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The Seventh Age: For Gods and Gold (Fanatasy Faction RP/OOC)

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North America Inc
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The Seventh Age: For Gods and Gold (Fanatasy Faction RP/OOC)

Postby North America Inc » Sun Apr 26, 2020 8:13 pm

The Seventh Age: For Gods and Gold

Theme


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



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


IC| ARCHIVE | OOC |Map | Discord




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


National Roster
1. North America Inc
2. Tysklandia as The Dumarion Concordat
3. The National Dominion of Hungary as The Kingdom of Valmange
4. Kaledoria as the Tir Ildathach
5. Ralnis as the Solar Empire
6. Laiakia as The City-State of Asmodeus
7. Kantani Civilisation as The Iladóliel Protectorate
8. Aidannadia as the Chekov Cartel
9. Finland SSR as the Principality of Moyotaifa
10.
11.
12.
13.


Character Roster
1.
2.
3.





Introduction

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

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

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

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

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


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

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

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

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

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

North America Inc





Gameplay

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


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

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

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

Frequently Asked Questions:

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


Applications:
Code: Select all
[Table][/td][align=center][img]National Flag/Emblem[/img][/align]
[b]Nation Name:[/b]
[b]Racial Makeup:[/b]
[b]Leader:[/b]
[hr][/hr]
[floatright][img]Map Location[/img][/floatright][b]Cultural Description:[/b]
[b]Diplomatic Description:[/b]
[b]Background:[/b]
[box][b]Population:[/b]
[b]Economics Explained:[/b]
[b]Cities Explained:[/b]
[b]Military:[/b][/box]
[b]RP EXAMPLE:[/b]
[b]Questions:[/b][/td][/table]

Code: Select all
[td][Table][b]Character Name:[/b]
[b]Title:[/b]
[b]Species:[/b]
[b]Gender:[/b]
[b]Age:[/b]
[b]Appearance:[/b][floatright][img]Place Picture Here[/img][/floatright]
[b]Personality:[/b]
[b]Biography:[/b]
[b]Abilities:[/b]
[hr][/hr]
[b]RP History:[/b][/Table][/td]
Last edited by North America Inc on Mon May 25, 2020 9:21 am, edited 10 times in total.

User avatar
North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Sun Apr 26, 2020 8:13 pm

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Racial Map Expanded

1. Eldar- Baby Blue
2. Elves- Light Green
3. Elf Kin- Dark Blue
4. Drow- Violet
5. Vampires- Crimson Red
6. Dwarves- Yellow
7. Dragonborn- Bright Red
8. Nagini- Dark Green
9. Florians- Bright Pink

(Note: If its still green in the Old World, it's covered in humans. In addition, in colored Old World tiles, humans are most likely the largest minority).


The Major Races of Tellus


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

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

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

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

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

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


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

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

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


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

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

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

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

Variants

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

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

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

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

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

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


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

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

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

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


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

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

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

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

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


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

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

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

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

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


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

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

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

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

It is entirely possible that in subsequent generations that the Nagini will replace the Dragonborn as the dominant race on the Continent. For however slow technology is, it still moves ever forward. Even new advances dulls the physical advantages of their Dragon-lords, and so the Nagini will stand back and wait it out for said opportunity to rise.
Last edited by North America Inc on Mon Apr 27, 2020 3:12 pm, edited 2 times in total.

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Postby North America Inc » Sun Apr 26, 2020 8:14 pm

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The World and its Mechanics
"In the Beginning, there was nothing, And the worlds were not of form..." The First Chronicle of Principium 1:01-2


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

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

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



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

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


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

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


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


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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

(click right to left)



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

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

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

From what can be documented from 金国, innate casting is very limited in what it can actually accomplish. A person who only controls fire will be able to master than one skill over their entire lives, yet they will not be able to heal a wound or evoke an illusion like external users of magic. This supports the theory that innate users draw from their own constitution, which is why their spells weaken in effects due to dehydration, exhaustion, and starvation.

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Postby North America Inc » Sun Apr 26, 2020 8:14 pm

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Geography of Tellus

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

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

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

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

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

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

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

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

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

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

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

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

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

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




The Seas of Tellus
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The 中海洋 or
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Last edited by North America Inc on Sun Apr 26, 2020 8:17 pm, edited 1 time in total.

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Postby North America Inc » Sun Apr 26, 2020 8:15 pm

The State of the World




Ages of Tellus


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

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

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

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


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




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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Even the City States soon broke apart and went back to their own petty wars, but not for long. The Etrusian Empire arose and over the decades, Incorporated each of the cities' (including Volantia) into its reach. Go forward several centuries and you would see most of Vanxiron's land and other regions incorporated into this human empire. Yet it was not their cultural they spread, it was the Eldarian States. Vanxiron's spread throughout the new world exported their customs and religion throughout the three continents; this new cultural rebirth would very much shape the world, even today. The Etrusian Empire that came after would last for several centuries, cementing their culture into through much of the same way as Vanxiron.
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(Rebah portrayed in Seventh Age Attire, a common artistic trope of the age.)
Era:The Fifth Age

Following the Death of Vanxiron and the Defeat at Oxus Valley, much of his Empire was in disarray; remnants of his army returned to Nekiah, his generals unaware of how to proceed. Vanxiron had a child but it was a son to a Nehkiahite Elven mistress, a bastard. This son, no more than four, was also just one of the two claimants. His father, King Vanx, belong to the Venolor Dynasty, a powerful name that brought respect even before the war. Despite his bastard heritage, Vanxiron had legitimized himself, establishing a precedent for his son. This despite the fact that Vanxiron tacitly avoided such connections with his name, arrogant declaration of his own individuality. His oldest legitimate sister, Juventas, did not have such reservations, and so used her surname to declare herself First Citizen after the Remnant Army regrouped at the conquered Dwarven Fortress of Licaea. The Mistress of Volantis, Vanxiron's Mother, likewise, called forth her grandson to the Capital in order to support her continued claim of Queen Regent until the young boy was of age. Once both heard of the other's plot, each began various preparations for war. Yet Juventas knew she was at a disadvantage; despite the harrowing tales of her fighting alongside her brother, the Mistress' had the son. After weeks of contemplation, Juventas traveled to Volantis alone and bent the knee.

Juventas returned to her husband Ruvan (son of her confidant and legendary general Ritar Rexiron) in Uongozi where the two ruled as de-facto warlords. The Boy King, on the other hand, never ruled a day in his life; his grandmother instead ruled from the shadows. A weak and feeble man, he spent his days throwing lavish parties as his empire fell apart around him. He lived for eighty years, seventy five of those under his grandmother; he drank himself to death with barrels of expensive Duranguense wine. He at least gave the Empire two daughters, although the youngest died in childbirth during the birth of her son Alrol. The Oldest, Raedatta, saw and understood the rampant decline of the Empire and tried to make amends with a series of expensive infrastructure projects, none of which she saw completed. One day, without warning, the Queen died. No one knows why, yet many suspected poison as the Queen complained of frequent headaches in her final days. In reality, it was a cerebral anyeurism. The nobles of Volantia looked towards Alrol, the closest living heir, and declared him the next First Citizen.

The sudden death of the young Queen and the rise of another Boy King, greatly angered Rebah Rexiron, the daughter of Juventas. Incredibly intelligent and a gifted strategist, Rebah correctly predicted that the Empire would collapse irrevocably should Alrol's ascension occur; she believed it was her anointed today to prevent this. With her parent's blessing, she marshaled her forces and declared her claim. She was the first cousin (once removed) of the former Queen, compared to Alrol's nephew connection.

While in theory the Eldarian Empire existed as a single entity, in reality, the Empire had broken apart into several different states ruled by local warlords. Unlike Alrol and the ruling nobles, Rebah had traveled extensively throughout Eden and had personally met many of these ruling families. This connection would prove invaluable as these regions to sided with her claim; by the end of the year, Lia Minor and Eastern Eden were hers. She declared Licaea as her capital. Volantia and the surrounding cities' raised their armies and sailed across the Tiberian to meet her, hoping that a quick and overwhelming victory against her would bring the the other states to heel. Meeting at the Valley of Megiddo, Rebah proved herself her as Vanxiron's Niece.

Marching in an Echelon Formation, Rebah stood in the center with her Eldarian Infantry, the rear made up of Elven and Elf Kin Calvary. The Royal Army was compromised of traditional Eldarian Phalanx Units and outfitted with Human Calvary. Rebah had cleverly positioned herself to the Eastern side of the Valley, ensuring that not only was the Royal Army met with the rising Sun of the West but also the sandy winds of the Susiana Deserts. The incompetent general of the Royal Army had reinforced his lines with extra width, hoping that a rectangular formation would be able to collapse the enemy central line. As the two met in battle, the general incorrectly posited that the central line of Rebah was collapsing and pressed the advance. In reality it was a gambit, a tactical retreat. They pushed deeper and deeper into the enemy formation until the echelon formation became conclave and reverted, Rebah's line held. The General had just encircled himself. By sunset, little remained. The scattered remnants of the army and Alrol aligned cities on Western Eden were destroyed over the course of the next three years, ensuring her rule over half of the Empire.

Conventional wisdom would of said to strengthen your current holdings, but Rebah was anything but conventional. She was Vanxiron's Niece, it was her destiny to re-unite all of his empire. Rebah's fame had traveled throughout Eden, enthralling the local populace with continued stories of her victories. The rulers of the Western Eldarian Empire became fearful and outraged by the news across the seas, and raised more regiments to press the offensive, unaware of the army that had just set sail. Rebah landed on Avalon and eyed her ancestral home for the first time, determined to conquer Volantia. She spent three years on Avalon, constantly raiding the countryside and conquering numerous small cities; yet she was never able to bring Volantia to heel. She even reached its' gates and defiantly declared that it would fall, but that siege ended after Rebah was forced to flee from an advancing army. Rebah's forces were never able to hold any of the Eldarian Lands, her forces too small. She had hoped that her campaign would force their hands or exploits would enthrall the local populace but the creation of a new royal army under Flavius Castillo of Etrusia ensured that never came to pass. Castillo always followed her army close by, never allowing her to meet him on open battle until he was ensured they had reached their breaking point. Only then did he fight, winning the battle and forcing Rebah to flee.

The war continued for another decade, yet the Western Half of the Empire cared little. They were too tired, and despite Alrol's constant demands, they never gave chase. They sent a few token mercenaries to help their Eastern Half, but nothing to really change the tide of battle. Rebah returned to her Capital with only bitterness and one good hand, still determined to enact her final conquest. By this point the Warlords of her Empire had enough, and a series of desertions and secessions rocked her infant court. Licaea, the Arm of Penglai, and Lia Minor held, but the rest left. Even her home Uongozi and her brother abandoned her. Rebah ruled from Licaea for some time, but her sanity began to give way. She forsook Elohim and her Choir and became enthralled with Nehkiahite Paganism, mixing it with Moyotaifan Myths and Elvish Spirits. Her few remaining followers held true and their absolute zeal towards their Queen was unrivaled, deluding her even further with constant praise. Her lover and closest confidant Caeda even declared herself a High Priestess and co-opted the local Ziggurat into a monument of Rebah; who, she declared, was Hatav, the Elven Goddess of Lust.

In the final year of the Venolor Schism, Rebah's capital of Licaea became cut off from Lia Minor. The Arm of Penglai, a region festering with Dwarves, had risen against her. She rallied her remaining forces and marched on them. With her was the former Eldarian Governor of the region, a person who twenty years prior had sworn an oath to her. Aware of their diminishing state and fearful for his life, he convinced a contingent of his former banner-men to join him in his revolt. He had hoped to kill her in his sleep, but the plot was discovered, and instead the camp broke into chaos. Both sides unaware of anyone's true loyalty, massacred the other. Rebah fled to the desert, an arrow having pierced her side. In much the same way as her uncle, she disappeared into the desert sands, leaving only her bloody trail.

Caeda had hoped to weep for her love, but the advancing armies of Dwarves and Eldarian Traitors took that moment from her. Licaea would soon fall and she needed to enact their contingency.

The Dwarves arrived to find the entire city deserted. No man, woman, or child were left in their former fortress. The Dwarven and Human inhabitants of the city had been killed, the rest had disappeared entirely. Once the Dwarven General learned this, he frantically demanded the lower tunnels be searched. He discovered to his fear that the Deep Roads had been compromised. It's an implicit vow that all dwarves make to ensure that the Deep Roads never been tread upon by non dwarven feet. When Licaea first fell the Dwarves had even collapsed its connections to the roads, ensuring that no one else would be able to enter though these tunnels. Yet somehow Caeda had reopened this passage, and fled.

Caeda would resurface in Lia Minor, calling upon her supporters to join her in the Deep Roads. The few who joined learned to their surprise that they weren't venturing back to conquer Licaea, instead, they were trekking even further North. Most would die in this Long March, unaware of the faint that awaited them once they arrived.
Last edited by North America Inc on Wed Apr 29, 2020 1:32 am, edited 3 times in total.

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Postby North America Inc » Sun Apr 26, 2020 8:15 pm

Organizations



Civil Organizations

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

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

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

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

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

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



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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Directorate Agents often eschew typical combat in favor of stealth and assassination missions, something that many other religious and military organizations look down upon for its lack of honor. Should they be approached in combat, their attire and tactics usually comes to the shock of the combatant. Rather than heavy reliance on range magical attacks or heavy armor, agents will only wear cloth and civilian clothing. Their vampiric masters often brew special concoctions for their thralls to use, allowing them to temporarily mimic their abilities; this in turn bestows upon the agents supernatural strength and endurance, able to easily keep up and smash through any plated knight. A seasoned agent is not to be trifled with, and despite the efforts of the Adeptus Militum, they continue to propagate in the societal underbellies of Avalon.
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Religion
Faith is an important for all the inhabitants of Tellus; even while the most progressive of minds may wonder and question divinity, no one will ever question what people have and will do for their gods. From a vow of piety to the launching of a crusade, religion serves as an eternal guide for those seeking meaning. Yet not all religions are the same, some religions demand the total obedience of their faithful, others only expect minimal attendance. As the Seventh Age progresses, a few question the necessity of such encompassing organization, with the rise of the nation state would loyalty be better spent elsewhere? Has not the gods allowed the divine right to rule on the monarchs? These questions serve as an important catalyst for many within the royal courts, always wary of another body encouraging on their peasantry.


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The Choir/ The Ecumencial Congregation

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

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

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

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

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

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

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The Arrakians

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

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

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

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The Delosian Faith

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

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

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

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

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Drukhari Paganism

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

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

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

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Shen

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

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

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

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

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The Myths of Dorado

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

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

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

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The Ages of Fire and Darkness

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

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

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

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

Postby North America Inc » Sun Apr 26, 2020 8:16 pm



NPC Nations:

Avalon:

Golden Valley/ Eastern Avalon
1. The Volantian League
2.The City State of Tysus
3. The Matriarchy of Sidon
4. The Duchy of Modena
5. The Rump State of the Riverlands
6. The Lands of Phosphen
7. The Clerical States
8. The City State of Vanxira

Western Avalon
1. The Kingdom of Raeweld

Eden:
1.
2.
3.
4.
5.
6.

Penglai:
1.
2.
3.
4.
5.
6.
7.
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Reserved
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Reserved
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Father Knows Best State

Postby Elerian » Sun Apr 26, 2020 8:35 pm

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Nation Name: Tekumel, or the Empire of the Petal Throne

Racial Makeup: Tekumel is a cosmopolitan mix of Humans, Elves, Drow, Dwarves, and various other races. The Empire is held together by the elf kin elite that rules from the populous Tu’an region.

Leader: Imperator Danasura Sakyakumari




[img]Map%20Location[/img]
Cultural Description: Tekumel consists of various cultures and nations. The native Tekumel culture is itself a blend of customs, enriched even further over the course of the expansion of their civilization. The first Tekumel settlers mixed with the Elves, creating a nation keeping most of the elven language, beliefs, customs and culture. The language of Tekumel is based on that of the elves who followed Vanxirion and the languages of various local tribes. It is official throughout the state and necessary to achieve a career. The elite of Tekumel understand that if the empire is to be stable and to endure, it requires wide foundations. Tekumel is happy to welcome those of other cultures as fellow citizens. Citizenship in Tekumel’s case is not defined by nationality. The Drow population of the Empire is held in check by a unique code of law, Imperial will, and conscription. Other cultures might define people from Tekumel as arrogant, officious, and overrefined, a nation always striving to live up to the unattainable standard of its ancestors.

Diplomatic Description: Tekumel is an ancient realm in the far East. Its capital is the city of Myyrha Khannar, located on the river Tear. The Empire arose through conquests, assimilating nearby kingdoms. A significant amount of elven blood runs in the veins of the people, while their language is a variant of ancient Elven. The Empire is aggressive and willingly invades neighboring lands in order to bring the return of Vanxirion's Empire. Tekumel, although following a similar faith, does not recognize the Pontiff as the rightful leader of the Children of Elohim.

Background: The Tekumel are said to not be natives of either Penglai or Eden. Instead, in times immemorial, a demon forced the Tekumel to flee their homeland and come to their present day location. It’s not clear whether this was before or after Vanxiron’s conquests, leading some scholars to believe that the Tekumel were granted their current homeland for their service to the Eldarian warlord. It is known however, that in three great waves the Tekumal settled first in the fertile Tu’an riverlands where Penglai and Eden meet. Then in the hostile Elenur closer to Eden. Finally the last, and smallest wave settled on the many small islands adjoining the Sea of Akhzar. These three groups of settlers came to be known as the Tekumel.

However, they had competition. Two other tribes had long ago settled the area, locked in an eternal feud. It wasn’t until the arrival of the Tekumel did a truce be made between the two tribes, the Yan Kor and Shenyu. But, the Tekumel were nothing if not crafty. Soon, the Tekumel were able to convince the Yan Kor to break their truce, and with the help of the Tekumel, crush the Shenyu. The Tekumel let the Yan Kor do much of the fighting, weakening themselves, but in the end the Shenyu were forced to flee into the inland hill country. With the Shenyu taken care of, and the Yan Kor weakened, the Tekumel broke their alliance with the Yan Kor and subjugated them.

Their victory was short lived, however. The three different groups of Tekumel, without a common enemy, fragmented into three separate political entities, each ruled by its own petty king. The Yan Kor were able to free themselves in the confusion and migrated west to lick their wounds. For many years the Tekumel fought many wars against one another, until finally the Etrusian Empire arrived to subjugate and conquer them. Once again having a common enemy, the Tekumel set aside their differences and united to fight off the Empire. Despite having the home advantage, the Imperial army was too many and too experienced. It wasn’t long before Tekumel's home was converted into just another province in the great Imperial patchwork.

The Tekumel and their previous enemies, the Yan Kor and Shenyu, were able to retain their cultural identity, but they toiled under the oppressive Imperial regime. It wasn’t until the sundering of the Etrusian Empire that Tekumel was able to break the chains of their imprisonment. By the time the histories of an independant Tekumel began to be written again, the foundations of the Empire of the Petal Throne had already been laid. The first Emperor is known only by his house name: ‘the Kolumel’ There are no records of his ancestors, who he was, or how he came to subdue the other petty states then ruling in the region. All that is certain is that he had a considerable number of supporters.

Kolumel rejected many of the ideals and traditions of the Etrusians in favor of returning to those introduced by Vanxiron in centuries prior. Styling himself Imperator and taking a full blooded elven wife thereafter. Although unable to reach the heights of Vanxiron’s realm, Kolumel’s realm managed to maintain its grip over a large swath of land into the present era.

Population: 19,250,000

Economics Explained: The centre of Tekumel’s economy is Tu’an, where the majority of the population and urban centres are located. Tu’an is the most agriculturally developed and dense region, benefiting from millennia of irrigation projects to enhance the natural fertility of the region.

Cities Explained: Galai is known as the City of Fire, she is a coastal city renowned for her gem cutters, and fine goldsmiths. Galai has long since grown fat from trade and the tolls exacted from travel between Penglai and Eden. A large sprawling affair insulated from the worst fury of the seas beyond by her natural harbor. In the past, excavations led to the discovery of underground caverns of gas. The gas was then channelled to provide light for the city. The distinct blue flame produced by burning natural gas cast a fierce glow into the night sky. Thus, Galai is sometimes referred to as the "City of Fire.''

Myyrah Khannar is one of the largest cities in Tekumel, as well as the capital of the Empire. With enormous walls, a significant population and a crossroads for access to Penglai, Eden, and Avalon. In Myyrah Khannar, it's orderly, compact and cozy, and defended at each gate by ancient Dwarven Colossi taken from the ruins of Lycaea. Myrrah Khannar is recognizable as emulating the styles and architecture of Vanxirion’s empire.


Military: Loosely based upon the legions of Vanxirion’s Empire, Tekumel has a military that follows a similar structure. Her legions, known as the black-clad, are well-versed in the art of combat. Under the complete control of the Tekumel’s Imperator who leads with absolute authority. Tekumel’s legions are referred to internally as Kareng and are highly flexible units. The Legions of Tekumel are a standing force consisting of semi-professional soldiers, divided between those held in reserve for future campaigns, those serving in garrisons, and those currently on campaign. It consists of 150,000 soldiers, of which a fraction are serving in garrisons, a third is on active duty on the frontiers, and the rest are in reserve.

The rest of Tekumel's army consists of irregular troops taken from its various minority populations. These include but are not limited to Avvarian Giant Grenadiers, a Corps of Drow Draconid Riders, Yan Korian Waterbenders, etc. Technologically, Tekumel lacks access to the same technology or strategies as those in the West or East. The diverse terrain of Tekumel and the regions beyond require different tactics on the battlefield, such as when dealing with the Penglai horse lords, Nomadic Desert tribes, or the Northern Drow raiders. Cannons have been utilized for siege warfare for decades, but only a handful of legions have been outfitted with new age muskets.

Tekumel's navy is faced with a problematic situation in that it must look after two separate coastlines. The northern coast is far more dangerous to patrol with the Illyrians, Chekov Cartel, and various other Drow nations making life difficult. The southern coast on the other hand is much more prosperous and economically important. As such more resources are put towards maintaining safety in the South. The Northern coastal fleet is made up of a couple dozen galleys, who patrol the coastline in search of smugglers and raiders, not daring to stray out of sight of land. The Southern fleet is twice the Northern fleet's size, and includes Carracks and other kinds of ships.


RP EXAMPLE:
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Postby The National Dominion of Hungary » Mon Apr 27, 2020 5:31 am

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Nation Name: The Kingdom of Valmange
Racial Makeup: 65% Human - 30% Elven - 5% Other, mostly Half-elves and the occasional Dwarf and High Elf.
Leader: His Majesty Valjean II of House Heinala-du-Hoc, Royarch of Valmange.



Cultural Description: A people who greatly value and respect the virtues of piety, efficiency, chivalry, loyalty and modesty (not necessarily of dress, more of character). Valmen have a reputation for vanity as everyone, from noble to peasant shows what wealth they have. Hiding one's wealth is seen as cowardly, showing fear of thieves. The Valmen themselves call their homeland the gilded first daughter of the Choir and home of chivalry and knightly virtue, it is not completely untrue. Modern valman culture is the result of the mixing of human Lencenori and elven Luthainic cultures, over the eight and a half centuries of the state's existance the elves and humans of Valmange have become nealry indistinguishable in custom and speech. The Valmen are a very religious people and the Choir holds a great amount of influence within the state, often by whispering into the ears of more zealous members of the nobility and opening their purse when dealing with cynics and sceptics. Temple attendance duty is signed into the laws of the realm and there failure to attend service without a good reason is punished by fine or a day in the stocks. Ever since the birth of the unified Valman state it has been the realm with the grandest and most formalized tournaments and proudest knights. Aye, knighthood is still as highly prized as ever to this day and most noble houses continue the tradition of sending their sons on Quests of the Knight-Errant. They are sent out to travel the kingdom with lance, sword and shield to seek glory, protect the weak and root out injustice wherever they go. The Code of Chivalry holds a central role in shaping Valman culture, it developed from the fusion of Lencenori warrior ideals and the courtly graces of the Luthainic Eldar nobility, officially codified and written down in the reign of Royarch Rainard I. Valman chefs are famous for their culinary skills, and the wines produced in the vineyards are famous around Avalon and Eden alike. Valman food is known for being as elaborate and extravagant as the person can allow themselves to have. It has also been described as frilly and pretentious. The half-elven Valman nobility has clothing which is made of rich dyes, complex patterns and fine fabrics. Rare colours and materials are used to imply wealth and status. Just the same for clothing, no expense is spared for rich materials for prominent buildings, and architects do not shy away from colour. Blue, gold and white in particular are distinct colours for the mansions of the nobility. White marble with gold detail is a signature style for interiors. Impression is the biggest goal and even the smallest objects are built with flair. Aesthetics trump practicality every time. Nobles and peasants alike embark on renovations to keep up with trends occur as ages pass, but the further away from the heart of wealth you go, the less extravagant things get, and the more flaws become visible. Being a highly religious people, it is common to see religious iconography ornamenting buildings that have no religious function. The Feast of Feasts is the most important holiday in the country, a two-week celebration held in the height of summer and originally celebrated in honor of the birth of the first child of Royarch Racourt and Queen Siraye. Each day of the week is devoted to some aspect of the Racourt's and Siraye's life and there are very specific dishes to be served at each meal. Today over 800 years later however it as just as much an excuse for a two-week party and pull out all the stops in an effort to outdo the previous year. As to which Royarch is honored during The Feast of Feasts, it is always the current Royarch and that is because each Royarch is the First and Only Royarch.

Governmental Description: Royarch Racourt I famously said, "L'etat, c'est moi" (The state, it is I), laying the foundation of the Kingdom as a centralized, absolutist monarchy. In theory all power descends from the Throne and Royarch Tarranthe I formalized a budding bureaucracy mostly made up of clergymen and lower nobles to help make sure the royal laws and decrees were adhered to in the noble fiefdoms of the realm. In practice however there is large, intricately woven patchwork of local privileges and historical differences between regions. The arbitrary power of the monarch as implied by the system of absolute monarchy is in fact significantly limited by historic and regional particularities which have arisen not to antagonize the powerful higher nobility of Valmange. Just below the monarch is the Royal Court which is made up of high ranking officials appointed by the Royarch, mostly from the Great Houses of the Valman nobility to advise and administer the main branches of government. Some of the most important members of Court are those who spend most time away from it, the Gouverneurs. They are the representatives of the Royarch in the provinces of the Kingdom, these are royal officers chosen from the highest nobility. Originally in the early Kingdom it was predominantly a military position in charge of defense and policing. Today however, the role is just as much, if not more political and is largely centered around the day to day governance of the province and dealing with the local nobility and clergy, amending and enforcing Royal Law in the region and suppressing dissent while military affairs are largely handled by the Lieutenants Généraux. The powerful clergy of the Choir is a significant power-broker in Valman politics, the temples of Elohim also collect taxes and levies, act as archives, arbitrate legal disputes and work closely with the local nobility and central monarchy when it came to posting edicts and dealing with issues.

Diplomatic Description: Centuries of imperialistic dreams and expansionist behavior has contributed to Valmange having sour relations with most of it's immediate neighbours and even nations far away. The Kingdom has invaded X twice, battled with Y, organized seven holy wars into the realms of southern Eden, squandered favor with the A and crushed B, occupying it for a century. The Z people they especially look down upon, with most average Valmen thinking them brutish and uncivilized. It does however have more positive relations with states further away both in Avalon and Eden, mainly centering on trade and dynastic links.

Background: Covering a large part of Southwestern Avalon, the Kingdom of Valmange stands as one of the preeminent powers on the continent. In ages past the land was inhabited by elves concentrating in the woods and a number of closely culturally related and warlike human tribes known for both their skill in metalwork and their penchant for raiding, referred to collectively as the Gallusoi by the Etrusians. The Galluois as they called themselves were divided among many small petty kingdom across three major tribal groupings. First conquered by Vanxiron and then by the Etrusians. The lands of modern Valmange were greatly influenced by both empires as it saw the establishment of an Eldar ruling class among the woodland elves who would later bring much culture based on Etrusian tradition to united Valmange, passing it on to their future Elf-Kin progeny. The Etrusians brought among the most important things to modern Valman culture and identity, the Choir, which supplanted the polytheistic beliefs of the local human and elven kingdoms. After the collapse of the Etrusian Empire, the former province of Gallulicus fractured into over a dozen states led by local warlords, driving the Etrusians away and seizing power for themselves. What followed was a period of wars that ended only after Luthaine and Loncoré, united by marriage alliance used their combined strength to subdue and dominate the lands of the former Etrusian Province of Gallulicus, reuniting the land as a new state, the Kingdom of Valmange.

Indeed, the modern history of this great kingdom as an actual, singular state begins with a marriage. the Eastern woodland kingdom of the elves led by an Eldar aristocracy with strong Etrusian roots called Luthaine and the Northwestern riverland realm of humans with the name of Loncoré centered around the great river of Lencenor and its tributaries. While coexistence was often difficult in the turbulent times after the fall of mighty Etrusia, leading the realms to fight intermittent wars over course of the centuries, greater threats elsewhere alongside increasing trade links and cultural exchange improved the relations between the two. The proud men-at-arms and mighty knights of Loncoré would often march to help defend the elves from their rapacious enemies while wise Luthainic mages, scholars and artists shared their arts, knowledge and customs with the humans. 866 years ago, the Great Wedding took place, after a period of internal turmoil in Loncoré, Queen Siraye of House Heinala married Racourt de Hoc and helped him cast down his rebellious brother Arden, the Elf-kin children of this union then inherited both crowns and thus, the realm of Valmange was born. The firstborn son of Siraye and Racourt, Prince Tarranthe was named Royarch of the new kingdom and set about uniting and expanding his lands.

A firm believer in the Choir, his rule saw the construction of a great many temples across the land and a particularly zealous persecution of any heretics and unbelievers, whom were given a choice between conversion and the sword. Under the rule of Royarch Tarranthe I, commonly known as Tarranthe the Bold, Valmange conquered eastward and to the south, laying low both the elven kingdom of Athame and the Duchies of the Exile Chevaliers. Claiming to have been visited by Elohim in a dream and charged with spreading the faith to distant shores, Tarranthe outfitted a great fleet and took an army of 60 000 zealous knights and fanatical warriors across the Tiberian Sea to Eden where he fell in battle after marching across the lands with fire and sword for five years. He was succeeded by his son Rainard. Royarch Rainard I of House Heinala-du-Hoc was not a warrior but instead a wise steward, constructing roads, clearing wetlands to make room for farmland and overseeing the growth of agriculture, crafting and trade. He had little appetite for conflict and left any warmaking to his able general, Lord Jean-Michel de Guisoux. His son Valjean I, commonly known as the Valjean The Old Oak due to his love of hunting and of the forest. He largely left the running of the realm to his advisors and ministers, electing instead to travel the realm and hunt in the great forests. He died after short reign by half-elf standards after a wound sustained in a boar hunt. Royarch Valjean's son, Prince Alphonse succeeded his father as Royarch Alphonse I, now commonly known as "Good Royarch Alphonse". He largely followed in his grandfather's footsteps and this period has been seen as a time of peace and prosperity, even though his reign largely consisted of starting infrastructural projects and attempting the legal reforms that his grandfather Rainard had planned but died before he had a chance to make them reality.

During the reign of Good Royarch Alphonse Elven Luthainic and uman Loncoréan culture began intermingling on a greater scale and noble houses of the two former realms began intermarrying, soon began the formation of the mixed Elf-kin aristocracy that rules the elven and human common classes of modern Valmange. The reign of Alphonse saw many of the traditions and practices of the modern Valman royal court cement themselves and several were firmly codified by his daughter, Royarch Malou I "The Bulwark" who was also the first woman to sit the Valman throne. She is remembered today for her stubborn and uncompromising attitude in matters if diplomacy and theology. Her personal guard unit, the Order of the Lady's Arm who were never far from her side during the warlike Royarch's campaigns, it was later developed an expanded into the Order of Les Palataines under the reign of her grandson Alphonse II. Her son and heir Royarch Louen I became commonly known as Louen the Sailor, he greatly expanded the realm's ports and built a vast fleet of ships, taking them west across the Shining Seas hoping to find new lands, only a handful of battered ship returned, the rest having been lost in a storm along with Royarch Louen, his son Prince Alphonse then succeeded to the throne as Alphonse II.

Alphonse II was a warlike Royarch who took the armies of Valmange on two Holy Wars into Eden while his son, later the Royarch Tyrane I, commonly known as "Tyrane the Terror" expanded Valmange both South and Eastward across the river Athanos. His son Etienne and granddaughter Mathilda had to keep the Empire built by the masterful strategies of Alphonse II and Tyrane I together, which led to several wars and uprising which devastated much of the previously conquered territories and exhausted the economy of the Valman heartlands. After the death of Royarch Mathilda, her daughter Liya, today remembered as the Mad Royarch or Bloody Liya succeeded to the throne. Royach Liya I commanded her chevaliers to show no mercy when suppressing rebellion in the provinces, this only escalated the violence on all sides. Her eventual death at the hands of her own brother did not end the madness, indeed, Royarch Gerauld I was an even bloodier maniac than his sister, earning himself the nickname Gerauld the Terrible. He was however a brilliant strategist and skilled warrior as well, leading the armies of Valmange on campaigns of conquest which the overextended state could barely support as it was. Having killed all his children in fits of rage, Gerauld was succeeded by his old cousin Jaques who could do little to stop rebellions and invasions. By the time of his death Valmange had largely been reduced to it's current borders in it's heartlands, economically ruined and depopulated by war, plague and famine which had raged under the reign of Bloody Liya I and Gerauld the Terrible. The weakened Kingdom had some respite under Royarch Jaques I who attempted to reform everything from the economy to education but largely failed in all aspects. His son and heir Louen II instead went down in history as Louen Leoncoeur "Louen the Lionheart", a name given from his great strategic acumen, his military reforms and great Holy Wars in Eden brought back ships laden with plundered riches and while the Lionheart was killed in battle far away fighting in Elohim's name, his eldest son Rainard was crowned Royarch Rainard II and he was a ruler largely similar to Rainard I. Using the plunder gathered by his father which had swelled the realm's coffers, Rainard spent the money on various reforms and securing the borders while revitalizing the economy. Roads were extended and paved, a postal service founded and large amounts of gold were invested to improve the agricultural situation by improving irrigation, introducing new crops and clearing marshes and woodlands to make way for new farmland.

His son and the current Royarch, Valjean II is a chivalrous man entering his 87'th year, slowly growing out of the extend prime period of life afforded to him as an Elf-Kin. His reign has largely been focused internally though he has never shied away from speaking of his ambitions of one day expanding the borders of the realm. His lord, councillors and knights have at many occasions attempted to convince him but as of yet to no avail, only calling the banners when forced to by commitment or to defend the land. Instead the Royarch has spent the majority of his reign traveling the land, holding court from his royal tent as he oversees construction projects, agricultural work and land clearance work. He holds royal tournaments four times a year, most saying it is done in order to ensure that all knights honed their skills and kept themselves ready for a righteous war of conquest or to defend the realm from invaders. In addition to all this, Valjean II revived the old custom of jousting between noble regiments of knights in a huge tournament marked out especially for the purpose and held every two years. These Grand Tournaments also became occasions for the investiture of many young Knights Errant as new Knights of the Realm. The nobility and commonfolk of Valmange both in equal measure love few things more than jousts and tourneys, and he needed to placate the nobility after accelerating his father's efforts of spreading the use of dishonorable muskets into the hands of the common-born soldiery of the realm. Something the nobility has long opposed and only grudgingly accepted after feeling the sting of blackpowder weapons under the reigns of Royarch Etinenne I all the way up to the dreaded Gerauld the Terrible. Today, he has a choice to make, should he put his new fusilieurs and knightly banners to the test, sending them south, or east? Will they stay, will he remain with his eyes firmly fixed on the realm, on expanding agriculture, on supporting the guilds? Or will an entirely new avenue of opportunity open?

Population: Approximately 16.5 million souls call the Kingdom home.
Economics Explained: As with any nation, taxation is the realm's main source of income. Guided by the Queen-Mother, Royarch Tarranthe I instituted a universal system of coinage in Valmange modeled on the Etrusian monetary system and cash-taxes served to force the people to use these new coins in trade and transaction. Lords have since the rule of Rainard I been encouraged to keep well-studied records of their lands and on the taxes that could be raised there under the Royarch's Peace. Even with the recent growth of cities and many new sectors emerging over the centuries, the Valman economy remains heavily agricultural and the export of foodstuffs is a significant market for the Kingdom. The region was renowned as a breadbasket all the way back under Etrusian rule thanks to mild weather, several large rivers and their tributaries and it's rich black soil. This allows the Valman farmers to reap several harvests within the same year. The Kingdom has long been a pre-eminent exporter of foodstuffs and House Heinala-du-Hoc has ever taken full advantage of this. Many Royarchs have spent significant amounts of funds to improve irrigation, introduce new crops, new farming tools and so on to boost agricultural productivity for both the internal and external market. Under the rule of Alphonse I, the Royarch greatly shifted production from the traditional barley to wheat which fetched much better prices on the international market. This control was possible due to the fact that most Valmen live as strictly controlled tenant farmers. They rent land from their local lord to work on and as part of their contract can ask for help and support in getting seeds and tools. There are significant forestry industries as well, producing much time and charcoal while the woods are home to many hunters who provide furs. The foothills of the Massif d'Orcalle in eastern Valmange are the center of the realm's mining and metallurgy industries, there shafts delve deep into the earth to extract copper, silver, iron and tin. The Kingdom has four large port cities along it's coastlines where not only food but also art, clothing, textiles, perfumes, jewelry, carpentry goods and wine in great quantities are shipped across Avalon and western Eden. To these same ports foreign commodities such as gold, gemstones, spices and exotic timbers and animals are shipped in to satisfy the local markets.
Cities Explained:

Regions and Principal Cities.


Grand Duchy of Loncore: A warm and pleasant land watered by the great river Lencenor and it's many tributaries. Fertile river-valleys are the primary feature, heavy with flowing wheat fields. The northeast is known as the Gold Coast, named after the gold colored grassland that covers much of it. The Gold Coast is particularly renowned for it's warm summers and the large amounts of vineyards and citrus orchards. With bright sun and clear waves and enjoys a pleasant climate fueled by warmer sea currents. The rest of the province is largely made up of warm, green plains watered by the rivers and interspaced with sunny woodland glades consisting of oak, pine, elm, and beech trees. The woods are dotted with ancient stones known as menhirs, thought to be monuments from the times of the Galluois tribal kingdoms. The largest and thickest stretch of these woodlands located near the capital is the property of the Royal House and is known as the Royal Reserve, consisting mostly of woodlands and heathlands, it is also home to the Royal Hunting Palace built by Royarch Valjean I. Loncore is blessed with fertile farmlands, vineyards, and dairy fields, all of which produce a surplus for export. Mining in the Gray Hills in the southwest yield valuables mostly in the form iron, salt and the only large gold deposits in the realm. Loncore and Luthaine are the two "Founding Provinces" of the Kingdom and thus the Royarchs of House Heinala-du-Hoc have showered royal largesse on these lands for eight and a half centuries. Canals, road-building projects, programs to improve the farming output, encouragement of the development of free towns and the mercantile classes, all these have served to make Loncore a gem among the Royal Provinces. River travel is the most common way to get around Loncore since the majority of the towns and settlements are along the river Lencenor itself or along one of it's tributaries or canals. The major routes between cities are safe and well-maintained however roads don't maintain themselves, so almost all charge some kind of toll. At their best, the people of Loncore are friendly, sociable and are optimists who believe that the best is yet to come. They point out several reasons for this, the natural bounty of their lands, an energetic populace and the fact that Royarch Racourt was one of them. How could the future be dim for a land and people that once gave birth one of the Great Unifiers? At their worst, Loncoreans are arrogant, overbearing, and drunken slaves to fashion. Notorious for their ability to celebrate at the drop of a hat, the image of the beribboned Loncorean drunk is a popular stereotype.

The City of Val Fontaine: The Capital City of Valmange stands along the river Lencenor, home to 400 000 people, it is a grand affair indeed. It supports a flourishing economy, which attracts all kinds of people. It is a bustling city with a substantial community of merchants, expert craftsmen and fortune seekers from all across Avalon. The wealth passing through Val Fontaine's gates also support a rotten underbelly, a den for thieves, corrupt city officials and assassins. There are certain streets that even the city watch avoids at night for fear of finding a dagger stuck between their shoulder blades. It has everything from theaters, beautiful gardens and grand noble mansions and marvelous architecture to riverfront shanty-slums. The city is defended by the triple Bulwark's Wall and also houses the only dwarven quarter in Valmange after the dwarf stonemasons who helped building the third wall were allowed the settle there. Besides the Luminant Palace of the Royarch the city is home to landmarks such as the grand Cathedral of Elohim's Triumph and the University of Valmange, whose professors have been forced to censor their classes by the clergy time and time again.

The City of Lac d'Argent: Located on the mouth of the river Lencenor where it flows out into the Shining Seas, the walled city of Lac d'Argent is one of the Kingdom's three great port cities. The city is renowned for it's goldsmith's workshops, shipwrights and boatyards which produce riverboats and barges for sailing the Lencenor. It is also the base of the First Royal Fleet. The city is home to large dockyards able to build both warships and trading vessels, these dockyards form the backbone of the city's economy as they require a great number of supporting industries around them made up of associated artisans and tradesmen from coopers to victuallers. The dockyards Lac d'Argent have extensive facilities, such as ropeworks, forges, furnaces and, possibly most important of all, seasoning sheds for the timber used to construct the ships. The city has a population of 100 000 souls.

The City of Mont-de-Glace: Located on the northeastern shores of the province in the Gold Coast, Mont-de-Glace is known for it wine production and warm, pleasant climate. The beauty and architectural finesse of the manors, cathedrals and churches of Mont-de-Glace rival those of the capital itself in many ways and the surrounding lands are filled with vineyards, citrus orchards and the summer estates of the wealthiest noble houses of the realm. Mont-de-Glace is known for the especially grand and rowdy celebrations held in the city during the Feast of Feasts where wine flows across the streets and people don masks before going out into the streets to pursue their passions without reservation. The city has a population of 150 000 souls.




Grand Duchy of Luthaine: The second of the two "Founding Provinces", Luthaine is a sunny, lightly forested region spreading out south of Loncore and bordering Serault in the west, L'Giscarde in the east, Orcalle in the southeast and Aquitainne in the south. This verdant region is notable for its wide-open and purple-flowered meadows, distinctive red maple trees and rich agriculture. There is a fair deal of grey bedrock showing through the verdant flora. The further south and east one goes, the rougher the landscape becomes as one gets closer to the mountains of the Massif d'Orcalle with evergreen trees, ferns, and yellow-green grasses between ever greater islands of gray rock rising in contrast with the gentler north and west with it's thick waving meadows growing on gently rolling hills with scattered woodland groves of oak, beech and maple. When times are relatively tranquil, the province is a thriving center of commerce and the many coaching inns that line the roads of Luthaine are typically filled to capacity with merchants and tradesmen of all kinds. As the land borders more provinces of the realm than any other it has consequently become a major transit route for trade within Valmange. In the north and west, there are many sizable towns and villages along with the region's two major cities. In the east, which is rougher and more heavily forested the people make their living from the woods in one way or another, either as hunters, charcoal burners, or loggers. Unlike most of Valmange which is largely populated by humans, Luthaine is overwhelmingly elven in it's demographic makeup. The influence of the Eldar nobility that once ruled these lands remains strong and the Luthainic people value art, philosophy, culture and the scholastic arts. However, all of this comes second to the lore of the wild. The role of the father is held in especially high regard to the folk of Luthaine. Even town-born men take their sons to the woods during the summer and teach them how follow a trail, light a fire, and catch a meal. A lad without a father to patiently teach him the ways of the wood and the bow is considered unlucky. Luthainians, even their nobility, are unusually self-effacing. Their histories tell tales of great deeds while downplaying the role of persons involved, with the great Queen Siraye being one of the few exceptions as she is held in great regard. At tournaments Luthainian knights wear the provincial colors on their shields, the only indication of their family crest being a small badge on their shoulders as the glory they win belongs to all Luthaine.

The City of Savrenne: Captial of the former elven Kingdom of Luthaine, Savrenne is a great center of overland trade in the Kingdom and has some of the largest coaching inns outside of Val Fontaine. The city has many elements of old Etrusian architecture evident in it's public works, especially it's theaters, it's old library and it's oldest temples as the city was a significant destination for Etrusian Eldar coming to the old imperial province of Gallulicus. Today, the city is a center of religious study and is an especially powerful stronghold of the Choir, being home to the largest Seminarium in the realm. Here young aspiring Valmen from across the realm come hopeful of joining the priesthood of Elohim. Making sure that their instruction is firmly rooted in Choir dogma, the syllabus concentrates on giving students the theological, spiritual and philosophical tools needed to carry out their duties as well as a solid classical education. Where science and the natural world are touched upon, it is always with an emphasis on how they reveal Elohim's grand plan of creation. A seminary is not intended to produce an inquiring mind, only a very disciplined one. The city has a population of 100 000 souls.

The City of Val Garmond: A great center of local crafts where the guilds hold much power, Val Garmond is a nexus of overland trade much in a similar way to Savrenne. However, Val Garmond is also home to many powerful guilds, especially the Carpenters Guild, Furriers Guild, Tailors Guild and Carvers Guild. Fed by the wood and the pelts brought in by loggers and hunters from the eastern and southern parts of Luthaine, the great artisan's quarters of Val Garmond make these materials into exquisite, finely carved furniture and equally exquisite fur-lined garments which are then taken to be sold at market in many places, both inside and outside of the realm. Val Garmond has a population of around 65 000.




Duchy of Serault: A rugged coastal land bordering Loncore in the north, Luthaine in the east and Aquitainne in the south, Serault is the smallest of the provinces of Valmange. It is a cold and dreary land, over under a cover of gray clouds with rain drizzling down from above. It is known for it's heavily tolled coastal roads which provide both safe passage for merchants heading to and fro between the great cities of Loncore and Aquitainne and these roads are the main source of income that funds the provincial economy. Many old sea fortresses and watch-towers line the coast of Serault as pirates and raiders from across the Shining Seas are an all too common threat that can't be ignored without dire consequences. Deep pine forests and rocky hill country over much of the land, leaving the humans and elves to exist in pockets carved out of the woodlands and along the barren, rocky shorelines. The coasts of Serault are often a desolate place, where a hard people eke out a living from the sea. The whole coast is frequently blanketed by thick fogs and lashed by storms in fall and winter and treacherous reefs often cause trading ships to dock here only when there is no other option. The provinces ample timber supplies which are often exported to feed the shipyards of Lac d'Argent. The shore of Serault comprises sandy lowlands in the north, often interrupted by marsh and bog. The further south one goes the shores become more rocky and covered by shingle. Here fishermen harvest vast numbers of herring and cod, most of which is salted and exported north or south. Wrecking remains the most prevalent type of banditry in Serault as some people supplement their meager incomes with the pickings of ships they have led to their deaths on the reefs. Renowned hardy sailors, hunters and foresters, the Seraultans woodland skills are so strong that even Luthainians will grudgingly admit that they are "not too bad".

The Town of Churneau: The largest population center in Serault is home to 15 000 people and stands nestled in one of the few natural inlets among the treacherous reefs of it's coast. The small port-town is mainly a stop for traders along the Blue Road which follows the coast down from Loncore and leads to Aquitainne, thus the city is home to several large coaching inns behind it's old walls. The buildings are largely of poor quality and have a ramshackle look to them. There is also a significant fishing industry and the export of salted and smoked fish is a large part of the economy, however the local fishing is nowhere near as sizable or well developed as in the great port cities of Loncore and Aquitainne.




Duchy of L'Giscarde: This province has seen much bloodletting in it's history, armies have marched back and forth time and time again, trampling crops and burning towns. The people of L'Giscarde have since earned themselves a reputation among the Royal provinces as a stubborn yet patriotic citizenry, who have fought, bled, and endured countless invasions since even before the founding of the very Kingdom itself. Largely made up of sweeping plains with tall grass and the occasional rocky hill along with great marshes and moorlands, snowfalls blanket this flat land in winter, while the spring thaw turns most of its roads into muddy quagmires. Most of southern L'Giscarde is made up of moorlands, a vast expanse of low hills, fen lands, and shallow lakes that is sparsely inhabited, save for the sheepherders and some scattered villages. The towns and villages of the south are mostly found clinging to the lakes. Within the Moors, sheep herding is common, though there are small herds of cows being raised too. Isolated farms and cottages are scattered across the landscape, the herdsmen and crofters living in them preferring their solitude and coming to town sometimes not even once a year. Northern L'Giscarde is made up of large tracts of rolling grasslands well-suited to raising horses. Indeed, the horses of L'Giscarde are prized as being the finest warhorses raised in the whole of the Kingdom, famous for their size, strength and ferocity. As the gateway to the Founding Provinces, the Royarchs of Valmange have spent large amounts of money on fortifications in the region throughout the centuries. Most recently, the province has seen the construction of three so-called Bastion Forts or Star Forts at key strategic points, replacing older fortifications dating back to the Sixth Age. The people of L'Giscarde are famed for long drinking binges, elaborate funerals, and combinations of the two, many people fear to ask a Giscardine how his day has been, for fear of a depressing monologue. Local carpenters are known carve highly elaborate and decorative coffins. To a Giscardine this tradition of flamboyant despair is natural. Coming from a province that is regularly raided, destroyed, and plundered, they understand that death is a common part of life.

The Town of Sagnac: Located on the bank of the small river Sannez, the town of Sagnac is the largest town in the province, home to around 18 000 people. A compact town crowded behind its double defensive walls. Buildings are narrow and tall, and lean at dizzying angles over alleys that are more like darkened tunnels. Built from dark wood of the Moors, Sagnac's structures have a gloomy look that no amount of whitewash and colored trim can dispel. The town is an often depressing first entry point for travelers coming to Valmange over the land route. The Carpenters Guild of the town is known for the elaborate coffins that it makes, which are in demand for noble funerals across the realm.




Duchy of Orcalle: A center of metalworking even before the unification, the province of Orcalle is largely made up the mountains and foothills of the Massif d'Orcalle which which it takes it's name. Within lies the city of Montsimmard which in the reign of Royarch Louen II grew into a significant center of production for blackpowder weaponry. Indeed, most of the cannons, muskets and pistols in use by the Royarch's armies are made in the foundries of Montsimmard which has grown from a large town to a true city under the rule of Rainard II who continued to patronize the foundries and forgeworks of the city. The farmlands of Orcalle are fertile near the south, but as the land rolls towards the mountains it becomes steadily more dry and stony. Chunks of bluish grey flint are so common that many local nobles claim that the land is good for little but harvesting rocks. These stones are often seen heaped at the side of fields, or incorporated into local buildings. Many Orcallian children make their first pennies following the plough in spring, plucking the offending rocks from the lands. Being so close to the mountains, northern and most of central Orcalle has abandoned all but the barest subsistence farming, instead heavily depending on mining for its wealth. Shafts drive deep into the earth and extract good quantities of iron, silver, tin and copper which is then transported to smelters, foundries and smithies that can be found across the land. The ironmaster's works are hot, clamorous and filthy, constructed on streams and river where water-power can be used to power great bellows which force air into the furnaces. These ironmasters do much business with the charcoal burners of Luthaine. The people of Orcalle are known for their plain speaking and practical nature which is reflected in their cuisine as well. Famous (or infamous) for their flat, glutinous bread, thick mutton stews, and heavy “flinter” dumplings.

The City of Montsimmard: The home of blackpowder weapons production in Valmange and a great center of metalworking, much wealth has flowed into this city since the reign of Royarch Louen II who patronized the first cannon foundries of Montsimmard. While not the heart of the Kingdom's culture and character the nobles and great merchant houses of Montsimmard are certainly trying to compete with the likes of Val Fontaine, Savrenne and Mont-de-Glace. Using the money that flows into the city, much has been used on great theaters and operas as well as to attract famous painter, sculptors, writers and more. This is a city that values the arts and pays heavily to support them. With it's welcoming nature, Montsimmard attracts the good and bad, the hacks and the artistes. The city’s attitudes towards aesthetics are evident in the fact that statues of great heroes decorate the main roads, and in the attention to detail in the gentle arches and imposing gates. Montsimmard shines with beauty, stained black by the soot of the great foundries. The city is home to around 50 000 people.

The Town of Val Falaise: A town sitting in the overland trade route linking Montimmard in the north with the great port of Languedoc in Aquitainne, Val Falaise stands renowned for it's silversmiths workshops and its goblets, tableware, and jewelry are in high demand over much of Valmange. The town centers on a large, heavily guarded and fortified smelting house and treasury where silver ore transported from the mines in northern Orcalle is smelted into ingots which are then stored for use by the Silversmiths’ Guild. Val Falaise has a population of around 13 000.




Duchy of Aquitainne: South of Orcalle lay the vast, open and sun-drenched plains of Aquitainne. The province has an economy based mostly on agriculture, especially the raising of cattle and livestock as while this land is not as fertile as the river-fed valleys of Loncore it proved valuable as grazing grounds for the famous Aquitainnian long-horn cattle herds. The southern coast is home to the great port city of Languedoc while the interior of Aquitainne is given over to small villages of tenants that dot the vast fiefs of the rural nobility. In the west and central portions of the province, more conservative and traditional noble families mostly devote themselves to raising the famous regional longhorn cattle and consider it a point of pride to personally lead their herds each year to the stockyards of small local towns for slaughter and export. Apart from the city of Languedoc located at a natural harbor along the southern coast there are very few town sized-settlements with a population of more than 6000 people. While the coastline is the gentle with many warm, sandy beaches few high cliffs and numerous safe coves, Languedoc sits on the only location really suitable for a major port, so the largest settlements along other parts of the shoreline are fishing villages and is otherwise mostly deserted except for the occasional hermit's cottage and smuggler's hideout. The hills in northwestern Aquitainne along the border with Luthaine have lodes of iron and copper, with the locals giving a portion of the take to the local lords in return for rights to work the mines.

The City of Languedoc: One of the Kingdom's three great port cities, Languedoc offers the quickest route to the Eldar city-states of the Golden Valley as well as the rich markets of the Alderian Federation and the ports of western Eden. More than a center of trade, it is also a significant military center as it acts as a base for the Second Royal Fleet and has been the port from which great fleets bearing zealous knights and warriors bound for Holy War in Eden have set sail time and time again. A great port even in the times of Etrusian rule over these lands, the city holds a number of old architectural marvels constructed by the hands of Etrusian Eldar. The most important of these ancient landmarks is the Great Lighthouse of Languedoc, a beautiful structure constructed with Etrusian imperial largesse as a statement of Imperial power in the province. The other is the Palace of Bards which serves as the residence of the provincial Gouverneur. Near the palace are beautiful manors built with the local white stone and further out for commoner's buildings, white plaster. The sand of the nearby beaches is extremely good for making glass, so virtually every window in the city is glazed, and they sparkle in the sunlight. Slums and workshops lead down to the harbor where a forest of masts bobs along on the water.




Duchy of Garlande: The far southeast of the realm is divided between an overwhelmingly elven north and an overwhelmingly human south. Garlande largely consists of a peninsula of steep rocky cliffs along the coastline. Indeed, the coast is rugged and has many small islands. The offshore currents are tricky for newcomers but predictable enough for natives to handle easily, and the islands have better natural harbors than the mainland coast. As a result, most of the coastal villages of Garlande are actually offshore, scattered throughout the islands. Whilst the shores are often wracked with storms and powerful wind, the large cliffs of the coasts prevent much of the inclement weather from spilling over inland. The soil is fertile and the weather normally mild as the storms spend all their fury on the sea-cliffs and few monsters lurk in the fields. Northern Garlande lacks great rivers but the land is crossed by dozens of small rivers which frequently enlarge into small lakes. Many of these lakes have islands of a suitable size for building a castle. Most are now fortified, and the natural moat also provides drinking water. The lakes are often surrounded by farming villages and the occasional towns, however the region lacks any truly great population center and the inhabitants are fairly evenly spread across the land with many large evergreen forests separating the pockets of human and elven habitation. Hidden among the winding woodland track and foggy forest vales, are the tombs of the ancient chiefs of the local Galluois tribes. Dug into the hillsides or built as turf-covered barrows. Famed for their superstition, the Garlandienne are a cautious lot. Also said to be overly rural and backward but for their part, the folk of Garlande are proud of their preservation of ancient customs, and of their “long view” of life.

The Town of Arlesans: The largest town in the province houses no more than 12 000 inhabitants, clustering behind a mossy wall are simple houses with an old castle overlooking the town from a nearby hill. The surrounding lands however, much like most of Garlande is home to many apple and pear orchards and Arlesans is known to produce some of the finest cider in the realm. This cider is bottled in especially fine bottles made in the glassworks of Languedoc and Val-de-Lydes.




Military: The transformation of the Kingdom's military from the system of tributary levies to it's current, more professionalized form is not start or end with a singular event, it has been a continuous process which according to most scholars on the matter began under the reign of Royarch Gerauld the Terrible and was later expanded on significantly in a Royal Decree issued by Royarch Louen II Leoncoeur which among other things opened the first cannon foundry in Valmange. Each of the seven Royal Provinces of the realm must maintain a Provincial Army payed for by local taxes in part and by the state coffers in part. Together, these regional forces make up the Royal Army, the force that mans the Kingdom's fortresses, patrols it's borders, repells invaders and in many places acts as local law-enforcement. The highest authority of the Provincial Armies is the local Lieutenant Généraux appointed by the monarch. With professional soldiers always in demand, each Valman soldier is regularly trained, equipped, and maintained at the expense of the Royal government. Enlistment in the state troops means enlistment in a full-time profession. The Royal Army is often supplemented with conscripted militia troops that are little better than the levies of old and more professional mercenaries as needed. While pikes are becoming more common, halberds and swords are the most common weapons used by the infantry and are seen as the most flexible in battle situations. Ranged troops use mostly bows or muskets which have largely replaced the crossbow. Supervised by drill-sergeants, the men of the Royal Army are harshly instructed in the importance of formation tactics and the need to fight as a cohesive unit capable of lending support to others in the chaos of the battlefield. The Knights of Valmange are still heavily emphasized, with the new professionalized infantry forces and artillery units simply serving to weaken the enemy and pin them in place so the knights can maneuver and deliver a routing charge. The realm's high population, productive agriculture and strong economy could theoretically allow Valmange to raise as many as 300 000 men, however the state troops number around 75 000, other professionals, knights and Les Palataines included and it is rare for more than 30/35 000 to be deployed on a single region while on a foreign campaign due to the rising costs of keeping troops in the field as with increasing difficulty with procurement of supplies. Mostly field armies will consist of between 30 to 50% of professionals or mercenaries with the remaining troop numbers being made up of levied conscripts. Reluctant to adopt gunpowder but still forced to follow the evolving military situation of Avalon out of necessity, the Kingdom of Valmange sees a greater proliferation of mercenaries, both foreign and domestic in their ranks. These men are often highly skilled and experienced soldiers fighting in mixed units of pikemen supported with musketeers and crossbowmen. The First Royal Fleet is the premiere ocean-able fleet of the Kingdom, consisting of 15 Carracks, 10 Caravels and 3 Galleons. The Second Royal Fleet is made to secure the Bay of Languedoc and is made up of 40 Galleys, 5 Caravels and 10 Galeasses.



This Knightly Order was formed to serve as personal guards of the Royarch and closest members of the Royal House. This 600 man unit of heavy cavalry trace their origins back to the Order of the Lady's Arm formed under the reign of Royarch Malou I. Les Palataines are open to all knights who have proven themselves particularly honorable and chivalrous in undertaking an Errantry Quest, can prove their great loyalty to the Royarch and Royal House as well as meet the required skill at arms determined by the Marshall d'Valmange. Being admitted is considered a great military and social honor among the nobility of the realm, and there is no shortage of applicants that are eager to seek both fame and glory for him and his household. Les Palataines can therefore maintain the highest standards of recruitment when weeding through the applications. Their duties are in the battlefield as well as in social and political affairs. It is not uncommon for the Royarch to attach a banner of Palataines knights to the armies of his generals if the situation requires their considerable martial prowess. In doing so, the Royarch is essentially lending the general his personal support, or he could just be making sure that a general that could threaten the Empire's stability is closely monitored.





The most powerful cavalry ever fielded by the Kingdom of Valmange, the Knights themselves are expert cavalrymen but it is the mounts that they ride are what truly distinguishes them in the heat of battle. The gryphons are massive warbeasts, ferocious and powerfully built, standing larger than any warhorse and are far more bloodthirsty in their murderous intent than any other creature of such noble heritage. Gryphons are fearsome beasts that have the heads of birds of prey combined with leonine bodies and massive feathered wings. Their beaks are hooked and can easily sever a man's limb. Their claws, which are reminiscent of a hawk’s talons, they keep sharp by regular scoring against stone. Gryphon Knights are rare as the beasts themselves are far too few in number to raise en-masse and the breeding programs meant to supply the Kingdom with more have all been met with grisly consequence. As such, the only way to tame such a beast is to take eggs from a nest in the mountains of the Massif d'Orcalle. A good number of Knights take upon themselve a Quest is to capture an egg and tame a mighty gryphon, breaking it to their will. Unsurprisingly, many fail in this task and are torn to bloody ribbons as a consequence. However, those that do managed to tame a Gryphon are given great praise and a place among the 200 Gryphon Knights of Valmange.





Chivalry is greatly valued, respected and idolized in Valman culture, as the primacy of the knight was coming increasingly under threat, it took many stinging defeats under Royarch Jaques I and Gerauld the Terrible before Louen II finally began to change how the Valman armies fought. The knight and his steed still remain however, and they are still battling as heavy shock cavalry, wearing heavy plate armor and wielding lances, swords and the occasional pistols into battle. Knight are the sons of the noble families who have distinguished themselves in errantry and have thus received a fief or a position of power within the aristocratic hierarchy. They are expected to honor and defend the monarch and the kingdom from the depredation of all those that seek to destroy it. Trained in the art of war since youth, a single knight is expected to defend himself and his domain against minor threats such as a small band of brigands and occasional lone monsters, without the assistance of others. Should the situation become too desperate, a Knight of the Realm can marshal the local militia of the village into battle, or to shelter the people within the confines of his castle until help arrives from the neighboring domain or from the local state troops. Some 7500 Knights can be raised.





The state infantry, or Gens d'Armes (Men at Arms) are the most revolutionary aspect of the recent changes to the Valman army, these professional infantrymen form the core of modern Valman armies. With decent levels of training and discipline and payed by the state. The formation of the Gens d'Armes entailed many changes in taxation and administration in order for the central authority to support a large, expensive force of professional troops. The Gens d'Armes have similar uniforms centering on a brigandine for personal protection but their armaments vary. They are mostly formed into regiments of either halberdiers, swordsmen, archers or fusilieurs, with the introduction of the matchlock musket, the crossbow has almost completely fallen out of use. While the halberdiers are the workhorses of the Gens d'Armes, suited for both defence and offence the swordsmen are the most famous and renowned. Those daring soldiers are often romanticized by Valman poets as tall, dashing "peasant knights". While the crossbow has largely fallen out of use, the archer remains in the field despite the competition from the fusilieur and his matchlock. This is because the archer can often fire six arrows per minute when the fusilieur needs much more time to reload. Some 60 000 Gens d'Armes can be found in the realm.





The Royal armies of Valmange are often bulked up by a large portion of levy troops, a leftover from a bygone age but cheaper and more effective at raising numbers than supporting more expensive Gens d'Armes. On rare occasions, some of these levy militia groups have some retired veterans who have left the military and settled down in a peaceful life many years ago among them and it is often their wisdom and courage that holds many levée regiments together. Most, if not all of these Levées are outfitted with a motley variety of weaponry and armor that is more often then not provided by the individuals themselves, a makeshift assortment of mismatched armor and old weapons such as bows, spears, swords, axes and even the occasional pitchfork. Though their morale tends to be low, especially during a foreign campaign that these men have little to no business in being in, when the armies of the Kingdom's foes invade it's lands, their lack of conviction can grow into zealous devotion in their efforts to ensure that their homes and families shall not suffer some horrifying fate. In theory some 150 000 Levées could be raised, if not more. However that alongside the costs of other military forces such as the Gens d'Armes, Fleet and possible mercenaries would quickly drain the coffers of the state to the point where military upkeep is the only thing payed for.





The elite of the Gens d'Arms are veterans armed with two-handed greatswords after promotion to the ranks of the Grands Epeés. They command double the wage of a regular man of the Gens d'Arms and are clad in finely forged plate armor. Grands Epeés who possess a great deal of more courage and heroism can be bestowed the greatest honor any lowborn Valman soldier can hope to obtain, knighthood. Such an occasion is extremely rare, however. A knighted Grand Epeé will then possess his own manorial estate and join the ranks of the Valman nobility. They are usually arrayed at the front of a formation of Gens d'Armes where their greatswords are used to break through formations of hostile pikemen by either being swung to break the ends of the pikes themselves or to knock them aside and attack the pikemen directly. Some 3500 Grands Epeés can be raised.





Light cavalry evolved from the Yeomen levy cavalry of bygone days. Initially, the Yeomen fought in small squadrons but were reorganized into larger, trained formations during the reign of Royarch Gerauld the Terrible, slowly turning into the Chasseurs of the modern day that are the mainstay state troop cavalry. Such troops will often scout ahead of the main army and keep their commanders informed of enemy movements, a dangerous task, and one which earns no honor, so it is a task that the nobility believe is best performed by commoners. Some Chasseurs wear light armor but most go unarmored save for a helmet and they are armed with a shield, spear and sword, often several men in the unit carry light crossbows as well. Chasseurs and Knights have a strange relationship. Chasseurs are lowborn so they should defer to the Knights, who are noble-born. But both are warriors, and on the battlefield it is often the Chasseurs who step up and defeat a foe while the Knight is hampered by codes of conduct. As a result, most Knights have a grudging respect for Chasseurs, and allow them a level of familiarity otherwise unseen between the classes. Some 14 000 Chasseurs could be raised.





The newest formation of the Royal Armies of Valmange, the Pistolieurs are light reconnaissance cavalry that are equipped with half-plate armor and a brace of pistols to support them in their role as dedicated scouts and skirmishers. The main duty of the Pistolieurs is to harass the enemy with gunfire and retreat before they could suffer any reprisals. Because of the expense of their weapons and the constant upkeep that pistols and warhorses require, noblemen dominate the ranks of the Pistolieurs. Many young nobles volunteer for the Pistolieurs in search of glory or in the hopes of making a name and are unwilling to entertain the notion of going on a long arduous Errantry Quest. This this 500 man unit is largely made up of aristocratic renaissance men ans rebellious youths from the forward-thinking, "nouveu riche" noble houses of Languedoc.





While Trebuchets and Scorpions are still in limited use, mainly in sieges when gunpowder cannons are not available and scorpions especially are used on warships too small to carry batteries of cannon, blackpowder artillery has entered use on a larger scale in the armies of the Kingdom. The so-called Great Cannons are the most common types of artillery in use and some of the largest of the mobile cannons built and employed by the armies of Valmange. Their thunderous fire has the potential to send large iron or stone balls hammering into tightly-packed ranks of enemy infantry, with even the mightiest of creatures unable to survive a direct clean shot from these iron behemoths. Alternatively, a cannon crew may choose to fire grapeshot. Rather than solid shot this type of ammunition is a canvas sack full of small, musketball-sized projectiles. Upon firing the bag tears, scattering the deadly projectiles over a wider area. Because they are so large and heavy the Great Cannons of Valmange must be moved around by draft ponies. This means that a cannon is for all intents and purposes practically immobile during battle. Cannons must be set up in a position where they can inflict maximum damage. Typically this is on higher ground as it gives increased range and better vision for the crew. Another type of artillery often used is the Mortar, especially in sieges. Mortars are much shorter but about equally as heavy as Great Cannons. Designed to fire in an arch and instead of solid iron balls they fire hollow shells filled with black-powder with a fuse attached. The shell then explodes hopefully after landing in the heart of an enemy formation, blasting red-hot razor sharp shrapnel in all directions. Firing a Mortar is always a tense moment, for the quality of fuses is highly variable and it is not unknown for one to burn through before the crew has finished loading the shell.





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Laiakia
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Founded: Nov 25, 2019
Ex-Nation

Postby Laiakia » Mon Apr 27, 2020 7:06 am

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Nation Name: The City-State of Asmodeus
Racial Makeup: 95% Human - 5% Vampire
Leader: Master Lich Noraus the Undying




Cultural Description: The State, Goverment and Politics: The City-State of Asmodeus essentially functions like a fascist state, where the ruler controls all interests of the government in both foreign and internal affairs. The rest of the government consists of a small council of six trusted Vampires who specialize in one particular field of government. Each of these Vampires have a unique title in the government gifted to them by Noraus. The titles are Spymaster, Marshal, Steward, Chancellor and Preacher. The politics of Asmodeus are almost identical to the Empire of Illyria

Religion: One of the most unique things in Asmodeus is its citizens worship of Khel'zhuxr. This worship cannot be found anywhere else in Illyria. The reason behind this is that Noraus alerted the Crimson King of the existance of this powerful creature and proposed to find a way to study it and try to gain it's powers. Noraus stated that the only way to study this great being was through sacrifices and various rituals. The Crimson King thusly allowed the worship of Khel'zhuxr solely in Asmodeus to contain it. The hidden motive of Noraus is, instead of studying the eldritch abomination, is to awaken it and bring about great turmoil and potentially gain more powers.

Food Harvesting: The subartic climate that dominates the region has been the end of many harvests and citizens alike. The long winters that last most of the year has caused the main diet and food source of Asmodeus to become fish from the Gulf of Chekhov and the wildlife surrounding the City-State's territory. In the relatively short summer months, harvests of fast-grown wheat and grain dominate the fields and hills.


Diplomatic Description: Asmodeus's diplomatic position in the international realm is almost non-existant without support from Illyria. The most contact a government gets with the City-State is usually either reports of sinking ships or demands for money in exchange for safe passage through the Gulf and the northern part of the Tiberian. Asmodeus, being a duchy of the Empire of Illyria, usually supports all claims made by the Crimson King against foreign powers.

Background: The City-State of Asmodeus was originally created in the Age of Heroes as a bastion against the hordes of the Abyss. The planners of the city chose a boreal valley that surrounded the city, making defense easier. The first settlers consisted of humans, but elves would commonly bring in supplies and help guard the humans while the city was being built. The city itself was split into three parts. The first one being the Lower City where the poorest of the people dwelt and co-existed with dirty mines. The Lower City had the first walls built around it and was the first area to be fully completed. The second area was the Middle City where the middle-class dwelt together with the soldier barracks, various shops and entertainment. This area was walled of from the Lower City with the only entrance being a more defended gatehouse. This was done to make defense easier should the walls of the Lower City be breached by invading forces. The third and final area built and finished was the Upper City where the governing elite and the richest of inhabitants lived. This area was, akin to the Middle City, walled off from the lower parts, being only accesable from a single gate. The main feature of the Upper City was the huge tower streching into the sky, serving as the throne room to the governor. Once all the parts were finished, a great host of human warriors came and inhabited it and became the first true inhabitants of Asmodeus. Eventually, a great horde lead by the Illithids came and besieged Asmodeus. The city itself became heavily destroyed and has still not been completely repaird to this very day. The creatures ravaged and killed hundreds of humans, but this only seemed to make the defenders fight harder. The horde was eventually pushed back and annihilated, leaving hundreds of corpses laying in the blood-stained snow.

In the Fourth Age, the bastion had been transformed into a sprawling city existing within the frozen wastes of Northwestern Pengali. Repairs had been started many years before, but only then was there any efficient progress in repairing the inner keep of the damage caused by the Abyss horde. Most of the materials that were used came form elven supporters from the world abroad, but it was simply not enough. The leadership of Asmodeus had to make the tough decision to loan money from many various big empires. The citizens of that era experienced an influx of immigrants of both elven and human descent who wanted to start a new life on the frontier.

The Fifth Age would be one of the biggest catalysts that would cause the fall of Asmodeus in the Century of Blood. The leadership of the City-State, having come from a long line of descendants also inherited various debts that their ancestors had gained. As such, they could not spare the coin to continue repairs of the city. This caused a lot of unrest in the citizens who were being attacked by savage beasts sneaking into the city through the various holes and cracks in the walls. The City-State continued to exist with massive economic issues as riots and strikes began becoming mainstream.

The Sixth Age and the Century of Blood would mark the end of the previous chapters of Asmodeus. Early on in the Century of Blood, a single man clad in cold, menacing armor with a fur cloak and a horned helmet would be sometimes seen outside during heavy snowfall and storms, simply watching Asmodeus from a distance. This strange visitor was the Master Lich Noraus. He had sworn loyalty to the Crimson King and in turn had been promised Asmodeus as his new city. Eventually, a large horde of undead appeared on the horizon, growing ever closer. The governing elite would see the approaching horde of undead as a way to regain the people's trust, if only they could defeat them. Alas, that was not the way it was supposed to go.
The horde arrived at the gates of Asmodeus a week after it appeared orignally. Noraus, who was leading the horde, came forth and gave an ultimatum to the governing body of Asmodeus to surrender before midnight or face total eradication. The governor made the decision to stand and fight, thinking that they could defeat the undead legion like their ancestors did to the Illithid forces. When midnight came, Noraus ordered the attack to begin, sending hundreds of undead swordsmen to climb the walls while skeleton archers began bombarding the men defending the walls with arrows. The walls fell not long after and the gatehouse was breached, causing the opening of the gate and allowing swarms of undead to enter the Lower City and slaughter the inhabitants in the name of their Lich Master. The governor was still not worried at this new development. He saw it as a perfect replication of how the Lower city had fallen before to invaders before their ancestors managed to repell them. The undead hordes did not relent once they were inside the Lower City and immedietly began assaulting the gate of the Middle City. Some skeletons tried to climb the walls, but were met with fierce resistance by the defending humans and mercenaries who had arrived a few days prior and were instructed to help guard the Upper and Middle City. They did little to help when the gate was breached by a battering ram. Once more, the defenders held their ground in a struggle of life and death. And once more were they pushed back further upwards towards their last defense and bastion. Noraus gave the defenders one last chance to surrender, but the governor, blinded by the glories of the past, refused once more. Ultimately, the Undead horde flooded into the upper city and slaughtered everyone alive.

Now, Noraus rules Asmodeus and the surrounding towns and settlements with an iron fist. The City-State of Asmodeus now stands ready to finally spread and prosper in this new Age.


Population: 200,000 Humans - 2,500 Vampires
Economics Explained: Due to Asmodeus' position as a duchy of Illyria, trade with outside forces has become almost nonexistant. Instead, Asmodeus makes most of it's money from demanding payment for safe passage through the Gulf of Chekhov and the northern part of the Tiberian Sea.
Cities Explained: Asmodeus: The great city is split into three different sections knwon as the Lower, Middle and Upper Cities. The average life of citizens inside the walls of Asmodeus is usually filled with vampire and cult propaganda, painting other nations as savages and heretics.
Other small villages and towns: The outlying small towns and villages that litter the surroundings of Asmodeus are often heavily underdevelpoed. The many citizens who live in those towns are often poor and find work hard to accomplish due to the harsh boreal climate that dominates the year.
Military: Land Forces: The Land Forces of Asmodeus is quite underdeveloped as most of the manpower and equipment goes into the Navy. The army itself is mainly dedicated to the defense of Asmodeus and it's border. The current number of active troops are approximately 40,000, but most of these are either untrained or underequipped.
Navy: The Asmodean Navy, as already mentioned, is the biggest resource consumer due to the building and research of bigger, heavier and better ships. The Chekov Cartle's private mercenaries are also heavily used on tax collector ships.
Caravel- 35
Carrack- 45
Galleas- 20
Galleon - 1 (Flagship)
Shadowfall Draft 2
The Shadowfall weighs 1000 tons and is 187 feet (57 meters) long, from stern to bow. It is armed with 360 cannons, not including two triple-barreled chase guns.
The Shadowfall's rigging consists of three masts: the fore, the mizzen, and the main. The Shadowfall is square rigged on both the foremast and the mainmast, but the mizzenmast carries one lateen sail and one topsail. Like most galleons, the Shadowfall has a bowsprit with the spritsail topmast on its end. The bowsprit carried two square spritsails, but after it was broken in a skirmish with the Iladóliel Protectorate, the new bowsprit was placed almost exactly above the Shadowfall's terrifying figurehead. Two staysails can be unfurled on the stays connecting the foremast and this new bowsprit.
The Shadowfall's stern, a sight witnessed by few human sailors, was covered with lamps and windows arranged in the pattern of a fanged mouth. The deck above was intertwined with the skeletons of ferocious sea beasts. The ship's name plate is located on the lower stern gallery. The hull of the Shadowfall appears to be constructed entirely from driftwood, with every surface encrusted with barnacles and other aquatic flora from the sea bed.
The Shadowfall's cannons emerged from ports on either side of the ship. The ports were carved into the hull and took the forms of sea demons with wide gaping mouths. The Shadowfall's main armament consists of 100 36-pound cannons and 96 24-pound cannons, supplemented by 3-pounders on the quarterdeck and forecastle. This overwhelmingly heavy broadside proves on multiple occasions to be a destructive, if not fatal, blow to any ship that is at range of this powerful ship. It also carries two large triple rotating bow chasers.
The prow of the ship resembles a fanged mouth, and features a carved figurehead resembling a hood-wearing skeleton holding a scythe. In addition, the Shadowfall's sails are white, but raggedy, and covered with seaweed and grime, with multiple holes.
TL;DR: Overall the Shadowfall carries 360 cannons, considering her primary weapons were 24-pounders and 36-pounders, the ship could be considered as the most powerful ship in the Old World.


RP EXAMPLE:

Questions:




Character Name: Horn Stylr
Title: Doomknight Supreme
Species: Human (Former), Vampire (Current)
Gender: Male
Age: 138

Personality: Horn Stylr's personality is almost non existent due to whatever dark ritual Noraus did on him. His only goal is to serve his master as best as he can and achieve his goal, no matter the cost.
Biography: Horn Stylr is a cursed Doomknight and leader of the Doomknight Order within the City-State of Asmodeus. A long time ago, Stylr was a great and noble knight who fought for the innocent of the Old World. Eventually, he fell to the sword of his enemies and was buried inside a crypt dedicated to his deeds while alive. While it is unknown how, Noraus the Master Lich raised Horn from death during the Century of Blood. It is said that now, only darkness and Noraus is his master.
Abilities: Horn Stylr, like most Vampires in service to Noraus, hold a limited control of necromancy. Not enough to raise and control an entire army, but enough to raise smaller numbers of Undead. This, along with the biological mutations of increased speed, strenght and intelligence makes him a dangerous foe on the battlefield.


RP History:


Character Name: Noraus
Title: Master Lich, Ruler of Asmodeus, Leader of the Cult of Khel’zhuxr
Species: Human (Former), Undead Lich (Current)
Gender: Male
Age: Lost to time

Personality: Megalomaniac, slight hatred towards non-human races
Biography: The Great Master Lich himself states that he was human, at one point and that he worked with archeology. At that time, he states that he was only 37 years of age and was studying an unearthed tomb. Said tomb was more of a prison as it contained dark, eldritch magic siphoned from a powerful eldritch god from the Abyss. This magic slowly corrupted the mind of Noraus until his noble archeology work turned sinister with him collecting and reanimating age-old warriors into a necromantic army for this eldritch deity. He continued to raise an undead, skeletal army and eventually allied himself with the Crimson King and took Asmodeus for his own, seeking for a way to find his eldritch god.
Abilities: Necromancy, Enchantment, Conjuration and Evocation


RP History:


Character Name: Hilther Barbarossa
Title: Scourge of the Tiberian Sea, Captain of The Demon Prince
Species: Human
Gender: Male
Age: 36

Personality: Confident and persuasive, ruthless and cunning, Hilther Barbarossa combines experience with almost reckless daring. Barabarossa is grim and rough-edged, to say the least, but he has a knack for dry humor. He is also very inspiring when it comes to pep-talking his mates and is never short some wise advice. At his worst he is cruel, wily, manipulative, and bloodthirsty. He could be merciless and often turned agreements to his own favor, but nevertheless he states that he has a merciful nature and sense of fair play, though this was possibly only an example of his morbid sense of humour. He is not completely without honor, however; he claims to be a man of his word, and often gives survivers of his attacks a chance to flee with their lives. He considers himself a gentleman of the seas and possesses a certain eloquence which he frequently uses to his advantage. Being a vain person, Barbarossa likes to wear fine clothes and enjoyed setting himself in scene and holding powerful speeches. Like many other pirates and freelancers who joined Asmodeus, he consideres international naval laws to be "more guidelines than actual rules", but nevertheless he respects the right of diplomacy and prefers interpreting naval laws in his own favor instead of breaking it openly. Barbarossa has an apparent fearlessness, which could be interpreted by some as suicidal insanity—much to the dismay of his crew, he did not show much concern for sailing his ship, The Demon Prince, straight into a fleet of bounty hunters and coming out relatively fine.
Biography: Unlike most common freelancers, Barbarossa came from a nomadic refugee family. nothing is known of his father or mother. Although Barbarossa's history prior to engaging in piracy remains mainly shrouded in mystery, it was only known to a few within the Asmodean government that he grew up on a farm, possibly somewhere in Avalon, and that he ran away to sea at the age of 13 because he came from a background of poverty. He would be on board ships where he'd seen very grand cabins and the captains living in spacious and elegant quarters. Barbarossa may have had earnest desires to be a man of the sea, but realized that he could gain a lot more if he broke the rules, lied to people, and killed a few in the process. Barbarossa became greedy, with horrible social pretensions. He became a horrible liar, pretending to be a gentleman of the sea, and a dirty, cunning rogue. Barbarossa also had a sword on his belt and learned how to skewer people and survive by using preemptive logic to map out his plans and deceive people.
Abilities: Exceptional swordsmanship, capable marksmanship


RP History:
Last edited by Laiakia on Fri May 22, 2020 10:59 am, edited 29 times in total.

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Mon Apr 27, 2020 9:41 am

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Last edited by Tysklandia on Wed May 13, 2020 12:21 pm, edited 56 times in total.

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Sarderia
Ambassador
 
Posts: 1854
Founded: Jun 26, 2019
Ex-Nation

Postby Sarderia » Mon Apr 27, 2020 12:59 pm

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Nation Name: The United Alderian Federation of Boroughs, Shires, Counties and Realms of the Tiberian Sea (Alderian Federation for short)
Racial Makeup:
  • Humans: 48%
  • Elf-Kin: 26%
  • Elves: 9%
  • Others: 7%

Leader:
  • Head of Government: The Lord President George Robert Henry FitzAllan Graves II, the Lord Sutherland of Borough Sutherland
  • Head of Legislature: The Lord Speaker Venthal Thurin Fowler, the Earl Fowler of Borough Edmonton
  • Head of Judiciary: The Lord Appeal in Ordinary Lawrence Roth, the Marquess Roth of County Highlandshire



Cultural Description:
    Government: Due to the fact that Alderia is founded out of an alliance between various kingdoms and city-states, Alderian government have always maintained a strrong democratic tradition. While very oligarchic in nature - controlled by a collection of nobles and aldermen from major cities, these aristocrats are often subject to similar democratic government systems in their own constituents, whether a borough, a county, or an Alderian colony. This helped create a strong sense of accountability that minimized corruption in ALderia, though confict of interests, party disagreements and rivlaries, and personal conflicts between nobles are all very common. Religious positions, such as the Clerics and Disciples for each city in Alderia, are contested between rival families and clans, often using their power as sheperd of the masses to control their opinions regarding the nobles. The Government itself is divided into three branches; executive, legislative, and judiciary. The executive branch, day-to-day governance of the Federation is held by the Lord President. He has the rights to appoint ministers of the cabinet, installing Great Officers of State, and managing matters from finance, law enforcement, conservation, trade, to defense.

    These Great officers of State includes the Lord High Chancellor, de facto head of government, acting as the vice President. The Lord High Treasurer manages matters of finance, minting of coins, and federal funds. The Lord Privy Seal is tasked with more diplomatic and internal matters, including signing and stamping official state declarations. The Lord High Constable acts as the minister of defense, managing federally-controlled armies, recruiting levies from the Boroughs and Counties, and commanding federal troops in case of war. Below him are the Earl Marshal, commander of the Army, and the First Sea Lord, commander of Alderia's navy. Alderia's legislative branch consisted of the unicameral House of Lords, responsible for drafting laws, bills, and to check the Government's performance. It is composed of nobles and mayors of Alderia's constituent states. The House has the right to appoint Presidents, approve Lords Appeal in Ordinary, vote on laws and declarations of war, and hold votes of no confidence should the government failed in its duties. The Lord Speaker presides over this legislature body. Alderia's judicial system is headed by nine Lords Appeal in Ordinary, and acted as the supreme court of Alderia. The judges regularly meet in the Judicial Court of the Privy Council. A primus inter pares presided over the Court's judicial reviews. Alderia itself is divided to 26 counties and 15 city-states which made the local government.

    Society: The Alderian local government could be divided into two types; the feudal, fief-and-lord type government of the Counties, and the democratic bourgeoise and aldermen government of the Boroughs. As such, there is a very large difference between each Alderian states in regards to population and occupation of the citizens. The Boroughs are dominated by Elf-Kins and wealthy Human bourgeoise, working as tradesmen, merchants, jewelers, scholars, carpenters, bankers and alchemists. Their significant wealth contributes to Alderia's economic and technological hegemony over surrounding nations. People in the Counties mostly consisted of human populations, workig as farmers, herders, miners, and other rural professions. Alderia's strategic location between two continents, and its plentiful arable land, contributed to the creation of a thriving agricultural society. These rural citizens are considerably wealthy in their own right, estabilishing outposts and caravans and supplying merchants travelling between Avalon and Eden by land. The culture in Alderia is very diverse, as different states has their own customs. The coastal boroughs maintained a strong maritime and mercantile tradition, and Alderian ships are known to be one of the fastesrt and most durable in the Old World. The penninsular northern enclave of Pembrokeshire developed their own maritime culture over the ages, focusing on fisheries and hunting, separated from the Alderian mainland by the sea. There is also a significant agricultural society present in Alderia's inner counties - but in general, Alderian culture revolves on its geographic position as gateway to the Tiberian Sea, and a connection between Avalon and Eden.

    Trade has long since been a driving force in Alderian economy, though in the recent ages manufacturing has shifted to be the predominant industry. Years of relative peace under the First and Second Alderian Alliances - predecessors to the Federation - allowed Alderian cities to flourish, becoming large centers of technological innovation, knowledge, and manufacturing. The heavily urbanized coastal regions invited emigrants from all over Avalon and Eden, and as a result Alderian culture is a blend of the two continents, even receiving influence from as far as Penglai. There is no official religion in Alderia, as the Federation upheld secular values as a proponent of their democratic system, but the Choir has long been the predominant faith in Alderia, dating back to the years of Elven cities. In terms of wealth and influence, the Eldar holds the most stake when it comes to influencing the federal government. Elven families also owned the largest buildings and companies in Alderia, and the most percentage of wealth. The Elf-Kin and Human aristocrats are behind them, constantly vying for each other for influence and gold. Elf-Kin composed the main bureaucratic positions in Alderia, and commanded important parts of the military. Humans preferred building large trading companies, and contributed almost all of Alderian manufacturing. They also formed the lower, and most numerous ranks of Alderian forces. Other races such as Dwarves fell in between, occupying the niche left behind - or wrestled between Elf-Kin and Humans. Despite the diverse racial background, they all depended on each other to live; Eldar lords employed Elf-Kins and Humans in their castles, Elf-Kins acted as stewards for the cities, and Human companies could not run without Eldar funds to finance their expeditions.
Diplomatic Description:
    Alderia's strategic position between the continents of Avalon and Eden heavily impacts its diplomatic relations. Alderia is very influential in trade between the two continents, and also the trade in the Tiberian Sea. It has the only warm-water ports for ships coming to and from the Tiberian Sea, as the northern straits are ofted frozen at winter and required significant circumnavigation of Avalon to reach. This in turn greatly enriched the Alderian economy with trade and manufacturing as the main contributors. Due to its location, Alderia also maintained a relatively small but highly advanced military that is very disciplined in tradition. The Army, the Navy and the Rangers who patrolled Alderia's borders often had served in battles throughout the Old World before entering Alderian service, as experience is one of the main factors that Alderian generals prized the most. Alderia also maintained numerous ports, citadels, barracks, and strongholds across the states - its purpose not only to strengthen federal government control over the states, but also to train the soldiers more effectively in smaller regiments. Its diplomatic relations mainly involved maintaining trading ports throughout Avalon and Eden, with occassional trading fleets that ventured into Penglai. For the Alderian government, profits from trade are paramount; Alderian agents often financed rebels and dissidents in states that refuse or hinder Alderian trading operations, and those who are deemed threatening to the nation.


Background: What would be the Alderian Federation of Boroughs were a myriad of city-states, hundreds and thousands of settlements ranging from large metropolises to small villages. Some, such as the Boroughs of Sutherland, Edmonton, and Eldarton, could trace their origins back to the Age of Heroes, where Elves bulit forts and cities along the southern coast of the Tiberian Sea. The oldest of these elven cities, Eldarton, claimed to trace their ancestry back from the Elven Separation. Eldar dissidents, dissatisfied with their kind who lived in Avalon's great forests, moved into the coast to estabilish the seashore city of Aldarium, estabilishing the first settlement on what would later be known as the Aldarian Straits; a series of narrows, bays, straits and sounds connecting the Tiberian Sea to the Great Ocean. Over time, Eldars from Avalon and Eden settled on the Straits, estabilishing large settlements that eventually developed into grand cities. The ancient folktales of Alderian elves mentioned these cities sending armies to battle against monsters of the abyss in the Great War. Elven heroes who returned founded other, more militaristic settlements that retained their strong military tradition well into the days of the Federation.

In the Fourth Age of Truth, Human tribes started migrating into the Alderian coasts, settling around the large Elven cities along the coastline. While most of these Human tribes maintained a peaceful relation with the Eldar, supported by trade and agriculture, many fell to greed as the Eldar cities grew rich, as each passing vessel into the Tiberian Sea docked first at the Eldar ports. Raids and skrimishes are a common occurence at the early Fourth Age, as Human tribes attacked Eldar outposts out of shortage in coins or food. Eventually, these tribes banded together to develop a more complex society, forming towns, cities, and kingdoms in their own right. The largest of these Kingdoms, Sutherland, formed a bitter and great rivalry with the chief elven port of Eldarton. Sutherland was located inland, while Eldarton is protected by great quartz and marble walls, located in a sheltered cape in the Avalon side of the straits. Sutherland's dominion of smaller human kingdoms led to them estabilishing hegemony over the inland areas, much to the detriment of Eldar archons, whose castles and ports were raided by Sutherland's vassal barons. To Sutherland's south, however, the human city of Edmonton became a close ally to the elves. Another rivalry existed between Sutherland and Edmonton, whose founder was expelled from the city of Sutherland, and they became increasingly close in relationship with the Eldar. However, the human city is still very small in size compared to the Eldars. For years, the Eldars managed to push back the hordes of Sutherland, estabilishing themselves as the prime superpower of southeastern Avalon. The city of Eldarton reached their golden age at this time, with numerous Eldar merchant fleets sailing to all corners of the Old World, estabilishing outposts, colonies, and cities that would grew into large kingdoms of their own right. At the center of Eldarton was the Dome of the Mount, a massive place of worship shaped as a dome, dedicated to Elohim and her children. Elves of Eldarton converted the surrounding human kingdoms into the Choir, further estabilishing their hegemony and brought a relative peace to the region.

Eldar prophets at the Dome of the Mount had preached and predicted the end of their golden age since long. The Eldar lords, threatened and fearful of the signs given by their prophets, bulit larger fortifications and spent untold amounts of wealth in creating underground halls, blocks, and tunnels should an attack obliterated their city. Dozens of large forts are erected throughout the Fourth Age as the prophets became more fierce in their predictions, over the years. In the end, many questioned the efforts, as elves began to wonder if the signs given to them were false, and if they should better spend their wealth expanding their domains. But at the beginning of the FIfth Age, what had been long since prophesied became true. The human Kingdom of Sutherland felt Vanxiron's attack first, and their territory was so greatly reduced that the King of Sutherland knelt and begged the lords of Eldarton for protection - something that neither state had even dreamt to happen in the Fourth Age. Given the circumstances, the elven lords accepted Sutherland's submission, and quickly scrambled an army from southwestern Avalon and their counterpartsin Eden to stop Vanxiron's encroachment. The predecessor to the Federation - the First Alderian Alliance - was founded in Eldarton. "Alderian" being a human corruption of the word "Eldar", leaders of the First Alliance and whose domains spanned throughout the straits.

In the Battle of Mount Tiberius - regarded as a holy site for Aldarian elves, where prophets received their divine revelations, sixty thousand combined human, elven, and even dwarfen forces remnant from the kingdoms that Vanxiron destroyed - fought Vanxiron's massive army and dragons to stop their advance into the straits. The highly-developed elves manned their catabults, crossbows and launchers, while human troops provided most of the fighting force. Eventually, the combined forces are obliterated by the arrival of Vanxiron's dragons. The ensuing massacre left more than forty thousand troops of the Alliance slain. Later on, the mount and its surrounding fields would be declared a no-go site for everyone except high priests of the Federation, and all who fell are canonized as saints. Elves of Eldarton and humans of Edmonton alike fought side by side against Vanxiron's troops as they approached closer to the straits, as Sutherland was such greatly diminished that they have no hope but surrender. Eventually, Vanxiron managed to defeat the Alderian states and conquered the whole straits region, both the Avalon and Eden sides.

To this point, Vanxiron is still considered an oppressor within the Federation. In reality, though his reign brought stability and prosperity to the Alderian cities. Now grouped together as the Alderian Province, the cities began a closer trade and political union. The Fifth Age marked a transition wherein the majority of population changed from elves to elf-kind and humans. As Eldars dwindled in numbers, their half-human and fully human descendants took over their legacy and customs. Humans and Elf-Kinds has a massively shorter age compared to elves. As such, they were more keen to estabilish their mark upon the world, both in deeds and structures. Despite being loathed, many Alderian generals came into Vanxiron's service in his expeditions against the Nekhiah. The journals and records these commanders wrote would later prove invaluable to Alderian hegemony over trade between Avalon and Eden. The Eldarian Empire which Vanxiron bulit could be considered a second Golden Age for Alderian civilization; albeit the primary driving force were not Eldar anymore.

Situation in Vanxiron's empire grew dire with his failure at Oxus Valley and his subsequent death. Most of the Alderian lands are self-governing by the time of Vanxiron's death, as the First Alliance re-formed and appointed Robert Henry Hennessy, the Earl Windleham of County Hennessy - then the largest County by terms of armed forces - as the regional governor of Alderia. Hennessy cared not whether it is the Queen Regent or Vanxiron's sister who took the throne - he was willing to play one against the other. Using the First Alliance's geopolitical position as leverage, Hennessy offered Juventas Rexiron and her husband in Uongozi - whose trade and supplies are controlled by the First Alliance, due to the position between Avalon and Eden - his help on fighting the Boy King's influence. Hennessy attended the Boy King's parties, drank wine and joked with him, and filled his ear with sweet promises of gold and ever-flowing wealth, if he would name him a major official in the Empire. Of course, this would never be accomplished without the Queen Regent's approval, so Hennessy bribed the Queen's officials to present a good impression of himself to the Queen. He brought numerous Alderian stewards to serve in the Queen Regent's court, influencing her decisions more and more often. In the Queen's honor, the First Alliance even gifted her with a fleet of six lavishly decorated galleys, hundreds of fine bred horses and jewelry. Alderia's influence at Volantia grew so great that the city itself practically is the First Alliance's domain, in all but name. Alderian Elf-Kin nobles married Volantian aristocrats and consolidated their rule across Avalon. The Queen's health was failing, and Robert Henry Hennessy effectively controlled the Empire through a series of strings - he controlled the stewards, which in turn influenced the Queen's advisors, and eventually the Queen herself and the Boy King. Hennessy and all the other Alderian nobles in the court rained the King with their gold, throwing parties after parties, occasionally inviting the city's commoners representatives into their meetings as well to consolidate their power. From Avalon to Eden, what remained of Vanxiron's empire is just one big fragmented state, with the capital drowned in so much corruption.

However, the Alderians in Volantia remained in the upper parts of the city. Other nobles across the Empire has little to no idea the Alderians whispered every information coming in and out of the Queen. Even in the First Alliance itself, Hennessy was regarded as a master manipulator - as he managed to paint every bad decision as coming from the Queen Regent, instead of the Alderian stewards he had brought - one of the only few humans who managed to achieve the title. Hennessy, however, has predicted the Queen's demise from a long time. The Alderians had gotten their hands on so much of the court's treasury that they were able to discreetly stole some parts of it. Ironically, Alderian representatives were also being sent to Uongozi, where they whispered at Rebah Rexiron's court of the Boy King's children and how the Queen wanted to increase their power by removing Rebah's. The accusations came true when the Queen finally dead - some said from natural causes, but others said much more likely Hennessy poisoned her - and Alrol Rexiron ascended the throne. Immediately, Hennessy began to convince Alrol that Rebah is going to seize power - and while Hennessy is right, he did it more to gain control of the Empire's finances than to fight Rebah. The Alderians gave loans to both Alrol and Rebah, and their wealth grew exponentially because of the war. The war itself drained Volantia's vaults and exhausted all their remaining gold reserves. In a final desperate attempt to push Rebah out, the Volantians decided to sail across the Tiberian - again, on First Alliance ships - well into their demise in the Battle of Megiddo. But when the tide began to turn against Alrol Rexiron, Hennessy and the Alderian forces abandoned Volantia, supposedly to help the fight against Rebah in Eden. In reality, Hennessy provided Rebah with ships to cross the Tiberian - extorting a great toll by that - and left Rebah to conquer Avalon by herself. Alderia was effectively neutral, and with refugees coming from all over Avalon due to constant war, the First Alliance now had enough manpower and wealth to stab Rebah in the back.

The Alderians turned to Flavius Castillo, a local lord from the city-state of Etrusia, and chose him to led the armies of Avalon against Rebah, and restore Alrol into his throne in Volantia. Alrol's power had increasingly waned, however. Not only the Avalonian lords directly oppose his orders to send troops into Eden, the remaining Alderian stewards that are still in the city had the gallantry to commit massive fraudulent financial operations, and corruption run rampant at the city. They raised massive taxes on the Volantean harbor, decreased the number of the city guards, and plundered whatever left of the Empire's treasury. Hennessy's stewards and the Volantian nobles divided this bounty among themselves, all the while Emperor Alrol stood powerless to act. To ensure the nobles' loyalty to Alderia, Hennessy invited thirty families to estabilish their domains near the Alderian boroughs. He also relegated control of Avalon's northern regions to Flavius Castillo, who enjoyed good relations with Alderia. Hennessy's granddaughter and Castillo's second son married in Eldarton, not long after the war in Avalon ended. However, very ironically, this marriage would be the one that ended Hennessy's presidency of the First Alliance. Their son, Adalbert Húgar Castillo, inherited Hennessy's estates while also being the grandson of the Etrusian ruler. Adalbert eventually gained the support of the First Alliance states in overthrowing Hennessy's half a century rule, and finally killed him in a duel. Adalbert is crowned Earl Windleham of County Hennessy, and the day after that, appointed as President of the First Alliance. With the Alderian leadership secure in his grandson's rule, Flavius Castillo finally had the means - to recreate Vanxiron's ancient empire.

The Alliance agreed to pay their tributes to the Etrusian emperor, in return for sovereignity to govern themselves. Ultimately, when this empire too crumbled, the Alderians were the first to proclaim their independence and destroyed any remaining vestige of Etrusian rule within the Alliance. Thus the Alderian Federation of Boroughs was bulit. Former human kingdoms, such as Sutherland and Edmonton, consolidated themselves into Counties, with the former royal families reigning as Counts, Dukes or Lords. The Boroughs - independent, ancient, and often Eldar cities which are massive in size, formed their own governments as democratic states. The first Alderian Congress was estabilished in Eldarton at the Sixth Age's beginning. Ever since, representatives of all Alderian counties and boroughs continued to meet in the Congress, selecting the ones that would lead the Alliance once every a decade. Leaders of the newfound Federation chose to style themselves with a rather modest title - President. This would serve as a reminder to the Lords and Mayors, that their rule ultimately came from the citizens, and it is their responsibility to look after their citizens. Campaigns of expansion continued throughout the rule of successive Presidents. The Elven President Venthamar Sullar Pembroke, the Mayor of Eldarton, led Alderian armies into a penninsula north of Alderia with a grand fleet of forty ships. Alderians estabilished the city of Venthburg, in honor of the President. The Congress appointed a governor to rule over the penninsular colony, named Pembrokeshire after the President. Various Eldar settlements has been estabilished first in the penninsula, and many ultimately welcomed Alderian rule - since the Eldar cities in the penninsula and Alderia has maintained close relationships since a long time. A significant Alderian military presence is estabilished there that continues until this day. Alderian federal government consolidated themselves to form a cohesive single state over the years, while still maintaining greater regional autonomy. Until the Seventh Age, the Federation is able to maintain their position a major state in both Avalon and Eden.

The current Government of the Federation is headed by President George H.R.F Graves II, an old Human aristocrat that controlled Sutherland. His dynasty had spread throughout the Alderian states either by marriage, relationship scandals, or bribes to attain positions. Graves is at the head of the Traditionalist Party, a political faction that vouches for the Alderian military's projects to expand the borders. Heavily imperialist, expansionist, and capitalist, the party garnered a huge base of support from wealthy Human and Elf-Kin aristocrats in the boroughs, as well as County lords that provided most of Alderia's manufacturing base. His longstanding rival Venthal Fowler, the Elf-Kin noble of Edmonton, leads the Mercantile Party, a loose-knit collection of aristocrats, mayors, and nobles throughout Alderia that supported progressive and Magical developments. Their support mainly came from the middle class, and the coastal County lords that had estabilished their states as a base for Alderian trading and innovation. The Mercantiles are pacifists, focused on trade and research. Lawrence Roth, a non-partisan, ancient Human noblemen that could have well been alive in the days of Vanxiron, serves as the supreme judge of Alderia. Although he could not even think well anymore, let alone presiding over Alderia's largest court cases, neither the Traditionalists or the Mercantiles wanted to replace him. Rather, both parties waged war in the court's lesser judicial positions; putting their members in each position available, and conspiring to take down the others.

Infrastructure:


Military:

RP EXAMPLE:
Questions:
Last edited by Sarderia on Tue May 05, 2020 5:13 am, edited 7 times in total.
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Psychotic Dictatorship

Postby Finland SSR » Mon Apr 27, 2020 1:20 pm

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Nation Name:
Ukweli ta Moyotaifa - Principality of Moyotaifa (official name)
Moyotaifa - Moyotaifa (short name)
Kini Kuu ya Taji ya Mashariki - Heartland of the Eastern Crown [of the First Eldarian Empire] (Unofficial name. Was used by the original Princes of Moyotaifa to signify their claim to Eastern Eden centuries prior. It is the meaning of the letters K.K.T.M. inscribed onto the Moyotaifan crown and official insignia.)
Taifa na Mataji Nyingi - Nation with Many Crowns (Poetic unofficial name, generally used as a source of pride.)

Racial Makeup: Majority Elf Kin. Considerable minorities of Eldar and Humans, small minorities of other Old World races.
Leader:
  • By the Grace of Elohim, Holder of the Eastern Crown, Prince (Mtemi) of Moyotaifa, Lord of Uongozi, Utulivu, the Western Landing and All Titles Throughout, Atieno VI of the House of Rexiron
  • Msuluhishi Mkuu (Great Arbitrator) of the Principality of Moyotaifa, Salene Kihadimu



Cultural Description:
The Principality of Moyotaifa is peculiar in its society and government, and while this unique foundation is not easy to discern, it paints the country differently from its neighbours, if not all of Eden. It is exemplified in Moyotaifa's poetic name, which the nation wears proudly - a "Nation of Many Crowns". Though it is a Principality in theory, a monarchy whose supreme authority is the Prince and the House of Rexiron, in practice, their powers are decayed and weak, they are merely figureheads presiding over a complex political system and giving it a semblance of unity. Most of the instruments of governance are vested in a national assembly named the House of Arbitrators, a permanent organ which resides in the capital of the Principality, Uongozi, composed of representatives from the entire nation - delegates sent by the King's vassals, cities granted rights by royal charter, universities, the local churches of the Ecumenical Congregation and rural parishes. Many of these Arbitrators, generally those from parishes and cities, are elected by the population in bombastic public campaigns. The Prince is unable to pass laws or sign treaties without the approval of a majority of the Arbitrators, nor is he able to remove Arbitrators from the House or appoint new ones without the House amending its own electoral laws - and the House is able to craft and pass its own laws which, if granted royal assent, become official. The Prince is able to pick out a Great Arbitrator from the Arbitrators, with the assent of a majority of the House, who fulfills several roles - most important of them is acting as the bridge between the House of Rexiron and the elected assembly, helping coordinate the policy between them, and appointing various Msimamizi (Overseers). Msimamizi are professional officials who ensure that the laws passed by the Arbitrators and the Prince are implemented - the Foreign Policy Msimamizi is generally a diplomat who is responsible for drafting and sending treaties, the Treasure Msimamizi is responsible for organizing tax collectors and managing how much wealth comes in and comes out of the government, so on and so forth. A varying number of Msimamizi, generally hovering around thirty, compose the House of Msimamizi, which is overseen by the Great Arbitrator. The Msimamizi are looked down upon by the Moyotaifan nobility and the Arbitrators, they view them as peon bureaucrats who deal with the nitty gritty while they participate in great politics - however, they are crucial in making sure Moyotaifa runs properly.

Moyotaifa is a nation of vast societal distinction and yet also a feeling of liberty. The Moyotaifan nobility recounts centuries of history and traditionally tracks down their heritage from the entourage of Eldar warriors who followed Emperor Vanxiron in their conquest and were thus granted lands in southeastern Eden for their efforts. During the centuries prior, they transformed into vassal lords, a system of feudalism built upon their control of the land in exchange for military service to the Prince. Times have changed, however. Though Moyotaifa escaped direct conquest by the Etrusian Empire, only ending up partially subjugated and forced to swear fealty as a vassal state, constant wars against the Humans forced the army of the Principality to transform into a standing army, based upon royal retinues of professional soldiers maintained from the treasury, which diminished the influence of noble levies. Though some of the most powerful lords cling onto their vassal privileges, the vast majority of the Moyotaifan nobility have transformed into landlords and Arbitrators. Leasing their estates to free subjects and operating vast cash crop manors, they have only grown in power, and adore the system which has allowed them to do so. The "golden liberties" of Moyotaifa prevent the Prince from detaining any free subject without the consent of court and require that any subject has a right to defend their rights with law; it grants freedom of religion, as long as faiths other than the Ecumenical Congregation pays additional taxes to the Crown; and various other rights which allow the Prince's subjects to live their daily life with little interference. To participate in the House of Arbitrators, either as an elected Arbitrator or a representative of one of the great vassal houses, is considered to be a privilege, and to keep up with the politics taking place in Uongozi a duty of any proud Moyotaifan noble. Speeches in the House of Arbitrators are lengthy and full of flowery language, oratory is considered a valuable skill which noble scions are taught from a young age, and the Arbitrators believe in a concept of "great politics" - the idea that a nation can be fundamentally transformed by a man with enough talent, oratory skill, and pride, and actively pursue this ideal which they believe was first exemplified in Emperor Vanxiron. Though commoners in Moyotaifan politics are numerous, the nobility views them with contempt and consider politics to be a field of blue blooded men, rather than the common folk. As such, the Prince's decision to appoint Salene Kihadimu, a representative from the charter city of Baraka with not a drop of noble blood in his veins, as the first commoner Great Arbitrator has caused an uproar among the upper class. To others, however, it is a sign of changing times, and that the wealthy city burghers, such as Kihadimu, are the future of Moyotaifa.

Moyotaifa is a nation founded by the Eldar, onto a peninsula once inhabited by Human duchies and petty kingdoms, and its national myth declares it to be the Heartland of the Eastern Crown - it stems from the belief that the House of Rexiron (which still bears their original Eldar name) was connected to the royal family of Volantia and thus bears a claim to the entire eastern half of the former Empire. Therefore, Eldar and Elf kin have historically been viewed as the upper class above the Human peasantry. Now that several centuries have passed, however, the situation has changed somewhat. Most of the population has inter-mingled to a point where the Elf Kin are the majority and the racial differences in hierarchy have become difficult to discern - you are likely to meet a Human with great wealth and power as much as you are likely to meet an Eldar living in the slums. Some differences remain, however. The Moyotaifan nobility are proud of their elvish blood and many of them continue to see humanity as inferior to them in rank, standing and potential. Some associations, orders and institutions still segregate by race, and while Elf kin can be found pretty much everywhere in Moyotaifan society, the Eldar are disproportionately represented among the nobility, the wealthy entrepreneurs and the clergy, whereas the humans are more likely to be menial workers, sailors, common city folk, etc, etc. Other social and cultural cleavages are starting to rise to supplement this remnant of the feudal age as well. The Moyotaifan cities have begun to grow, and fast, and these cities with their connection to the rest of the world foster a different, more cosmopolitan culture compared to the rural countryside. In the cities, noble distinctions have essentially faded and a new upper class of merchants and entrepreneurs has begun to claim their place, crafting the idea that perhaps only one's own merit should decide where you stand in society, rather than the circumstances of your birth. New access to Lyuim and the growth of magic as an industry and science have not missed the coasts of Moyotaifa either. What was once considered to be the privilege of the wealthy and the innately talented could now be harnessed by pretty much everyone with the right tools, setting the stage for a possible revolution, and it's hard to tell whether Moyotaifa is prepared.

The Moyotaifan people have historically been connected to the sea, which affects their view of the world, their culture, economy and cuisine. Eden is not the most forgiving land, but the rich fisheries of the Sea of Akhzar allow the local population to sustain themselves even if the land goes dry. The large amount of seafood in their cuisine does mean that foreign nations describe Moyotaifan food as rather bland, however. Coffee is a traditional drink of the region, Moyotaifa is where the seeds of the plant were first roasted and brewed in order to create a stimulating, if bitter drink. It is consumed by all classes of the population and has sparked a phenomenon known as "coffee houses" - resting areas across Moyotaifan cities where coffee is prepared and drunk with company for relaxation. It forms an important part of the country's political culture - coffee houses are where Arbitrators often discuss political deals away from the prying eyes of their opponents, share their insight about culture and philosophy, and enable a transmission of ideas. Thanks to Moyotaifan merchants, coffee has since spread far from its birthplace, across Eden and the coast of the Sea of Akhzar.

Moyotaifan art and culture, much like the rest of society, are in a process of transition. Artists, poets and writers have increasingly begun to look towards the distant past as a well of inspiration for their craft - massive paintings and epic poems are being composed about the Era of Heroes and the rise of the Eldarian Empire, glamourizing these ancient events and constructing Moyotaifa an identity of being the successor of this glorious past. Historically, Moyotaifa has been renown across Eden for their glassworking - the sands and mines of the peninsula provide ample material for the production of high quality glass, which has since developed into a fine art of craftsmanship. Artistic glass pieces are a source of national pride and an important export for the seafaring state, but recent breakthroughs in the production of glass have made it possible to manufacture glass produces in mass and put the future of this craft into question. Already, debates break out in the House of Arbitrators over whether traditional glass craftsmanship should receive protection against growing mass glass manufactures.

Diplomatic Description:
Thanks to its strategic location, Moyotaifa has historically been a trading hub and continues to dominate across the Sea of Akhzar - and their merchant class travels far and wide in search of contacts and profit. At the most extreme, their ships reach from western Avalon to the far eastern Jin Empire and enable a tranport of goods across the Old World - spices, cloth, grain, gold and silver, manufactured goods, Lyuim and Eucrogen, etc, etc. and they shovel the margins to their pockets. Because of this, Moyotaifa and its wealth have been the target of many would-be empires and conquerors, and thus wars with its neighbours to the north are commonplace. The Principality has been forced to adapt as a result. Moyotaifan trade posts across the coasts generally have at least one envoy, whose task is to maintain constant contact with the local lords, spy for any important information, collect this information and send it back to the homeland - the Foreign Policy Msimamizi is one of the most informed men in the Old World on the ever changing political landscape. Moyotaifa also prides itself in its tradition of embassies - permanent missions to the capitals of the largest states in Eden in order to maintain contact between Moyotaifa and its possible allies/enemies.

A regional power in Eden and an important player in the continent, Moyotaifa cannot claim itself to have a massive military nor reign over the continent as a hegemony (though their navy is top notch, as one would imagine a maritime power to have), but it relies on webs of alliances, espionage, and its impressive wealth to keep its potential enemies at bay.

Background:
Moyotaifa recounts a long history, millennia and more, and it starts long before the First Eldarian Empire whose conquests are traditionally seen as the beginning of the Principality's history. The peninsula at the southeastern part of Eden has been inhabited by humans for thousands of years, ever since the Second Age. To the south of dense tropical forests of Eastern Eden, mosly covered by forests, savannas and several mountain ranges, the Moyotaifan peninsula offers some refuge to hunters, gatherers and fishermen. These numerous tribes, scattered across the peninsula, became the ancestors of the Moyotaifan people of today, and started out as nomadic peoples, scavenging for food and basic supplies from nature and moving from place to place with each year. As time went on, however, advancements from the rest of Eden began to reach Moyotaifa, such as animal husbandry, metal working, and finally agriculture. The first permanent settlements formed on the northern coast of the peninsula, which provided everything necessary for a budding civilization to develop - rich fisheries in the shallow waters, natural harbors and cliffs providing protection, easy access to forests for the production of tools, and plenty of arable land for the settlers to exploit. Small villages and towns would begin to crop up across the entire peninsula, the first trade routes would open between the region and the Idefian civilization to the north, and from there, to the rest of the world. Thanks to Idefian inscriptions, it entered written records as well, and though many of them have yet to be deciphered, even then, the people of Southeast Eden used a compound name of two words to describe themselves with - Moyo, life, and Taifa, people. This name has never been erased from the region, even if its people and rulers changed.

As time passed, the disjointed primitive villages of Moyotaifa began to coalesce into magical kingdoms. The first to discover the power of Crystals and the spells which they can cast with their help would gain power and privilege. Magic wielders would unite their respective clans and employ their unnatural power to keep their subjects in line, all while passing down their knowledge to their children and their most loyal followers. Bronze was replaced by iron and oral tradition by writing, and these tribal fiefdoms became institutional, crafting laws and concepts of divine right to justify the lineage of their kinds. The Fourth Age was when the Moyotaifan people first took to the seas, moving beyond the patrol of their local sea area and venturing outwards to discover the world. Having gotten used to rowing across the shallow Moyotaifan gulf and around the numerous cliffs of the peninsula shore, they had to adapt to the vast and fickle Sea of Akhzar, and developed a new galleon concept, which employed both rows of conscripted sailor rowers and a sail to be able to traverse both shallow and deep waters alike. Surviving Moyotaifan maps from the period show that they managed to reach Penglai and eastern Avalon during this time and it is generally accepted thet they maintaine contact with much of the civilized world, although some surviving stories are a lot more... bizarre. One obscure tale tells the story of Jamba Keanjaho, a Moyotaifan ship captain who travelled to the court of the Emperor of Nehkiah, the greatest ruler in the world at the time, and assured that he would be able to circumnavigate the world. Given gold and ships for his journey, he took off, and returned to Nehkiah ten years later, to the court of the deceased Emperor's son, and described a vast alien land to the west of "A'avaluniya" (Avalon), a harsh, yet beautiful and unbelievably rich land whose nature and tyrannical inhabitants claimed most of his men, and only a small party returned to tell the tale. There are numerous facts in the story which do not match reality and thus it is generally believed to be no more than a fable, although it has enticed the imaginations of countless would-be explorers in the following centuries.

The magical kingdoms of Moyotaifa remained independent throughout the Fourth Age and maintained good relations with Nehkiah, but its prosperity came to an end once the Fifth Age began and Vanxiron descended upon Eden. After vanquishing the Moyotaifan kingdoms one after the other and scorching their levied armies with the might of his dragons, the Eldar conqueror arrived to the peninsula and saw a prospering land, dotted by trading cities, which ultimately bowed to his power and showered him with the greatest gifts which they could muster. This is where the next page in the peninsula's history begins, and it's where we need to turn towards the family which made this new age come true, the House of Rexiron.

The Rexiron were a powerful Eldar clan who owned vast estated in northern Avalon, centuries leading to their clan being divided across several kingdoms, but united as one nonetheless. When Vanx, the King of Volantia, began his path of conquest to unite the Eldar under a single banner, Ritar Rexiron, the Lord of Simbun and the most powerful of his clan, enthusiastically joined him, becoming one of Vanx's most loyal generals and an intimidating commander in his own right. He continued to serve under Vanx's usurper son Vanxiron as well, and his son was supposedly given the blessing to marry one of the Emperor's sisters. It was Ritar who commanded the Volantian phalanx which victoriously marched into Moyotaifa and forced the trading cities and magical kingdoms of the Southeast to submit. As he had been pushing to the end of his life, he chose to retire here, and the young Emperor granted him vast fiefs across southern and eastern Eden for his years of service. Now a vassal of his Emperor, Ritar made Uongozi, the largest of the Moyotaifan cities, his capital, and restored the infrastructure of the wartorn region. Ritar died before he could hear of Vanxiron's death in the Far East, but his successors would take advantage of the brittle situation in the Empire afterwards. Uongozi would swiftly build up into a major city and concentrate trade across Eden in its quarters, massive palaces were build, thousands of Eldarian soldiers settle in the peninsula and became the ancestors of Moyotaifan nobility. Thanks to their blood ties with the house of Vanxiron, Ritar's successors claimed a right to the throne in Volantia, but the one who would take this claim the farthest was his granddaughter, Rebah Rexiron, who embarked on a path of conquest with the ambition of repeating Vanxiron's world-conquering feats. Rallying the armies of Eastern Eden, she fought off greater and greater coalitions of Eldarian warlords who tried to stop her from seizing Volantia. In a twenty year long civil war, Rebah eventually conquered all of Eden and sailed across the Tiberian Sea to Avalon, where she stood by the gates of Volantia, declaring her immortal words that even if it takes centuries or Ages, she, or her descendants, will one day rule the world. Ultimately, however, Rebah failed to break Volantia's defenders and her holdings in Eden collapsed in another civil war - when she returned, her former allies had turned on her and vanquished her from the face of the continent, putting an end to her civil war and leaving the remains of the Eldarian Empire ruined and battered.

By then, Rebah had long since forgotten Uongozi, the southern city where her conquests began, but Moyotaifa still had to pay for conquests. The trading cities and their merchant classes had to give up wealth to fund her army and the civil war saw the peninsula plundered more than once. Even the Eldarian nobility which settled here and administrated the land abandoned her whims. Under the nobility's orders, a grand assembly of all nobles and land-owning merchants in the peninsula gathered in Uongozi and proclaimed that the Crown of the East shall now rest on the head of her brother, Askaron. Younger than Rebah by several years, Askaron was a modest and easily impressionable erudite who ended up distanced from any position of power when his sister took the reins. She ordered him to take the vows and sent him to a monastery of the Choir in Avalon to make sure that he never possibly challenges her reign. Because of this theological upbringing and having not seen Moyotaifa in decades, Askaron was unwilling to accept the throne at first, but he changed his mind when rumors of his sister's heresy began to spread. Hoping to cleanse his homeland of the sin, Askaron thus returned from exile to Uongozi, but at this point, he ruled only a small fraction of the former Eastern Crown, limited to the Moyotaifan peninsula and its surroundings.

Neither Askaron nor his successors would prove to be as exceptional as Rebah or Vanxiron, and yet they would constantly have to lead their nation in constant wars for survival - not only was Eden in chaos, the Etrusian Empire was rising in power and threatened the peninsula as well. Moyotaifa had become a clique of Eldar and Elvish noblemen ruling over an overwhelmingly human population, and this was generating constant resentment. Instead of treading on their current path and thus likely seeing their realm destroyed, the Princes of Moyotaifa chose to negotiate instead, calling assemblies of noblemen, priests and elected commoner representatives to deliberate over the affairs of state. Starting with the Fifth Age, this was the beginning of the House of Arbitrators, and as centuries passed, they grew more and more in power. To levy more taxes and thus fund armies for warfare, the Princes had to relinquish some of their power to the people. They granted royal charters to all the major cities in the Principality, giving them the right to choose their leaders from amongst themselves and granting them autonomy in managing local affairs. They established secular institutions of education for nobles and commoners alike, where they would be able to study magic and the artifice arts as long as the had the money or influence to apply, and this created an upper class of educated, politically aware men. They were forced to sign charters of rights which would limit the Princes' ability for tyranny and establish a system of law according to which citizens would live and could be prosecuted under. Sometimes, the Princes would resist, refusing to abide by the will of the Arbitrators and asserting their power over the government, but this never went down well with the people, sparking rebellions, mutinies and sometimes even civil wars. With time, as the Sixth Age changed to the Seventh, the House of Rexiron finally accepted this change in order and began to find pride in reigning over a nation this free and lawful, as compared to the tyrannies across much of the world. The constitutional governance of Moyotaifa still allowed for plenty of input from the monarch, and even if the Prince of Moyotaifa could not be as tyrannical or as absolute as their counterparts elsewhere, he still wielded massive amounts of power thanks to the power of his nation, which prospered from this constitutional governance. The beginning of the Seventh Age is when the name "Nation with Many Crowns" first started to be used, alongside the official names of the Principality.

Moyotaifa was never fully integrated into the Etrusian Empire, only forced to swear fealty as a vassal state when the pressure from the North became too great, but the presence of this hegemon meant that its view of the world changed. Though it still claims the heritage of the Eldarian Empire to itself and this past composes the core of Moyotaifan national identity, the country began turning more and more towards the sea. Moyotaifa's relations with Etrusia was one not just or war, but also of trade, and through their contacts to the north, the Principality began to dominate trade across the Sea of Akhzar. Its merchants began establishing trading posts across the coasts of Eden, Avalon and Penglai - and Penglai was the one crucial to the prosperity of the Principality today. With each passing century, Moyotaifan shipwrights would build larger and larger vessels, equipped with not just magical, but also very ordinary star-navigating devices, to whom travel across the open sea was nothing to fear. These goliaths on the sea, galleons, would reach as far as western Avalon and eastern Penglai, establishing trade routes carrying the most exotic and lucrative goods across the southern seas - especially spices, wares, and slaves from Eastern ports, but spices in particular. The Seventh Age and Moyotaifa's new role as a trading state would bring immense change to the Principality as well. Its ports allow for an exchange and congregation of ideas, improved by its constitutional system, bringing forth long lost political concepts of old and crafting entirely new ones on how the world and society work. The magic revolution reached the Principality as well, granting the masses access to power once believed to be the privilege of the elite. Substitence farming is being replaced by massive cash crop plantations which use new technology and magic to improve their yields. Guild based production now has to fight against manufactures - companies which employ division of labor, new magical technology, and knowledge of economic processes to produce items in mass. Old retinues of knights and magi now compete with footmen armed with mass produced gunpowder weaponry, castles have little to do against cannons which blast holes in their walls from a distance. Moyotaifa is at the forefront of this impending revolution and it's not certain whether it is ready to endure all of this change at once.

Assuming power in the year 201 AW, Atieno VI is the current Prince of Moyotaifa, a young Elf kin with an innovative view towards the world - well educated in the classics of the old and having experience in diplomatic missions before assuming the throne, he is content with the Principality's Golden Liberties and believes that its "mixed system" between republicanism and absolutism is the future of statehood. This is a view he shares with his Great Arbitrator, Salene Kihadimu, a wealthy merchant from Uongozi who has funded dozens of explorative expeditions to the vast uncharted seas of the south and west, inspired by the tales of Jamba Keanjaho.

Population: ~2,500,000
Economics Explained:
Cities Explained:
Military: Throughout the past centuries, the Principality of Moyotaifa has modernized its military structure, doing away with the medieval concept of a levied vassal army and moving towards military professionalism. The core of the army is the Princely Regiment of the Eastern Crown, established 50 years before the Age of Wisdom as a permanent retinue of the Heartland of the Eastern Crown. Recruits for the Regiment are collected from the entire nation, but they are generally drawn from the capital city of Uongozi, which has to collect a minimum amount of recruits to replenish the Regiment by law. They are a permanent, standing army, their salaries paid from the treasury and their duties numerous, but most important being maintaining public order and joining the rest of the Army in war. At the moment, the Regiment is six thousand men in number, two thousand of them being musketeers, two thousand pikemen, and two thousand light cavalrymen. Along with them, they bring several batteries of artillery and their own supply system, and are renown across Eden for their professionalism.

The source for the bulk of the Moyotaifan force is two-fold. Historically, Moyotaifa has dedicated much of its riches to levying mercenaries, these soldiers of fortune brought from all across Eden and Avalon to serve in the ranks of the Army and thus bolster their numbers. As warfare is becoming more and more sophisticated and the battlefield requires soldiers who are proficient in handling firearms and understand modern tactics, such as pike and shot, mercenaries have become invaluable - although far from reliable, either. Already, some of the Arbitrators in the House of Arbitrators have begun to call for the need of a standing, national army, one which would be loyal not to money, as much of it Moyotaifa may have, but to their homes in the Principality. Their calls have been answered, in part, during the 2nd Century AW, with the formation of the Askari system. A word borrowed from the Edenian nations to the north, "Askari" simply means "soldier" in Moyotaifan language, although it has since become a word of reference to the Principality's form of semi-centralized, wartime conscription. Under the Askari system, all rural parishes in the Principality are required to maintain stockpiles of weapons, and at times of war, the chiefs of the parishes receive orders from the Great Arbitrator on how many soldiers they are required to gather for war on a monthly notice. Cities with Royal charter rights are exempt from Askari recruitment, but instead have to pay war taxation and their manufacturers are required to provide weaponry - though this means that not all of Moyotaifa can mobilize soldiers, it also ensures that the soldiers it does mobilize are well equipped, often with arquebuses and muskets. Moyotaifa is able to mobilize about 40 thousand Askari, almost all of them infantrymen.

However, the bulk of Moyotaifan military strength lies in its navy, not army. Moyotaifan naval capacity is composed of a standing navy, the fleets which the Principality is able to levy at times of war, private fleets operated by feudal vassals and merchants, and hired ships, generally privateers. Ever since the turn to the Age of Wisdom, the Principality of Moyotaifa has maintained a standing fleet of several dozen galleons and numerous smaller vessels, built by the naval shipyards of the principality and paid for from the royal treasury. Their task is to patrol trading routes and embark in anti-piracy expeditions across the Sea of Akhzar at peacetime, and to serve as the impenetrable wooden wall of the Principality at wartime. Transporting soldiers from one place to another for maneuver warfare, harassing enemy fleets, ensuring that no ports in Moyotaifa are blockaded and blockading the enemy ones, are just some of the means they use to support the small Moyotaifan army. The standing fleet is bolstered by merchant vessels pressed and levied by the Principality at wartime. Merchants and trade companies, instead of paying Askari taxation, can instead hand over their ships to the Principality's army for the duration of the war, and receive compensation if those ships end up destroyed during war. The largest and most powerful trading companies, wealthy city clans, and feudal vassals often sport their own fleets as well - smaller than the Principality navy, but considerable in their number regardless. At times of war, they are expected to join the royal navy and support their operations, although this is technically a matter of choice rather than conscription. Finally, the Principality does not hesitate to hire sailors and ships to bolster their forces. The Sea of Akhzar is home to many, many pirates and brigands guided by the enigma of gold, but as soon as they are given enough payment, they turn from pirates to privateers, useful at harassing the Principality's trade competitors without resorting to war.

Every once in a while, if the Prince and the Grand Arbitrator are in an explorative mood, they agree to lend one or a few of the Principality's finest ships for exploration missions across the hemisphere. With each passing expedition, Moyotaifa's view of the world is expanded somewhat. Making it over Avalon is no longer difficult, but what could possibly lie west of this westernmost land? By now, it is no longer a mystery that the world is a globe - it's easy to prove if one watches a ship sail away and sees its mast dip under the horizon last - so does this mean that one can reach Penglai by sailing West beyond Avalon? And what of the endless southern seas? To this day, the expeditions south have revealed little but a few dinky islands and an endless body of water, but there are those who suspect that an entire continent of endless riches could be hiding far beyond the equator...

RP EXAMPLE: Last nation RP I was in: app, post example
Questions:
Last edited by Finland SSR on Wed May 13, 2020 11:06 am, edited 6 times in total.
I have a severe case of addiction to writing. At least 3k words every day is my fix.

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G-Tech Corporation
Khan of Spam
 
Posts: 63958
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Apr 27, 2020 1:49 pm

Hmm yes. Yes, I do have time for this.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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Theyra
Negotiator
 
Posts: 6420
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon Apr 27, 2020 1:55 pm

Image

Nation Name: Mylaena Alari Kingdom
Racial Makeup: 40% Elf, 30% Human, 20% Elf kin, 10% Other
Leader: Raja Tathaln Masurkar


Cultural Description: The culture of the Mylaena Alarians is best described as the best aspects of the two main cultures that make up the kingdom. The spiritual human Aslani and the traditional elven Salvians. Forming a culture that values honor, tradition, knowledge, and philosophy, Which it is not uncommon for two people or more to engage in philosophical debates with each other. Also being egalitarian people with men and women being treated as equals. With it considered a great honor for a woman to join the military. Alarians tend to be tolerant of different religions except for some like the Delosian or the Drukhari faiths. Also, tend to be a spiritual people that while not all belong to either of the major faiths, They still try to find their inner peace or their own way.

An interest in astronomy is an aspect of Alarian culture brought from the Aslani. This led to the Alarian's being able to predict stellar events such as an eclipse, and a shooting star is considered a sign of good luck. Plus, events are celebrated with great vigor such as the winter solstice.

Family is considered important in Alarian culture as one that does not support or honor one's family is considered wrong. Offenders are either cut off or exiled from their families. Earning a stigma for themselves but, it is possible for one to redeem themselves and be welcomed back by their families. Though how is often dependent on each family and the offense.

Diplomatic Description: Due to its position near the land that connects Eden to Penglai. The kingdom is keen on keeping what major trade routes they have in their lands and expand on them. But, do not seek to conquer others to do this and generally maintain friendly relations with their neighbors. Also, having good relations with nations outside of Penglai and maintaining embassies to secure relations with others. None the less without a major foe present, the kingdom is still ready to defend themselves if a threat were to appear.

Background: The beginning of the kingdom traces back to when a group of elves called the Ionians that migrated east during the Elven Separation. Settling on and around the Kinicana Peninsula in Western Penglai. It is not known what caused the to migrate far west to Penglai and to settle on the Kinicana Peninsula. What is known that their leader was a young elven mage named Edea. Then sometime afterward, the group formed the city-state of Salvi and was led by Io's son Malon. They also established a caste system in which their society was divided into five castes, the royalty/nobility(Yema), scholars/priests(Ishan), warriors/soldiers(Onaen), merchants/craftsmen(Thyve) and commoners/labors(Arnl). There existed a sixth ignored caste called the untouchables(Imym) which consisted of the outcasts and exiles of Salvians society. It was difficult if not impossible to change castes and the lower you go the more badly treated the castes get.

Though soon another group would come to settle near the Salvians. This one was a group of humans called the Aslani who came from Southern Eden and had escaped east after their homeland was conquered by a rival tribe. Relations between the two groups at first was friendly with the two freely trade with each other. As the decades passed and as the Aslani grew in number and would later form their own city of Jalayna in the Bay of Lyll. Tensions started to mount as the differences between the two became more apparent. Mainly that while the Salvians had a strict caste system, the Aslani were an egalitarian culture and after hearing horror stories from the Imym that managed to flee from Salvi. The tales of cruelty to the lower castes and the injustice done to the Imym caused resentment of the Ionians among the Aslani. The Salvians would learn what the escaped Imym were doing and with the rising tensions between them and the humans. The Salvian Rani(Queen) Soliana decided on launching a preemptive strike against the Aslani. Catching the Aslani off guard and but, they resisted fiercely. In what was called the War and would last two years before the Aslani were conquered. Though a moderate amount of both Imym and Aslani managed to escape from the Ionians clutches. Escaping northward and would regroup later.

It would take two years before the Ionians consolidated their hold over their new people and territory. Forcefully integrating the Aslani people into castes. When Salvian forces could not find the escapees, they thought they were gone for good and celebrated their victory. With the Aslani threat gone and with new territory. Rani Soliana decided on reforming the city-state into a kingdom called the Kingdom of Salvi. With her as their first ruler of this kingdom and would make sure that her new subjects would not cause trouble for her. Also, making sure that the renaming Imym would also not cause her trouble again.

In the north, the elves and humans that managed to escape the Salvians found a safe place to rest. Whiling resting, there was talk of how to reclaim their homes and dethrone Soliana. Talk turned from hope into despair and hopelessness. One elf came forward, one named Naertho Masurkar would say a speech about how they would defeat the Salvians and form a new kingdom free from the Ionian tyranny. This rallied them and they would make Naertho their leader. For the next century, he gathered his forces. Recruiting from independent human and elf settlements. When Naertho had enough warriors for his army, he chose to wait for an opportunity to strike at the Ionians. Which he did not have to wait long, Rani Soliana's death caused a succession crisis among her children. Plunging the kingdom into civil war. Naertho chose to launch his war when the three sides were at their weakest. Begining the War of Liberation which Naertho stormed into the kingdom's lands and crush the divided Ionian army in the field. The war lasted a year and ended with the capture of Salvi. The remaining Salvian royalty were either killed or captured and lingering remains of the Salvian army were dealt with.

With the kingdom his, the first act Naertho did was to undo the caste system. Breaking the chains that divided people and would keep his word of making a new freer kingdom. From the ashes of the Kingdom of Salvi came the Mylaena Alari Kingdom. Where both elves and humans could live in peace and be treated as equals. As Raja, Naertho worked to ease the transition into a free society and to improve the lives of his people. The Aslani were hesitant to join this new kingdom but, would join after Naertho assured that they will be treated well and can resume their old ways. Peace would reign for a century before a rebellion by elven nobles to bring back Salvi and the caste system started. The rebellion would be crushed by Naertho's forces and he made an example of some of the rebel nobles that the old kingdom and the caste system were dead.

After the failed rebellion, the kingdom experienced a time of peace and thrived under Naertho rule. He would expand the kingdom's borders in later years. His daughter Vaeri when she became Rani of the kingdom, would continue the work of her father and would expand the kingdom further to its current border. As centuries passed slowly elven and human culture would mix enough to form a new Alarian identity. One that combined the best aspects of the two cultures. Though regional differences would remain among the people. Currently, the kingdom is led by Raja Tathaln Masurkar and the kingdom has shown to be stable under his rule.

Infrastructure:


Military:

RP EXAMPLE:Scions
Questions:
Last edited by Theyra on Mon May 04, 2020 9:27 pm, edited 6 times in total.

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G-Tech Corporation
Khan of Spam
 
Posts: 63958
Founded: Feb 03, 2010
Inoffensive Centrist Democracy

Postby G-Tech Corporation » Mon Apr 27, 2020 3:04 pm

Obvious WIP is obvious.

[img]National%20Flag/Emblem[/img]

Nation Name: The Vanished Holds
Racial Makeup:Thoggoraki
Leader: The Forebearer


Northwest Pengali
Cultural Description:
Diplomatic Description:
Background:
Infrastructure:


Military:

RP EXAMPLE:
Questions:
Last edited by G-Tech Corporation on Mon Apr 27, 2020 3:04 pm, edited 1 time in total.
Quite the unofficial fellow. Former P2TM Mentor specializing in faction and nation RPs, as well as RPGs. Always happy to help.

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North America Inc
Powerbroker
 
Posts: 7681
Founded: Mar 07, 2013
Capitalizt

Postby North America Inc » Mon Apr 27, 2020 3:04 pm

G-Tech Corporation wrote:Hmm yes. Yes, I do have time for this.

Great to have you on board G.

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Hastiaka
Minister
 
Posts: 2296
Founded: Sep 20, 2014
Ex-Nation

Postby Hastiaka » Mon Apr 27, 2020 7:11 pm

-redacted-
Last edited by Hastiaka on Mon Apr 27, 2020 8:18 pm, edited 1 time in total.

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Theyra
Negotiator
 
Posts: 6420
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Mon Apr 27, 2020 7:47 pm

Hastiaka wrote:
Nation Name: The Commonwealth of New Amihan / Ang Komonwelt sang Bag'o nga Amihan ~ Amihan language
Alternative Name: The New Amihan Colonies / Ang Mga Kolonya sang Bag'o nga Amihan ~ Amihan language
Racial Makeup: The Commonwealth of New Amihan is predominantly Human with a notable and influential Eldar minority.
Leader:
Isaak Laurel - President of the Commonwealth of New Amihan
Ramira Valencia - Chancellor of the Electoral Conclave
Simoun Ramirez - High Justiciar of the Commonwealth Judiciary
Basilio Arcega - Governor-General of the Amihan East Antilla Company (A.E.A.C)


(Image)
The New Amihan Colonies, Eastern Antilla

Cultural Description:

The original city-state of Amihan was nestled in the south of Eden, near the coast. It was formed as the Free City of Amihan several centuries ago- it was the result of the coming together of the different culturally-similar tribes and clans that were influenced by both Avalon and Penglai. This mix of influences, coupled with the occasional intermingling with their desert-dwelling northern neighbors resulted to a unique culture blend of all three continents. The Amihan culture is analogue to a mix of both pre-colonial and colonial Filipino culture with special emphasis on the pre-colonial ideas and concepts. The Amihan people were initially matriarchal- with women warrior-leaders leading the city-state during times of peace and war. This matriarchal society changed a century ago when influences from the neighboring patriarchal city-states and kingdoms came creeping in. Nevertheless, both men and women are seen as equal and have equal rights. Also, Amihan's customs place heavy emphasis on respect by age with the elders being heavily revered by the people because of their experiences and the concept of "Utang na Loob" or indebtedness.

The Amihan high elves are more humble and less haughty compared to their other counterparts partly due to centuries-worth of human-elven interaction in the tight-knit communities of the Free City. However, the elves are given special status due to their long lifespans and wisdom. They usually land in leadership positions in Amihan society. Notable elves have led the free city in the past but the elves prefer to labor instead in administrative and advisory roles within the Amihan hierarchy.

The recent exodus of the Amihan from their old tropical settlements to the temperate continent of Antilla had led most Amihan to change their lifestyle. Adjustments of social fashion and norm had occurred- so that the Amihan colonials are able to adapt to the new environment they are settling in. Longer and thicker clothes were now widespread and the houses were now starting to be more and more made of stone and marble instead of just hardwood because of the new-found abundance of material in Antilla.

Diplomatic Description:

The Commonwealth of New Amihan is diplomatically isolated. With very few neighboring colonies, if there are, the Amihan people would rather invest time in improving their new-found territories rather than engage in diplomatic affairs with other colonies and states from the Old World.

Background:

Half a century ago, the City-State of Amihan was a burgeoning beacon of civilization in the south of Eden. That was until it was beset by a plethora of succeeding devastating events. First, several jungle tribes from the east of Eden made incursions into the territory of Amihan which led to skirmishes in the outlying settlements and villages. This lasted for an entire year and it led to the death of several hundred Amihan villagers and soldiers. After that, a sinister Half-kin necromancer claiming to be the prophetess of destruction arrived in the city. Over the course of several months, she would create a network of sympathizers and cultists that would eventually lead to blood spilling in the streets of Amihan. The Ecumenical Congregation's Cathedral was razed to the ground by the cultists. It took two weeks for the Amihan army and militia to re-take key districts in the city. By then, over a thousand Amihan civilians were dead. A mere week after that, a large fire erupted in the center of the city- it engulfed everything in its path. The citizens were hopelessly gathering buckets of water to extinguish it but to no avail. The leaders of the city- which was at the time the council of elders were unable to respond quickly. After the fire, a deadly plague beset upon the city. The plague, now known as the Ambaya flu killed over 3/5th of the entire population of the city. The city, now seemingly unable to stand back up- was abandoned by the people which ventured westwards.

Initially, the Amihan tried to settle in Avalon with them constructing a make-shift settlement and living there for one year. However, the Avalonian kingdoms were not excited about this and forced the Amihan to venture further west. After hearing word of a new continent farther west, the Amihan sold many of their prized possessions in exchange of ships capable of traversing the treacherous seas. The travel west was hard and miserable. Several ships were torn apart by the maelstrom that they encountered, killing several hundred and dooming them to a death underwater. Nevertheless, most of the ships were able to cross the sea and landed in what is now known as New Amihan. Here, the people convened and decided to create a formal government for them all.

A charter was drafted. It detailed all the inner-workings and what constitutes government. The people decided to create a government that was by, for and of the people. Thus, the Commonwealth government was born. The Commonwealth government is led by a President- a concept in Avalon and Eden that was carried into New Amihan society. This President was elected every five years alongside a Electoral Conclave; the legislative arm of government was also institutionalized with representatives being elected by the people. The Commonwealth Judiciary was also established- the judiciary and police arm of the state. All arms of government operate independently of one another ensuring check-and-balances.

After establishing a government and the ratification of the New Amihan Charter, the people began constructing a large new city. A citadel was erected and large swathes of land turned into farmlands. The Amihan finally had a sense of purpose- to expand and venture deeper into the interior of this New World. Because of this, the Commonwealth Government commissioned a semi-private paramilitary company; the Amihan East Antilla Company whose mission was to explore the interior of the continent and attempt to remove all hostile populations before they do over the colony.

It's been forty years since the Amihan had established the Commonwealth. The colony of New Amihan is thriving. Currently, the AEAC is growing in influence despite attempts by the President to curb it. The current Governor-General is campaigning for an aggressive expansion inwards and establish a monopoly over the New World.

Infrastructure:


Military:

RP EXAMPLE:
Questions:


WIP


Not the Op or Co-op but, the New World is not supposed to be discovered by the Old World yet. That is going to happen months into the rp so your idea may not work.

User avatar
Hastiaka
Minister
 
Posts: 2296
Founded: Sep 20, 2014
Ex-Nation

Postby Hastiaka » Mon Apr 27, 2020 8:18 pm

Theyra wrote:
Hastiaka wrote:
Nation Name: The Commonwealth of New Amihan / Ang Komonwelt sang Bag'o nga Amihan ~ Amihan language
Alternative Name: The New Amihan Colonies / Ang Mga Kolonya sang Bag'o nga Amihan ~ Amihan language
Racial Makeup: The Commonwealth of New Amihan is predominantly Human with a notable and influential Eldar minority.
Leader:
Isaak Laurel - President of the Commonwealth of New Amihan
Ramira Valencia - Chancellor of the Electoral Conclave
Simoun Ramirez - High Justiciar of the Commonwealth Judiciary
Basilio Arcega - Governor-General of the Amihan East Antilla Company (A.E.A.C)


(Image)
The New Amihan Colonies, Eastern Antilla

Cultural Description:

The original city-state of Amihan was nestled in the south of Eden, near the coast. It was formed as the Free City of Amihan several centuries ago- it was the result of the coming together of the different culturally-similar tribes and clans that were influenced by both Avalon and Penglai. This mix of influences, coupled with the occasional intermingling with their desert-dwelling northern neighbors resulted to a unique culture blend of all three continents. The Amihan culture is analogue to a mix of both pre-colonial and colonial Filipino culture with special emphasis on the pre-colonial ideas and concepts. The Amihan people were initially matriarchal- with women warrior-leaders leading the city-state during times of peace and war. This matriarchal society changed a century ago when influences from the neighboring patriarchal city-states and kingdoms came creeping in. Nevertheless, both men and women are seen as equal and have equal rights. Also, Amihan's customs place heavy emphasis on respect by age with the elders being heavily revered by the people because of their experiences and the concept of "Utang na Loob" or indebtedness.

The Amihan high elves are more humble and less haughty compared to their other counterparts partly due to centuries-worth of human-elven interaction in the tight-knit communities of the Free City. However, the elves are given special status due to their long lifespans and wisdom. They usually land in leadership positions in Amihan society. Notable elves have led the free city in the past but the elves prefer to labor instead in administrative and advisory roles within the Amihan hierarchy.

The recent exodus of the Amihan from their old tropical settlements to the temperate continent of Antilla had led most Amihan to change their lifestyle. Adjustments of social fashion and norm had occurred- so that the Amihan colonials are able to adapt to the new environment they are settling in. Longer and thicker clothes were now widespread and the houses were now starting to be more and more made of stone and marble instead of just hardwood because of the new-found abundance of material in Antilla.

Diplomatic Description:

The Commonwealth of New Amihan is diplomatically isolated. With very few neighboring colonies, if there are, the Amihan people would rather invest time in improving their new-found territories rather than engage in diplomatic affairs with other colonies and states from the Old World.

Background:

Half a century ago, the City-State of Amihan was a burgeoning beacon of civilization in the south of Eden. That was until it was beset by a plethora of succeeding devastating events. First, several jungle tribes from the east of Eden made incursions into the territory of Amihan which led to skirmishes in the outlying settlements and villages. This lasted for an entire year and it led to the death of several hundred Amihan villagers and soldiers. After that, a sinister Half-kin necromancer claiming to be the prophetess of destruction arrived in the city. Over the course of several months, she would create a network of sympathizers and cultists that would eventually lead to blood spilling in the streets of Amihan. The Ecumenical Congregation's Cathedral was razed to the ground by the cultists. It took two weeks for the Amihan army and militia to re-take key districts in the city. By then, over a thousand Amihan civilians were dead. A mere week after that, a large fire erupted in the center of the city- it engulfed everything in its path. The citizens were hopelessly gathering buckets of water to extinguish it but to no avail. The leaders of the city- which was at the time the council of elders were unable to respond quickly. After the fire, a deadly plague beset upon the city. The plague, now known as the Ambaya flu killed over 3/5th of the entire population of the city. The city, now seemingly unable to stand back up- was abandoned by the people which ventured westwards.

Initially, the Amihan tried to settle in Avalon with them constructing a make-shift settlement and living there for one year. However, the Avalonian kingdoms were not excited about this and forced the Amihan to venture further west. After hearing word of a new continent farther west, the Amihan sold many of their prized possessions in exchange of ships capable of traversing the treacherous seas. The travel west was hard and miserable. Several ships were torn apart by the maelstrom that they encountered, killing several hundred and dooming them to a death underwater. Nevertheless, most of the ships were able to cross the sea and landed in what is now known as New Amihan. Here, the people convened and decided to create a formal government for them all.

A charter was drafted. It detailed all the inner-workings and what constitutes government. The people decided to create a government that was by, for and of the people. Thus, the Commonwealth government was born. The Commonwealth government is led by a President- a concept in Avalon and Eden that was carried into New Amihan society. This President was elected every five years alongside a Electoral Conclave; the legislative arm of government was also institutionalized with representatives being elected by the people. The Commonwealth Judiciary was also established- the judiciary and police arm of the state. All arms of government operate independently of one another ensuring check-and-balances.

After establishing a government and the ratification of the New Amihan Charter, the people began constructing a large new city. A citadel was erected and large swathes of land turned into farmlands. The Amihan finally had a sense of purpose- to expand and venture deeper into the interior of this New World. Because of this, the Commonwealth Government commissioned a semi-private paramilitary company; the Amihan East Antilla Company whose mission was to explore the interior of the continent and attempt to remove all hostile populations before they do over the colony.

It's been forty years since the Amihan had established the Commonwealth. The colony of New Amihan is thriving. Currently, the AEAC is growing in influence despite attempts by the President to curb it. The current Governor-General is campaigning for an aggressive expansion inwards and establish a monopoly over the New World.

Infrastructure:


Military:

RP EXAMPLE:
Questions:


WIP


Not the Op or Co-op but, the New World is not supposed to be discovered by the Old World yet. That is going to happen months into the rp so your idea may not work.


oh shoot, i'll have to revise some time then sorry for that

User avatar
Finland SSR
Post Marshal
 
Posts: 15312
Founded: May 17, 2014
Psychotic Dictatorship

Postby Finland SSR » Tue Apr 28, 2020 8:55 am

Finland SSR wrote:Ukweli ta Moyotaifa - Principality of Moyotaifa (official name)

I believe I'm finished.
I have a severe case of addiction to writing. At least 3k words every day is my fix.

Read my RWBY fanfiction!

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