I'm actually going to drop out of this for now. I don't have as much time as I had thought. Conflict resolved! I'll probably drop in again at a later date if there's still room elsewhere on the map, though. Have fun, you lot :D
The Aelorian Empire is a nation located on the Aurivalan Islands and the Athivalan peninsula. The Aurivalan Islands are generally temperate in nature, with a terrain typically between that of pastoral farmland, tended forests and almost Mediterranean coasts. The Aurivalan Islands are generally thus considered a land of near eternal summer, radiating out from the Sunwood of the Westernmost island of Anesse. The Largest Island, Tallasvir, is largely metropolitan with numerous large urban centres and the estates necessary to provide them with the materials necessary for every day life, while the southernmost island of Halethi remains sparsely populated and the smallest island, Illicanis, remains a holy site, bathed in an eternal summer only enjoyed by the most devout.
The mainland territory of the Aelorian Empire shares in some of this otherworldly summer, but is largely made up of plains and flatlands. Here, the Jewelled States, a series of settlements initially set up as trading posts, has become the new frontier of the Empire carved from a fresh continent.
Notable Cities
Tal Vanithyr:
Located on the meeting points of the Ithaya and Balanorae rivers on Tallasvir Island, Tal Vanithyr is an expansive city, primarily of towering spires and domes, designed to both awe and as an expression of Elvish craftsmanship. Tal Vanithyr is home to the Imperial Palace, The Grand Ministry of Magi and the great central markets of empire, a drawing point for trade in the empire.
Tal Vanithyr is the only large city located on the eastern coast of Tallasvir itself, and thus serves as both capital of the Aelorian Empire and as a regional capital for the eastern half of the island itself. Established following the Proclamation of the Empire, Tal Vanithyr continues to grow, though primarily outward and away from the shore.
Menorion - The Great Port
Located on the western coast of Tallasvir, Menorion functions both as the seat of the Admiralty and as home of the Aelorian Imperial Navy. Menorion also serves as the primary trading port into the Aurivalan Islands for the majority of Traders, as such, Menorion functions as the other "great city" of Tallasvir, home to a number of guilds and wealthy nobles, who find ease in plying their goods by sea rather than road.
Menorion is also home to the end point of the Tylor Canal, allowing ships access to inland cargo ports and towns from the sea directly. Menorion is consequently also home to the Great Purple Shipyards, so named for the purple sails and hulls of the ships it produces of the Aelorian Navy.
Einyamar - The Crown Jewel
Einyamar is the oldest elven settlement located on the mainland. Much like Menorion, it functions as a primary route of trade and as a shipbuilding centre, though for the Jewelled States. As such, it functions both as an administrative centre for the Jewelled States and home to much of its great noble houses and institutions.
Eiyamar therefore functions much as an impromptu centre of governance for the somewhat distant and open-minded Jewelled States. For the most part, the relaxed approach to the Jewelled States and Einyamar's sister cities of Hellonde and Hellione, have paid great dividends for the Empire.
Ossithon - City Of Light
Located on the border of the Sunwood, and serving as the seat of the Order of Aes Codia, Ossithon, or the City Of Light, is the centre of the Order in Aeloria. Ossithon is considered a centre of healing without parallel - here, the Priests Of Aes Codia, or the Great Light, practice arcane arts known to few and to great effect. The City itself is almost literally a beacon of light in the night - with the Priests and Magi who come to study their art, with centuries of basic spell casting often practised having come to illuminate portions of the stonework itself.
Believed to be empowered by the Emperor and the Grand Magi by the common folk, the Priests of the Order treat anyone for as much or as little as they can spare - and since the first visitor, have only gained in skill. Whether it is a combination of both magical power and the strange plants of the Sunwood, a singular, or neither - few dispute the skill of the order.
Menegrien - Bastion Of The South:
The only major city in Halethi before Aleorian civilization gives way to the sea and foreign lands, Menegrien serves as both the location of a Imperial Granary, and as the centre for trade for the farmers and lords of the Halethi Range.
All the same, Menegrien serves in a military capacity, as the Ranges often experience discontent from the sea and other realms over the centuries, such elements can cause a great threat during harvest season when crops from Halethi are put at risk. As such, the Garrison of Menegrien is considered the most tested to fight and contributes many great warriors to the Imperial Army.
Lindorthell - The Eastern Spires
The largest city in south east Tallasvir, Lindorthell is built in a style of homage to Tal Vanithyr, Lindorthell, however, has earnt its own reputation as a city of archviists and inventors. Hosting a branches of the Magi Ministry in all their forms, as well as a number of Imperial Institutions, Lindorthell currently serves as the home of Elven experimentation and is home to the Dalaen Library, well known to contain, if not the original, but a copy of nearly any valuable elven work in the world, if not considerable volumes gained from other races and nations.
Tal Sennae - City of the Woods
Tal Sennae is the only city located within reaches of the Sunwood, which covers much of Anesse. Tal Sennae is a-typical in construction, doing much to blend in with this surrounding environment.
Tal Sennae is thus one of the smaller cities in Aurivalan, and its inhabitants largely concern themselves with the upkeep of the vast wood and the care of the creatures therein. Tal Sennae consequently cares for a great deal of the Imperial Stock of Pegasi.
Sirialorae - City of the Lake
Located in the Athivalan Range but separate from the Jewelled States, Sirialorae serves as capital of the newest province of Fal Ahenai, bordering the lake of Thevira. Sirialorae, on the coast of the great lake, became home of the Paelor Walls, a near monolithic construction drawing upon the entire empire to secure a fortress on the edge of the Empire.
Sirialorae, as such, today, remains a somewhat martially minded city, though it now gains a portion of its wealth from the adventurous as well as those who make a living upon the great lake.
General Introduction
The Aelorian Empire seemingly came into being overnight - at least from those who cared little for the Aurivalan islands. Largely unpopulated, it has since come to be home to a sizeable nation covering the entirety of the islands and the Athivalan Range. Aeloria traditionally holds itself as a cosmopolitan, urban civilization, though its populace have spread out amongst the reaches of both Athivalan and Aurivalan. Whilst some of the Empire is lightly populated - its great cities and larger islands, are more densely populated.
While the Aelorian Empire is considered "ancient", its origins lie far beyond the western sea, from which few its neighbours have ever crossed. The first advent of Aelorian elves in the Aurivalan islands is only recorded but a thousand years before, and then in small numbers on the island of Illicanis, an island steeped in taboo in the history of those times. Consequently, much of Aelorian civilization is older than it would first appear, and has largely transplanted itself wholesale to the Aurivalan islands - though they maintain with great tenacity that some part of their ancient race has always been upon these islands since time immemorial. Speaking little of what lies west, one can only assume that they have left such connections behind.
History (Kinda trying to adapt it, hit me up if something is too crazy)
Vyraesoria, or the period before the birth of magic as Aeloria understands it, is a time mostly lost to us in historical writing, though such may be elaborated on if further records have survived in Aurivalan in a manner leaving knowledge untouched. All the same, much remains in stories passed from generation to generation, though some of this is clearly myth and much more is unreliable. As such, this element of the Archival Library is written from the perspective of the Author attempting to place such tales into a somewhat factual context to be utilized by readers and researchers of the Library.
The Age of Awakening - Vaerdos.
The Awakening of Elvenkind was a sudden thing. What is known is that we became aware that we were aware. In that single moment, we ceased to be simple things and began to become a race worthy of note, of culture, of elegance.
Many of our records from this time are peacemeal, and simply describe the advance of Elven civilization in the westerworld to a point that would be recognizable, of a sort, to its modern Aelorian equivalents. Here, the Pantheon is born, and here too we come to understand the great power of their will made manifest.
Yet, we lived in peace for eons beyond count. We thought we were alone, and we were content.
The Age of Sorrow - Mithanalas.
The horrors that came upon our civilization in this age is the cause for much we can now no longer call upon, but the first wars were devastating, and while we created the greatest military force our people have ever known, it was only with the bloody crusades that we prevailed and chained our enemy below a land now forgotten. Despite our success we needed the might of the heavens amongst our people once more. We sent our orders forth and searched, and for a time, we once again had peace.
The peace was not to last. When the Aelorian civilization discovered new navigable routes to the east, and discovered Aurivalan is it has now been named, there was no question about whether the crusades would be needed again - they were immediately launched. The Marali, as we had come to know them, would no doubt be found here too - they would need to be found and contained before they threatened Aeloria again. As we well know, the Marali had already broken their own confines - destroying much of the lands we had left to their mercy unbeknownst to us - and beginning the preparations that would crush the soul of our nation - though not extinguish it.
When the Marali fell upon our homeland all our people could do was flee. Without the great Crusading Orders at hand, the Westerworld became a cataclysmic battleground between the forces of Aelorian Holy Light and the ever encroaching darkness of the Marali. The excesses of Marali magic and our own powerful but limited uses of it threatened to rip this small corner of the world apart - and only the sacrifices of many great Magi brought enough respite to escape. The Empire would of course, never fall. The Emperor and many people escaped. When they finally reached Aurivalan with the secrets of thousands of years and the will to survive - they re-organized the crusading forces into the new basis of the Aelorian Empire - and promptly ceased its preparations for action on the continent. The reality that the Crusading Orders had found Illicanis was the saving grace that brought us hope.
The Marali would one day come however, and our people continue to watch.
The Age of Prosperity - Kyr.
With the end of the Second Crusades and the full recognition of the Empire by Council, A lasting peace came to be in the new Aeloria, which to this day has yet to be out rightly challenged. While we brought much of what was home with us and created a somewhat alien realm in a somewhat familiar land - we have kept largely to ourselves except where security or faith was threatened. These are the rules of Aeloria.
With communication, aside from that worked by our Magi secured, our realm enjoyed a period of economic growth and advancement of knowledge and culture. We have enjoyed the Age of Prosperity as a respite from the harshness the world has generally given our race throughout recent history. A chance to learn of new realms and let them know of our glory.
We know not of the Westerworld's fate, though we know it remains largely intact. This Scholar wonders when we may return, if the Marali were not contained by our final spells and reigns supreme, it is only a matter of time before Aurivalan becomes a target - if the old races, or perhaps new ones, will not recognise the threat, much will rely on our ability to do the unthinkable and create the unstoppable. With the birth of the new clutch, the will of the pantheon cannot be ignored.
For now, Elvenkind stands secure, wealthy, and proud. The Age of Prosperity, is however, ostensibly coming to an end. It remains yet to be seen what the next age may be named.
Government & Society
The Aelorian Empire, as such, operates three primary organs of governance in order to maintain unity.
The Imperial Throne
The Imperial Throne is considered the supreme authority over the Empire. Occupied by the lineage of the first self-proclaimed Emperor and backed by the mandate provided by the Noble Council - and once again by the Council of Chapters and then finally by the will of the gods made manifest, Raethiniel. The Emperor or Empress is thus trained to be the first among the Imperial Court and in skill of arms, as well as taught in the arts of magic by both Magi and Priest.
The Emperor rules from the Imperial Palace in Tal Vanithyr, and holds council there among trusted advisors and nobles from around the Empire. Here, the Emperor confirms the appointment of Nobles to the council to manage the day to day affairs of state and manages the issues of most concern to him and his people.
On Occasion, The Imperial Court may move to another of the Imperial Palaces in the Empire, though this is usually for practical reasons.
The Noble Houses
The Noble Houses, typically styled and named after their founding family, nominally serve no official role within the governance of the Empire outside of the Noble Council, a manner of bringing together the Noble Houses for the good of the realm. However, as most Houses are essentially allied together and therefore tied into to one of the Great Houses - given the role of local administration, Noble Houses and their Mercantile connections can often lead to great influence and power that even the Emperor does not, typically, ignore.
Noble Houses, therefore, mostly concern themselves with increasing the wealth, power, and influence of their respective families. Whilst the Elves do not typically engage in manners of overt subterfuge with one another - The Great Game between houses is not without incident, though the threat of interference from the Throne stops this from being outright bloodshed.
The Provinces
The Empire is divided into 6 Provinces, typically administered by one regional governor. Each settlement usually contains its own council made up of individuals from notable houses or local government - although cases beyond the abilities of the civil administration of are referred to the regional administrator.
The Regional Governors serve by appointment of the Emperor until they either retire, die, or are asked to resign by the Emperor. Governors are typically Nobles from the major Houses considered eligible by their own peers for the position, although the Emperor can appoint anyone he so pleases. Notably, The Jewelled States "elects" a permanent Deputy Governor for the region, to represent the somewhat more varied governance of the area.
It is worth noting that the varied Chapter Houses of the Crusading Era still maintain their political input, but this is largely directed towards the Emperor and Military issues rather than civil governance.
Society/Culture et all Aelorian Elvish culture places a great deal of emphasis on the pursuit of perfection in one's chosen craft. Aelorian Elves are not typically bound by gender or birth to a particular role in society, but purely by ambition and talent. The Aelorian Noble houses are deft, and often bring in those outside of great talent in, either through marriage or other means.
Elves typically marry for life, though concept of extramarital sex is not foreign to them, and is frequently a norm for Young Adults. Raising children is, obviously, a somewhat extended affair, as Aelorians are of course, long lived, Children are considered bound by their parents jurisdiction for much longer than a human equivalent. However, Aelorian's still die - though this is often mostly through choice, accident or disaster, than the effects of time.
Art and craftsmanship are important skills in Aelorian civilization. Emphasis is placed on functionality and beauty combined, and every item produced by Elven craftsmen is to their creator and often beholder, a unique masterpiece, to be passed down for generations within a family.
As a long lived race, many feel There is no reason NOT to spend a hundred years carefully working and perfecting a sword now that there is peace in which to do it.
Whilst past generations of Elves typically remained land bound, the newest crusading generations, the ultimate flight and formation of an empire in a foreign land - has instilled in the Empire a somewhat seafaring spirit and the coastal cities have developed a strong maritime culture. Fishing, sailing and so forth are now considered noble pursuits.
Of interest is the Aelorian view on other cultures and civilizations - while the Aelorians find great joy in learning or at the very least, documenting and studying all life they come across - even the most vile of creatures - they hold great disdain for all creatures considered "evil" - and hold little regard for any non-elf, though more to the point of arrogance rather than hostility, and the merits of earnt respect are not lost upon them. In terms of intra-species relations - the Aelorians believe themselves to be the "High" Elves, or the direct descendants of the firstborn. This can cause friction with other elven races - if only because the Aelorians, not through malice but through a belief of their own lineage, consider themselves a learned elder to their cousin races, who really should all just be ruled by the Aelorian Emperor, right?
Overall, The Empire as such is one based upon faith and finesse. Elves, long lived as they are, reach perfection in their crafts not through any innate superiority, it is argued, but through a discipline honed through lives lived long in excess of other races and with a dedication to their community not always shared elsewhere. The Aelorian people are thus somewhat seen as perfectionists, spending much of their lives focusing on one craft beyond all others until they can claim excellence - and then spending much of what remains putting it into practice or teaching those who would follow.
In Faith, there is the Pantheon, a body of elven gods that express many virtues and beliefs from a race as ancient and storied, but there are two other aspects - that of the pure and divine holy light, and that of the primordial flame. The Pure Holy Light is expressed both through its Pantheon Avatar and the Flame itself, but it is the root of belief and faith, and capable of a pure expression of that faith and belief in the physical world, whether singular or intertwined with the arcane. The same applies to the primordial flame, but the flame is the core of the will of the gods made manifest in the real world - that of the Aelorian Dragon. The discovery of an ancient clutch of these dragonkin on Illicanis can be contributed with the revival of Aelorian civilization.
The High Elves are a race of humanoids somewhat indistinguishable from modern Humanity aside from minor physical differences. However, Elves are well-known for their keen intelligence, agility and prowess in the art of magic, particularly when trained.
Biologically, Internally and externally, Elves are similar to humans.
Whilst Elves are often considered immortal, by human standards, Elves are simply of great longevity. This belief is largely enforced by the fact that most of their lives post "physical twenties" they do not appear to age or suffer, at least physically from disease. Aelorian Elves have been known, along with other elven races, to exhibit a great resistance to poison and other bodily contaminants. It seemingly takes a great deal of hormones or chemicals to change an Elf's mental state, and thus they tend to appear calm and collected most of the time. Likewise, this enables them to drink a great deal of alcohol without suffering any ill effects.
Elves are considered to be mature around age 50, although they cease ageing around twenty to thirty years of age. Only under continuous, heavy stress to Elves appear to age at all beyond this physical peak.
As with their biology, Elves are similar to humans. Though they tend to be slightly taller and in some cases, lithe than humans. Because all adult elves are essentially 'in their prime' from the age of fifty onwards, they are, while not necessarily stronger than the average human, generally in a condition more physically capable. Of minor note is eye colourization - whilst Aelorian High Elves are typically known for their glowing eyes - at least historically, blue, the exposure of many of their race to the extreme excesses of Arcane and Demonic energies during the Flight has lead a number of survivors and, a number of their progeny, to exhibit a green glow - though this change appears to be largely cosmetic rather than any obvious benefit or loss, it can prove disconcerting.
In terms of Reproduction, Elves, being largely similar to the other strictly humanoid races procreate in a manner that would be familiar among said races. Elves, however, gestate for slightly longer than their human counterparts, and twins are often common among those few adept in Magical Studies.
Although the Aelorian discovery of a singular fights clutch would perhaps merit less, here lies a more expanded general Aelorian record on the species as requested with my own notes -Leander.
We know little of Draconic "Society" from what little ancient texts we have, but it is obvious it has biological basis and is thus stratified by age and development. Although considered magically adept, Dragons are gifted flight by biology - and fire by the same methods, though their magical ability no doubt amplifies these bonuses greatly.
On Average, the largest known Dragon, that is, Raethiniel, the matured leader of the Illicanis clutch, can be measured to be around 50 Feet. The Largest known drake topped out at around 20 Feet, whilst the largest whelps have only known to reach upto 4 feet.
We know that fully matured dragons such as Raethniel could be considered "High Dragons" and would thus occupy the pinnacle of Society, both figuratively and literally. A typical High Dragon can thus only be described as a fully mature Dragon. Whilst High Dragons occupy the upper Strata, and other Dragons, of which we ourselves only have few, are just below, Drakes occupy the middle strata - serving as the "middle class", although rare still. It is unlikely many today would be able to understand that Drakes are not even considered full Dragons. Whelps occupy the underclass - whilst numerous, many whelps do not reach Drakehood and die young, as our experience with the Illicanis clutch has taught us, Whilst all drakes eventually mature, not every Dragon itself fully matures into a "High" Dragon.
In terms of biology, A Dragon's Chest can only be descrived as very powerful and heavily muscled. They also possess a massive heart, including a redundancy, as the chest muscles require large quantities of oxygen-rich blood to maintain a steady wing beat. The bone structure itself is perfectly designed for flight too, with an internal structure that is very specialized, being honey-combed, which is strong but lightweight. All of these adaptations are a general characteristic of powered flight, though this alone does not allow Dragons, high or otherwise, the ability.
A typical Dragon's wing span measures just under 18 feet, though weight often varies considerably depending on diet and lifestyle. From our own research and the sad case experienced with the clutch, we know Dragons possess a pair of leathery organs, resembling a second pair of lungs within their chest cavity. The tissue walls of these organs are thin and elastic, designed to expand. These are thus known to be storage sacs. They hold gas composed predominantly of known to be lighter than air. When the organs were filled with this gas the principle was the same as anything else. The organs are the Dragon's "flight bladders". Whilst All creatures contain bacteria in their gut that help break down food and in the process the bacteria release byproducts as gas, The bacteria inside Dragon's release a flammable gas that is channelled into the two storage sacs. Along with a super-light skeleton the gas filled flight bladders are the key to the Dragon's flight capability.
Another adaptation gifted by the creator was the ability to "breathe fire". The inner surface of a Dragon's mouth is almost armor plated. At the back of throat there is a fleshy valve. This flap is similar to the false palate found in crocodile throats used to stop their lungs from flooding when grabbing prey under water. Dragons use the false palate to prevent a back draft of fire from scorching their lungs.
Dragons possess both incisors (meat ripping teeth) and flattened molars (grinding teeth). The molars are used to pulverize platinum into powder that remained on the surface of the enamel. Dragons use the platinum as a catalyst to trigger a chemical reaction. The reaction of platinum with their flight capable gas would ignite said gas to combust, producing fire. A Dragon's flight and fire apparatus is a binary system as both relied on the stored hydrogen in the flight bladders. Although useful, many Dragons now tend to rely on magical means to cause ignition, something considered preferable by the limited platinum deposits of the empire.
Dragon's effectively function as the rulers of both the sky and ground, if not the heavens. Whilst we owe much to this strength in ages past, and it has been the case for thousands of years, the tide of technological change and the growing mastery of magic by the other races is starting to threaten this position.
In terms of matters of reproduction that we know enter into, Dragon Females tend to produce a batch of eggs following courting which are then fertilized by her male consort. A batch of eggs can number between twenty and two hundred and labour itself is intensive and exhausting, and as such mating occurs during the period of the hunting, or rather feeding, season only. As you know, some of these clutches fail to hatch, and many will die, sadly, as young whelps.
Dragons often differ in colour from Flight to Flight as known from our records, though our own clutch is entirely from the red flight.
Dragons have a indeterminate lifespan, as far as we Aelorians know. I will attempt to gain Raethiniel's personal insight on these notes, but she is, whilst intelligent, not exactly known for making time for the Archivists these days.
Economy & Industry
The Aelorian Economy is largely driven by internal forces, The Mercantile Guilds have done much, under the Emperors gaze, to utilize the resources of Aurivalan and the independent Guilds and Traders willing to push its people into new crazes and matters of demand. Whilst the Empire produces much of what it needs to survive, this exchange of items and the creation and desire of wealth is used to foster growth of new industries and create new forms of demand and then supply which in turn, have given rise to a relatively prosperous economy, though a large part of it is Agrarian in basis. Aside from Fine Food, Clothing, and Drink, things such as Dyes for use in paints and elven printing, as well as spice for flavouring are also valuable new sources of income for the mercantile guilds. With a number of exotic goods transplanted from the Westerworld, including the valuable Aelorian variant of Silk.
Aeloria has however, been open to outside trade for many a year now, and its exotic and well crafted goods have found their markets elsewhere and have consequently also allowed the import of rarer metals and exotic goods, fostering an economic boom of its own.
Military Overview
Foreword With a new land came new options - and demanded rethinks. Since the Flight of the Aelorians to the lands their Crusades had found, the Imperial Army was no longer able to call on a large standing army - and reorganized itself accordingly around a varied core of professional and unprofessional soldiers. It is however, that the Aelorian military relies heavily on its Chapter Houses and Ranger Guilds, and to a smaller extent Magi, for much of its heavy lifting.
Overview: The Aelorian Military, as such relies primarily on its natural "agility", range and a limited use of magic. Elves prefer ordered or "civilized" melee combat supported by large numbers of ranged, token magical adepts and cavalry units. The main line of battle traditionally remains heavily armoured, favouring pike and other similar weapons.
Naturally of acute eyesight and affinity for beasts - a large amount of warriors receive training in Archery, in particular the Aelorian Longbow, as well as schooling in both riding of the traditional warhorse and its aerial counterpart, the pegasi.
As Some Elves possess a natural affinity for magic, most Aelorian Military operations and doctrine so far have taken, and include, a small contingent of armoured Magi - known as Battle-Magi, as well as Priests and other more specialized "Magi", though not particularly gifted, who are trained purely in countering other spell casters, such as the formerly crusader chapter house of "Maraeshal" or "Spellbreakers".
The Levee: The majority of Imperial Armed Forces are obviously, not marshalled during times of peace, with a system of conscription or levee en mass enacted during times of crisis. However, the Empire does not rely on untrained individuals. Most Elves, during their early years before full maturity, receive a rotation of basic military training - with those of notable skill or desire go on to become a member of the standing army, join a chapter house, or, in some cases, to the Royal Guard.
Of note is the Pegasi whom serve as functional mounts for aerial cavalry used by the Standing Army as well as utilized by both the Royal Guard, Magi and Chapter houses such as Aes Codia. Aelorian Pegasi are largely docile once domesticated, and considered great companions to their riders - Pegasi have tremendous endurance and, when they or their rider is threatened, can be incredibly dangerous.
Royal Guard: The Royal Guard, led by the High General, is the spine of the standing army. The Royal Guard also serves as the Emperors own personal guard, and as such, contains the strongest and most well trained Elves of the current day. Royal Guards are trained specifically in Polearms foremost, specially crafted at their initiation by the Emperors request, as well as trained in the use of Poleaxes for standing formation anti-cavalry.
Further to this, the best of the Pegasi and Warhorse Breeds are often gifted by the Emperor to the Royal Guard, among others - with Elves chosen for the Royal Guards Cavalry provided weaponry more suited for that role, as well as more specialized associated training.
The Current High General of the Royal Guards is Al'Danor Thyrol.
Magi: The Magi, though limited, form an element of the main shock of the Imperial Army. Whilst Battle-Magi primarily focus on the offensive weaves of Magic, both to empower and to cause devastation to an enemy, their counterparts work on both defensive and healing magics.
With a magical heritage dating back to the birth of magic, Aelorian Elves and thus, the Empire, continue to utilize "weaving" rather than simplistic casted spells or runes or other forms of "lesser magic" and claim to have continued to gain a greater understanding of Magic at its very basis.
The Current Archmage of the Battle Orders is Vanyria Lorimen
The Chapter Houses - Example: Aes Codia: There are a number of Chapter Houses calling back to the crusading era that train and marshal their own forces from donations or military investment to assist in keeping order and to potentially deal with a "demonic resurgence". Most notable is The Aes Codia - an elite order, whilst typically known as healers to the majority of the populace, trace their routes back to the Reclamation Crusades. Through many years of rigorous training, they learn the art of the longbow and the sword - and how to move even quicker and unseen among the varied terrain of the Empire, either at day or night. The Aes Codia are directly commanded by their High Templar, and it is not known whether he answers to the Emperor or a Higher Power.
Magical Adeptness, no matter how small a spark, is a requirement for initiation into the Aes Codia, and they are trained by the Priesthood as well as the Magi in order to enhance their utility and battle prowess. The Aes Codia's training is considered the harshest in the Empire, combining gruelling physical activity and magical learning under the harshest conditions, and as such, their quality shows.
The Current High Templar, and nominal head of the Chapter Houses Council is Meron Galdiore.
Imperial Navy: The Imperial Navy of the Empire has been traditionally small, existing of ships designed for coastal patrol and anti-piracy, though the inner sea's of Aurivalan are directly accessed and are largely free of such nuisances. However, as the Imperial Army has redesigned itself, so too has the navy, particularly as Athivalan has grown in value.
As such, The Empire now possess a considerable number of larger ships - with a sizeable force of ships consisting of small and fast Elven galleys. It is now not unknown for the resurgent Aelorian Navy to make unwanted (at least by traders whom have no time for strict Aelorian rules) inspections even in territory its navy has never traditionally invested itself in.
As with all things, the Elves have brought their knowledge of Magic to the sea - and whilst armed typically with arrow, a scant few Aelorian ships are considered far more dangerous due to the Magi often on board. It has become known that is better to lose the cargo the Aelorians find "taboo" than to risk letting a token Imperial Mage ruin your day.
Magic comes up a lot, particularly as I'm trying to retrofit some things in but its more that it is "rare" and where not so rare its not that great, but I understand any reservations, so please speak up. That goes for anything, really.
Consider this a first pass. Of note is that the dragons are few and more religious than military in application.
Sorry for the double post, but I forgot the mention tags. Pretty sure they don't work if edited into a post: @Willy Vereb @Monkeypants
I'm actually going to drop out of this for now. I don't have as much time as I had thought. Conflict resolved! I'll probably drop in again at a later date if there's still room elsewhere on the map, though. Have fun, you lot :D
@ShorticusThangoradrim, but Thangor works for now^^ :D
Pffft, you can't even live one with nature!
Also, HUGE WORK IN PROGRESS!
The Eloia
Location/Geography
The northern territory of the Eastern Auran Belt is a rocky desert of flat plains in that raises toward the east coast. The Eloian wastes northern borders are marked by hills and a small mountain range that sees heavy storms during the winter months. South of this mountain range leads into a uneven plateau which is largely a steppe landscape, too variable in temperature, and too infertile for proper farming, to make cities viable outside the small lakes and oases that dot the landscape. Giant scorpions, dune wyrms, and sand dragons plague much of the Herema Desert. Packs of vicious carnivorous reptiles called spikebacks also make their home here. The desert is roughly 100 feet below sea level, sloping at a gradual decline from the east coast over 10 miles.
General Introduction
Among their own kind centaurs are sociable creatures, but they have been known to become rowdy, boorish, and aggressive when under the influence of alcohol. In recent years, the tribes of the Eastern Auran Belt have united into a single tribal federation. Centaur family bonds have correspondingly diminished in importance as the tribes have slowly become more militarized. They still have defined family roles in short, the males hunt and protect the tribe's borders while the females aggressively defend centaur civilians while administering the day to day operation of encampments.
History
(You can detail the history of your nation here. How they were formed? Any major events like wars, political changes or catastrophes? Really, you know better than me what you wish to write here. History is good for giving other players story hooks to establish some relationship with your nation. A good history section tries to incorporate knowledge from other NS to do exactly that, a shared history.)
Government & Society
The tribal society of Eloian centaurs regards freedom and personal choice as the highest virtues. As long as an individualās choice do not hinder the welfare of another centaur of the tribe, these once peaceful creatures leave all decisions in the hands of the individual. The seemingly unorganized society of the centaurs is actually bound by an openness and camaraderie that more civilized cultures have long since lost. After all forming strong bonds with those in the herd is not only desired but necessary as many simple tasks humanoids take for granted require the aid of a trusted friend. Such as the cleaning of one's hooves or mane. Honor is also prime among the Eloians beliefs. Their harsh existence, full of death and hardship, molded their culture to believe the gods would measure them on their behavior on the living plane.
Centaur lairs look little like the permanent structures of other races, consisting of a series of beautiful oasis consisting of peaceful streams in rocky regions and perhaps a few scattered lean-tos. Although these lairs seem simple and unprotected, they provide more protection than even the stoutest walls by allowing the swift moving centaurs to encircle approaching foes or easily flee if pressed too hard. In recent years, three major centaur tribes have been united under the Eloia alliance having assimilated smaller ones. The dark maned Morthian tribe, The vicious Ulgothi, and the enigmatic Tarbarii clan.
An Eloian tribe historically usually looked to a druid to lead them or act as designated speaker along with the tribes warriors holding sway. Each tribes druid would take the title of sheikh. However, the sheikh's ultimate power was limited by tradition and important decisions are made by the tribe's council of elders.
In modern times, the bulk of centaur society is structured more like a massive army under the control of a powerful warlordāspecifically, Arazororn Khan, or Arazororn The Mighty of the Tarbarii. In reaction to the drought of their current realm, the Eloia have mustered and organized under the Morthian, Ulgothi and Tarbarii tribes turning them into a single large fighting force. Arazororn Khan has kept the most powerful druids of the three major tribes as advisors, a step toward allowing them a voice even under his rule. The Tarbarii occupy the highest position in this tribal hierarchy, followed by the Ulgothi, and then the Morthian. The Tarbarii are ruthless and dictatorial, conscripting the less powerful centaur tribes into service and forcing them to fight according to the combat strategies and orders of battle laid out by the Tarbarii high command.
With the lower body of a large horse and the upper torso and arms of a human, centaurs combine speed and strength in their powerful forms. A centaur is as big and heavy as a horse, standing 7 feet high and weighing about 2,100 pounds. Brown dominates most of a centaurās coloring, the long hair on the top of the head and the glossy fur of the horse like body ranging from a light tan to a deep dark brown. A centaurās humanlike torso has a swathy, earthy dark caramel complexion/ In some more isolated tribes the rare individuals, other colorings emerge, such as white, gray, or black but these are extremely uncommon.
Economy & Industry
The Eloia have always been a hunter-gathering tribal society. Centaurs are skilled in horticulture and cultivate useful plants near their lair. In dangerous, monster-infested areas they plant thick barriers of thorn bushes around their lair, dig pits and set snares. Centaurs survive through a mixture of hunting, foraging, fishing, agriculture, and trade. Though they dislike dealing with humans, but prefer trading with elves, especially for food and wine. Trade partners are paid from the tribes treasury, which consists of the booty of slain monsters or gained in raids. Due to their cultivating skills, they often grow herbs and spices near oasisās and trade these to foreigners to supplement their trade deals.
Relgion
The centaurs are generally a very spiritual people that combine nature worship with ancestor worship. This worship was always fairly militant and violent, with rites that routinely ended in ritualistic combat between centaur tribes or between individuals from the same tribe. Years of struggle and border warfare have hardened the centaurs to the point where their religious observances are even more violent and martial than they had been, especially with the Morthian's aggressive campaign of attacks on humanity. Centaurs still have a deep reverence for their nature spirit (whom they vehemently deny is an aspect of the human goddess Melandru) but these days they focus on the proud, wild, and free aspects of their spirituality far more than the growing and nurturing aspects.
In brighter times, Elonian prides gathered around massive "ancestor trees," where they believed the spirits of their forebears watched over them. According to arcane scholars, the fruit of these trees was seen as divine, possibly as a way to pass down spiritual wisdom from one generation to the next.
Military Overview
As a rule, many centaurs are known to often shun the company of strangers at least among the human races. They are deadly archers and fearsome melee. In accordance with Eloian civil and social structure, outstanding obedience and firm discipline provides the backbone for their military. The strong bonds built within the heard from a lifetime of hunting, fighting, and grooming together has forged a fighting force that has unmatched cohesion. A unit of centaurs moves like a flowing river with a mind of its own. Each perfectly mirrors his partner, moving and weaving at the beat of unsaid commands. A harmony of social movements perfected by long years of necessity.
A battle against a warherd is akin to a war against a school of fish. A school of fish armed with arrow, sword, and lance. Centaurs generally avoid battles unless they are assured of victory. Their response to hostility is a swift retreat, perhaps after launching a few arrows to discourage pursuit. In larger engagements they use the same tactics only half of the 'retreating' centaurs will circle around to lie in ambush or attack the foe from the rear.
In war tribes are often organized under leaders, who have earned their title often by merit and skill. An Arban commands up to ten men, a Zuun commands at least one hundred, a Mingghan a Thousand, and finally a Tumen which is second only to the Khan himself command tens of thousands. The Tuman answer directly to the Khan during times of war.
Units: Warchief Mightiest of the Herd and often given the rank of Tuman, it is the Chief, or sheikh in their tongue, who will decide whether the Centaurs of his tribe will fight or not. Prickly and notoriously easy to offend, it is a skilled Druid indeed who will secure the aid of one of these mighty champions. These sheikh are powerful spellcasters in their own right, often raising up brambles and the like in key locations on a battlefield.
Centaur Heavy Archers The main weapon of the Centaur army is the composite bow, and as centaur warriors are born equal parts man and steed, they make excellent horse archers. These warriors have exchanged the mobility of light armour for the protection of heavy lamellar armor, allowing them to take a little more punishment from both ranged and melee weapons. While still faster than the mounts of most other nations thanks to their incredible endurance.
Centaur Archers The most common troop type amongst the Eloia, raised from a very young age to wield the bow with deadly accuracy. Equipped with a compound bow and hand weapon, and lightly armoured for manoeuvrability on the battlefield, these warriors can pepper their enemies with arrows and stay clear of trouble or lead the enemy into ambushes with false retreats. It should be noted Centaurs have created a kind of composite recurve long bow strong enough to punch through even plate at mid range.
Centaur Heavy Lancers These elite Centaur shock troops exchange mobility for heavier armour on both rider and mount. Supremely skilled warriors who excel in armed combat and possess the speed of a horse combined with the stamina of a human, they are armed with a lance and mace known as a 'gulda' and armoured in a lamellar cuirass called a 'khuyad'. Their body armor is divided into five parts and designed to protect every part of their horse body, including the lower torso where human and horse meet.
Eloia Warriors Eloia Warriors are medium armoured companies which form the backbone of Eloia's army. These companies are formed from Centaurs who cannot afford expensive heavy armour. Still, their lighter armour protects vital body areas and allows these warriors to be fast and agile. Without heavy armour and with lightly armoured horse bodies, these units are cheaper to equip and make deadly, mobile cavalry that can strike hard and pull out quick, and then repeat until the enemy has had enough. Such forces often recycle back and forth between two or three companies, with this fatigued companies remain out of combat until recycled back int the fighting once more, much like how humanoid armies dismount and remount fresh horses. This lack of needing to dismount to recover means Centaur forces can rejoin the fight faster than other cavlary forces.
I'm actually going to drop out of this for now. I don't have as much time as I had thought. Conflict resolved! I'll probably drop in again at a later date if there's still room elsewhere on the map, though. Have fun, you lot :D
Now I feel bad, like I was part of your reasoning. Anyways, looking forward to seeing you later and if you come back, ill be more than happy to work with ya! Later bro, gl hf.
The archipelago known as the Sunrise Islands (also called the Isles of Summer, the Insect Kingdoms, and a variety of other epithets) is a chain of volcanic islands, consisting of seven major islands and a large number of smaller islets and rocky outcroppings. The climate of the islands is generally tropical, with mostly warm, pleasant weather year-round. The summers are sticky and humid, with a cool, rainy season in winter. Tropical storms are a known occurrence, and though the islands' volcanoes are dormant, occasional seismic activity is known to disturb the islands and stir up tidal waves. Dense forest covers much of the islands, save for their lofty, mist-covered mountains and the fertile river valleys between them. A variety of strange fauna inhabit the islands, mostly consisting of arthropods that have grown to tremendous sizes. Other, stranger beasts lurk in the dark of the forests and on the peaks of mountains, but they are sometimes confused for natural phenomena, and vice versa.
General Introduction
The Great Sunrise Empire is a collectivist monarchy, with strong leanings to nationalism and social stratification. Rather than be composed of a single race, or a majority race with smatterings of minorities, the Empire is a hegemony of several insectoid races that have made the Sunrise Islands their home for thousands of years. An older nation with a rich, ancient history, the Empire is widely known for its great works of art and infrastructure, as well as the fierce warrior culture of its people. The uniqueness of the beings that comprise the Empire drive them to misunderstand and be misunderstood by many of their neighboring states, which has resulted in an isolationist, xenophobic state over the last few centuries. Though they are rich in rare resources, and are in a prime position for international trading, not one of the several attempts at invading the Sunrise Islands has ever succeeded in conquering the Empire.
History
(You can detail the history of your nation here. How they were formed? Any major events like wars, political changes or catastrophes? Really, you know better than me what you wish to write here. History is good for giving other players story hooks to establish some relationship with your nation. A good history section tries to incorporate knowledge from other NS to do exactly that, a shared history.)
Government & Society
The several races that comprise the populace of the Great Sunrise Empire (collectively known as Mushi) live in a strictly stratified society, with their social role and political class dictated from birth. Social mobility is virtually nonexistent, as the highest position one can achieve is limited to the class that their species is assigned. Society also has significant matriarchal leanings, as females are typically larger and stronger than males, and make up a greater percentage of the population.
The Sunrise Islands are ruled by their Empress, the descendent of a hereditary line of rulers that extends back to the earliest days of the Islands' occupation. While the Empress possesses complete autocratic power in theory, her numerous advisors, chancellors and provincial rulers exert the majority of control over the Empire. The Empress is considered by some to be a figurehead in modern days, and many claim that the Shogun, leader of the Imperial Military, is the true ruler of the Empire.
While no hive mind rules the Mushi, the culture of the Sunrise Empire values the many over the individual. Personal skill or power are considered secondary to the contributions one makes to the collective, and self-sacrifices is a prized virtue. This philosophy is called the "Way of the Swarm," and has many permutations and interpretations among the castes of the Mushi. Religion in the Empire is more uniform, as a monastic order exists for the codification and continuation of their spiritual traditions. The Empire subscribes to a complex mythology of many different gods, spirits, legendary ancestors, mythic heroes and martyrs. Their spiritualism further encourages collectivism over individualism, as tales of heroic sacrifice are commonplace in their myths, and their monastic orders encourage oneness with a universal spirit.
The majority of the Sunrise Islands' population is made up of Aki, diminutive folk with a general resemblance to ants. The average Aki stands about half as high as a grown human, with a rounded, chitinous body. Coloration ranges from near-black to orange-brown, and most Aki have black eyes. Aki possess six wiry limbs, which despite their size can exert strength equivalent to that of five grown human men. Uniquely among the Mushi, Aki display little in the way of sexual dimorphism, as males and females are nearly indistinguishable, though the latter still outnumber the former.
Aki are in many ways the smallfolk of the Mushi. They breed prodigiously; their population limited by the resources available to them, and the mortality rate of their larvae. Aki comprise the vast majority of farmers, laborers and foot soldiers in the Empire, tasks they are well suited for. Not particularly intelligent creatures, the average Aki is single-minded, submissive, and of a dogged determination. They are generally assigned their role in life (dependant on the needs of their community) upon pupating into an adult form, from which point on their still-developing ganglions develop to best suit their lifestyle. This is most apparent in the development of soldier Aki, who lose their senses of self-preservation and become unreasonably aggressive as they grow older. Aki live in large family units, mostly comprised of working females, with a small stable of breeding males from outside the immediate family kept to fertilize eggs.
The lowest caste in Mushi society, the Aki essentially live underfoot of each other caste. It is unheard of for an Aki to hold a position other than that of an unskilled laborer of some variety, as their minds are simply not capable of handling complex skills and tasks. They live in their own conclaves in more rural areas, and can be found bustling about in urban areas below the notice of other Mushi. Aki ignored at best by the higher castes, and treated as vermin at worst; it is barely a crime to kill an Aki. Despite their seemingly poor social standing, Aki are content with their place in society. Their particular sect of the Way of the Swarm is known as the "Way of the Colony," and instructs them that they best serve the Empire by working hard at menial tasks, and sacrificing themselves in the place of their superiors.
Aki are unshakably loyal to the Empire, partly because of their simple minds, and partly because an Aki sits the throne of the Great Sunrise Empire. The Empress herself is Aki, though she is a unique bioform: an Aki Queen. Distinctly more intelligent than common Aki, only one Queen can exist at a time, and one of the Queen's direct descendants will usually develop into one upon her mother's death. While all Aki can breed rapidly, the Queen is said to be able to birth a brood the size of army from a single mating. An Aki Queen has ruled the Empire since its founding in ages long past, and the first Empress of legend is said to have established the caste system employed to this day.
While far less populous than Aki, the Korogi make up the next-largest portion of the population, roughly equivalent with the Kamakiri. The Korogi generally resemble such insects as crickets, grasshoppers and locusts. They stand slightly shorter than a normal human, and possess stocky bodies in colors ranging from earthen brown, to grass green, to fiery orange, with black or yellow eyes. Korogi have six limbs; four arms with strength roughly equal to a human man, and a pair of large, powerful legs many times stronger than a human's. Vestigial wings are folded into their backs, which allow them to flutter a short distance, or glide after leaping high into the air. Females are generally larger and stronger than males by a quarter. Generally solitary creatures, Korogi live alone most of their lives, and meet others of their kind to mate in brief and informal liaisons. It is uncommon for a Kogori to know any family members other than their mother. In times past, overpopulation of Korogi lead to great swarms of them disrupting peace in the Islands, which were silenced by purges ordered by the Empress.
Korogi are generally average in comparison to other Mushi. They are not as plentiful and hardworking as the Aki, not as precise and skillful as the Kamakiri, and not as powerful and courageous as the Kabuto. They are, however, highly perceptive of their environment, with the strongest sense of hearing among the Mushi, and have minds well-attuned to recognizing patterns and comprehending numbers. As such, Korogi find employment as scribes, clerks, accountants, and other clerical positions. Interestingly, Korogi also comprise a great deal of artists among the Mushi, known for their skills in painting, poetry, and- above all else- music. Korogi also find employment in miscellaneous governmental roles, such as diplomats and ambassadors, paiges and couriers. They also usually serve as scouts and outriders in the Empire's military.
Greater in social standing than the dirt-common Aki, but lesser than most other Mushi, the Korogi are generally seen as serving a servile role in society. Castes above their own see them as existing for their convenience as communicators, clerics and entertainers; useful, but dispensable. The Korogi see themselves as being integral to the overall functioning of the Empire, as described in their typical philosophy, the "Way of the Rhythm." By fostering communication and understanding throughout the Empire, be it through music or through numbers, the Empire is strengthened.
Comprising roughly the same percentage of the population as the Korogi, the Kamakiri represent the mercantile, artisan caste of the Mushi. Analogous to mantids, they possess long, thin bodies that range in color from a dull brown to a vibrant green, and stand usually a head taller than a human man. They possess four spindly legs, and a pair of powerful, clawed forelimbs that possess startling speed and precision. The large eyes of the Kamakiri (usually green or yellow in color) give them the sharpest vision of any Mushi, able to perceive even the most minute details of the world around them, and can see in almost any direction without turning their head. Like the Korogi, the Kamakiri possess vestigial wings that allow them to fly short distances. Female Karakiri are larger and stronger than males by about a third.
The Kamakiri are the artisan caste of the Mushi, and are craftsmen and skilled laborers in nearly any profession imaginable. Tailors, carpenters and jewelers are some of the many trades practiced by the skillful Kamakiri. With the great precision with which they can use their clawed digits and their unparalleled attention to detail, a journeyman Kamakiri is a master craftsman by the standards of most other races. Those in the Empire's military typically take up specialized roles such as archers and mounted cavalry. Their trades are learned under the apprenticeship of elder Kamakiri, though their training is a long, arduous, ritualized process. Most social aspects of the Kamakiri involved a great deal of formality and and traditionally-symbolic displays. This includes mating, which is said to only take place after a days-long courtship ritual. Kamakiri will generally live as a mated pair until their nymphs are old enough to live on their own, upon which time they go their separate ways, potentially finding new partners.
By nature, Kamakiri are austere and aloof, preferring to focus their mental energies on their work rather than other, frivolous matters. Even their social interactions rely heavily on tradition, as a means of exerting as little effort into sociality as possible. This is exemplified in their philosophy: the "Way of the Blossom." By focusing oneself on the perfection of a craft or skill, and contributing the best work that they can manage, the Empire is made that much stronger. The ritualized nature of the Kamakiri has led to their role as the spiritual leaders of the Mushi, as their monastic order is made up mostly of Kamakiri. Following a different philosophy, the "Way of the Seasons," the monks work to maintain the spiritual strength of the Mushi through tradition and philosophy, often expressed through forms such as meditation and martial arts.
A ghost town! A pair tart! Rhinoceros beetle!
Any mothafuckin contenda
Economy & Industry
Military Overview
(Yeah, of course you also need to tell us some about your military. Try to avoid number games and unhealthy arms races. We play this game for fun and that needs balance and sensible approach. One of the main guidelines is that your nation's military shouldn't be much better than a historical 15th century medieval army. Don't worry, I don't ask you historical accuracy. So-called "super units" can be okay if they are rare enough for their worth and don't make your army unbeatable. The point is to let you do cool things and explore your creativity but at the same time don't do it at the expense of others. Also if you have magic or magicians involved in your military then perhaps you can describe that, too.)
Want to set up some sort of relations seeing as we're somewhat close to each other up in the far far north were winter is coming and we also all might have undead?
Want to set up some sort of relations seeing as we're somewhat close to each other up in the far far north were winter is coming and we also all might have undead?
The blackland alliance is perfectly willing to coƶperate with outsiders against a mutual threat. Just don't expect us to suddendly allow outsiders in the inner part of the islands just because of a military alliance.