boost over Men, making them natural leaders.

Hellspawn

Demons: These are the front-line soldiers of Hell. Demons are ferocious beasts who come in many shapes and sizes, usually have horns, and are bred and engineered for a staggering number of different specialities. Depending on the type they may be capable of using some Darkness magic, but it will only be a select few spells specifically related to their function. The most common kind is a red-skinned humanoid with enough brainpower to use pikes, swords, crossbows, and other weapons. Another breed popular with the forces of evil is the crystal demon, a four-legged brute clad in a shell of stone armour embedded with crystals that hone Darkness magic into powerful destructive beams, equally capable of killing a man or blasting down a fortified wall. Countless other types exist, bred for war across Gaiaca and the rest of the universe, or serving various needs of their creators down in Hell.

Daemonnes: A Daemonne or Daemonness has many similarities to an Elemental. After all, both races were made in the image of their creators, and Tenaembra has the same general shape and appearance as the other gods. A Daemonne boasts the same advantages over a human that an Elemental does (greater strength and speed, height, etc.). One difference is that their blood is green instead of blue.

Other physical differences include the presence of horns, wings, and tails, the shape of which can vary from individual to individual. Spaded tails, pointy curved horns, and bat-like wings are the most common type though. In addition to the same more exotic hair and eye colours Elementals can have, Daemonnes have a greater variety of skin colours, such as shades of red or blue. Daemonnes seem incapable of dying from old age.

Daemonnes all wield Darkness magic. Most focus on "pure" styles of dark arts, but some Daemonnes choose to imitate one of the other Elements, conjuring sickly green flames, poison winds, and so on. The one Element they cannot replicate is Light.

Heavenborn

Angels: The celestial counterparts to demons. Angels also take numerous animalistic forms, albeit ones far more pleasing to look upon. These creatures are very rarely seen upon Gaiaca, and practically never without an Angelle there to direct them.

Angelles: Heaven's version of a Daemonne or an Elemental. They have large, feathered wings, and their concentrated magic forms a halo above their heads. Angelles mostly wield Light magic, as they are creations of Caelstion. Some of them will enter the service of one of Caelstion's siblings, gaining usage of their Element. This species bleeds yellow, almost gold. They seem to have less of a Questing Instinct amongst their young people. Like Daemonnes, Angelles are immune to dying of old age.

Fairy Creatures, Cryptids, Elder Things

Last of all there exist other kinds of intelligent creatures which Jaehlhadon gave souls and free will to. They once were said to include all sorts of different beings of different shapes and sizes; most were humanoid in appearance, but some had more fantastical forms. However, they are all very, very rarely seen in this age, being far more elusive than Elementals. This has resulted in many people across Gaiaca denying their existence entirely. There are different theories as to what caused the widespread decline of so many species over the millennia. Part of what has lead to so many theories in this field of study is that the sheer variety of races concerned here means that what might have caused one creature's downfall might have had no effect on another creature. Nevertheless, there are some common threads.

One is generally referred to as the Displacement Theory. The idea is that as Man grows more advanced he somehow drives away these strange spirits and creatures. Some believe that technological advancement itself literally weakens these beings, while others simply think that things like muskets make it easier to chase away something like a troll, and therefore trolls and similar things wisely avoid going anywhere near human settlements. A similar theory is that the fairy creatures simply prefer to keep their distance and not have mankind interfering with their affairs. Because of that, as humanity grows more numerous and spreads out in Gaiaca they must seek refuge in more remote, inaccessible lands.

Some of these inaccessible lands are believed to merely be deeper forests or higher mountains. Some say that is still too close to civilisation, and that they instead left for much more exotic lands. Depending on the creature in question and who one talks to about the subject one might hear proposed destinations like the Arctic, or uncharted continents far, far away on the unknown sides of the Halvefon, Halrennor, or Dawn Sea. Others theorise even more fantastical escapes, like going to another world secretly buried within the core of Gaiaca; strangest of all is the idea of leaving Gaiaca entirely for the Moons of Alulchè and Zühaku, Gaiaca's planetary ring known as the Fabre Belt, or out to the Stars beyond them all.

The second family of theories on what befell the other creatures of myth is referred to as the Sacrificial Theory. This idea postulates that these various races were once spread through the world the same as Man was, and was his friend. Such was the bond of friendship between them that when the Hellspawn would invade Gaiaca that Cryptidkind would heroically fight alongside Mankind and the Elementals. As the ages passed by their numbers became too depleted by divine war for them to live on. Like the Elementals would do after the final confrontation with the Daemonic Behemoth, they eventually passed into legend, but apparently without enough survivors to slowly rebuild in the ensuing centuries.

Proponents of the Sacrificial Theory point to sagas and myths from across the globe as evidence. It is said that Adrathur and his descendants rode phoenixes and other beasts of incredible power into battle, and yet none of them were seen after the death of Olbruni. The Villderas were also said to be friends of the Giants, and had their aid in forging some of the mightiest weapons the world would ever see to fight against the Hellspawn. Across the waters from Galllia similar stories are told in Sahranjja of genies and fox-men teaching the earliest of their emperors, and their grand struggles against the Hellspawn, which left the deserts Sahranjja is now so known for in their wake. Halvefor and Yuelkelu, two nations whose founding legends claim they came from distant lands now sunk, have tales of things like helpful mermaids rescuing their first parents from death in storms. If the human race did not get along with the other races it once shared the planet with then why would they have memorialised them as good and wise in bedtime stories for their children?

The third theory is the Judgement Theory. According to Judgement Theory Cryptidkind was swept off the face of the planet by the gods as punishment for wickedness of their own. By the same principle, if Mankind persists in evil ways then eventually the patience of Heaven will be exhausted. After that point the world as we know it will end in destruction, and the gods will raise up another race to inherit Gaiaca.

Last is Faded Theory. Rather than claim the Fairykind were wiped out by intentional divine fury, they have a quiet, melancholy idea. The older races merely had their time in the sun earlier than Man did. All things fade with time; the mightiest mountain will be worn down to a grain of sand eventually. All living things die, as do kingdoms and nations. Eventually the race itself would die, too. Rare survivors of a people thought extinct are not harbingers of doom, spared by the gods as a warning to others, but rather the last embers of a fire that has naturally died. Such a fate may lie in wait for humanity; if it does then there is nothing that can be done to prevent such a thing from happening over the course of aeons.

A comprehensive list of all the species included in this category would take too long to compile. However, the heroes of this present tale have encountered a few of them in their travels. They have come across golems, a slime girl, and a drider thus far. Time will tell if they encounter more strange mythical creatures.

Last of all on this subject is a note concerning dragons. Dragons have a peculiar status in Gaiaca. Every single culture in the entire world has legends of dragons, but all of those stories are very, very old. Despite how ancient these stories are, and despite how far away their original tellers would have been from one another, these stories all describe dragons the exact same way. This is all the more interesting since nobody has ever found evidence of dragons existing, and no myth ever has dragons being active in recent history. With years of searching and extremely good fortune one may find driderwebs in the woods, or a mermaid's scale on the beach. Genuine dragon bones? Not a chance.

With no fossils, a description of Dracoforms can only be derived from the harmony of their descriptions in legend. Dragons are reptilian creatures who nonetheless have warm blood like Man and Elemental, rather than the cold blood of lizards and worms. There exists a division amongst Dragonkind the same way there is amongst the Heavenborn and Hellspawn: on the one hand, a more bestial sort in various forms, while on the other hand an intelligent, articulate breed which leads and rules over the lesser. Minor Dragons were said to have many shapes and sizes, but all were formidable and stronger than any other beast upon Gaiaca. Some Minor Dragons had massive, wide skulls like shields from which three or more horns protruded, longer and stronger than any knight's lance of a future epoch. Others were covered in armour like a castle's walls, with warhammers for tails. Many Minor Dragons would have been bear-shaped, with the teeth of a shark, but towering over houses and treetops.

Major Dragons, also known as True Dragons, are said to be truly massive beings, larger than anything else that lives upon the face of Gaiaca, even larger than the greatest whales of the deep. They were covered in scales as hard as diamonds, yet as light as feathers. Thanks to the lightness of their ultimate natural armour and their wide, sail-like wings they could fly at unsurpassed speeds.
Though popular imagination has fixated on dragons breathing fire, at least in Galllia, True Dragons could use any of the Elements of Jaehlhadon's children. A secret innermost order of Major Dragons was said to have known the secret for using all of the Elements, having been taught the eldest magic by Jaehlhadon himself. Another one of their remarkable abilities was the power to shapeshift, no matter how small or large the form they desired to assume was.

True Dragons were said to be the closest things in all of Creation to the gods themselves in terms of power and wisdom. And like the gods, they were believed to intervene in the lives of a select few heroes. But almost nobody believes a dragon would ever do such a thing again, if indeed they ever had.





Science & Technology

Technology, at least in Galllia where the story is set, is generally comparable to the 1840's/50's of Earth. The most noteworthy exception is firearms technology, stunted to a level closer to the early 17th century A.D. because of its relative newness and scarcity. Telegraphs and railway lines are hindered by the difficulty of maintaining infrastructure in a world where the beasts of the wilderness are much tougher to fight off than in ours. Industrial technology has been improving by leaps and bounds in Galllia for the past 50 years, sparked by the 30-year-long Great Galllian War, the prosperous 15 years of peace after the formation of the United Galllian Federation, the Wide Northern War, and now the urgent needs of both Galllian blocs to rearm, rebuild, and seize technological supremacy. It remains to be seen how these new discoveries and machines spreading out to the rest of the world will change the balance of power. A timeline of assorted prominent inventions is listed below:

Modern Canals: first one of the modern era built in southern Galllia in 1705. The Great Kreighold Canal, largest modern canal, completed in 1726. It helped the Kreighold subdue its many smaller neighbours in the Great Galllian War (1733-63), vastly expanding its territory to the west and east.

Steam engine: invented in Galllia in 1736 G.C.C.

Steam locomotive: invented in Galllia in 1760.

Steamboat: invented in Galllia in 1754. Experiencing a boom on both sides of Galllia from investments made during the recent war.

Gunpowder: invented in Sahranjja on an unknown date. Earliest use as weaponry appears to be in 1040's when a Sahranjjite expedition used arrows ignited by gunpowder and a few primitive hand cannons to put down rebelling tribes east of the Iron Wall in the Desert of Damnation. With foreign travellers very rarely having any access to Sahranjjite military technology and the Eternal Empire's isolationist policy at the time, it would be centuries before the weapons spread elsewhere. Not until the mid-1500's did gunpowder first began spreading through the rest of the world after foreign observers discovered them during the course of the War of Beiriu Independence in 1521. Galllia has been the most successful part of the world in developing this technology further.

Rockets: though they have been infrequently used by Sajranjjite forces since the development of other early gunpowder weapons, not much has been made of them, and they were primarily used for fireworks. The Commonwealth of the North is rumoured to be researching them heavily

Telegraph: invented in Galllia (specifically Villdernheim) in 1770. The federal government invested a large amount of resources into setting up telegraph lines to major government and military installations across the continent. The network suffered from similar challenges to railway lines, such as attacks by wild monsters and the inherent difficulty of keeping it all in working condition across such long spans of territory. During the Wide Northern War many of these lines were torn up by troops from both sides depending on who controlled the territory. The Kingdom of Dal Calain is reportedly very interested in building a telegraph network, especially throughout the steep mountains that dominate so much of their land.

Photography: Invented in Eresiln in 1719. The development of the camera has come a long way with regards to miniaturisation, speed, and reduction of cost. A decent photography shop can have a portrait taken, developed, and printed in as little as 45 minutes. There are several varieties of handheld cameras. Flash cubes are one of the latest innovations, being a more compact version of protruding flash bulbs that can be used multiple times before they need changing, and were first devised in the late 1760's. Some inventors are tinkering around with colour photography, though it will probably be several years before those experiments bear fruit.





Characters

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Character List:

Katya Kuznetsov, Garmiccian emissary, and her retainers, and Alexei "El Big Boi" Petrov-Lazarian
Eric Lumen the Hippy Knight and Belle Lame the Angelle of Fire, as well as Lucian Brightmore, Son of Eric-Ameriganastan
Aerion d'Autriche, the Tortured One-Woodstovia
Erosen "Ero-San" Arnyek, the Disgraced Darkling-Kassaran
Tristan Frost, Champion of Ice, and Trish Vetrigart, the Prophetess; Hakkon the Prince of the Mountains-Zarkenis Ultima
Everard "Ev" Mallow-Reverend Norv
Ulric "That Weird Man" Graymane, Master of Mageforging-Esternial
Willis Phillips, the Architect of Project Shamballah-Observation Post 13
Kendra Seafarer, the Young Trapmaker-Western Fardelshufflestein



NPC Directory


A helpful discussion on the dangers of hydrogen peroxide. I was perusing the old OOC and thought this was a gem worth sharing.
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Constaniana
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Detailed Geography of Gaiaca, Volume I

Postby Constaniana » Mon Dec 31, 2018 3:01 am

Countries of the the Continent of Galllia

Population: 65,000,000Language(s): High Galllish, Albrish, Roaphic, HalveforiDemonym: Galllian, Southemen (informal)
Government type: Federal oligarchyHead of Government: Executor Jeffron Van EldharchHead of State: Executor Jeffron Van Eldharch
What should I put here?Capital City: VilldernheimReligion: Holy Helreskaffen Church
Currency: DanethrumMajor exports: Firearms, wool, refined textilesMajor imports: Spices, sugar, tea


The United Galllian Federation was formally created on the 3rd of May, 1763 G.C.C. in response to the narrowly-defeated invasion of the continent by the Demon King Kayarost. The lord of all Hellspawn and his innumerable army rampaged from Ladsblume in Albrion almost to Villdernheim, from the 13th of January to the 4th of February, only to be utterly and mysteriously destroyed 22 days after their arrival. A few years ago this country was the superpower of Gaiaca, spanning the entirety of Galllia, the largest continent in the world. She was home to some of the most populous cities of men, like the mighty island fortress-capital of Villdernheim, the single-most populated city in the world, or the bustling ports of Auregen, Carogne and Reldenjjord. In addition she possessed the most advanced technology of all the nations of Gaiaca, with muskets and cannons commonplace in its army, although swords, pikes, and other melee weapons were still prevalent. The Federal Galllian Navy has the beginnings of a steam-powered fleet, even possessing ironclad warships, though most of its ships are still wooden sailing man-of-wars and frigates. Railways travelled by early steam locomotives have begun to link the southern cities and their surrounding towns, but have been slower in spreading to the north, leaving the main modes of transportation as carriages and walking, as the aforementioned railways are in their infancy and canals are few and far between. Swift communication between government agents and military installations is possible thanks to telegraph lines, though it will be some time before this technology is available to the average citizen.

The United Galllian Federation was weakened after being defeated in the Wide Northern War of 1778-80. The northeast quarter of the country broke away, and separatist sentiment continues to simmer in the western half of the north, Albrion. This loss of territory has reduced the amount of raw materials available to the U.G.F, slowing down the economy in conjunction with damage wreaked by Prince Kroisoto's campaign in the heavy industrial region of the Kreighold. Jeffron Eldharch has remained in charge, having dissolved the Federal Council after blaming their indecisiveness and bickering for the federal defeat, and renamed his more powerful position as Executor. His leadership is supported by the new Joint Chancellor of the Federal Armed Forces, Clovis Van Relden. Since the end of the war the U.G.F has been becoming more authoritarian, as well as strengthening ties with the Garmiccian Empire.




Regions:

West Albrion: What territory of the Albras Mountains remaining in Federal control is rich in coal, iron, and other useful metals for industry. Timber is another vital raw material Albrion has plenty of. A lack of infrastructure in the distant, imposing terrain has made transporting these goods to factories in the more populated parts of the United Galllian Federation very difficult. Previously much of this material was transported overland to Haventown and then sailed down the River Albras, but after Haventown and the rest of East Albrion, formally proclaimed Albrasfont, won independence that method of transport has been denied. For now the riches of the Albras Mountains must still be taken to Albrheim and/or Rolphcross for a months-long voyage south.

Some Southemen have proposed building a railway line south to the ruined city of Ladsblume, which in the current year of 1781 G.C.C. is still abandoned, save for a very determined few who eke out a meager existence amongst the rubble and ash that still covers the land. From the redeveloped port goods could be shipped down the River Daffalas to Villdernheim, Carogne, Galdenton, or Reldenjjord. However, there are two problems with such a plan. The first is simply the cost and time it would take to build a railway through the Albrish highlands, either constantly curving around the many hills, or digging through them. The second problem is that Albrasfont, and by extension the Commonwealth of the North, also claims Ladsblume, as the city stands astride the north-south line in the map that divided Albrion into east and west after the end of the last war. The possibility of developing a city and fortress right on the border of not only West Albrion, but Villderia, the central state in the U.G.F., is very appealing, and so East Albrion is unlikely to give up her claim to Ladsblume without a fight.

Aside from mining the main industry West Albrion has is farming. St. Veowulf and Galabow are agricultural hubs due to rich volcanic soil and abundant rainfall. Galabow apples are famed throughout the continent for their variety and quality. Less exciting, but still useful crops grown include cabbages, potatoes, turnips, leeks, and barley. Pine nuts are commonly consumed in the cold parts where those trees grow, but have not really caught on with the rest of the country, and thus remain a local food.

Wool is produced in abundance throughout the land. Pigs are raised in the more forested parts. Like in the rest of the North, most Albrish cows have long orange fur to keep them warm and dry. In the far north they herd reindeer and muskox. Some fishing villages train seals to help them in their work, though this method is not universal. Fishing is common all along the coast, with the exception of the northwest part closest to the Black Crypt. There the water is still lifeless and barren from the unfathomable destruction wreaked by the titanic battle between Olbruni the Great and the Daemonnic Behemoth more than a thousand years ago, in the year 763. Seeing as fishing is a common trade across Galllia due to her long coastline and many rivers it is not particularly noteworthy, and there is no demand for Albrish fish elsewhere in the continent, except for gourmets who might be seeking a particular polar fish for an occasional exotic meal.

The production of refined salt is a niche St. Veowulf excels in. The city uses its abundance of geothermal heat to boil seawater. The distilled fresh water is carried by a vast network of ancient aqueducts built by the old empire throughout the region as a more palatable alternative drinking water to the smelly sulphur water caused by ancient volcanic activity. The leftover salt is used for preserving many of the food products shipped from the port, or sold on its own to customers throughout the world. The Ducal Desalination and Waterworks Guild is the company given a license to operate the whole scheme, with the Duke of St. Veowulf owning it. With revenues from this the city, and duchy as a whole, is able to invest in modern infrastructure, such as the rack railway that has been built throughout a growing portion of the steep city. There is some public education funded through this as well, most prominently the Ducal College of Civil Works and Industry, which in turn supplies most of the engineers that keep the desalination mills and aqueducts functioning.

The western half of Albrion which remained in the U.G.F. after the Wide Northern War can be roughly split into three climate zones. South of Lake Frosting is the warmer half of the country, though it is still cool compared to southern Galllia. For comparison the summer high in West Albrion generally reaches 75 degrees in June and July, whereas southern Galllia can see it get all the way to 90, lasting through August and the first week or so of September. The southwest quarter has an oceanic climate which supports an abundance of woodland and farmland. The southeast quarter is dominated by the Albrish Highlands, which becomes more of a humid continental climate. North of Lake Frosting one can find either alpine climate as one climbs the foothills into the western end of the Albras Mountains, taiga forests in the interior, or extensive tundra along the coast.




Languages:

Halvefori: The Glorious Kingdom of Halvefor, an island nation to the west of Galllia, has had diplomatic, and especially commercial relations with various Galllian states for centuries. In many cases they have served as a neutral third-party between rival Galllian polities. Some Halvefori merchant families have been settled in west Galllian ports for generations, such as St. Veowulf, which has about 9,000 residents of Halvefori descent, or Redbeach, with 25,000 Halvefori-speakers. Carogne by far has the most of these old colonists, at an estimated 48,000, with more relatives scattered further inland. They generally maintain their cultural ties by ensuring they marry spouses from the homeland. The wealthier ones may spend weeks or months back in Halvefor, or have their sons commission in the Royal Halvefori Navy. Less prosperous ones make do with having sons serve on Halvefori merchant ships before entering the family business.

Every few generations or so overpopulation becomes a concern in their homeland, and waves of Halvefori set sail for less crowded shores. Their usual first stop is the Isle of Caronath (where Carogne is located), or perhaps St. Veowulf. In the past some would go on to Yuelkelu, another island country with an even nicer climate than their homeland, or Beiriuk. The most recent wave began in 1775, though it was halted by the war. Some reports say that Halvefor is now sending colonists beyond the Snarhsnell Sea to the North Pole, and earnestly searching for undiscovered landmasses west in the Halvefon Sea so that their people can have somewhere to go that does not depend on the violent, troubled Galllians for stability. Until such enterprises bear fruit the renewed emigrants from 1781 onward mostly make do with their titanic eastern neighbour. These most recent immigrants have been going beyond the traditional stops to cities such as Villdernheim, Endharbour, Guardspoint, and Hastaharbour. The growth of the port city Orleskvurg, capital of Weirinsta, has seen more adventurous and ambitious Halvefori make the long trip there, including ones previously established in Galllia. In total there are reckoned to be approximately 300,000 Halvefori speakers in the United Galllian Federation.

Population: 41,000,000Language(s): High Galllish, Albrish, GarmiccianDemonym: Northemen, Aurennian, Erillian, Eresilnian, or Albrish
Government type: Military bloc ruled over by four monarchsHead of Government:Head of State: Commander of the Armies of the North, Lord Protector Bismarke Van Aurenheim
National MapCapital City: AuregenReligion: Holy Helreskaffen Church
Currency: Danethrums, PencelingsMajor exports: Wool, ships, horsesMajor imports: Glass, furniture, paper


On February 17th, 1781 G.C.C the Commonwealth of the North was formally created at a conference in Agladuus, joining together the coalition of Aurennia, Erillia, Eresiln, and Albrasfont that had defied the United Galllian Federation. Each state still governs its internal affairs, but foreign policy is the same for all of them. Their armed forces have been standardised in terms of equipment and command structure, a process that began out of necessity during the war. They still exist individually, with their own command structures, but are ultimately commanded by a joint group of high-ranking officers from across the Commonwealth, and are now collectively known as the Commonwealth Allied Forces. Free trade exists between the four states, and the economy is undergoing industrialisation thanks to the heavy investments during the war and the influx of skilled manufacturing workers that escaped north thanks to the 12th Joint Army, now named the Prince's Own Liberators.

The Commonwealth of the North is a much more religious nation than her southern counterpart, thanks to what they see as obvious divine intervention in their favour during the Wide Northern War. Much of their territory remains wilderness, dotted with ruins of the Galllian Empire that is greatly revered by them.

Population: 18,810,000Language(s): High GalllishDemonym: Eresilnnian
Government type: Feudal monarchyHead of Government: His Majesty, King Percival IIHead of State: His Majesty, King Percival Brambur Finnbach Van Bechlunde II
National mapCapital City: LalschheimReligion: Holy Helreskaffen Church
Currency: PencelingsMajor exports: Wool, horses, limestoneMajor imports: Grain, hides, coal
Once a colony of the ancient Galllian Empire, the Kingdom of Eresiln is quite an active maritime power, like Halvefor, with ironclads and men-of-war in the same technological league as the Federal Navy and Royal Halvefori navies protecting her ports and merchant fleets. Thanks to its strategic position it's quite safe from invasion, as none of the other nations on Elcrescia would risk war with the U.G.F over occupying an island well-suited for launching an invasion force, and the U.G.F doesn't want to upset trade relations with any other great power, and in some ways is still recovering from the destruction of Kayarost's rampage. In spite of their proximity to Galllia the Eresilnnians have developed unique styles of art, clothing and architecture, attempting to use the scarce knowledge of the few tribes present on the island prior to Galllian settlement as inspiration, as well as using influences from Yelhennein culture. While not as hot and sunny as Halvefor or Yuelkelu, Eresiln is still regarded as a great vacation spot, with its long stretches of beautiful beaches, rolling hills and variety of wildlife.




The Continent of Sahranjja

Population: 40,800,000Language(s): Sahranjjite, YutvakishDemonym:Sahranjjite
Government type: Absolute theocratic monarchyHead of Government: His Holy Imperial Majesty, Emperor Sieurmarr Tzunrin Akhbar Otmixaan XIIIHead of State: His Holy Magnificence, Anointed of Heaven, Sovereign of the Sands and Seas, His Holy Imperial Majesty, Emperor Sieurmarr
National MapCapital City: Alte-MehdrusReligion: Omnsaatism
Currency: RiakuunsMajor exports: Clockworks, rice, gunpowder, slaves, porcelainMajor imports: Silver, sulphur, spices

"Sahranjja was an old empire when Adrathur the Great first brought Albrion and Aurenia-Erid together, and sits down in the south of the world. The only things she borders is the sea and a dirty great desert full of savages, bandits, scorpions, serpents, lost ruins from the days when the whole eastern chunk of their continent wasn't exclusively giant piles of sand or scraggly, cracked earth, and possibly demons. But they've got a giant wall that's 900 feet high and all made of metal with thousands of their giant crossbows along the top that got put up by Elementals thousands and thousands of years ago, so they generally don't have to worry about things getting through. Generally the only time things from the desert get through is when the Sahranjjites want it to, like slaves or exotic animals to sell, and whenever some adventurer comes back claiming to have found wondrous lost artefacts. But I've heard the actual country itself is much more hospitable once you head more westward, where the cactus gets swapped for olive trees, the sand dunes become rice paddies, and every living thing isn't trying to kill you or feast on your soul or whatever happens in that cursed desert. They used to rule Yuelkelu and Beiriuk, but that was hundreds of years ago. And they're reputed to be quite good with mechanical and alchemical matters." -Aldraniri Alsvidster, 1778 G.C.C

As the quote above explains in direct Northemen speech, Sahranjja is an ancient, advanced society. They were once the great rivals of the Galllian Empire of antiquity, though the combination of a declining of their civilisation and the renewal of Tenaembra's offensive against humanity drove the two great powers together into an uneasy alliance for centuries. However, it did not take long for the Sahranjjites to put aside their alliance once the war ended with the deaths of the Demonic Behemoth and the Villdera dynasty, and within seventy years they had conquered Beiriuk from the Galllians. The Sahranjjites set up the client state of Fajji-Beiruk, which lasted until 1521, when the Beirukese threw off the last vestiges of their southern conquerors.



Isles of the Sea

Population:9,050,000Language(s): Halvefori, YutvakishDemonym: Halvefori
Government type: Absolute monarchyHead of Government: The Crown, currently held by House HaljenHead of State: King Desphan XII
National MapCapital City: VentaregneReligion: Holy Helreskaffen Church
Currency: DulcaceMajor exports: Jewellery, pottery, silks and silverMajor imports: Grains, coal, lumber

Generally considered the second-strongest nation in Gaiaca, Halvefor is much stronger than might be expected for a nation of its size. While its army is mostly equal with the other smaller nations of Gaiaca, the real military strength of Halvefor is its impressive navy, which even manages to keep nearly technologically equal to the Federal Galllian Navy and the Commonwealth Allied Navy. Halvefor's strength is not only dependent on its mighty fleets, but through coin and international trade, which is widely conducted through the Grande Merchant Flotilla. The recent unification of Galllian and the consolidation of her trading ships into the Galllian Merchant Navy has the kingdom worried about the potential slip in influence, though there is little Halvefor can do it at the moment without antagonizing her titanic neighbour.

Halvefori are a short, quick-footed people, generally recognisable by curly brown or auburn hair, olive skin, and occasional goldenrod eyes; traits said to have been passed down from the ancient Halfe-Folk that once lived in the western isles of Gaiaca. For most of her history Halvefor has been a fairly homogeneous society, and when individual foreigners came to settle in the kingdom, whether for business or because they had married Halvefori sailors, they generally integrated into Halvefori society without much trouble. Lately though, increasing numbers of escaped slaves, primarily from Sahranjja, have been coming into the kingdom, hoping to find somewhere more out of reach for Sahranjjite slavers than Yuelkelu or Dal Calain. Often coming from the numerous nomadic societies that exist in the deserts beyond Sahranjja's Great Iron Wall, these foreigners have a much more difficult time integrating, which has led to mounting racial tensions in the Glorious Kingdom.

Population: 2,975,000Language(s): Yuelkelunah, Galllish, Halvefori, SahranjjiteDemonym:Yuelkelunah
Government type: Federal elective monarchyHead of Government: Consul Padraktu Akamu Kumoku Va-Oalah'amekonnigHead of State: Consul Padraktu Akamu Kumoku Va-Oalah'amekonnig
National MapCapital City: VasutkiiaoReligion: Holy Helreskaffen Church
Currency: Island DanethrumMajor exports: Tourism, tropical fruits, salt, shellsMajor imports: metals


Yuelkelu is perhaps the most peaceful country in all of Gaiaca. The archipelago has the fewest incidences of Hellspawn incursions of any recorded civilisation, and few wars against man as well. Little is known of the founding of Yuelkelu, aside from myths which vary across the archipelago. Their general arc is the same, consisting of sailing over to the islands from some lost land approximately four or five thousand years ago, but details differ. On some islands they say their distant ancestors came from the south, and others they say it was from the west. Some say they came in giant canoes, others say they were carried by whales or turtles, others say they were brought down from the heavens in a giant pelican. One similarity most of the tales share is that they were led to the isles by a nine-foot tall giant named Yuelkelu, and his people inherited his enormous stature. The average height in Yuelkelu is not quite so high, at least in the modern period, but it is about a whopping 6' for men and 5'10" for women, making the people of that country stand out whenever they go abroad. The high-quality, widely accessible diet of the islands, mainly consisting of abundant fish and fruit, is suggested to play a role in helping the Yuelkelunah grow so big and strong.

For thousands of years Yuelkelu's posterity spread out across the vast number of islands around them with minimal outside interference. Rather than large-scale wars the Yuelkelunah typically fought each other through raids stealing flocks of do'pollodo, perhaps the most famous of Yuelkelu's indigenous species. The do'pollodo is a large, flightless waterfowl resembling a silver chicken, but with longer legs and an elongated, bulbous beak that can smash open a coconut. They have an average height of four feet, and have plenty of delicious meat on them. However, even to the current year the birds remain only somewhat tame, as they live best hunting fish, crustaceans, small reptiles, and fruit over a large range on land and sea. Attempts at raising them entirely in captivity make them overly fat, ruins the quality of their meat, and often ends with the birds dying prematurely from stress or territorial/hierarchical fights provoked by limited space and overcrowding. The Yuelkelunah have accepted that do'pollodos will roost in structures built by man, but come and go as they please. When the time comes to eat one the bird does not meekly go to the slaughter; it has to be tracked in the wild and defeated in combat.

Do'pollodo raids typically occurred in two different ways. Poaching individual fowl as they hunted out on the seas, out of sight from their keepers, was the common way, and could lead to light skirmishes between canoes armed with slings or bows. A more drastic, dangerous tactic, employed either during a time of great starvation or especially bloody feud, was the stealing of eggs during breeding season. Raiders on a mission like this were much more heavily armoured in order to battle two forces. There was the matter of the actual humans of the enemy tribe; sometimes a raiding party would make a surprise attack on them and try to take them all out first. Other times they would try their best to sneak past them unawares. But there was no escaping the bloodbath that would ensue once the do'pollodo realised their nests were under attack. Ordinarily a solitary hunter, do'pollodo have been known to successfully gang up on sharks in packs between six to eight members strong. Overpowering possible hundreds of the birds, fuelled by parental rage, was as daunting a prospect as any. It was unheard of for attacks of this type to be made with no men from the invading force being killed.

Population:Language(s): TsubakiDemonym: Tsubaki
Government type: Matriarchal military dictatorshipHead of Government:Head of State:
National mapCapital City:Religion: Reido
Currency:Major exports:Major imports:


Little is known about this faraway southern isle, due to the fact that they tend to stab foreigners who try to come map the place. Most people in Gaiaca are unaware this country exists, and those that do tend to dismiss it as a silly land of man-hating heathens.





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Detailed Geography of Gaiaca, Volume II

Postby Constaniana » Mon Dec 31, 2018 3:01 am

Countries of the Continent of Elcrescia

Population:28,700,000Language(s): North Elcrescian GalllishDemonym: Garmiccian
Government type: Stratocratic feudal monarchyHead of Government: Emperor Jeremiahde VI and the Imperial Military High CouncilHead of State: His Imperial Reclaimant Majesty, Emperor Jeremiahde Ottos Norn-Darekuth VI
National MapCapital City: SchloersteeinReligion: Holy Helreskaffen Church
Currency: GarthrumMajor exports: Gemstones, fish, fursMajor imports: Wheat, brass, gunpowder
Elcrescia's northernmost nation is also one of her most militaristic. The discipline and tenacity of the Garamiccian Imperial Army is known throughout the world, and is regarded as one of the finest military forces on Gaiaca, despite the lower amount of cannons and muskets they have in their possession. The Garmiccian Empire is a major world supplier of unrefined gemstones, using the wealth it gains by selling its sapphires, rubies, garnets and topazes to fund their military. They tend to be fervently patriotic, just like the Yelhenneins to the south of them, and this mutual aggressive nationalism causes many minor skirmishes along their border, although thankfully they have not led to war yet recently. Common Garmiccian is a disgusting bastardization of Gallian and the various tribal languages of the North. It's a mess. Northern Garmiccian has a second set of characters (it's Cyrillic script) and is more commonly spoken by peasants, commoners, and Northerners. Common Garmiccian is prominent in the Capital and the larger cities in the South. This is commonly spoken by soldiers, merchants, and the nobility. Most Garmiccians can understand a smattering of both languages, although if you grabbed a fisherman from the north and a merchant from the south, they'd have quite some difficulties communicating. This linguistic pigsty is often viewed as the reason why the name of the country is written as both Garmiccian and Garamiccian, and nobody can figure out what way it is actually supposed to be spelled.

The Garmiccian Empire came into its current state in the year 1135, with the conclusion of the Final Mahine War, when the soldiers of the Kingdom of Garcemus sallied forth past the River Mahine for the third and final time against the last bastion of the Galllian Empire in the continent of Elcrescia. The first two Mahine Wars had been produced scant gains for either side. Garcemus had triumphed in the first Mahine War through a rapid surprise offence, securing more arable farmland and a major trading port, but the Galllian Empire had repelled the second assault and took the opportunity to punish the upstart kingdom by retaking the land it had lost in the previous war and then pressing into Garcemus before the kingdom sued for peace, having underestimated the power the ageing empire could exert upon Elcrescia. But rebellions in Galllia and Ereslin distracted the Imperial army. While the amount of troops withdrawn to assist in suppressing the uprisings seemed like an amount the Elcrescian colonial forces could afford, Garcemus was undergoing a radical change that would alter the course of history.

The shame and anger the people of Garcemus felt over their defeat in the war, from the common folk to the military aristocracy, was inflamed by the efforts of an ambitious commander and soon-to-be revolutionary Viscount Arcadeus Norn, a descendant of the same Lucrais Norn who had become emperor of Galllia and nearly defeated Czcibor the Great, the Tyrnâthmen chieftain who led the first successful revolution in Elcrescia against the Galllian Empire. The king and his supporters, the "cultured" elite, were out of touch with the needs of the people of the nation! Their homeland stood on the brink of being subjected to a corrupt foreign power, and what had saved them? Not an army well supplied by the king's government! His government was more feeble than Galllia's! Only an arrogant wish to have Garcemus humiliated had spared their nation from being absorbed into the empire of red once more. It was time for King Gregory and House Grartin to be removed from the throne, and for a new sovereign to be crowned! Such was the sentiment pervading the common classes and military brass, and Viscount Arcadeus saw himself as the answer to the prayers of his countrymen. He carried out a successful coup, executing King Gregory, as well as his closest relatives and allies, banishing any of the remaining royals who opposed him along with the nobles who had supported the old king and who were unworthy of any power in the eyes of Arcadeus. With his power consolidated, the new king of Garcemus set about expanding and improving his military, exceeding the Galllish expectations of how quickly the kingdom could replenish its soldiers and equipment.

As the year 1134 G.C.C had come to an end so did the power of House Grartin, and the third blitz campaign began in the spring of 1135. The Galllian colony fell before the onslaught of Garcemus, but the war would not come to an end when Arcadeus's dominion spanned the full length of the northern peninsula of Elcrescia. Fearing the upset of power King Arcadeus would bring with the expansion of his nation's power, a coalition army from Tyrnâth, Margnon and Yelhennei marched against Garcemus. But the new king was as crafty in diplomacy as he was strong with a sword, and had entered a pact with Dal Justarn and Ilfalia. The main backer of the anti-Garcemus coalition now found their southern and western borders under attack, and much of the troops intended to march against Arcadeus had to be diverted to the other fronts. Arcadeus repelled the Yelhennei-Margnon invasions, before making various offensive campaigns against them. While he was unable to keep control of much of the territory he took from his enemies it began to wear down their morale. The coalition forces had expected a quick war to punish the expansionist upstarts, and were now constantly under the threat of being conquered. The war ended when Arcadeus seized the territories of Loscverg and Maedkol and offered to arrange a peace treaty between the fighting nations. When the war was over and the snow came again in 1135 G.C.C Arcadeus Norn was firmly the King of Garcemus. But he had held defiant against the combined might of the great powers of Elcrescia. He had defeated the Galllian Empire in battle and driven them from the continent once and for all. By his blood and his glory, Arcadeus felt he deserved more than mere kingship. There would be a new emperor upon Elcrescia, and a new nation. The kingdom of Garcemus had been purged like King Gregory. Now, Arcadeus would be known as Emperor of the Garmiccia!

The current ruler of the Garmiccian Empire is His Imperial Reclaimant Majesty, Emperor Jeremiahde Ottos Norn-Darekuth VI, though he came to power through force. The actual heir to the previous emperor is Prince Siegfried, who is in exile in Norenhall. The new emperor has been working hard to standardise the military and update it for a modern era with muskets and cannons. As such, the Garmiccian Imperial Army is extremely formidable, forged from veterans and techniques adopted during the Civil War twenty years ago. In contrast, their navy is sorely lacking, composed largely of privateer vessels which vary dramatically in quality.

The Garmiccian government is a single Emperor presiding over a stratocratic council of roughly twenty to thirty generals, barons, and dukes. There is no real differentiating factors between these, asides from their rule over a parcel of Garmiccian land. One noteworthy fact is the simplicity of Garmiccian peerage compared to other successor states to the Galllian Empire. One of the reforms made by Emperor Arcadeus was eliminating the noble ranks of viscount, earl, and margrave, as well as the lower rank of baronet. The Emperor is free to issue edicts and laws, which must be obeyed by all members of the council, but asides from that, as long as the council members pay their taxes and abide by the edicts, the Imperial government is relatively lax.

Rural Garmiccian society is largely manorial in nature, with most smaller villages being composed largely of farmers or fishermen dependent on a liege for protection and governance. These minor lords are often chosen by their village and are not officially appointed by the government. These minor lords swear fealty to a Duke or Baron, which in turn swears fealty to the Emperor. Commonfolk are not tied directly to the land, but labor movement is relatively infrequent due to environmental dangers and familial ties. Due to the relatively low amount of resources distributed to the Imperial government, small towns are relatively left alone by both nobles and Emperor alike. Some are communal societies, all sharing land and shelter together - and others are miserable hovels under the boot of a local warlord. Literacy is very low in these areas, and most Gallian stereotypes of Garmiccians come from these simple commoners.

Urban Garmiccian society contrasts dramatically with its rural counterparts. Typically, the governing noble of a region will hold his seat of power in the largest city, running the affairs of the city directly. Cities, unlike villages, operate under a market economy, and the political power within them is typically held by guilds. It is not uncommon for the political elite of the city to also be the economic elite as well. A certain percentage of all resources produced are sent as tribute to the Imperial government, and the Emperor's government has an enormous presence in these urban areas. Despite the existence of a relatively educated middle class, there is no voting nor free speech in the cities. Social mobility is rather low, with apprenticeships guarded closely and often transferred down family bloodlines. The best method of social mobility in Garmiccia is through military service - in periods of peacetime, Imperial soldiers are often town police forces and magistrates. Much of the wealth sent to Jeremiahde's government is used to enforce the Imperial military that sustains the state. "Might makes right" is an oft said phrase. Garmiccian soldiers are known for fighting like dogs down to the last man, due to commonly spread religious beliefs about reincarnation, along with the potential to rise up in status.

A depiction of the Garmiccian Empire, chronicled by scholars at the Imperial College, courtesy of Lazarian

Population: 29,370,000Language(s): North Elcrescian GalllishDemonym: Yelhennein
Government type:Absolute MonarchyHead of Government: Her Serene Majesty, Mother-Queen Maria Natalia Kalyutta XIIHead of State: Her Serene Majesty, Mother-Queen Maria Natalia Kalyutta XII
National MapCapital City: YelhheimReligion: Holy Helreskaffen Church
Currency: YelkhalsMajor exports: Wine, sugar beets, furnitureMajor imports: Silver, textiles

Yelhennei has always been hemmed in by her enemies. The earliest writings regarding this country date to the year 734 G.C.C, in the final decades of the Villdera era of the Galllian Empire, when a giant knight of obscure background named Ludolf the Loud was made a margrave. Furthermore, he was entrusted with land along the northern shore of the River Margno, near where it met the River Draure. Various settlements had existed in those fertile parts for countless years, but at the time it was severely underpopulated due to the ravages of the Hellspawn, with only a few fortified monasteries holding out against bandits and monsters. The emperor gave his newest vassal the task of resettling the ruins, establishing a logistical hub for the military, and upholding the emperor's peace. The newly-made Margrave Ludolf Lenhard Rudolf Van Yelh christened his base with the new name he had come up with for the noble house of which he would be progenitor. Ludolf was skilled with the axe and the lance, but he was also surprisingly skilled in engineering. The same intellect that made him apt for the colonisation scheme produced a sharp wit with a love of wordplay, according to surviving journals by a few of his staff officers, local abbots and abbesses, and the first Bishop of Yelhheim. Consequently, many scholars have come to suspect that the name Yelh was a pun about how loudly he usually did anything.

Regardless of what inspired the name, Ludolf and the subsequent generations of Yelhs carried out their duties admirably for the next two centuries, upholding the emperor's peace even when it was no longer clear who rightfully bore that title. Despite the weakening presence of the central government in Galllia, Yelhheim remained loyal to the empire as a whole, although she de facto transitioned to a city-state.
Numerous other colonial power centres in Elscrescia did the same, generally in areas lacking a heavy presence of Galllians yet not overrun by warring bandit tribes and monsters. However, the Yelhs did not have nearly as many established competing cities near them, enabling their power to extend unimpeded far beyond the original boundaries of the margravedom. By the end of this period the Margraves of Yelhheim were sending legions as far as the Neoprovd, Vienech, and Alsolfo Mountains in an effort to preserve order.

They had great success in those eastern mountains, but the campaigns to their north and south became bogged down, and strained the resources and manpower of the city-state and its vassal towns. The Tyrnâthmen War of Independence from 893-899 G.C.C also contributed to a decline in strength. To its credit, the Empire did bring over fresh troops from the homeland, alarmed at the development in Elcrescia from aimless banditry and petty warlords to revolutionaries seeking establish entirely new countries of their own. But many of the Galllian Imperial Army legionnaires that ultimately fought in vain to defeat Czcibor were born and raised in the lands ruled by Ludolf's seed. The Empire could send material resources to pay the city's debts after the war ended, but it had greater difficulty in replacing the sons and daughters slain in the woods of Tyrnâth. As nationalist uprisings resumed in Dalstras and began anew in Palapsviia, the heartland of what one would one day be the country of Serestid, those resources were directed elsewhere.

An era of terrible struggle for the Yelhs commenced on the 3rd day of March in the year 919 when the forces of High King Czibor came up the River Draure and besieged the city. For twenty years Czibor had been relatively unchallenged as he consolidated control of his new independent Tyrnâth and expanded her borders north to Lake Eidyl and south into Dalstras, swooping into areas where the imperials and rebels had worn themselves out. But to his east stood Yelheim, who consistently thrwarted any expansion across the River Draure, and was even impeding movement into the northern quarter of Palapsviia. To make matters worse, Galllia had recovered from the civil war Lucrais Virn Norn had started with his coup during the midst of the Tyrnâthmen War of Independence, and Czibor feared it would only be a matter of time until his old foe returned to Elcrescia to finish their fight. Thus he sought to permanently expel Galllian forces from anywhere near his country of Tyrnâth. Operating out of the newly-named Orleskvurg, a naval base built in the ruins of a forgotten city thought to be destroyed by plagues, agents of Tyrnâth had been arming the Klast, Muryut, and Garcem tribes around the Neoprovd Mountains for a few years. The Tyrnâthmen had no intention of actually sustaining independent kingdoms for any of them. Rather, they assumed the mountain folk would tie up Galllian-Yelhian troops up there, preventing them from coming to the city's aid when the attack was sprung.

Further torment struck in October of that same year. An army of rebels from the southern shores of the River Margno, led by a 30-year-old bandit lord named Denes Kazmer and also supplied by Tyrnâthmen, joined in the siege, having spent the summer defeating the isolated remnant of the Margrave's 4th Legion and generally pillaging the land. The vandals proclaimed their leader the Lord Upon the Margno. On the 24th of October the walls were breached, and Lord Denes led the invaders through. Yelhheim's people were starved, but still fought bitterly. The 21-year-old Margrave Peleg Lenhard Svengar Van Yelh was among them, his father having died of illness during the siege, while his younger sisters fled eastward. The Margrave was killed fighting the Lord Upon the Margno and his honour guard, but not before breaking the usurper's nose and ribs with a mace, leaving him with a cough he would never quite recover from. Thereafter on the 30th of October Denes Kazmer was wed to one of Czibor's granddaughters, and established Margnovia, a satellite state in league with Tyrnâth. Lord Denes consummated the marriage, but the wedding festivities could not quench the bloodlust that raged in his heart. With bandages still on his face he joined his horsemen the next day in the eastward pursuit of the remnant of the House of Yelh.

It is here that the history of Yelhennei splits into three branches: the Yelhs and Vien to the east, Margnovia to the south, and the abbot-lords to the north.




The abbot-lords were not an official title or faction, and had other nicknames: prince-priests, battle-bishops, holy sheriffs. They all reflected the stratocratic shift many of the men and women running the Holy Helreskaffen Church in the region made after the fall of Yelhheim, back to a model their predecessors had followed before Ludolf the Loud arrived in the land. As post-imperial anarchy crept across the continent, monasteries and chapels often preserved the last vestiges of not only Galllian-style order, but also Galllian intellectualism in Elcrescia. Clergy in the Holy Helreskaffen Church had some simple trade they would engage in to help support themselves, their families, and to keep themselves from getting bored; this practice has continued from ancient days to the current era. In smaller communities this generally equated to things like farming an acre, or carpentry. But in areas with larger concentrations of priests, chiefly cities and monasteries, the supply of clergy exceeded the demand for such tasks.

This generally resulted in the clergy turning their free time to books instead. Libraries were, and still are, the chief focus of Helreskaffen scholars. By clinging to precious preserved imperial knowledge the abbot-lords were able to better manage and preserve their small communities, and their numerically inferior forces were able to fend off the technologically inferior armies of Margnovia. In later centuries Margnovia would successfully establish some settlements north of the River Margno, and raiders would occasionally come from tribes to the north or sail over from Tyrnâth, but for the most part the region would remain isolated, ignored, and relatively tranquil for centuries. Over time it acquired the name Affenmark, after the church most central to its society.




Margnovia's founder and two thousand chosen men rode hard for twenty days to catch up to their quarry. Tracking them was fairly simple, as the refugees left plenty of footprints along the banks of the River Margno, and plenty of shallow graves filled by those whose strength was utterly spent. On the 20th of November they caught up to them by a ruin named Eithengude Tower, only a few miles south of the river's source. The Yelhian remnant now numbered seven thousand, giving them strength in numbers, but that was the only advantage they had. The Margnovians were all hardened, well-supplied cavalrymen. In contrast, the Yelhians were a tired and malnourished mix of guardsmen, civil servants, and regular city folk.

Skirmishes began as the bandits commenced with their usual tactic, first deploying bands of whooping horse archers that relied on intimidation and highly-agile, minimally-armoured mounts to disorient their prey. Typically their riders had little armour as well, for three reasons. The first was that it lightened the loads on their horses, making them faster. The second was that they wanted to free up weight for carrying loot and supplies, as conventional supply wagons were viewed as too slow for bandits that depended on roaming about the countryside. The third reason was that there simply wasn't enough high-quality armour to go around in those days. Most novice Margnovian raiders fashioned armour out of pelts or scales, depending on what beasts and monsters they were able to hunt, or perhaps leather, if they were lucky. According to custom their chiefs, who styled themselves as Warlords, received all the finest treasures after a battle, which consisted of things like armour, weapons, jewellery, and prisoners, and bestowed them to warriors that fought with distinction or otherwise gained his favour. Upon earning a full kit of armour, one piece at a time, a raider would be given a ceremonial torq and the rank of Blood Knight. Thereafter they would generally receive greater shares of loot, and have the social standing necessary to become a Warlord in their own right once they built enough loyal followers of their own.

Some of the more aggressive Blood Knights entered the fray, anxious to secure more loot, but most remained in the rear for the time being. The Yelhians began to split into two groups as they fell back. Most began running eastward, to the great hills which formed the western boundary of the River Voel Valley. A much smaller group, exclusively composed of soldiers, fortified what they could of Eithengude Tower, intending to harass and delay the Margnovians from pursuing their kin. Intially the Margnovians were far more interested in the refugees on foot, but the stubborn ranged attacks coming from Eithengude Tower forced them to reorient themselves towards attacking the fortificaton instead.

The Yelhians had brought no siege weapons with them on their flight from the city. All they had to attack the Margnovian horde from a distance were their own longbows, superior in craftsmanship to those of their enemies, and a stash of old javelins found under the dust of the forgotten armoury. The grim fact was that there were more bandits outside than arrows and javelins inside, and once Denes commanded his followers to make a direct mass assault the tower would fall, the defenders would be slain or enslaved, and the same fate would befall the last remnant of their people. For over an hour they fought on, until every missile had been spent. Raiders drew closer to the worn walls and fresh barricades, only to be repulsed by the melee weapons of the Yelhians. The most reckless of Kazmer's followers were cut down, while the others regrouped a small distance away.

Now Denes Kazmer felt assured of his victory. He rode to the forefront of his army, accompanied by his inner circle of Warlords and Blood Knights. The Lord Upon the Margno mocked his enemies behind the wall, calling them cowards, and recounted his killing of the late Margrave of Yelhheim with vicious glee. As he finished his violent tale he called for his horde to charge Eithengude Tower and kill every last man in there. The fate of House Yelh seemed certain.

It was at that moment something neither side had expected happened: someone else walked onto the field of battle. He spake not his name, or from whence he came. The stranger was tall and mighty. Black armour covered him from head to toe, armour made from finer craftsmanship than anyone on either side had seen; not even the late margrave's ancestral armour was as fine as this. The one bit of colour on him was the blazing scarlet and gold trim of his flowing cape, the colours of the Villdera dynasty and their true followers. Both cape and coat of armour were made in the finest of the old imperial style, from more than 2 centuries prior, a time that already seemed like it might as well have been two millennia.

To this day nobody knows who he was. Denes demanded to hear his name, invoking his authority as the Lord Upon the Margno. The black knight defied him, scorning that authority and only declaring himself an unworthy servant indebted to the House of Villdera until the end of days, their final champion. In time Yelhian tradition came to call this Galllian champion who refused to let an ember of the empire die the Final Champion, the Ghost of Chivalry, the Knight of Martyrdom, and the Nameless Saint.

Answering defiance with defiance, Lord Denes ordered his troops to kill the interloper first as an example before finishing off the Yelhians. He offered a Blood Knight's torq to whatever man did the deed, or the illustrious honour of first loot to any already-existing Blood Knight, guaranteeing him his choice of a piece of loot before any other bandit, even Denes himself. The unknown soldier called for the defenders of Eithengude Tower to sally forth from the fort and rejoin the rest of their people. Sir Osvauld Atlgrang, the commanding officer of the garrison, protested that such a course would result in all of them dying too quickly, and implored the stranger to join them behind the battlements instead, so as to buy more time for the others. The Ghost of Chivalry refused the offer, vowing in a voice that shook the earth that not a single one of the Yelhians would fall to a rebel weapon.

The Margnovian raiders would hear no more of such insults, and the despoiling horde charged at the knight. He drew forth a mighty and radiant claymore, nameless like himself, and smote the first wave of cavalrymen, flinging them about like a scythe through a field of wheat. Arrows flew at him, but none penetrated his armour. Any raider that crossed swords with him saw his blade shatter like glass. Unmounted as he was, he leapt faster than the Margnovian horses, whipping back and forth like a great and terrible cobra. A minute passed; fifty bandits and three Blood Knights lay dead around him.

(under construction) The capital of the queendom, Yelhheim, is an elegantly built port city of white and indigo, with graceful aqueducts and bridges criss-crossing it and is a centre of art on the Elcrescian continent, while the Garmiccian capital, Schloersteein, is a grey, imposing citadel, carved out of a mountain in the heartland of their empire, with several rings of massive walls surrounding it. Yelhennei is the world's top exporter of radishes, for whatever reason, surprisingly surpassing Galllian radish harvests. The queendom is currently ruled by Her Serene Majesty, Mother-Queen Maria Natalia Kalyutta XII.

Population:8,210,000Language(s):Maedric Galllish, Old TyrnâshDemonym: Tyrnâthmen
Government type: Constitutional corporatist monarchyHead of Government: Duke Olaf Wuoscard, Chancellor of the BreiretteHead of State: His Majesty High King Eizmond Krogos Czcibor Zustel II
National MapCapital City: TragaskReligion: Holy Helreskaffen Church
Currency: CzcicoinMajor exports: Medicinal herbs, timber, walnutsMajor imports: Metals, stone
A troubled nation with a long, dark past. The oldest surviving country on Elcrescia, Tyrnâth first came into being nearly nine centuries ago in the year 893 G.C.C when the Galllian Empire's stagnation after the end of the Villdera dynasty and the great wars with the Demonkind reached a critical point. The people of what is now called Dal Calain, simply referred to as Dalstras in those days, were the first to rebel against the weakening Imperial control, but their efforts were unorganised, and suppressed by the Galllian military. But a Tyrnâthmen chief named Czcibor Musilvak studied what he could of the battles, discreetly gathering information from rebel survivors and Imperial eyewitnesses and reports. Anger and resentment over the harsh treatment of Dalstras in the aftermath of the uprising began spreading amongst the defeated rebel's northern neighbours. Czcibor was keen to use that spirit to his advantage in his efforts to make himself the leader of all Tyrnâthmen clans, drive the Galllians out his lands and establish himself as High King of the new kingdom of Tyrnâth. Czcibor rallied his people to war, winning the initial battles against the Galllian army, led by the veteran General Krustifki. Krustifki's health declined due to illness, and his command post was assumed by a rising star in the Galllian Imperial Army named Lucrais Norn. General Norn was a much more cunning and aggressive commander, turning the tide of the war against Czcibor.

As victory lay within the empire's grasp Lucrais saw his popularity surge within the Empire and the Galllian homeland especially. Though Lucrais was not merely a beloved general; he was eleventh in line for the throne of the Empire. General Norn had gotten into conflicts with his extended family and the imperial bureaucracy over a number of matters relating to the military, ranging from wanting better wages and pensions for the troops to cutting the pay of higher-ranking administrators to fund the improvement of the roads the soldiers walked on to advocating an invasion of Sahranjja as retaliation for a series of privateer raids. Fearing that Lucrais would continue in his defiant course and raise a rebellion to overthrow the current emperor and remove those closer to ascending to the throne once his victory was complete his kin influenced the Emperor to replace General Norn with a commander more loyal to the empire than Lucrais. Prince Norn was ordered to return to the Galllian continent, to "protect him from attempted assassination by sinister and subversive rebellious curs" and given a command post far in the north, commanding the home guard based in what was then known as Brackhall. Lucrais had been putting up with this sort of thing for all 39 years of his life, and this latest incident gave him the opinion that the scheming royals had been hoping to suppress. He raised rebellion in Galllia, drawing away military resources from Elcrescia and allowing Czcibor to triumph in his rebellion. Lucrais would return to Elcrescia to try reconquering the land, but Czcibor's victory inspired rebellions elsewhere in the empire, and Tyrnâth remained independent.

The new kingdom would continue to grow in power and wealth, reaching the height of her power around 1080 G.C.C. During its golden age the high kings in Tragask reigned from the Estwetches to the River Pilipz, and from Orleskvurg, a city they founded, to the southern ends of the great Dalstras Mountains, with Margnovia and petty Serestian states east of Pilipz as vassals. From then on the expanding power of Yelhennei and Garcemus, the forerunner state to the Garmiccian Empire would diminish Tyrnâth's land and influence in the north of Elcrescia, while a rise of Dalstras nationalism would begin to eat away at the kingdom's southern territories through open wars between the rival kingdoms and rebellions by the citizens wishing to join with the nation of their ancestors and kin. As the centuries passed the prominence of Tyrnâth would wane, as the attention of the world was more occupied with the affairs of other nations. Yelhennei and Margnon united with the marriage of their royal families, and the Galllian Empire's last vestigial territory in Elcrescia fell to King and future Emperor Arcadeus.
But in the year 1666 Tyrnâth would soon be thrust into the centre of attention once more.

The Musilvak dynasty had lost power over the kingdom in 1098 after the death of the childless High King Arnthon, and dynastic changes gradually became more and more common in Tyrnâth, though not to the degree that they occurred in the Dalstras, and without effects like changing the name of the entire country whenever a new House took control of the throne. However, the change in power that would happen in 1666 was even less expected than Arcadeus Norn's coup. Who would replace High Queen Annabel upon her death was a complicated question, with numerous competing claims to the throne. Civil war was expected, but the stronger claimants to the throne of Tyrnâth began to be killed off in mysterious circumstances. Through numerous poisonings, hunting accidents and "natural" deaths the heir to the throne became a distant cousin of the queen, an odd woman from the eastern forested regions of the kingdom named Âsuage Frostbirch, who many claimed she was a witch. Her reign began benignly enough, but her laws grew increasingly draconian, and Queen Âsuage's armies grew increasingly large. Tyrnâth invaded the Serestian principality of Olsarynske, thinking it would be a simple matter of absorbing a former territory back into the kingdom.

However, the divided Serestian states had begun the journey towards a unified nation-state, forming a loose confederation following the signing of the Yaldansk Treaty of 1661, which was merely intended to loosen trade restrictions and discourage the usual squabbles between their noble families. The threat of Tyrnâthmen aggression against them all prompted the signatories of the Yaldansk Treaty to merge their armed forces into one organisation under the command of a skilled general from the state of Kiesawv, Earl Siegfried Van Leiskeviretz. More importantly, the united response resulted in the Serestians being able to pull in numerous allies from across Elcrescia who had forged alliances with the individual states as part of the political games they were playing against their larger, more unified neighbours. The infamy of Tyrnâth's dark sovereign had spread across the Elcrescian continent, stirring people up everywhere to begin one of Elcrescia's bloodiest conflicts, the Witch War. The Witch War raged from the winter of 1666 to the autumn of 1671, concluding with the siege of Tragask, where High Queen Ash's remaining supporters surrendered, their mistress having mysteriously vanished. The conflict had a profound effect on the Kingdom of Tyrnâth, and one of the first decrees of the new high king, Joseph Zustel I, was the renouncement of conquest and invasion as a tool of foreign policy; a decree still in force to this day.

The Tyrnâth of the modern day is a peaceful forested nation, renown for producing fine archers and apothecaries. The kingdom has been particularly slow to adapt to the recent technological changes in the world, partly due to the interference of the conservative Breirette, the council of noblemen that advises the monarch. The current high king of Tyrnâth is Eizmond Krogos Czcibor Zustel II, who still rules from the ancient capital of Tragask, despite the bad luck many believe the city now holds.

Population: 4,880,000Language(s): GalllishDemonym: Weirinstan
Government type: Constitutional Elective MonarchyHead of Government: The Magisterial VerngenmootHead of State: His Highness, Magistrate-Supreme Yohann Brurghorn
National MapCapital City: OrleskvurgReligion: Holy Helreskaffen Church
Currency: WeirlingMajor exports: Whiskey, tourism, zincMajor imports: Timber, iron, gunpowder
The second-youngest nation on Elcrescia, Weirinsta had long been caught between the armies of Tyrnâth and Ilfalia, and as a result was a territory of one or both of those nations for much of the past three centuries. She owes her present independence to the Treaty of Yehlheim of 1671 that formally ended the Witch War, which forced Tyrnâth to relinquish control of the land. Weirinstans distrust both the Tyrnâthmen and Ilfalians for their historical roles in conquering them. In contrast the Weirinstan have a deep bond of friendship with the Serestid, as they were also a country frequently conquered in parts by Tyrnâth and were the main proponents of Tyrnâth granting Weirinsta independence rather than simply keeping it or giving parcels of it to Ilfalia, as some of the more conservative delegates at Yehlheim had suggested.

Weirinsta is a flat, fertile land rich resources, but perhaps not the most essential ones. The mines of Weirinsta are filled more with zinc and other metals which are best suited for alloys, making them an attractive target throughout the ages for other countries seeking to improve their iron weapons. The trees in Weirinsta are shorter kinds like dogwoods, not especially useful in erecting fortifications like the mighty hornbeams of Tyrnâth. Weirinstan alcohol is legendary, particularly its whisky. Conquerors of the land were aware of how highly sought-after Weirinstan booze was, and would often place heavy taxes on it to buffer the national coffers. Mercantilist policies often mandated it only be shipped through their territories out into the rest of Elcrescia, allowing Ilfalia and Tyrnâth to dramatically raise prices on it while depriving Weirinstan merchants of additional revenue. As a result, the Weirinstans became very talented at hiding their distilleries and smuggling their products out to sea. Most often the smugglers sailed for Yelhennei, though more ambitious ones took their cargoes all the way to Eresiln on their small blockade runners.

Another thing about Weirinsta that is of great interest is the system of government. Like the other nations of Elcrescia it is a monarchy, but the way the leader comes to power is quite unusual. Basing her system of government on Serestid, the Magistrate-Supreme is elected by an assembly of the nobility called the Magisterial Verngenmoot, representing all the provinces of Weirinsta. However, the Verngenmoot has the right to call another election every seven years if they are unsatisfied with the present Magistrate-Supreme's governance, a practice unheard of elsewhere. Additionally, local officials are often elected, though they still ultimately answer to the nobility. The current leader of the United Provinces is His Highness, Magistrate-Supreme Yohann Brurghorn, a sober old man well-liked by his subjects.

Weirinstans have a very relaxed, carefree attitude towards life as they savour their independence, trying their hardest to find occasions worth throwing a party over. Parades are a fairly common sight in most population centres, particularly the ports. These frequent occasions have come to be known as freenfuests, and there is nowhere they are more practised than the capital of Orleskvurg, where foreign merchants sometimes struggle to keep enough sailors from getting caught by the Weirinstan culture to be able to sail out of port. The United Provinces have undergone extensive urbanisation in recent years; Orleskvurg's population has almost doubled in twenty years. Another change has been the government's effort to establish their country as Elcrescia's financial centre. Much of Elcrescia's upper classes have been charmed by the vibrant new city life found there, and so they come on holiday to throw their money around on alcohol, gambling, and other luxuries. Yohann Brurghorn and his subordinates are very eager to get these same rich folk to throw their money into banks and stock exchanges. A common view in the administration is that having money from all over the continent moving through Orleskvurg will make the United Provinces protected by the fact that one country moving against it will incur the wrath of the entire continent's investors.

Population: 9,842,000Language(s): Maedric GalllishDemonym: Ilfalian
Government type: Absolute monarchyHead of Government: Grand Prince Michael Erik Dolphestir XIIHead of State: His Imperial Highness, Grand Prince Michael Erik Dolphestir XII
National MapCapital City: WellwickReligion: The Holy Helreskaffen Church
Currency: DuenthelMajor exports: Ships, timber, fishMajor imports: , coal, nickel

Ifalia is the westernmost nation of the Maedran Peninsula of Elcrescia, and has a troubled relationship with its sole land neighbour, the United Provinces of Weirinsta, due to its frequent historical invasions of the United Provinces. The disarmament of Tyrnâth in the aftermath of the Witch War left Ilfalia lacking its historical main ally, and the Grand Principality would be isolated from the rest of Elcrescia for about a decade before it began rebuilding historical ties to Beiriuk. The two maritime powers work together to police the Maedransuuth Sea, rooting out pirates and smugglers. The Ilfalian galley patrols remain a dominating presence in those waters, despite the introduction of sailing ships, and more recently, steam ships. The Grand Principality begrudgingly recognises the fact that it will need to upgrade or replace its prize fleets at some point soon if it is to remain a respectable naval force. Ilfalia's levels of heavy metals makes it ill-suited for the age of newfangled factories.

Ilfalia is a very watery country, criss-crossed by rivers and canals and dotted with lakes and marshes. The overwhelming abundance of waterways provides ample opportunity for powering watermills, which typically take the form of sawmills manufacturing timber for the construction of ships, Ilfalia's main export. The introduction of bamboo from Beiriuk in the 1610's was a massive success, and the fast-growing plant quickly became as integral to the Ilfalian economy as water and controlling the trade in the Maedransuuth Sea. Aside from powering industry, Ilfalia's rivers and lakes are the main source of recreation for the Ilfalians, with villages and towns competing against each other in competitions of swimming or fishing, as well as rowing leagues.

Ifalia's government has been one of the most stable upon the continent of Elcrescia, barely changed from its conception in 997 G.C.C, with one of the radical things it ever did in domestic matters being the changing of the spelling of the country's name to better match the modern pronunciation in 1321. Ilfalia was late in breaking off from the Galllian Empire, still retaining features of its government to this day.

Population: 18,500,000Language(s): Maedric GalllishDemonym: Serestian
Government type: Elective confederate monarchyHead of Government: Grand Prince BartłomiejHead of State: His Serene Majesty, Grand Prince Bartłomiej Van Srevski
National MapCapital City: YaldanskReligion: Holy Helreskaffen Church
Currency: ZlotrenMajor exports: Steel, pork products, saltMajor imports: Fertilisers, lumber, copper, fur
The newest country on the face of Elcrescia, the people of Serestid had spent centuries divided up between Tyrnâth, the Dalstras, and numerous small states in constant competition with each other. The suggestion to a person in the beginning of the 17th century that the Serestians would have their own unified country by the end of the century would be seen as completely ridiculous and would be met with scornful laughter or questions regarding one's mental health. Even in the 1640's a Serestian unification was still a far-off dream that most still doubted would ever come to pass. However, their history took a critical turn when the states of Kiesawv, Walsewus and Bytreina organized a conference at the city of Yaldansk in 1661 with the intent on loosing trade barriers between the competing states and ease the political rivalries among the many Serestian noble houses with the formation of a very loose confederation. The plan had widespread support, and most of the Serestian states signed the treaty immediately. The few holdouts all joined the confederation by 1664, wanting to ensure their security in the event that trouble erupted from Tyrnâth, which was marching towards a royal succession crisis. And trouble certainly did come from the old kingdom, in the form of the armies of Queen Âsuage, more commonly referred to as Queen Ash by many in Elcrescia. The legions of Tyrnâthmen were reputedly strengthened by the witchcraft of their dark mistress, and were thorough and ruthless in their conquest of the state of Olsarynske, a signatory of the Yaldansk Treaty of 1661. Though the treaty had nothing binding regarding military cooperation, except for discouraging Serestian infighting, the states saw the invasion of Olsarynske as a threat to every Serestian. Such a sentiment had been unseen among their people before. They united their forces under the command of Earl Siegfried Van Leiskeviretz, and brought in a coalition of Elcrescian allies against the Witch Queen. The victory in the Witch War showed the Serestian people how powerful they were united, and after three years of negotiations the Yaldansk Confederation formally established the United Principality of Serestid in 1674. The new nation retained the assembly of states it had used for making decisions during the war, granting it the power to elect the monarch of the new nation.

The Serestians still retain cultural differences from their different states, though they are far less prominent now. Their economy is fairly diverse, avoiding the heavy degree of specialisation many of their neighbours engage in. Serestid is well known for having a high number of busty blonde women per capita, though serious academic research has yet to confirm this common stereotype. The current ruler of the nation is His Serene Majesty, Grand Prince Phillip III.

Population: 14,600,000Language(s): Dalstrasin, South Elcrescian GalllishDemonym: Calainite, Dalstras
Government type: Feudal MonarchyHead of Government: His Grace King Renlan Augusto Calain IHead of State: His Grace King Renlan Augusto Calain I
National MapCapital City: CastillacaiReligion: Holy Helreskaffen Church
Currency: SeirntaMajor exports: Goat products, sandstone, metalsMajor imports: Timber, cereals

Dal Calain is the decentalised kingdom of the Dalstras, a contentious tribe of tribes. They are believed to have emerged in the Dalstras Mountains (which are named for them) about 1,500 years before Adrathur's coronation. Their mythical founder-hero is an Earth Elemental named Strazsio, who was said to be the last of the royal line of the lost kingdom of Dal Santiavalah. Dal is an ancient word and has acquired several meanings through the millennia. In Galllish it translates to "domain" or "held by heirs of". Thus, the formal name of kingdom, Dal Calain, means to say that the land is the Domain of Calain and his heirs. Dalstras means that all the people, no matter which house currently holds the throne, are the heirs of Strazsio, and all their land was once Strazsio's.

Legends tell of how he was cast onto a raft set adrift in what is now called the Maedransuuth Sea, drifting eastward to the shores of the land his posterity would inhabit while his island birthplace in the centre of the sea sank beneath the waves, destroyed for its iniquity. Stories differ on whether it was one of his parents, a maid, the court wizard, or the captain of the guards who put the young babe in that raft. The different people were said to put different things in Strazsio's raft with him. His parents put in regal tokens, like one of their ancestral crowns or signet rings. The maid packed extra food and warm clothes. The wizard entrusted magic scrolls containing the highest learning of the Santiavalahan civilisation. The captain of the guards gave Strazsio a knife and a spear, with which the babe is said to have fought off a sea monster before he could speak, before he even landed in Elcrescia.

Population: 6,250,000Language(s): Imperial CreoleDemonym: Beiriu
Government type: Absolute monarchyHead of Government:Head of State: Grand Duke Fitrriam KatsurriIV
National MapCapital City: BeiriuhumReligion: Holy Helreskaffen Church, Omnsaatism
Currency:Major exports: Bamboo, tea, sugar, glassMajor imports: Iron


The current Grand Duchy of Beiriuk has existed since 1521 G.C.C, after the success of a popular uprising against the Sahranjjite colonial state that called Fajji-Beiruk. The legacy of being ruled for centuries by the Galllian Empire and then the Sahranjjite Empire produced a very odd creole language.
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Postby Constaniana » Mon Dec 31, 2018 3:02 am

Religions of Gaiaca

The dominant religion of Gaiaca was entrenched and expanded by the conquering Galllians, whose ancient sovereigns were as much consecrated saints as they were secular emperors. Saint Helreska, a famed Champion of Light, and his followers had begun codifying the various religious beliefs and practices of northern Galllia approximately forty years before the unification of Albrion and Aurennia-Erid, and received the blessings and support of King Æthredurn, a devout believer of Helreska's teachings and Adrathur the Great's grand-sire. The authority of Saint Helreska's church was widely accepted among the Northemen for the most part, as it had little difference among the ways they already worshipped the gods, merely providing a bit more structure to it. However, isolated mountain clans would continue to persist in their ancestral customs outside the Church's authority. Saint Helreska lived to see Adrathur acquire the thrones of Albrion and Aurennia, and personally consecrated the merger of crowns and countries, helping to ease concerns about such events among the Northemen. St. Helreska designated Archbishop Leofrir of Brenbury (a city long since ruined by wars with Hell) as his successor to the office of Saint-Regent in 2 G.C.C, and legend says his last words before dying that same year were counsel to King Adrathur that he begin his conquests, foretelling the imminent arrival of the Saint-Battlemages.

The Holy Helreskaffen Church came south with the armies of the Northemen, sweeping away the religious factions of the disorganised Southemen as Adrathur and his heirs swept away their kingdoms. The Church spread peacefully to Eresiln before the kingdom's merger with the Galllian Empire, and launched into Elcrescia in the wake of beginning of the Sigurekreigen, the Old Galllish word for "Grand Conquest. It faced resistance in the Dalstras and Tyrnâth initially, but the Galllians were too strong to be thrown out, and the conquered Elcrescians were forced to accept the Galllian interpretation of the Gods, or die. The Church would outlast the Empire it had helped birth, providing comfort and relief to the common people who's lives were thrown into chaos with the centuries-old order's collapse, which it had great success in, and attempting to bring peace to the warring factions that sprang up through Galllia and Elcrescia, having less success in this regard. The relationship between the leadership of the Church and the Federation was always a bit tense at times prior to the Rupture of the North, due to the U.G.F's efforts to make it the most dominant authority of the land. After the war's end its status in the south has grown more uncertain. The Northemen owed many of their victories to their mighty Elemental crusaders, and so accepting that Elementals were the servants of the gods became an increasingly hard truth to take to many vanquished Southemen. This has lead to a decline in piety in those regions, and a less noticeable rise in membership of Watchtower. The Holy Helreskaffen Church has its headquarters in its own section of Villdernheim, a vast compound of cathedrals, storehouses, seminaries, and fortresses named Helreska's Citadel, granted to it by Imperial decree in the first days when Villdernheim was built. Some within the upper clergy now whisper of relocating further north, to take sanctuary within the Commonwealth lest the Federation decide to purge them. The current head of the Church is Saint-Regent Thomas VI, who has served for 20 years now. His being born in the country of Serestid has helped him keep the Church from being too bogged down by Galllian politics.

Several numbers have theological significance within this faith. The number one is associated with the God of Creation, Jaehlhadon, representing his status as the original being, and the most powerful force of all. The number two is associated with morality, the stark binary between the two sides of good and evil. It also sometimes linked with Jaehlhadon as well, representing the precise symmetry that so much of creation is made with. Three can be used as a symbol of completeness, such as the three parts of the world being land, sea, and sky, or the universe having the three parts of Heaven, Gaiaca, and Hell. There have also been a number of historically significant trios in the church's mythology, such as Adrathur and the two Saint-Battlemages that were his mightiest warriors, or the three sons of Emperor Olbruni that gave their lives defeating the Demonic Behemoth. The number four derives its primary significance from being a symmetrical half of eight, which is a particularly significant number. Eight is one of the most auspicious numbers in Helreskaffen doctrine, as that was the number of gods that made up the Loyal Host in the War of Creation. Nine is blessed for a similar reason, that being the number of current good gods in active form. Eleven is sometimes used as another number of completion, as that is the total number of divine beings in Helreskaffen beliefs. Twelve can be formed from most of the other holy numbers, and thus is just generally a good number. Other numbers beyond this that are multiples of the base holy numbers are lucky or auspicious in some way.

The priesthood of the Holy Helreskaffen Church has eight ranks. In order of descending authority, these ranks are:

    Saint-Regent: the global head of the church, who resides in Helreska's Citadel. Upon his death he is succeeded by the longest-serving blessed viceroy.
    Blessed Viceroy: eight of these clergymen form the Saint's Council, advising the saint-regent and acting as his emissaries throughout the world. When one of them dies or retires a replacement is chosen from one of the world's ecclesiarchs, active or emeritus, by a unanimous decision of the surviving blessed viceroys and the saint-regent.
    Ecclesiarch: a cleric in charge of overseeing the church's operations throughout an entire country. Chosen from the archbishops and bishops of the country in question by the Saint's Council, who must be unanimous in this also. Serves a 9-year term, after which they then gain emeritus status, and usually go to a quiet, much less stressful post to let them rest from their labours.
    Archbishop: a senior bishop generally stationed in a major city/regional capitol who handles administration. Appointed by decree of the ecclesiarch.
    Bishop: Similar to an archbishop, aside from being in charge of smaller cities and being less experienced; they will still give sermons and perform ordinances, more so than an archbishop, but much of that will be delegated to the vicars under their jurisdiction. Also appointed by the ecclesiarch.
    Vicar: vicars are in charge of small towns or neighbourhoods of a city. Vicars, priests, and deacons are the three ranks of the priesthood that most folk generally encounter in their everyday lives.
    Priest: properly-trained clergymen that assist vicars in their duties, primarily in performing rites and ordinances, or teaching deacons by example. In rural areas a vicar in a village will often send out priests to visit more outlying hamlets and see how they are doing.
    Deacon: an apprentice cleric. Does much of the physical maintenance of church buildings, as well as assisting the priests and/or vicars they serve under in writing sermons.

There are mixed views on celibacy within the church. Many monastic orders will have celibacy as a requirement for joining, and many individual clergymen within the church stay celibate, but there is no law commanding it. In fact, there are even some monastic orders that emphasise having their members marry and procreate.

While the Holy Helreskaffen Church has authority and is the most common religion in Garmiccia as well, it's been steeped in the Northern Garmiccian pagan traditions heavily. It is considered a bad omen in Garmiccia to refer to the gods by their direct names. While it does not necessarily land in the realm of being directly heretical, it is generally avoided. Additionally, the gods are not seen as all good - the canonical faith defines certain gods as evil, and they receive much less worship than others. (They generally do receive offerings out of fear when things are going particularly bad.)

GOOD GODS:
Pryastar, God of Fire, is referred to as "The Great Fire", and is also seen as the god of life, and is probably the most commonly worshipped god.
Aewiallia, Goddess of Wind, "Goddess of the Tides" is the patron goddess of fishermen, a common Garmiccian occupation.
Terestark, God of Earth, is known as "The Groundmaker", and is purported to have created the continents and the land. He is the patron god of architects, stonemasons, and miners.
Hydrata, Goddess of Water, is known as "The Lifebringer", and is the god of healers, doctors, and merchants.
NEUTRAL GODS:
Ferruoston, God of Metal, is known as "The Blacksmith". He is generally considered the god of war and blacksmiths, so opinions are divided dramatically on his position in the gods. Soldiers typically see Ferruoston as a patron deity, and he is well loved on the border and towards the furthest north.
EVIL GODS:
Froenstia, Goddess of Ice, (The Cold One) is seen as an evil deity, as ice and snow make parts of Garmiccia nearly uninhabitable for good portions of the year.
Veridaelia, Goddess of Nature (The Huntress) is seen as generally malicious as well, packs of wolves and roaming bears are significant threats to daily life.
Boaltist, God of Lightning (Heaven's Wrath) is a minor god, responsible for wiping out heretics. It is typically believed that those struck by lightning have offended the gods in one manner or another.

Additionally, the Valkerigan are believed to be angels which escort of the souls of those who die in battle to their next reincarnation, which is considered a heretical belief in most other nations.

Sahranjja's dominant faith is formally known as the Timeless Way, but usually referred to as Omnsaatism. The Timeless Way is unique in its particularly dualistic view of the gods of Gaiaca, as well as in its devotion to three mysterious deities not revered in any other Gaiacan society. The gods are represented as different hours on a clock in Omnsaatism. The first hour after midnight is Traen-Ahri, the negative half of the god of Darkness. This is being most similar to the Tenaembra of the Helreskaffen doctrine: evil, cruel, unconcerned with the lives of man, architect of all wickedness. The other gods have one of their half-aspects represented at each hour, and it is at eleven o'clock where the first unique Sahranjjite deity is revered: Vidarir, the Primordial Goddess of Life. Following her is Jaehlheshon at noon-day. Then the cycle repeats, showing the other half-aspects of the gods until 11 PM, where it is Yamadurm, the Primordial God of Death who is revered. And then after him at midnight comes perhaps the most alien, unsettling part of Omnsaatism to many foreigners: Jotueshiemi, the Goddess of Chaos, Destruction and Void, polar opposite to the Order, Creation and Existence of Jaehlheshon.

Omnsaatism teaches that the Primordials all spontaneously came into existence at the same moment precisley twenty-four hours before the younger ten gods. Whether the younger ten also appeared at the same moment or whether they emerged one at a time, and whether they appeared with both aspects or if each aspect was born separately are ancient theological debates. Due to the rigid views of Omnsaatism's doctrines said debates will never be resolved. At any rate, each hour is dedicated to a different divine half-aspect or Primordial. At the top of each hour a xijjalaa, which translates as sacred ceremony, is held. The details vary from hour to hour, but they generally consist of multiple rote prayers, chants, and small physical offerings like casting a pouch of incense onto a brazier or a flower into an urn of water.

0000 hrs: Jotueshiemi (Chaos/Destruction/Void)
0100 hrs: Traen-Ahri (Negative-Darkness)
0200 hrs: Friyya-Ahri (Negative-Ice)
0300 hrs: Fengwiar-Ahri (Negative-Wind)
0400 hrs: Burulim-Benukh (Positive-Lightning)
0500 hrs: Standunya-Benukh (Positive-Earth)
0600 hrs: Maadra-Benukh (Positive-Water)
0700 hrs: Glaems-Benukh (Positive-Light)
0800 hrs: Ziribaia-Benukh (Positive-Nature)
0900 hrs: Prydchaor-Ahri (Negative-Fire)
1000 hrs: Biahadtal-Benukh (Positive-Metal)
1100 hrs: Vidarir: Primordial goddess of Life
1200 hrs: Jaehlheshon (Jaehlhadon)
1300 hrs: Glaems-Ahri (Negative-Light)
1400 hrs: Friyya-Benukh (Positive-Ice)
1500 hrs: Burulim-Ahri (Negative-Lightning)
1600 hrs: Maadra-Ahri (Negative-Water)
1700 hrs: Ziribaia-Ahri (Negative-Nature)
1800 hrs: Prydchaor-Benukh (Positive-Fire)
1900 hrs: Traen-Benukh (Positive-Darkness)
2000 hrs: Standunya-Ahri (Negative-Earth)
2100 hrs: Biahadtal-Ahri (Negative-Metal)
2200 hrs: Fengwiar-Benukh (Positive-Wind)
2300 hrs: Yamadurm, Primordial god of Death

The precise reasons why the different gods are placed on any particular hour of the day were lost to the world's knowledge generations ago. Thousands of scrolls have been filled with ruminations on the subject, offering explanations rooted in everything from it being the order the gods were born in to a decree by some particularly enlightened emperor in a lost age to esoteric cosmic geometry. The clerics of the Timeless Way (most frequently called zhiakim, translated as sages) have a great many secrets they keep, some because they genuinely need keeping, but others only because of a reason that is secret or forgotten to them too. After over ten thousand years an immeasurable amount of customs, rites, and folkways have calcified over the teachings of Omnsaatism.

With regards to years, the Sahranjjite calendar divides its years into eras of 2,400 years. They use a solar calendar like the Galllian Crowning Calendar, though their year starts on what most of the world calls October 2nd. There are 15 months that are 24 days long. Instead of adding a leap day every four years a five-day long religious holiday called Zongeingna is held in the middle of the year. Very, very rarely do the discrepancies between the number of days in the calendar and Gaiaca's true orbit around the Sun add up to anything meaningful, but the handful of times that they have the extra day is simply subtracted from that year's calendar, being considered the universe's tribute of time to the Anointed of Heaven. The eras are named after whichever emperor is on the throne at their start. Thus, the current Sahranjjite era is the Temhaladite Era, named for Emperor Temhalad V. For convenience it is often shortened to T.E. or S.C. for Sahranjjite Calendar, though the latter style gets confusing when dating events from previous eras, and is frowned upon in more academic circles. The current Sahranjjite year is 1301 Temhaladite Era.

Omnsaatism has a very diffused clerical structure compared to Helreskaffenism. Each half-aspect and Primordial is worshipped by a separate, self-governing priesthood called a tiandjjarawt, who have their own rites and rituals both public and secret. The word tiandjjarawt roughly translates to "heavenly course/path" in High Galllish. At the top of each order is a 24-man council named a tiandmaljj, which being interpreted means "heavenly council". There is no highest-priest within this group, though the member who has sat in the council the longest is given the title of zaemzhiayat (elder sage). The elder sage acts as a spokesmen for the rest of his tiandmaljj in dealing with other tiandmaljjim and the select few officials in the imperial government that have the privilege to communicate with His Enlightened Eminence.

Each reigning emperor is attended to in spiritual matters by a tiandjjarawt specifically dedicated to him, called the tiandua'aliankh. They advise him on ecclesiastical matters, represent him in any of the 24 xijjalaa he is unable to attend in person each day, maintain the vast number of his shrines across the country, and root out seditious blasphemy amongst his subjects. His deceased forebearers are worshipped by the tianduayamaduriim. Certain emperors of profound significance are granted their own cult, known as a tiandua'awei, distinct from the all-encompassing tianduayamaduriim.

A lesser state-designated hero may also be granted their own small group of zhiakim, known as a jjalaabatal, to tend their shrines, expressing the gratitude of the Sahranjjite nation generations after they have died. Thanks to meticulous record-keeping the number of extant jjalaabatalim currently sits at 2,035. The oldest current jjalaabatal is dedicated to Faizhradruk, a Metal Elemental from around 14,000 years ago said to have saved seven imperial princesses from a hundred-headed giant demon, protected the land's rice harvest from being stolen by a maurauding horde of eel-men, and forged the unbreakable sword Ahjjinglu that was used by 24 subsequent heroes. Faizhradruk eventually died in battle at the age of 300, destroying the wicked kingdom of Nonglozwaz as he fell. The last wielder of Ahjjinglu was a Champion of Water named Daryaphrashe, who used it to pin the immortal dragon-winged devil-prince Kolohaurk to the bottom of the sea about 12,000 years ago.

The Timeless Way places supreme importance on orthodoxy and tradition. Galllians revere mighty prophets and revelators, foremost among them Saint Helreska, who bring new knowledge, or correction and clarification to previously-held beliefs, or specific revelations for the times they live in. Sahranjjites, on the other hand, believe their religion has always had all truth, has all truth now, and always will. Omnsaatism's scriptures are all written anonymously, in contrast to the majority of Helreskaffen sacred texts. There are no new insights to glean on any theological matter; "What is white is to be white, what is black is to be black, therefore let all peoples take heed: what is known is to be known, what is not known is not to be known," says the Book of Twin-Truths, a holy book of proverbs and parables.

Of great concern for Omnsaatism's leadership for the past forty years has been the rise of mystery cults. These secretive groups preach various new and strange doctrines to those they accept into their ranks, satisfying a curiosity for something novel and exciting that clashes with the aforementioned petrified orthodoxy. Some of the groups are considered heretics, holding views at odds with some tenets of the Timeless Way, but not necessarily all of it. Some of the groups would be considered social reformers in other countries, due to being more concerned with changing facets of worldly Sahranjjite culture or government. Due to how intertwined the church and state are, admitting any flaw in one part, no matter how minuscule, would call into question the legitimacy of the entire structure of the Eternal Empire. Other groups are outright infidels, worshipping such beings as pagan gods from the desert or unknown gods they claim have revealed themselves only now.

All of these groups are an unforgivable affront to the complete and perfect truth of Omnsaatism, and so the Eternal Empire of Sahranjja ruthlessly persecutes them all. Heretics have a chance of surviving the ecclesiastical courts, perhaps being exiled. The infidels have no such fortune, and are universally sentenced to public humiliation followed by decapitation. Such harsh treatment certainly discourages many from joining, but some privately wonder whether it hardens the hearts of those who do join the mystery cults, driving them to exceptionally bold and dire courses of action. The most infamous of these was the Weiquimplite Uprising of 1771 G.C.C (1290 T.E.). There was a mystery cult of Weiquimpl, a newly-born mighty spirit said to have the head of a crocodile, the arms of a gorilla, the legs of a bull, and the power to read minds and cover the Sun. They had been concentrating around the city of Panchyo, located in Sahranjja's southern interior province of Lawaziin. On March 3rd they stormed key government buildings at the command of Chief Oracle Zorbe'an, taking control of the city with alarming speed.

A full account of the 6-month rebellion is not the purview of this explanation of religious customs, and so shall only be given a brief summary to show encroaching challenges to the religion of Omnsaatism. General Chong lead the Imperial Sahranjjite Army against the Weiquimplites, who gave several battles throughout the province, culminating in a 15-day siege of Panchyo. When the walls were breached General Chong's soldiers stormed the city, and a final struggle ensued where the crocodile-headed spirit's followers were cornered in the academic district. At this point the army set fire to it all. General Chong suffered several burns from the cultist's fire-lances and had to be carried off the battlefield. Zorbe'an was found barely alive in the rubble and brought to the general's tent so that he could personally execute the infidel. Estimates for the death toll amounted to 120,000 Weiquimplites; 90,000 Imperial soldiers, and 17,000 civilians.

Since then no mystery cult has openly moved against the government. Some suspect them of carrying out shadow campaigns of assassination and coercion, but that is much harder to prove. Perhaps they are biding their time for a moment of great weakness or crisis to launch more rebellions. Then again, the Timeless Way has endured for more than 10,000 years through wars with Men and Daemonnes; it is a sensible assumption to believe they will triumph over these latest enemies.

There exists no official name for the religion, but it's generally adhered to in the southern regions, most prominently Visalmarch. The origins of the religion are heavily disputed by most scholars interested in the topic. Some believe it extends back to Pre-Galllian invaders who conquered the southern regions that is today known as Visalmarch, Kotenbury, and Liefenshire. Others argue it's a recent invention that merges together several diverse folk elements in reaction to recent attempts to stamp out the local beliefs through conversion.

Very few texts from ancient times have survived, but it is generally deduced from surviving remnants and the believers themselves, that adherents believe there to be one God who is traditionally depicted with traits and characteristics usually assigned to solar and storm deities, leading some scholars to conclude he is the result of two deities from ancient times, one a solar deity and the other a weather god, being merged into a single divinity. The deity is typically referred to as "Nyod," but contrary to popular belief, it is not a personal name and simply means "God". Southemen who have traveled north have been known to refer to him as "Gad," with little to no hesitation.

The remaining texts have survived from ancient times, written in a crude but decipherable language that was translated by Galllian scholars who were acquainted with southern speech. In the majority of the text, Nyod is depicted as defeating demons and evil spirits by displaying miraculous powers that range from manifesting as an infinitely large fire that consumes the world, a cosmic figure reaching up beyond the heavens, having faces and arms of ascetics and warriors (known as "Nyod's best followers,") or even showing his true form, a formless and all compassing spirit.

The southern Pre-Gallians were known for having a heavily sky-centric view of life, not only due to crops which needed rain to furnish them, but also the way weather could be used as a part of strategy on the battlefield. Overtime, worship began to focus solely on a sky god and ignored any other god, as well as the earth and "female principle." thus society became increasingly militant and patriarchal. When the Galllians landed and the two went to war, the southerners fought viciously, but after High King Fingall was killed, they broke rank and fled. Afterwards, the survivors had no choice but to accept the religion of their conquerors, although many continued to worship the deity in secret. The Galllish religion was viewed as inhuman superstitions and their gods nothing more than evil spirits, not even demons.

Most adherents believe that one day, a soul will take birth as a "halfling," part spirit and part human, who will ride a red horse and wield a sword, to destroy all forms of life before him, to purify the world, until there is nothing but blood, fire, and ashes. "Just the way it was before beings took form in this world of illusion."
Thanks to Grey Wolf/Hanafuridake for coming up with this religion.

Osimardath is an Old Tyrnâsh word that roughly translates to ancestral knowledge in Galllish tongues. It is the pagan beliefs the Tyrnâthmen held before the Galllians arrived, that have managed to survive to the current day. A pantheon of six good gods, the Lélekvezitők or Soul-Guides, are worshipped in thanks for shaping the world and making man. Meanwhile, a dark pantheon of six evil gods, the Lélekrokbolók or Soul-Destroyers, are reviled for sending the goblins and trying to ruin the lives of men. In contrast to the element-focused Helreskaffen pantheon, these deities are focused more on various abstract qualities and forces. They can empower a hero of their choosing with any Element they wish, though some may prefer another element over another. Each of the duelling groups of gods within Osimardthism contains a great man-turned-god. Apotheosis is a feat other truly exceptional mortals can achieve, though they are not venerated to the same degree that the main pantheons are. Worship includes ritual sacrifices of plants or animal parts, praying to sculpted icons. These deities consist of:

Lélekvezitők
The Oak King and the Acorn Prince: The Oak King is the head of the Lélekvezetők, and the oldest creature in the world. He created most living things, man in particular. Fruits of wisdom and protection grow from his branches, which he fed to the world when life began. He governs wisdom, age, experience, order, and time. Wild ancient forests are believed to be a reminder of his constant presence in the world, a leftover of when he was the only being upon the surface of the planet. The Oak King is believed to plant people's souls into their mother's wombs, and when they die their souls return to his company, to dwell in a palace in a vast, pleasant forest glen on an isle far to the east, behind the horizon. He is the patron of elders and leaders of any capacity. The Acorn Prince is his younger son, who represents kindness, purity, youth, and hope. He frequently appears in fairy tales, providing means for the child characters of those stories to overcome obstacles they would be hard-pressed to do as adults. Due to his mild, inoffensive nature he is the most palatable of the Tyrnâthmen gods to those in the Helreskaffen church, and even their members in Tyrnâth will tell their children stories of the Acorn Prince, changing his nature to be an Angelle or Nature Elemental.

Fitalandor: Fitalandor is the other son of the Oak King. He grew up and left his father's house with nothing but a cape, his breeches, and a sack to put treasure in, seeking fortune and glory out in the world like all ambitious young men do. Fitalandor is the god of adventure, ambition, and all sorts of new beginnings. As such, occasions where he is celebrated most fervently include things like someone leaving home for the first time, weddings, the start of any voyage on land or sea, the opening ceremony of a tournament, and so on.

Kolibripar: Kolibripar is the god of industry. The Oak King created him to help him with the endless work of keeping the world in order. He is depicted as a hummingbird-man, always going about working on something. Osimardathists will pray to him for energy to accomplish all they need to do during the day. Both planting and harvesting times have several holidays in his honour.

Noroth the Vengeful: Noroth the Vengeful was once a mortal woodsman, until the day he died protecting some children from beasts of the forest. However, his spirit refused to pass on, and he continued to fight against wild monsters. Eventually he was noticed by Fitalandor, who was so impressed by his sheer willpower that he made a new immortal body for Noroth's soul to dwell in, making him into another god. Noroth can be interpreted as the complicated feelings the Tyrnâthmen have towards nature. On the one hand they venerate and respect it, with figures like the Oak King and the Acorn Prince. Their country is a place where it is easy to get things to grow, and famine is not historically much of a problem in Tyrnâth. It might be hard finding good food all the time, but at least there are always herbs, mushrooms, small game and such to be had to ease one's hunger. On the other hand, nature is dangerous; there are plenty of plants that can poison an unsuspecting man, and sometimes beasts hunt man back. Thus, Noroth became the god who sought vengeance for all of his people who had been killed by wild things. In time he came to be the god of inter-human revenge and the struggle against the goblins.

Fungalvand: Fungalvand is the god of death, decay, rest, and rebirth. Unlike the other Soul-Guides he was not created by the Oak King or any of his descendants. Rather, Fungalvand seemed to come into being by itself, growing one morning in the shade before the Oak King walked past. Despite its morbid appearance as a vast mushroom, wearing a black mourning veil and with countless smaller tendrils radiating out from its base, Fungalvand is not a malevolent god. The Oak King entrusts Fungalvand with clearing out waste in his domain, keeping the world from running out of room for new life to be born. It does not hunt down mortals, seeking to hurry them out of this world, but is content to break down the shells they have finished using once their souls sprout forth from them and go to their proper home in the blessed palace behind the dawn.

Lélekrokbolók

The Soul-Destroyers: Five of these malevolent beings seemed to come into existence on their own, like Fungalvand, though not all at once. Their realm is deep in the bowels of the earth, below the most rotten leaves of the forest floor. It is forever dark, cold, and rainy there, riddled with mountains of rotting detritus that Fungalvand will not clear away. Fasultavb the Useless is the least dangerous of them all, on account of his profound laziness and ineptitude. He is generally incapable of committing any harmful action on his own. However, he still exerts negative influence on mankind by inspiring slothfulness wherever he flies on his diminutive wings. Malgkivan the Covetous inspires greed and betrayal. Reesunya the Repugnant guides men to despoil and ruin all that is good and beautiful in this world. Hobgobzee the Tyrant is the self-proclaimed leader of the Lélekrokbolók. He teaches men to be boastful and abuse those they have authority over, and barks at them to crush all those who would try to restrain their lusts and desires. The fifth of the Soul-Destroyers is only called the Many-Faced Shadow, and has no set depiction. This is because the Shadow appears different to each person unfortunate enough to cross paths with it, shifting its appearance to perfectly seduce them, and getting them to commit as many heinous acts as it can. Hobgobzee's power pales in comparison to the Many-Faced Shadow, a fact he has to be painfully reminded of often. Haztarulo the Traitor is the one member of the group who was born as a mortal. In his youth in an era long forgotten he was one of the mightiest heroes in the land, but one day he fell to the snare of the Many-Faced Shadow. What he hoped to gain from the bargain is lost to the mists of time, but the consequences are remembered. Haztarulo was given magical power unequalled by any alive, power he was told he would have for all eternity. With it he became a dreaded conqueror, convinced he was now immortal. However, he was eventually defeated many weaker heroes banding together to stop him. When his tortured soul sank beneath the world he found the terms of his contract with the Many-Faced Shadow gave him a mockery of a divine body even stronger than his form as a man. However, he was now bound as a servant to Hobgobzee, who was inferior to him in strength. Haztarulo thought he could easily break the contract by killing the insufferable imp. To his horror, he discovered that the Many-Faced Shadow had cursed his body to be forced to obey every order from Hobgobzee, all while being unable to harm him. The Tyrant would be able to sense when Haztarulo wished he could, and punish him for it. The man who had given up everything he loved to be the most powerful would now spend eternity as a servant to one he loathed. Haztarulo the Traitor is the god responsible for most natural disasters, as he takes out his rage on the world by seeking to destroy it, and perhaps destroy himself along with it.

While Tyrnâth was part of the Galllian Empire the worship of their pagan, incorrect gods was banned, but managed to survive in scattered underground groups. After the end of the Villderas and the decline of their empire a new order of druids arose in the 9th century G.C.C. These neo-druids ultimately found a champion in Czcibor the Great, who by all accounts seemed to be a pious believer in the pantheon of his ancient ancestors. After founding his kingdom Czcibor made the ancestral knowledge the state religion, and set about purging the Holy Helreskaffen Church from his country. Later High Kings eventually eased the persecutions, in some cases reversing it, but the pagan beliefs held sway in most parts of the country. This intense pressure made the Tyrnâthmen that held true to the Helreskaffen ways extremely orthodox and loyal to their church, and they looked to the day that they might correct the grievous error they believed their countrymen had made.

That chance would come with the Witch War. Queen Asuage was by far the most pro-Osimardathist ruler of the kingdom since Czcibor, so when she veered into using works of Darkness magic over the course of the war it tarnished the whole faith. Once she was defeated the Helreskaffen Tyrnâthmen insisted it was a judgement from Heaven, and that if the country did not return to the truth of the Loyal Host then they would be swept away, so as to not let a principality of Hell fester in the heart of Elcrescia. The Helreskaffen crusader coalition that was occupying Tyrnâth applied heavy pressure in that same direction. The end result was that shortly after renouncing his kingdom's right to conquest High King Joseph Zustel I renounced Osimardthism, enshrining in the new legal codes that all of Tyrnâth would join the Holy Helreskaffen Church. Once again the ancestral knowledge is close to being made extinct by the government, but stubbornly holds out in secret places in the wild. Time will tell if it will surge forth again, or go extinct like so many other tribal faiths.

Speaking of time, Osimardthism has its own calendar, named Osimloonzas, which being interpreted means ancestral reckoning. Like the Galllian Crowning Calendar it is a solar calendar. Their year starts on what most of the world calls the 26th or 27th of March, six days after the Spring Equinox, which is the last holiday of the year. The six days after the equinox are called Nalmeek, and are days of rest. Businesses would be closed for the duration of it, with the people spending their time with family indoors, or taking solitary, contemplative walks outdoors. This represents the time when the Oak King made the world and filled it with life, but had not yet planted Man, leaving only the unblemished tranquillity of nature. After Nalmeek is completed the holiday Rügraozij would take place. After sunrise people would wait for the sound of the first baby crying in the community (whose parents would be blessed with good luck the whole year), which symbolises the birth of mankind and the new year. Then there would be sacrifices and general revelry. Having a child born in Nalmeek was considered bad luck, but the luckiest people alive were said to be born on Rügraozij. Now with the banning of the religion most of these customs are not celebrated, at least openly, but superstitions about things like auspicious birthdays and the spiritual benefits of taking a walk in early spring remain.

While the Galllian Crowning Calendar uses the year Adrathur the Great, King of Albrion, inherited the kingdom of Aurennia-Erid from his deceased uncle, King Charleorad, as its starting point, and simply defines everything prior to that as Before Empire (B.E), Osimloonzas uses a series of Eszâks, translated into High Galllish as epochs. In the year 1781 G.C.C. it is the year 108 of the Epoch of Inner Defilement, the Eszâk which began when Joseph I outlawed Osimardthism in 1673 G.C.C. The very short-lived time when the pagan faithful were inspired like they had not been in generations by the promises of Queen Asuage to make their country the mightiest on the continent once again was named the Epoch of Grandeur and Tragedy (1666-1673 G.C.C.). Prior to that it was the Epoch of Security and Posterity from 1103-1666, which came after the Epoch of Czcibor's Triumph from 899-1103 G.C.C. When Tyrnâth was conquered by Prince Galæherad, fifth son of Emperor Adrathur the Great and part of the Galllian Empire (55-899 G.C.C.) it was the Epoch of Outer Defilement.

The counting of Eszâks continues onward into the past. The golden age Czcibor spoke of when he sought to inspire his followers to a return to ancestral sovereignty was the Epoch of the Kings of Meueruuy and Wozawth (303 B.E-55 G.C.C.), when two rival dynasties that reigned from the now-lost cities of Meueruuy and Wozawth ruled kingdoms that came to control 44% and 41% of modern Tyrnâth respectively. They had many wars betwixt them, and struggled for supremacy over the remaining independent Tyrnâthmen clans, but before the end of the epoch they had been at peace for two generations, and plans were in progress to wed Czclantho, Crown Prince of Meueruuy and Czcilvia, Crown Princess of Wozawth, both of whom were young children at the time. However, the arrival and overwhelming victory of the Galllians put an end to that dream.

The Epoch of the Vzienthmen Lords spanned from about 600-303 B.E., when invaders from what is now eastern Yelhennei rampaged through most of the land, and eventually occupied colonised the northeast third of the country. This put an end to the Epoch of Endless Chiefs (1514-600 B.E.), a period where centralised authority was completely absent and raids between villages a part of everyday life. Before the Epoch of Endless Chiefs was the dark age of the Epoch of the Son of Haztarulo. From 1529-1514 B.E. a horribly powerful dark lord named Vizrdoom the Destroyer built an empire that encompassed most of central Elcrescia. So powerful was this Darkness Elemental that the druids proclaimed he was a son of the despised traitor-god. Eventually Vizrdoom was slain by the hero Boldizad, though the paladin lost his life in the battle too. Records of eras earlier than this one are hard to come by, many having been destroyed by millennia of warfare, though the odd snippet survives here and there, and lives on in songs and sagas. They tell of things like the Empire of Rajekxer, the Sahranjjite colonies on the shores of Tyrnâth that fell after a few decades to goblins (what most of the world calls Hellspawn) and plague, or the bear-riding warlord Tomalbce who conquered his way through the Alsolfo Mountains, only to sail away into the Dawn Sea after receiving a vision of an island nation that needed his help, never to return. These senior-most Eszâks are called the Endless Epochs, or the Epochs of Fungalvand. Osimardthism teaches that Fungalvand recycles all things in this world, including time, and such the religion has no belief in a final Eszâk or end of the world.

The main religion of Tsubaki is referred to in written word as Reidō, which does not believe in anthropomorphic gods but worships elements in places such as shrines and caves, where they are believed to reside inside sacred objects that empower the user. Elementals are believed to happen when one element is dominant over the others in the body, and as a result, kings and shōguns performed rituals believing that it would strengthen their inner fire.

The sun is the highest god which brightens the world and provides life to all beings. The moon, stars, oceans, the reeds, caves, and cherry blossom trees, all of them are believed to compose a hierarchy which elements are contained in. Spirits and demons are believed to be manifestations of heaven and earth, and are usually not worshipped unless an aristocrat traces them back to ancestors. There was formerly a Ministry of Exorcism (じょうれい官) which was tasked with removing spirits from possessed individuals, but it has faded under the Shōgunal government.

Here is how the ancient Tsubaki tribes (before the Shōgunate) imagined the gods and how they pronounced their names.
Aperetarhampekamuy aka Pryastar
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Name in Ancient Tsubaki: アペレタラハンペカムイ

Konruhapomenoko aka Froentsia
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Name in Ancient Tsubaki: コンルハポメノコ

Husaporapu aka Veridaelia
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Name in Ancient Tsubaki: フサポラプ

Reracikir aka Aewiallia
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Name in Ancient Tsubaki: レラチㇼ

Huyupokamuy aka Terestark
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Name in Ancient Tsubaki: フユポカムイ

Imeruramayupokamuy aka Boaltist
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Name in Ancient Tsubaki: イメルラマユポカムイ

Makiriokkaykamuy aka Ferruoston
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Name in Ancient Tsubaki: マキリオッカアイカムイ

Wakkamatak aka Hydrata
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Name in Ancient Tsubaki: ワッカマタㇰ


Pryastar enjoyed the highest rank in the tribal religious system because the five chieftain-kings who preceded the matriarchal priestesses allegedly traced their ancestry back to him. He was claimed to be the first chieftain of the Tsubaki who after death became the sun. Froentsia was believed to be his wife and worshiped as the moon. Over time, this caused their personal identities to fade in the minds of the tribes, and their worship was eventually replaced by impersonal sun and moon worship, until the Fire priestesses banned the worship of the moon, claiming it was an evil god who lured young women to their deaths, leaving the sun to be worshiped as the main god.

The early shōguns had some Ice elemental ancestry and weren't hostile to lunar worship (which had been relegated to an underground cult) but the founding member of Fumi's dynasty, Hanafuridake no Hideko, sided with the sun-worshipers and strengthened the ban on moon worship, banning non-Fire Elementals from owning weapons. The sword-ban effectively disarmed all Elementals who were not Fire, with a caste system in place where Fire were the kuge and samurai, most of the other Elementals were relegated to middle classes, and families associated with Darkness made the lepers, beggars, butchers, and other outcasts.
-Also another piece of worldbuilding by Hanfuridake
Last edited by Constaniana on Fri Jan 13, 2023 12:29 pm, edited 7 times in total.
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Lazarian
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Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Mon Dec 31, 2018 7:09 am

A depiction of the Garmiccian Empire, chronicled by scholars at the Imperial College
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A map of the Garmiccian Empire in this current year of 1781 G.C.C.


The Morozov Province is the Northwesternmost province in Garmiccia, located towards the arctic vortex at the top of the world.

The province has a low population, less than 250,000. Most are concentrated towards the south of the region, distributed into small fishing villages. The population is split ethnically between the Garmecus people and the native tribes of the far North, known as the Pitka peoples. The west half of the province is largely barren tundra with herds of elk and reindeer, while the east is filled with the thick and dense taiga boreal forest that extends across the north of the Zakaleny mountain range.

The natural resources of the Morozov Province are primarily iron and coal deposits located in the mountainous and hilly regions, as well as lumber from the larch trees that compose the vast taiga. Stocks of polar cod and whales are plentiful off the coast.

This province is large in size but low in population, and the current ruler, Baron Nikolai Kuznetsov (formerly the General of the Third Battalion), has been tasked with more efficiently harvesting the natural resources of this province and establishing some sort of industry. The capital province is the Iron Keep, a fortress built over ancient ruins from the olde times. The prior ruler of this province was the Iceborn Baron Toklo Arnatuk, who firmly supported Jeramiahde. Tragically, Baron Arnatuk was childless, and died in battle with Southern forces in 1760 G.C.C at the Conquest of Vykhod.

Historically, Morozov was originally just scattered villages consisting of the hardiest settlers from Ustyereki, as well as the lands of the nomadic Pitka tribes. It was assimilated into the Garmecus Kingdom during the rule of Arcadeus Norn the First in the year 1147 G.C.C.

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The Iron Keep


The Snezhny Province is the furthest north province of Garmiccia, located to the northwest of the Zakaleny mountain range. This province is quite possibly the least populated in Garmiccia (approximately 200,000 or less), due to a severe lack of food supplies. Few crops grow in such a cold climate, and this province is landlocked, cutting it off from the rich fish stocks of halibut and cod to the North. The majority of the population is located along the Old Armer Road (which ships goods and tribute from both Northwest provinces to the capital in Schloersteein). The primary occupations of the underclass of Snezhny are miners, builders, and hunters.

The natural resources of the Snezhny province are quartz, lazulite, sapphire, and other gemstones, as well as the larch forests that are split with the Morozov province. As an aside, there are far fewer woodcutters in Snezhny than Morozov, based on the distance of military forces and large settlements to the forest. Mythic creatures still lurk the unexplored depths of the forest, and it is a land fraught with peril for the unwise and foolhardy. The highlight of the province is the capital city of Reznaya, the subterranean city, with a population of approximately 50,000. Carved into the side of a mountain by ancient Earthborn, this city is an architectural marvel. The secrets to its construction have been long lost.

The current ruler is Duke Gavril Sidorov, an Earthborn born and raised in Reznaya. The Sidorov family has ruled Reznaya for generations and are beloved among the populace. Rumor has it that they are descendants of the original Earthborn that carved the mountain city in the first place. Duke Sidorov pledged support to Jeramiahde early into the war, providing many of the soldiers that helped conquer Pryzan and stabilize the Unified North.

Reznaya was originally a city of the ancient Gallian Empire, though it defected to the Garmiccian Empire in 1136 G.C.C after the Fall of Schloersteen and the collapse of the Gallian government in Elcresia.

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A depiction of the magnificent city of Reznaya.


The Ustyereki Province is located at the mouth of the great River Maline, which stretches from the Maedranurth Sea to the great city of Pyrzan in the Southern Zakaleny mountain range (also known as the Hegelian range).

The Ustyereki Province used to have near 500,000 people, but in recent years, a vast migration to the South and further up the river has occurred, draining this formerly prosperous region dry. This province used to be ruled by Baron Arnyek, brother in law of the slain Emperor Anatoli, but he was deposed during the Civil War.

Rumor has it that the Arnyek family greatly displeased the gods – twenty years ago, the port-city of Vykhod had a large region surrounding it that was able to grow wheat, despite being so far north. Through a combination of the rich soil of the river valley and warmer weather from the ocean, the city served as an agricultural hub for the Northwest for near a thousand years. However, in the beginning of the civil war, a blight fell upon the land, causing several years of bad harvests. Simultaneously, an infestation of Greatbeasts fell upon the forests to the East of the region, as well as fish catches rapidly falling in quality and quantity.

Now, the Ustyereki Province is a shell of its former self, with the peasantry hardy enough to remain in the land raking out subsistence farming and hunting. The current ruler, Baron Michail Nescha (a Wildborn), has attempted to bring some life and order back to the land, through leading crusades of hunters to slay hundreds of Greatbeasts and heading immense agricultural works with support of the Registry. It seems that crops are finally returning, though it seems the land will likely never return to its former glory.

Some say that this province was the original Kingdom of Garmecus, though this knowledge has been lost to the sands of time.

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A glimpse of the docks at Vykhod.


Srednmalin Province is located further up the River Maline, upriver of the Ustyereki Province and downriver of the Rzeka Province. The Sredmalin Province consists of highland steppes in between the Hegelian mountain range and the Neoprovd mountain range, as well as part of the vast coniferous forests to the center of the country. To the east of the province lies the rocky cliffs and plateau mesas of the Tal Kheer Hills, an area settled by the nomadic Neyyik peoples and generally left alone by the Garmiccian Empire.

The Srednmalin Province produces an excellent rhubarb crop, along with many goat and Northern Cattle (a shaggy hairy breed of cow, smaller than the typical Gallian heifer) herds. Srednmalin also imports horses to the Emperor’s Province, and some say the best cavalry in the empire comes from this provice. Srednmalin has a culture that embraces horseback riding and archery, and a large target competition during the Feast of the Great Fire is one of the most popular events every year. The population of Srednmalin is around half a million, with the large city of Kazanmalin composing 100,000 of that. The remainder of the population are primarily herders and farmers, relatively poor, but generally good-spirited and easy going. Kazanmalin is a warm water port, and the city receives significant imports of grain from ships going up the River Maline.

The current ruler of Srednmalin Province is Duke Bataan Varruk, a Windborn known particularly for his half-Neyyik bloodline. Bataan was a Neyyik chief who pledged allegiance to Jeramiahde during the Civil War. The prior ruler, Ivan Loshan, had treated the Neyyik minority in the province poorly (taxing them more highly, as well forbidding movement through traditional grazing ranges), and Bataan seized the opportunity created by the chaos of the civil war to lead an popular uprising against him. Baron Loshan was executed in the city square personally by Duke Varruk, and the city fell under Imperial control for the remainder of the war. Varruk has been quite popular among both the Garmecus and Neyyik populations for his low taxes and brokering peace between more aggressive Neyyik tribes and settlers heading into the hills.

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Several Neyyik cavalrymen on steppe-horses. While primitive and backwards to our civilized standards, they are loyal subjects to the Emperor.


Rzeka Province is the centermost region of Garmiccia, located in between the Varian Hills and the Hegelian mountain range, at the source of the great River Maline. Rzeka has a population of approximately half a million, with roughly half of that residing in the great city of Pyrzan.

The city of Pyrzan was founded by Gallian settlers thousands of years prior to the emergence of the Garmiccian Empire, though it was renamed by Viscount Arcadeus Norn his victory over the Gallians in 1135, after he raised the First Great Cathedral of Pyrastar in praise after his victory. The city has been the religious heart of Garmiccia since then, with all bishops and arch-bishops of Pyrastar anointed and trained in Pyrzan. A notable feature of the Cathedral is the Everlasting Flame, a hearth which has been kept aflame and alive nonstop for over a thousand years.

The Rzeka province is primarily highland steppe, much like its neighbor to the West, producing similar resources. The Rzeka province also has several mining towns in the Hegelian mountain range, producing gold and rubies, many of which are inlaid in the walls of the Great Cathedral.

The current ruler of Rzeka Province is Fireborn Duke Janos Novak, former Archpriest of Pyrastar. Formerly, Rzeka Province was ruled by House Vodak. However, House Vodak chose to support Emperor Anatoli, whereas House Novak (a rival family in Pyrzan) threw their support behind Lord-General Jeramiahde. Both families were popular among the clergy that dominated the city politics, so the transfer of power was ultimately relatively peaceful once the city surrendered to approaching Imperial forces. In a surprising twist of fate, Istvan Vodak was spared and merely demoted, an unusual departure from protocol from Jeramiahde.

Common thought in scholarly circles is that Jeramiahde wished to avoid bloodshed in the city to avoid being denounced by the Patriarch of the Holy Helreskaffe Church in Garmiccia, which would have been a fatal blow to his legitimacy as a potential emperor. Regardless of whether these were his intentions, the peaceful transfer of Pyrzan was crucial towards uniting the remaining Northern provinces under his banner.

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A portrait of a priest of Pyrastar attending to the Everlasting Flame.


The Emperor’s Province, or the Fortress City of Schloersteen and surrounding territory, is the seat of power in the Garmiccian Empire. Located atop and around the greatest of the mountains (Terres Major), the city was constructed by the last remnants of the Gallian Empire in Garmiccia as a capital, over a thousand years ago. It is only fitting then that the Capital of Garmiccia, the (self-proclaimed) heir to the Gallian Empire resides here. Schloersteen is an impressive sight, with near-impenetrable walls and a keep that pierces the sky itself. The capital has a population of 500,000, the largest city in Garmiccia by far. The total population of the province is approximately 760,000, with the remainder of the populace being small cities established on the wayside of the two Ancient Roads leading to Schloersteen.

Needless to say, Schloersteen is incredibly wealthy, with a very high standard of living for the North, primarily due to the tribute that flows into the city every month and the high numbers of Spellborn and noble families that live in the Capital. The Imperial Army trains in this province, and a vast assortment of blacksmiths, gunsmiths, and armorers have sprung up in the area. As well as the other things that come with large numbers of soldiers, such as bars, brothels, and jousting halls.

The previous Emperor was Emperor Anatoli, replaced by his brother Jeramiahde. Anatoli attempted to reach too far with religious reforms and democratic ideals (infuriating the North provinces), whilst simultaneously raising taxes on the wealthy cities to the South. There was a relatively even split amongst the provinces, with the South backing Anatoli (primarily as a bid to their own independence). The rest, of course, is history.

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The front gate of Schloersteen, heavily guarded during both peace and war.


Vedma Province is the Northeasternmost province of Garmiccia, located on the coast of the Dawn Sea and to the east of the Hegelian and Zakaleny mountain ranges. Vedma Province has a small population, of approximately 300,000. The capital city is the cold water port of Zamorzha (population 124,000), located on the coast of the Dawn Sea. This city is a city under the iron fist of Duke Temnota, who rules with despotic force.

Most of the population lives as miserable serfs raking out subsistence farming in the tundra, with some residing in small villages (relatively overlooked in comparison) in the boreal taiga to the north of the province. Vedma Province primarily exports great hauls of fish and salted elk to Schloersteen. Additionally, the Privateer Fleets of the empire sail in and out from Zamorzha in the summer months of the year – it is a short trip to bring their ill-gotten riches to the capital, as well as the winter ice providing a deterrent to any ships without an Iceborn captain on board.

Zamorzha was previously ruled by Baron Johan Anton, who both opposed Jeramiahde vocally during the first few weeks of the coup and also died mysteriously and suddenly. Temnota was previously a Shockborn general in Jeramiahde’s forces, who requested the province as an award for his faithful service.

A feature of note in Vedma are ancient ruins from the old Gallian Empire to the far North, technically outside of the province’s borders. Recently, Temnota has funded several missions for brave warriors to wander into those arctic regions and return with artifacts or ancient runes, though nobody knows as to why.

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The frozen lands of Vedma.


The Kryuchok Province is located south of the cursed Ustyereki Province, and many of the peasantry from the Ustyereki Province migrated down to this one. The Kryuchok is relatively populous, with approximately 500,000 citizens, of which 65,000 reside in the capitol of Rybolov. The west of this province is a large coastal biome, with temperate rainforest to the west. This province’s climate is moderated by the ocean and does not typically have an extreme range of temperatures, staying from 40-70 degrees year-round.

The vast majority of the peasantry of this region are fishermen (in the west) and foresters (in the east). This region’s land is not suitable for large-scale farming, with the Kryuchok Peninsula being both very rocky and also perpetually rainy. However, cod, halibut, and salmon are commonly caught. Kryuchok does not import or export any substantial resources of note. It is a very self-reliant province, not giving or taking much from the Imperial government. The goddess Hydrata is worshipped extensively in this province, and the Cathedral of Hydrata is located in Rybolov.

Kryuchok is currently ruled by Duke Rufus Cemra, a fishing fleet magnate. Duke Cemra stayed neutral in the war, neither pledging support to Anatoli nor resistance to Jeramiahde. The province was almost entirely unaffected by the war, and Cemra hardly even comes to Council Meetings or abides by Imperial edicts at all. Cemra does not levy many taxes or force many levies, whilst also not offering governmental help to struggling settlements. Many Kryuchok settlers may not even know who their ruler is – or even care, for that matter. All that matters are the catch and the tide, as it has been for centuries.

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A view of the frigid and rocky coasts of Kryuchok.


The Sukhaya Province is located above the Neoprovd mountain range, spanning the vast dry inland in the midst of the mountains. Most of Sukhaya is a cold desert biome, as very little moisture makes it over the mountain range and into this inland territory. Completely landlocked and with few natural resources, Sukhaya has a population of less than 150,000. Most of said population (90,000) lives in the capital city of Sziklao, a major waypoint on the Orszag Road that delivers thousands of tonnage of wheat and gemstones to and from Schloesteen. Sziklao is a great terraced city, located in a peaceful and shaded mountain valley. The remainder of the population are primarily nomads and Neyyik hillmen, who are largely irrelevant in the eyes of the Empire. The most frequent occupations are miners, blacksmiths, factory workers, and merchants.

Sukhaya, despite its low population and dearth of natural resources, exports large amounts of iron, copper, tin, lead, and silver. The most popular gods are Terestark and Ferruoston, due to the high prevalence of blacksmiths and miners. The Cathedral of Terestark is hewn into a nearby mountain here, and many miners will pray to Terestark and make an offering of a lodestone before braving the depth, a time-honored tradition. Sziklao produces fine metal goods, from armor to doorknobs, exporting them down to the Southern provinces, who lack significant metal deposits. Sziklao is also a prime destination on the largest highway through the Neoprovd mountains. The city imports grain and other foodstuffs from up the Zagyva River and through the mountains. It has strong ties and relations to its sister city of Loscverg to the South, as any interruption of the trade route would immediately start a famine.

The governor of this province is Earthborn Baron Alajos Rezny, (former General of the Fourth Regiment) who replaced the slain lord Baron Miklos Sanyi. Baron Sanyi was a firm supporter of Emperor Anatoli, exporting weapons and iron to the fiercely resistant Southern Provinces. The campaign to unite the fractured South once more was largely unsuccessful until Siege of Sziklao in 1765 G.C.C, in which the city surrendered after a half year. Sanyi was slain whilst attempting to flee the city, cut down by furious citizens who had born the brunt of the struggle whilst he feasted in decadent chambers. Public opinion on Baron Rezny is largely indifferent. House Rezny originates from the Rzeka Province, and Alajos has struggled politically due to his lack of connections in the city. Baron Rezny spends most of his time resting on his laurels, feasting and ignoring the general populace. Due to his lack of lesser noble and industry magnate support, Rezny fears to rock the boat much one way or another.
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The frozen desert which composes most of Sukhaya Province, largely uninhabitable.


Hegyekoz Province is a small province located to the east of the Emperor’s Province, in the midst of the ends of the Hegelian and Neoprovd mountain ranges. Hegyekoz is mostly coniferous forest, with a slight bit of arid highlands to the west. This region is also relatively low in population, with approximately 200,000 citizens. Most are simple woodsmen or fur trappers, with little urban development. Even the capital, Pihenoz, is a simple city of a mere 30,000, with little features of note.

Little Hegyekoz is a largely irrelevant province, primarily known for its transport of goods in and out of the Emperor’s Province. Many imports to Garmiccia enter through the neighboring port capital of Karlovmir in Kereske, before travelling to Pihenoz and then up the road to Schloersteen.

Hegyekoz exports furs (beaver, squirrel, sables, silver fox, and Northern Rabbit). Hegyekoz is also known for its blueberries, currants, elderberries, and chestnuts. Many fine jellies are produced in this region. It imports fish and metals from its neighboring provinces. Hegyekoz enjoys relative stability due to its closeness to the Emperor’s Province – any regional issue can be quickly crushed by Imperial might. The current ruler is Wildborn Baron Denes Szorm. Baron Szorm remained neutral until the tide of the war swung in Jeramiahde’s direction, and then swiftly bent his knee and pledged allegiance. He was not punished for his indecision, and rumor has it that he covertly supported Jeramiahde, afraid to declare open allegiance and provoke his more powerful neighbors to the South.
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A Hegyeken fur trapper, most likely of Kerrish descent judging by the striped robes.


The Kereske Province is the Easternmost province of Garmiccia, located to the east of the Neoprovd mountains. The province is moderately sized, smaller than the sparsely populated provinces to the North, but larger than the city state provinces that sprung up on the banks of Zagyva River. With a decent population of 400,000, Kereske is a relevant power in the East, greatly overshadowing its neighbor Hegyekoz and the undeveloped Vedma province to the north. The capital city of Karlovmir is a very large port city, with a population of approximately 77,000. The people of Kereske are primarily farmers, fishermen, woodcutters, traders, and sailors, though there is a diverse spread of jobs and industries.

The Kereske Provice consists of coastal plains with moderate temperature due to the sea, as well as the rich temperate mixed forests. Kereske is blessed with arable land, able to grow oats, barley, wheat, and cereal rye near the coast. In the inland, the Kereske have access to many useful types of lumber, such as maple, poplar, elm, and pine. At sea, stocks of salmon, cod, and herring are present. Kereske has few natural ores or minerals, needing to export these from Morozov, Sukhaya or Loscverg.

Kereske is notable for its existence as an independent Kingdom until the year 1658 G.C.C. It was annexed by Emperor Aleksander Norn-Darekuth IV, Jeremiahde’s Great-Grandfather, though it was not a particularly violent annexation. Kereske is much closer to a client state than a legitimate historical province, and the Kerrish people reject most Imperial Edicts and pay the bare minimum of required tribute. They are insular and relatively xenophobic to the Garmecus settlers and merchants who have attempted to make inroads to their lands.

Duke-King Josip Tjesimir the Third is one in a long line of dynastic monarchical kings, though he is quite popular among the Kerrish for successfully staying out of the Civil War. During those troubled times, he successfully appeased the conquering Jeramiahde with tribute, whilst simultaneously preserving the relationships with their wealthy neighbors to the South by never truly pledging allegiance. This was a remarkable feat of diplomacy.

Kereske is also unique in that they separate Caelston and Pyrastar into two separate gods, having temples for both. Pyrastar is still reigned as the foremost and greatest of the gods, but Caelston is his twin, and both work together to form the warmth of the sun.
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A view of the city of Karlovmir.


The Kerrek Commonwealth is an agrarian area that rejected the initial annexation by Aleksander Norn-Daketh. The people’s hero, Yasatar the Noble Bandit, refused to bend the knee to conquering tyrants, and led a revolution against the Tjesimir ruling family. The notably foul-mouthed brigand with a heart of gold (rumored to have a magic sword, though this is a folk legend) introduced radical ideas about democracy and rule of the people to the South Kerrish, which have remained to this day. The People’s Commonwealth is the only fully democratic society in Elcresia, with elections being held every decade to decide nine parliamentary seats (based after the nine Gods of creation).

The Kerrek Commonwealth is located south of the Kereske Province and has very friendly relations, with the Kereske province being officially tasked to reign in these rebels but never actually sending any military forces down. The land is composed of fertile and temperate coastal plains, allowing for good harvests and all sorts of crops to be grown. The Kerrek people are very easy-going and freedom-loving, with a very communal sense of identity in their small nation-state. They export significant harvests of grain and cattle to their brothers in the North and their neighbors in the South, while importing metal, tools, and other material goods from the Zagyva River city-state provinces.

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A view of agrarian landscape of the Kerrek rebels.


North Maedkol is a province located South of the Neoprovd mountain range and on the coast of the Maedranurth Sea, after which the capital city of Maedkol was named. The city of Maedkol was founded by the Tyrnath Lord Kollaen Asgeir in 977 G.C.C, who conquered the Muryut tribal chieftains which previously occupied the area. The Maedkol territory extended from the southern border of the Kryuchuk Province to a few leagues north of the city of Yehlheim.

However, the territory of Maedkol was conquered by Arcadeus Norn, King of Garcemus and First Emperor of Garmiccia in 1135 G.C.C, signaling a closure to the war against Margnon and Yelhennei. Despite half a millennium under Garmiccian rule, the Tyrnath cultural roots are still very present and alive within the Maedkol provinces. The language spoken in Maedkol still has loan words from Old Tyrnâsh, adding further to the confusing linguistic patchwork of Garmiccia. Additionally, Maedkol clergymen adhere more closely to the teachings Holy Helreskaffen Church, frowning on the portrayal of Froenstia and Veridalia as malevolent. Of course, Maedkolians do not know a true Garmiccian weather, as their climate is moderated by the coast as well.

The population of North Maedkol is approximately 300,000, though nearly two thirds of that live in the capitol of Maedkol. The remainder of the province is rocky and craggy land unsuitable for farming, asides from some tracts to the East. North Maedkol also extends to the coniferous forest and mixed forest above and below the Heglians, so all types of lumber are available for the carpentry guilds in Maedkol. The citizens of Maedkol Province are typically craftsmen, fishermen, with a few woodsmen and farmers mixed in. Maedkolians are noticeably less pale than the Garcem people due to their Muryut/Tyrnathmen ancestry, with tanned skin and thick black hair.

Exceptional furniture is produced in Maedkol, a prime luxury good export of the city. Unlike the other port cities, Maedkol’s port does freeze over from time to time, due to some particular quirk of the inlet.

North Maedkol was the first front in the Reclamation War, and several battles were fought in this province, both on sea and at land. The previous ruler of the province, Waterborn Duke Bjorn Czarne, went down with his ship during a climactic battle with the Imperial Navy, and his successor surrendered to Jermaiahde shortly after. The province is currently ruled by Fireborn Arvid Einar, who was a minor noble who defected from Maedkol and fought for Jeramiahde. The Maedkolian populace is largely indifferent to the change of Emperors and simply grateful that the war is over, as they culturally identify much more strongly with their own province than the nations of Garmiccia or Yelhennei.

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A view from the docks of Maedkol. As you can see, Tyrnath cultural influence is clearly visible in the architecture of the city.


South Maedkol is a tiny province located to the south of North Maedkol on the banks of the Zagyva river. With a population of a mere 170,000, this province is largely irrelevant in the Southern provinces. Much like North Maedkol, South Maedkol is a coastal plain, though some land is suitable for very hardy crops, such as potatoes and legumes. South Maedkol also grows large amounts of cabbages, carrots, onions, and flax. Needless to say, most South Maedkolians are farmers, with some fishermen thrown in.

South Maedkol’s capital is the small town of Ziemniak on the banks of the Zagyva river, reaching a mere 30,000 residents. Interestingly enough, South Maedkol is the only province to extend south of the river, with a few small towns on the other side being firmly Maedkolian.

South Maedkol was the second to last to surrender to Jermiahde’s forces, not officially acknowledging him as Emperor until 1767 G.C.C. This is not due to any particular valor on the part of the Maedkolians – no Imperial forces ever entered South Maedkol. In fact, the only reason the province switched sides was because the war was essentially over, and the province did not wish to stand without Federal support or join Yelhennei. Duke Arne Johansen, known as Arne the Fat, is the only non-Spellborn Lord on the Council of Nobles. He does not attend any summons, sending representatives to agree with whatever North Maedkol states. There have been suggestions of merging North and South Maedkol, but the province was split in the late 1400s to keep the ruler of Maedkol from garnering enough power to consider rebelling against Garmiccian rule.

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A depiction of the small town of Ziemniak. It is largely irrelevant to our glorious Empire, truthfully.


Beczka Province is a Southern Province located to the east of the Maedkol Provinces, north of the Zagyva River, extending all the way up to the Neoprovd mountain range. Beczka Province has a population of roughly 240,000, most of which live in small towns along the riverbank, though some are in the forests as well. The capital city of Slodkie is a decently sized city of around 60,000, known for its exceptional breweries and alehouses. Slodkie is also known for the College of Przechowy, a renowned school which has produced many great tradesmen and scholars.

Beczka Province is located mostly in broadleaf forest, though the land near the river has been cleared to make way for farmland. Like the other mid-South provinces, Beczka province has very clear seasons, with frigid winters and cool summers. The land here is decent for farming, and Beczka grows legumes, potatoes, oats, and barley-wheat. Nobody, however, knows Beczka for the potatoes. Beczka Province is primarily known for its master brewers, meadmen, and ale makers. Large vinyards are grown in the forests, and this province has significant Grandbee populations (more akin to birds than insects with their size and ferocity), which create some of the finest honey in the land. Grandbeekeeping is dangerous, with enough stings being lethal, though experienced keepers rarely let such incidents occur. Some argue that the Grandbees are attracted to the Bluebell Flower, a certain flower that grows solely in this forest range.

Regardless, Beczka Province is a respectable province, though some of their orchards are still recovering from the devastation of the Reclaiming War. Natureborn Duke Piotr Kochani fought against Jeramiahde’s forces on the border between Beczka and Maedkol, though he was defeated and captured as a prisoner of war. Incredibly, he lived to tell the tale (and hold onto his council seat), a truly rare occurrence. Some claim that the Kochani Family has passed down a secret recipe that they would take to the grave, and the Emperor loves the sweet distilled beverage so much that he spared Piotr. Of course, this is local legend, and likely a falsehood – though…perhaps the legend is true.

Slodkie was spared due to surrendering promptly when the Emperor’s forces arrived, which has strained relations with their Vasovian neighbors. Though the citizens of Beczka preferred Anatoli, they are not truly opposed to Jeramiahde, with the implementation of the Spellborn Registry being especially popular.

Historically, Beczka Province was inhabited by a mixture of Yelh, Maedkol, Garcem, and Vasovian settlers. Beczka was founded by the Margraves of Yelhheim during the zenith of their power, (around 850 G.C.C) though it was later split between Maedkol and Vasovia in the late 1000s, before being conquered by Garmiccia in the expansionist conquests of the 1400s.

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A visual of two Priests of Pyrastar who have snuck up on a brewery owner, preparing to chastize him for his lack of donations.


Ciemny Province is located to the south of the Neoprovd mountains, sandwiched in between Becza and Sosklon, with Vasovia to the south. The border between Ciemny and West Vasovia is simply “where the forest begins”, a natural border that contracts and expands every year. Ciemny has a population of around 240,000, with the capital of Sekwoja located along the banks of the Zaygva. Sekwoja’s population is roughly 45,000 citizens. Most citizens are woodcutters, trappers, and hunters.

The geography of the region is almost entirely the mixed broadleaf forests beneath the Neoprovd. The natural resources of this region are redwoods, oak, pine, and fir trees. The thick woods also have large populations of wild boar and deer, making for good hunting. Dangerous large beasts reside in the woods nearest to the mountains, and these areas are virtually undeveloped. Smaller animals such as mink and beaver are also hunted for furs. The region has cool summers and frigid winters, much like its neighbors.

Ciemny is notable for its Giant Redwoods, which tower up towards the sky and scrape the heavens. The finest masts in Gaiaca are made from these mighty trees, though the Church of Veridalia requires that two be planted for every one felled, ensuring that the goddess’s gifts will remain for time immemorial.

The Healing Cathedral of Veridalia is located in the thick and dark forests of Ciemny, supposedly built in the boughs and branches of eight towering redwoods. The Cathedral is difficult to find, with some claiming that the temple itself turns away those with unsatisfactory or malevolent minds.

Historically, Ciemny was composed of trappers and settlers from the Kingdoms of Vasovia and Yelhennei. Most citizens of Ciemny are either the Vasovian, Yelh, or Garcem peoples, travelling away from the poor peasant farms to the South to make a better life for themselves. Ciemny is notably more pious than their neighbors to the South, with an established Helreskaffen school of theology located in Sekwoja, as well as the Grave of the Saints, a large stonework structure meant to honor the Abbot-Lords who brought order to these wild woods. Ciemny was never an independent state, formerly a province of Vasovia until it was conquered and partitioned in 14167.

In the south, Ciemny fought with their neighbors against Jeramiahde, though primarily through raids on supply convoys and guerilla warfare than any professional army. After the crushing defeats of the Loscverg and Sosklon armies, Ciemny officially surrendered, though there are still attacks on Imperial forces in the region until this day. The current ruler, Wildborn Duke Wojciech Jelen (prior General of the Seventh Battalion, conqueror of this province), is tasked with crushing these remaining Southern Rebels, though this is a fruitless endeavor, as the rebels melt into the woods at the slightest sign of retaliation. Some say that the previous ruler, Wildborn Duchess Ala Odwazny, who disappeared suddenly after the surrender, is still leading the freedom fighters of the Deepwood. Rumor has it that she seeks to slay Wojciech in revenge, a crusade blessed by the chaotic and unpredictable goddess of the wilds.

Image
The Cathedral of Veridalia, hidden in the depths of the woods.


Loscverg Provice, or the Gateway to the North, is a small provice nestled in the eastern Neoprovd mountains. The population is roughly 300,000, half of which reside in the massive capital city of Loscverg (after which the province was named). Loscverg is located at the headwaters of the Zagyva, and exports many goods down the river to both the provinces along the banks and the countries to the South. The people of Loscverg are majority Garmec, though there are a few of Vasovian and Yelh descent.

The Loscverg province is entirely mountainous, with freezing winters extending from September to late May. These lands are very cold year-round, with ice and snow a near permanent feature. When people speak of Garmiccians feeling warm in any temperature above freezing, this legend was likely born in Loscverg.

Loscverg is located around extremely rich ore deposits in the mountains, with a heavy presence of iron, coal, tin, lead, and silver. It exports these ores, as well as weapons and tools, whilst importing grain and other crops from the South. Much like its sister city of Sziklao to the North, Loscverg worships Ferruoston and Terestark with extreme reverence, though Pyrastar is also honored similarly. The Cathedral of Ferruoston is located in Loscverg, an ornate structure with fine gold and silver trimming and inlays, sculpted by many teams of Ironborn architects and craftsmen. Froenstia is particularly reviled in Loscverg, with there being no temples or even shrines in the region. Which, some argue, leads to even colder winters, an unfortunate feedback loop.

Loscverg was a small Yelhennien province located above the Nation of Vasovia from 945 G.C.C to 1135 G.C.C. Founded by the Metal Elemental abbot-lord Magda Scver of Yelhheim in 945 G.C.C, Loscverg was the furthest extent of the Yelhennien territory to the north for roughly two hundred years, a beacon of Yelhennien civilization amongst the barbarous northmen. This was short-lived, as Arcadeus Norn conquered the territory in 1135 G.C.C, cementing his newborn nation as a relevant and long-lasting power in the region.

Loscverg joined the South during the Reclamation War, though its defenders were crushed by the joint forces of the Second and Fourth Battalions after a year-long siege. The former lord, Ironborn Baron Jozef Miedz, was publicly executed after the city was captured to show the consequences of defying Jeramiahde. One would expect that this would drive massive resentment throughout the city to this day - however, the new lord, Earthborn Baron Ruslan Svyatopolk is relatively popular. Ruslan was an appointment from the current noble houses within the city, and Jeramiahde has left Loscverg mostly alone. If anything, the necessary tribute and taxes from Loscverg have decreased from Anatoli to Jeramiahde. Military scholars have oft theorized that Jeramiahde was afraid of dealing with civil unrest in this crucial passageway through the mountains, and did whatever was necessary to keep the wealthy classes indifferent to his rule.
Image
A depiction of the Cathedral of Ferrouston at Loscverg. As you can see, the Cathedral was erected by the ancient Gallian Empire, as such mastery of architectural techniques has been lost for millenia.


Sosklon Province is a small province located to the south of the Neoprovd mountain range and directly south of Loscverg, whilst sitting atop the northern borders of the Vasovian territories. With a population of 200,000, Sosklon Provice is often joked about as “Little Ciemny”, “South Loscverg”, and “North Vasovia” because of their lack of regional identity. Sosklon’s climate and geography is identical to that of Ciemny, a heavily wooded province with cold winters and cool summers.

Sosklon’s capitol is the small city of Mahon, located on the banks of the Zagyva. With a population of 45,000, it’s a relatively unremarkable city. Sosklon exports various lumber, though the land is more cleared than that of Ciemny, so cabbage, beetroot, and other legumes are grown here as well. Sosklon imports iron and luxury goods from their northern neighbor, Loscverg.

Sosklon has no distinct history, carved out by the administratively focused Emperor Yuri Norn-Vodak III. Emperor Yuri was focused on stabilizing the conquered land which his father brought into the empire, and was concerned about the Vasovian noble houses breaking away. To combat this, he divided up the remnants of Vasovia into separate provinces.

Frankly, Sosklon’s most notable features are its lack of features. The province is neither excessively rich or poor, struggling or prosperous, violent or peaceful. Sosklon is politically dominated by its more powerful neighbors, with Baron Tymon Wisnia being seen as somewhat of a lame duck. In the Reunification War, Sosklon was pressured by its neighbors into fielding an army, though it mustered weak and untrained peasant levies, most of which deserted quickly.
Image
Sosklon does not have a notable feature for our artists to record, so enjoy this ancient depiction of Yuri Norn-Vodak III.


The two Vasovia territories, the southernmost territories of Garmiccia, are simultaneously some of the most important territories, whilst also being the least “Garmiccian” territories of all.

West Vasovia is south of Ciemny and Sosklon, and located on the border of the Disputed Lands. The capitol, Jeczmien, is a massive city of 400,000, which lies on the bank of the Zagyva River. With a population of nearly a million citizens, West Vasovia is arguably the second most important state of Garmiccia, the “Southern Schloersteen”, though Emperor Jeramiahde is not fond of this nickname. West Vasovia is located in a temperate broadleaf forest biome, though most of the forest was cleared long ago. Unlike the coastal provinces, West Vasovia has very distinct cool summers and harsh winters, with a very clear beginning and end to the harvest season.

West Vasovia holds the most fertile and arable land in Garmiccia, with rich soil and extensive civil irrigation works along the banks of Zagyva. This has led to a massive relatively self-supporting population, as well as the introduction of factories and the advent of South Gallian industrialization taking place. Despite this advancement and population, though, West Vasovia is a struggling and unpleasant place to live, due to a multitude of factors.

In the latter half of the Civil War (the Reunification War), West Vasovia served as the final holdout to Jeramiahde’s rule, turning to Yelhennei for military assistance and supplies. Needless to say, this did not endear the Vasovian provinces to the remainder of Garmiccia, though the people of Vasovia do not seem to care about the opinion of the scruffy Northern barbarians. After an incredibly bloody and high-casualty battle at the plains surrounding Jeczmien, the city finally surrendered as the Third and Seventh Imperial Battalions marched through the city.

Even thirteen years after the last arrow was fired, tension still runs high in Jeczmien. The current governor, Ironborn Baron Eduard Ostrovsky, is an autocrat of Northern origin running essentially a police state. Imperial troops patrol the streets ceaselessly at night, and a curfew of 10 PM is strictly enforced. Even minor crimes such as petty theft and anti-Imperial speech are harshly punished with public floggings. However, the citizens of Jeczmien do not merely sit down and take this – there are frequent guerilla retaliations, police barracks being set alight, and riots in the streets.

This civil unrest is also on top of massive social stratification, with the gaps between the wealthy and the poor factory workers and farmers widening massively. A single bad harvest could lead to uncontrollable famine in the region, with the Imperial Government having little or no incentive to aid and abate the crisis.

Historically, the Kingdom of Vasovia lasted from 943 G.C.C to 1422 G.C.C, born from the Klast kings which Czibor the Great had armed during the years preceding 1919. The kingdom was toppled by the armies of Emperor Rurik Norn-Vodak II, during the expansionist conquests of the 1400s. However, it had undergone severe decline from 1200 G.C.C to 1300 G.C.C, due to local infighting and political squabbling, with the Maedkolians to the West and Kerrish Kingdom to the North making inroads and frequently plundering Vasovian settlements.

Image
The East Gate of Jeczmien, with the Zagvya River visible to the right.


East Vasovia is located east of West Vasovia and south of the Kerrek Commonwealth, having friendly relations with both. Another heavily populated state, East Vasovia consists of 600,000 citizens, a mix of the Garmecus people, Kerrish, and even Yelhenniens, though they are rapidly fleeing the province.

East Vasovia is mostly coastal plains, though the inland areas are much hillier than those of the Kerrek Commonwealth to the North. The weather is consistently between 40-70 degrees year-round, with the port capital of Siec Miaston never freezing. Siec Miaston has a population of approximately 230,000, making it the second largest city in the South. East Vasovia has natural resources of mackerel stocks from the Dawn Sea, as well as a massive peat bog in the cold wetlands near the Bay of Zatoka. This peat is commonly used for fuel and mulch, and bog iron is harvested as well. There are also deposits of natural oil in the earth, though there is little use for these asides from lamps. Most citizens are farmers, ranchers, fishermen, and sailors.

Unlike Jeczmien, Siec Miaston is currently not under autocratic rules. Waterborn Duke Ludomir Rozjem, appointed to the region after its surrender to Imperial Forces in 1765 G.C.C, is a local from a Minor House who negotiated the terms of surrender for the city, opening the gates to Siec Miaston after a crushing defeat in the Zyto Plains (in which the previous Duke was killed). As a local, he reigns with a gentle touch, preferring to control the populace through propaganda and quietly silencing dissent rather than the brutal measures taken in West Vasovia.

Image
A view of Siec Miaston from the coast.
Last edited by Lazarian on Tue Dec 01, 2020 12:47 pm, edited 21 times in total.

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Olthar
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Ex-Nation

Postby Olthar » Mon Dec 31, 2018 8:39 am

Posting 19 hours before the end of the year isn't something to brag about, Con. :p
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Olthar
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Ex-Nation

Postby Olthar » Mon Dec 31, 2018 9:25 am

Veridaelia covered the land in lush, viridian forests brimming with life, ...

Dammit. I better not get poisoned by a Weedle.

Others would spend the majority of their time in comas yet somehow manage to occasionally stagger their way back to the group for a few hours before slumbering for another epoch.

Ooh, shots fired.


I actually remembered more of the last RP than I thought I did.

... a Northemen maiden exemplifying the bustiness women in that part of the country were known for, hiding her head under a full ancient Galllian helmet, ...

I sure hope this isn't supposed to be some sort of mystery.


Cool. I'll make an app later. I have to take down my Christmas tree before my cats destroy it.
Last edited by Olthar on Mon Dec 31, 2018 9:26 am, edited 1 time in total.
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Constaniana
Postmaster of the Fleet
 
Posts: 25822
Founded: Mar 10, 2012
Democratic Socialists

Postby Constaniana » Mon Dec 31, 2018 10:00 am

Lazarian wrote:application!
Name: Katya Kuznetsov
Sex: Female
Age: 22
Appearance:
http://i63.tinypic.com/674kty.jpg
Katya is 5’2 and roughly 110 pounds, give or take. While not necessarily ugly, she is rather flat and boyish.
Element: Wind
Skills: Having grown up in the harsh Northernmost Shore of Garamiccia, Katya is many things. She’s a skilled duelist, having been taught fencing from an early age by her father. She also has experience in fishing and sailing, and loves the harsh winds of the seas. Additionally, Katya is a middling hunter - mildly proficient with a bow.
Personality: Katya is generally a woman of few words, leaning towards more cold and detached rather than bubbly and friendly. This isn’t to say she’s naturally unkind - she’s very kind and warm to her retinue and few friends at home. However, in a foreign land, sent on a mission by her father, she’s more than a little withdrawn.
Weaknesses: Katya is stubborn to a fault, having extreme difficulty in bowing to others and losing. Despite this, she has very little confidence in herself and her abilities, and is easily upset.
Equipment, if any: Clothes, a dark blue cloak, thick winter boots, a set of plate armor (sans helmet), a diary, a bow and arrows, a rapier, battleaxe, kite shield, a few spell scrolls, and a large pack containing a tent and a fire-starter.
Bio: Katya is the second child of Baron Kuznetsov, a fearsome Metal Elemental warlord and harsh father. Katya’s mother died in childbirth, and Baron Kuznetsov refuses to speak about her to Katya at any point. Disappointed in the lack of an additional male heir to his lineage, and distraught over the loss of his beloved wife, the Baron regarded Katya poorly, and ignored her for the majority of her early childhood, leaving her under the care of nurses and tutors. However, upon the tragic death of her older brother Ivan in a “dueling accident” with Baron Kuznetsov when Katya was 7, the Baron turned his focus to his sole remaining heir. In a complete change of lifestyle, the Baron took Katya from the gentle nurses and raised her as a son and a potential prince. Gone was learning music and history - replaced by brutal fencing bouts and exhausting physical training. Upon Katya turning 18, the Baron remarried to another woman from the Northerner nobility, and had a legitimate son. He instantly dropped Katya to the side, forgotten again, focusing on his authentic heir. Needless to say, Katya was extremely bitter, and threw herself into her studies and practices, swearing that she would one day impress her father. This, sadly, would never come to fruition. Her father attempted to marry her to other nobles - however, she scornfully rejected every single one, challenging many to duels and brutally beating the potential lovers into the dirt. Increasingly frustrated at his rebellious and openly unruly daughter, the Baron demanded that she leave Garamiccia and depart to the U.G.F with a small retinue of his soldiers to make something of herself, and to do SOMETHING useful for his fiefdom.
RP Sample: EH was a while ago but I have some good ones up in there

Accepted!
Olthar wrote:
Veridaelia covered the land in lush, viridian forests brimming with life, ...

Dammit. I better not get poisoned by a Weedle.

Others would spend the majority of their time in comas yet somehow manage to occasionally stagger their way back to the group for a few hours before slumbering for another epoch.

Ooh, shots fired.


I actually remembered more of the last RP than I thought I did.

... a Northemen maiden exemplifying the bustiness women in that part of the country were known for, hiding her head under a full ancient Galllian helmet, ...

I sure hope this isn't supposed to be some sort of mystery.


Cool. I'll make an app later. I have to take down my Christmas tree before my cats destroy it.

:lol: I figured you'd be able to guess it, but the characters can't.
Join Elementals 3, one of P2TM's oldest high fantasy roleplays, full of adventure, humour, and saving the world. Winner of the Best High Fantasy RP of P2TM twice in a row Choo Choo
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Ameriganastan wrote:I work hard to think of those ludicrous Eric adventure stories, but I don't think I'd have come up with rescuing a three armed alchemist from goblin-monkeys in a million years.

Kudos.

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Rupudska
Postmaster of the Fleet
 
Posts: 20698
Founded: Sep 16, 2010
Scandinavian Liberal Paradise

Postby Rupudska » Mon Dec 31, 2018 10:28 am

This is fake. This is fake and you are a bot, this is not a real OOC.
The Holy Roman Empire of Karlsland (MT/FanT & FT/FanT)
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Best thread ever.
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On Karlsland Witch Doctrine:
Hladgos wrote:Scantly clad women, more like tanks
seem to be blowing up everyones banks
with airstrikes from girls with wings to their knees
which show a bit more than just their panties

Questers wrote:
Rupudska wrote:So do you fight with AK-47s or something even more primitive? Since I doubt any economy could reasonably sustain itself that way.
Presumably they use advanced technology like STRIKE WITCHES

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Ameriganastan
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Iron Fist Consumerists

Postby Ameriganastan » Mon Dec 31, 2018 11:01 am

I do like how the thong got a mention in the recap.
The Incompetent Critic
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Force of nature.
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Tsundere Ameri.
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Ameri does the impossible.
Fire the Ameri.
Sinovet wrote:Ameri's like Honey badger. He don't give a fuck.

Krazakistan wrote: He is a force of negativity for the sake of negativity

Onocarcass wrote:Trying to change Ameri, is like trying to drag a 2 ton block of lead with your d**k.

Immoren wrote:When Ameri says something is shit it's good and when Ameri says some thing is good it's great. *nods*

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Constaniana
Postmaster of the Fleet
 
Posts: 25822
Founded: Mar 10, 2012
Democratic Socialists

Postby Constaniana » Mon Dec 31, 2018 11:09 am

Rupudska wrote:This is fake. This is fake and you are a bot, this is not a real OOC.

Now follow this garbled Hindi link for real pirated films!
Ameriganastan wrote:I do like how the thong got a mention in the recap.

It shows that I care. :p
Join Elementals 3, one of P2TM's oldest high fantasy roleplays, full of adventure, humour, and saving the world. Winner of the Best High Fantasy RP of P2TM twice in a row Choo Choo
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Ameriganastan wrote:I work hard to think of those ludicrous Eric adventure stories, but I don't think I'd have come up with rescuing a three armed alchemist from goblin-monkeys in a million years.

Kudos.

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Ameriganastan
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Posts: 52664
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Iron Fist Consumerists

Postby Ameriganastan » Mon Dec 31, 2018 11:49 am

...Okay, I suck at math. How long has it been since part 2?
The Incompetent Critic
DENVER BRONCOS fan
Eric Lumen: Ultimate Chad
Force of nature.
The Ameri Train.
The Ameri song
Tsundere Ameri.
HulkAmeri
Ameri goes to court.
Universal Constant
Edward Richtofen wrote:Ameri's so tough that he criticized an Insane Asylum and was promptly let out

Ameri does the impossible.
Fire the Ameri.
Sinovet wrote:Ameri's like Honey badger. He don't give a fuck.

Krazakistan wrote: He is a force of negativity for the sake of negativity

Onocarcass wrote:Trying to change Ameri, is like trying to drag a 2 ton block of lead with your d**k.

Immoren wrote:When Ameri says something is shit it's good and when Ameri says some thing is good it's great. *nods*

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Olthar
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Posts: 59474
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Ex-Nation

Postby Olthar » Mon Dec 31, 2018 12:12 pm

Name: Gwendolynn "Gwen" Letholdus
Sex: Boobs
Age: 29
Appearance:
Image
Element: Lightning
Skills: Martial combat with a variety of weapons, military tactics, equestrianism, novice smithing and repair, farming, sewing, cooking
Personality: Before the war, Gwen was fierce, passionate, and good-humored. She was a happy-go-lucky kind of gal and greeted every day with a smile. Her greatest attribute, however, was her unwavering loyalty and dedication to her family, her friends, her town, and her nation. She felt that the most honorable and moral thing a person could be was loyal. However, the war changed her dramatically, and she is now quiet, melancholic, and lonely.
Weaknesses: Gwen's greatest weakness is apathy. Her worldview was shattered, and she no longer knows what's right or wrong. So, she often chooses to do nothing at all. She's also never been good at dueling lefties, and she's terrified of mice.
Equipment: Shortbow w/ arrows, arming sword, axe, buckler shield, gambeson armor, silver locket, travel pack w/ bedroll

Bio: Gwen was born on a decently sized farm in the southern reaches of the UGF. She was the youngest daughter of five, so her parents didn't pressure her as much as they did her sisters. Two had already been married by the time she was born. She was, however, her mother's favorite child, and the two spent a lot of time together cooking, cleaning, and taking care of the animals. As she got older, and her other two sisters were married off, Gwen stayed on the farm to care for her aging parents. She learned more about the farm work and how to grow, harvest, and rotate crops, and she figured she'd just live there her entire life. The farm may have been promised to her brother, and the family's only son, but she was the one actually running the place. However, that was not to be the case.

When the war broke out between the UGF and the northern territories, Gwen rushed to join the battle and honorably serve her nation. She had known for years that she was a lightning elemental, but that power was never particularly useful on a farm. As well, her father hated the elementals, so she was forced to hide it from him. Joining the army, though, gave her an opportunity to explore that side of herself while serving her country and fighting the good fight.

Though she started out as a lowly foot soldier, Gwen had a natural talent for fighting and quickly rose through the ranks, receiving many battlefield promotions, eventually even earning a title of knighthood for her service. However, as the war progressed, Gwen began to doubt herself. She grew sick of all the death, both those of her comrades and those she inflicted. In addition, she, like everyone, heard the rumors of a force of light siding with the enemy, and she began to question whether she was truly on the right side. Right at the end of the war, Gwen was tasked with leading her troops to reinforce the soldiers at Champion Field, but the night before they set out, she fled. She had finally had enough of the fighting and simply abandoned her men.

Gwen knew that she could never return home as deserting was a serious crime warranting execution. She also could not go to the new Commonwealth as she had built up quite a reputation on the battlefield and figured they would not be so happy to give her shelter. Thus, she began wandering the land, hiding her identity from everyone.

Theme Song: Stairway to Heaven
RP Sample: Link
Last edited by Olthar on Sun Jan 13, 2019 9:45 pm, edited 1 time in total.
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Hanafuridake
Negotiator
 
Posts: 5532
Founded: Sep 09, 2018
Ex-Nation

Postby Hanafuridake » Mon Dec 31, 2018 12:50 pm

Name: Fumiko Hanafuridake​
Sex: ♀
Age: 18
Appearance:
Image
Element: Fire
Skills: Archery, poetry, and fencing
Personality: cold and distant, a life in the imperial palace shielded from the responsibilities that attended her ancestors has made her fragile and indulgent. Despite her selfishness about her current situation, Fumi is mostly free of ill-will toward others and can exercise disinterested charity if it is within her means. Her naiveté from only playing board games and reading military classics hampers her ability to understand actual fighting.
Weaknesses: Spoiled, naive, and short-sighted
Equipment, if any: Kabuto, bow, and hakama
Bio: born on a faraway continent as the firstborn daughter of the shogun, Fumi was made the heir, and after her mother died, succeeded to the throne as the seven year old “Barbarian-expelling generalissimo.” until she came of age, power was to be held in the hands of her relatives who served as her regent. Incompetent and corrupt, the relatives failed to pacify rival clans, and eventually caused a civil war that lead to Fumi's palace being burnt to the ground, and herself having to flee the country to avoid being beheaded as a rebel. She has wandered from continent-to-continent, trying to gain a mass following or patronage for troops to take back her home. After three years of being rejected, she has settled on living in exile in Gallia. She spends her time composing poetry and playing shōgi with her few retainers, who no longer respect her.
Theme Song (Optional): Fumi's theme
RP Sample: なーなんだこれ!!!?
Nation name in proper language: 花降岳|पुष्पद्वीप
Theravada Buddhist
李贽 wrote:There is nothing difficult about becoming a sage, and nothing false about transcending the world of appearances.
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Zarkenis Ultima
Post Czar
 
Posts: 43662
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Dec 31, 2018 1:16 pm

the wisecracking sage Eric Lumen


:rofl:

Good to see this is finally up though, I'll put up an app today or tomorrow hopefully. Do you mind if I edit the earliest parts of Tristan's story? To be completely honest they were kind of trashy, even if I like how the character turned out :P
Last edited by Zarkenis Ultima on Mon Dec 31, 2018 1:17 pm, edited 1 time in total.
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Olthar
Khan of Spam
 
Posts: 59474
Founded: Jun 23, 2010
Ex-Nation

Postby Olthar » Mon Dec 31, 2018 1:34 pm

Lazarian wrote:Katya is the second child of Baron Kuznetsov, a fearsome Metal Elemental warlord and harsh father.
Hanafuridake wrote:born on a faraway continent as the firstborn daughter of the shogun, Fumi was made the heir, and after her mother died, succeeded to the throne as the seven year old “Barbarian-expelling generalissimo.”

What's with all these nobles? I sense some Mary Sues.
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Zarkenis Ultima
Post Czar
 
Posts: 43662
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Dec 31, 2018 1:40 pm

Ameriganastan wrote:...Okay, I suck at math. How long has it been since part 2?


One of Const's TGs said this is set three years after the end of the previous one.
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Ameriganastan
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Founded: Jul 01, 2008
Iron Fist Consumerists

Postby Ameriganastan » Mon Dec 31, 2018 1:43 pm

Zarkenis Ultima wrote:
Ameriganastan wrote:...Okay, I suck at math. How long has it been since part 2?


One of Const's TGs said this is set three years after the end of the previous one.

So Eric is...61 now. Boy, he's getting long in the tooth for adventuring.
The Incompetent Critic
DENVER BRONCOS fan
Eric Lumen: Ultimate Chad
Force of nature.
The Ameri Train.
The Ameri song
Tsundere Ameri.
HulkAmeri
Ameri goes to court.
Universal Constant
Edward Richtofen wrote:Ameri's so tough that he criticized an Insane Asylum and was promptly let out

Ameri does the impossible.
Fire the Ameri.
Sinovet wrote:Ameri's like Honey badger. He don't give a fuck.

Krazakistan wrote: He is a force of negativity for the sake of negativity

Onocarcass wrote:Trying to change Ameri, is like trying to drag a 2 ton block of lead with your d**k.

Immoren wrote:When Ameri says something is shit it's good and when Ameri says some thing is good it's great. *nods*

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Lazarian
Minister
 
Posts: 2039
Founded: Jul 14, 2013
Capitalist Paradise

Postby Lazarian » Mon Dec 31, 2018 2:22 pm

Olthar wrote:
Lazarian wrote:Katya is the second child of Baron Kuznetsov, a fearsome Metal Elemental warlord and harsh father.
Hanafuridake wrote:born on a faraway continent as the firstborn daughter of the shogun, Fumi was made the heir, and after her mother died, succeeded to the throne as the seven year old “Barbarian-expelling generalissimo.”

What's with all these nobles? I sense some Mary Sues.

I mean, Const said that Elemental powers were passed down by blood, with them getting diluted by crossbreeding. It'd be at least a little unusual, if they cropped up in a random peasant.
Last edited by Lazarian on Mon Dec 31, 2018 2:35 pm, edited 1 time in total.

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Ameriganastan
Khan of Spam
 
Posts: 52664
Founded: Jul 01, 2008
Iron Fist Consumerists

Postby Ameriganastan » Mon Dec 31, 2018 2:41 pm

Name: Eric Lumen

Sex: Male

Age: 61

Appearance: Yo.

Skills: Decades of swordsmanship and fighting.

Personality: Loud mouthed and lacking any pretense of subtlety, shame or care of how much his many stories will haunt peoples dreams.

Weaknesses: His age. Now in his 60's, his ever present knee injury is one good battle from shattering like a dinner plate.

Equipment, if any: His armor, his near bottomless fanny pack of wonder and Belle Lame, his ever present (And slightly nagging) sentient sword.

Bio: You probably know the many stories of Eric Lumen. At least you should, if you were the reading sort and picked up a copy of The Many Exciting Quests of Eric Lumen: Adventurer: Vol. 1. Described by many literary critics as "A haunting tome of various things that can fit in various orifices". He's still working on Vol. 2. Anyway, a former solider of Gaiaca, Eric spent 15 years walking to every corner of the continent. Siring untold numbers of bastard children he still doesn't know of, getting a discount named after him in every whorehouse across the land and generally doing whatever he pleased. When he traveled with a gypsy caravan for a time, the resident fortune teller foretold that he would "Rise next to a boy with fires fury, and a girl of the winds grace". One nap on a hillside later, he did just that. And found himself traveling with the Elementals on their little quest. Telling stories, fighting monsters, spitting goo monsters into flasks. That sort of thing. The battle of Fair Hills was the last time he'd see them for some time. He and a psychotic child (Who ran away after about a month of his training) were dumped on a mountainside. Thankfully the mountainside with a nearby monastery so they didn't freeze to death. Eric intended to seek out his friends. But the world is a big place. And the war made things ever more complicated. So Eric returned to his hedonistic travels, avoiding getting wrapped up in the fighting and hoping he'll run across them again someday.

Theme Song (Optional): "The Wanderer"


Name: Belle Lame

Sex: Female

Age: At least 900 (As that's when she was imprisoned in the sword)

Appearance: The long blue thing in his hand.

Skills: Her Angellic powers heal those she chooses (Which is how her old fossil of a wielder is still kicking like he does)

Personality: Slightly nagging, and continually exasperated by the idiot who holds her.

Weaknesses: She's a sword. Not exactly the most mobile of things.

Equipment, if any: She is equipment.

Bio: 900 years ago, an ambitious (or foolhardy) king sought the power of the heavens to tip the scales of a war in his favor. His most powerful sorcerers and wizards gathered together to crack the very boundaries of the heavenly plane. But even with all their combined magic, they could only trap one unlucky Angelle, and sealed her essence inside a blade. Let's just say the various Gods and Goddesses weren't happy about some cocky mortals poking in their domain. The long forgotten kingdom got it from all sides. The Gods themselves raining fire, water and general wrath upon them. The kingdom was destroyed in a night, and the sword washed away in the water. She traded hands with various wielders over time. Bandits, kings, generals, that one circus clown. A wounded soldier held her 300 years ago. Wounded and far from home, he stumbled into an old tower and perished, leaving her to sit there for a few centuries. With not much else to do, she slept, her powers slowly regrowing in her slumber. About 17 years ago, a retired soldier slept in that same tower. And was the first to hear her voice in almost a millennia. They've been bickering companions ever since.
Last edited by Ameriganastan on Mon Dec 31, 2018 2:45 pm, edited 2 times in total.
The Incompetent Critic
DENVER BRONCOS fan
Eric Lumen: Ultimate Chad
Force of nature.
The Ameri Train.
The Ameri song
Tsundere Ameri.
HulkAmeri
Ameri goes to court.
Universal Constant
Edward Richtofen wrote:Ameri's so tough that he criticized an Insane Asylum and was promptly let out

Ameri does the impossible.
Fire the Ameri.
Sinovet wrote:Ameri's like Honey badger. He don't give a fuck.

Krazakistan wrote: He is a force of negativity for the sake of negativity

Onocarcass wrote:Trying to change Ameri, is like trying to drag a 2 ton block of lead with your d**k.

Immoren wrote:When Ameri says something is shit it's good and when Ameri says some thing is good it's great. *nods*

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Zarkenis Ultima
Post Czar
 
Posts: 43662
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Dec 31, 2018 2:48 pm

So Belle Lame didn't regain her body after all?
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Hanafuridake
Negotiator
 
Posts: 5532
Founded: Sep 09, 2018
Ex-Nation

Postby Hanafuridake » Mon Dec 31, 2018 2:48 pm

Olthar wrote:
Lazarian wrote:Katya is the second child of Baron Kuznetsov, a fearsome Metal Elemental warlord and harsh father.
Hanafuridake wrote:born on a faraway continent as the firstborn daughter of the shogun, Fumi was made the heir, and after her mother died, succeeded to the throne as the seven year old “Barbarian-expelling generalissimo.”

What's with all these nobles? I sense some Mary Sues.


I'll leave the matter to Con's discretion, but I don't feel that our characters being aristocrats make them Mary Sues. Fumi is indolent, naive, and pretty much what you'd expect from a child being told that they're rightful ruler of a country without ever having to work for praise or reward. You can blame me for making her nobility on reading too many Heian novels, and not a desire to make her a perfect princess who has absolutely no flaws or character.
Nation name in proper language: 花降岳|पुष्पद्वीप
Theravada Buddhist
李贽 wrote:There is nothing difficult about becoming a sage, and nothing false about transcending the world of appearances.
Suriyanakhon's alt, finally found my old account's password

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Ameriganastan
Khan of Spam
 
Posts: 52664
Founded: Jul 01, 2008
Iron Fist Consumerists

Postby Ameriganastan » Mon Dec 31, 2018 2:50 pm

Zarkenis Ultima wrote:So Belle Lame didn't regain her body after all?

You'll see...
The Incompetent Critic
DENVER BRONCOS fan
Eric Lumen: Ultimate Chad
Force of nature.
The Ameri Train.
The Ameri song
Tsundere Ameri.
HulkAmeri
Ameri goes to court.
Universal Constant
Edward Richtofen wrote:Ameri's so tough that he criticized an Insane Asylum and was promptly let out

Ameri does the impossible.
Fire the Ameri.
Sinovet wrote:Ameri's like Honey badger. He don't give a fuck.

Krazakistan wrote: He is a force of negativity for the sake of negativity

Onocarcass wrote:Trying to change Ameri, is like trying to drag a 2 ton block of lead with your d**k.

Immoren wrote:When Ameri says something is shit it's good and when Ameri says some thing is good it's great. *nods*

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Hanafuridake
Negotiator
 
Posts: 5532
Founded: Sep 09, 2018
Ex-Nation

Postby Hanafuridake » Mon Dec 31, 2018 2:51 pm

Zarkenis Ultima wrote:So Belle Lame didn't regain her body after all?


It's probably for the best. Who knows what kind of animesque shenanigans that would happen between her and Eric.
Last edited by Hanafuridake on Mon Dec 31, 2018 2:52 pm, edited 1 time in total.
Nation name in proper language: 花降岳|पुष्पद्वीप
Theravada Buddhist
李贽 wrote:There is nothing difficult about becoming a sage, and nothing false about transcending the world of appearances.
Suriyanakhon's alt, finally found my old account's password

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Zarkenis Ultima
Post Czar
 
Posts: 43662
Founded: Feb 22, 2011
Democratic Socialists

Postby Zarkenis Ultima » Mon Dec 31, 2018 2:58 pm

Ameriganastan wrote:
Zarkenis Ultima wrote:So Belle Lame didn't regain her body after all?

You'll see...


Bah, you and your suspense :P

Hanafuridake wrote:
Zarkenis Ultima wrote:So Belle Lame didn't regain her body after all?


It's probably for the best. Who knows what kind of animesque shenanigans that would happen between her and Eric.


Not like animesque shenanigans are out of place here anyway -nods-
Hello! I'm your friendly neighborhood roleplayer cat. If you need any help, send me a TG and I'll see what I can do!
P2TM Community Discussion Thread

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