@Everyone: Updates are going on in the discord, including a large conversation about updating Yuwanism with more details for the faction as well as environmental information about the far-eastern subcontinent. Willy will probably mention this soon.
I am also updating information about the Ouroborasian Civil War as part of Gold and my own agreement concerning the "Moral Greying of Ouroborasia" (Essentially making the conflict more neutral/grey vs grey rather than the current escalating good vs evil we have going).
Oh right, so I was supposed to introduce what the Far East is like. Basically it got re-imagined into a sorts of "alien landscape", the part of the world yet untouched by Justinian's purges and where numerous races that otherwise would be long extinct thrive. This mostly concerns the two main Yuwanist faction, Lamash and Yllendthyr. Albeit some elements might spread to other nations in the East. This can include weird landscapes, objects flora and of course fauna. Even intelligent species.
Things are weird in the Yuwanist Far East. That being said everything you see there is completely natural. Yuwan won't spend her energy just to make things look unique nor reality is messed up over there. Just different. See dragons as a good example, they can fly and breathe fire without using magic. Same way landscape and creatures in the Far East just have natural abilities to allow this. Floating rocks, for example. They are unique volcanic rocks filled with a certain gas and translucent but tough mushroom species bind them in place. Bullshit? Absolutely! Magical? Absolutely not!
Welcome to the Far East, the reservation of ancient and weird creations of deities long forgotten!
Do you even have to ask that? I am currently working on two at the same time. Progress is slow because I am depending on some other players for information.
Proud is our nation, and holy is her crown. The great heroes led us in crafting our new realm. From the shores of Sac’sanct to great Pikin-Town, Our forests bring Emp’en, ev’ry oak, pine, and elm!
Come, rally at our most gallant cry: Onward Forever - Heaven Shall Yet Come! Join us friends; our banner waves on high! Forsake: your brothels, gold, and rum!
Ours is the land to prosper for’er, Home to braves and harden’d men. Hearken, friends, to our grand endeavor: Our blades march forth to hell’s den.
Come now and slay all them: The monstrous hordes of the east! Our world breaks at the hem; Gather ‘round now to slay the beast!
Government
None.
Churches of the Holy Alliance
Upper Ecclesiastic Hierarchy
Regional Ecclesiastical Hierarchy
History
Mission Era (0-59)
Approximately a half year after the War in Heaven and the Ascension of Justinian (0 A. J.), Justinian sent an avatar to the north to unite the lands of Aurynn and expand the fledgling kingdom of Norumeua into a proper Justinian state. According to official tradition, this was done almost entirely through peaceful conversion, although some scholars dispute this assertion. Most of the existing hierarchy was transferred into the initial mission kingdom and the various local lords (originally only the Petty King of Aumanx and several Illuthrian lords with the loose addition of several members of the Quirannian Monastaries and Druidic Orders) kept their own administrations intact under a common banner, creating a de facto state. Most of the original religious hierarchy was transferred to the Church of Aurynn and the Church of Illuthria, as the Church of Excelsiorum (also known as Ecclesia Excelsiorum) was not yet founded.
The Church of Aurynn retained most of the pagan festivals but began to interpret (at least, officially) the elder gods as servants of Justinian. Eutherynn herself had been partially taken in conquest by Aumanx although Deusaltor was among the first to refer to the region as Aurynn, giving credence to Aumanx’s dynastic claims in the region. The Aurynns themselves were Satyrs and only distantly connected to the mainland nymphs. It is said that King Sedel Manx was called in a dream by the Father Satyr-god (later reimagined as a Justinian hero) Ladelp.
The claims that Ladelp and other similar gods were in fact Justinian heroes was a loose interpretation at best and heretical at worst. This determination by the first Archbishop of Aurynn (Sedel Manx’s youngest son, Abbel Manx) led to inquiry from Sacrosanctia and a heated controversy. In the end it was figured that so long as they followed the correct tenets, there were more pressing threats and the young church required the military aid of Aurynn.
The Church of Illuthria, being the closest geographically to Norumeaua and Sacrosanctia herself, was modeled very closely to the traditional Sacrosanctian clerisy. The nymphs of Illuthria also shared ancestry with the Elves of Sacrosanctia and Norumeua, easing the title merger with King of Norumeua into the King of Norumeua-Illuthria after the previous King of Illuthria died with no heir. These two churches both maintained their own patriarchs under the Prophet-King Deusaltor, who had not yet taken the title of Rex Magna.
Phoullian Era (59-117)
Broad ranks of cavalry had to be summoned from the three broad regions of the new Kingdom, each of which was largely separatist: The Kingdom of Norumeaua, the former Kingdom of Illuthria (now upset at their loss of sovereignty), and Aurynn, which by this point and time had been forced mostly back to Aumanx. To unify Norumeaua and Illuthria and in turn increase the loyalty of the locals and their levies, the Prophet-King elected to move the capital to the former seat of Illuthria on the Phoullic Peninsula, beginning the Phoullian Imperial era. Deusaltor took the title Magnoimperator Illuthria, a fitting title for a broadening realm.
In conjunction, the Patriarchies were merged into the Phoullian Church with the Prophet-King, now Archbishop of Phoullia, at the head. All the while, the Quirannian wars raged on. Although conversion was a somewhat successful tactic in Quirannia, the Archdruidic Council of Greater Quirannia (later Quirannia Maxima) was not as susceptible to conversion as Aurynn due to the fact that the Druidic red god Afeldor (loosely the same farie god worshipped in Aurynn) was much closer in proximity and the Archdruidic council much more closely united than their counterparts in Aurynn. The sect of Druids that converted to Justinianism (later the Green Monastic Order) were instrumental in providing the intelligence necessary to make a night-cavalry attack on Quirannia City (later Quirannia-Urbe) with the help of the new convert’s darksight magics, which the modern Green Order claims was a direct gift from Justinian.
Quirrannia was won decisively, although the dryads and archdruids continued secret practice in service to Afeldor. Populations in Aurynn and especially Eutherwynn also became attracted to the cult of Afeldor and soon, in the Aurynn fashion, merged Ladelp with Afeldor into the the loosely connected Farie Cult, which worshipped a subset of red-Farie gods later including the Northpike druids. The remainder of the Quirinnian monasteries became the Black Monastic Order, which kept many of the same strict tenets as the ancient monks. Concurrently, the Gaeledian Farie-Pygmies allied with the King of Aurynn in an attempt to take Eutherwynn. In return for conversion and union with Aurynn, Queen Galadelia was allowed to marry matrilineally to King Gelderon Manx, a practice heavily discouraged by the Canonical Church. Furthermore, Gelderon proclaimed that the farie god was the equal of Justinian, committing an absolute heresy. The conquest was successful, although Gelderon’s folly would provoke the wrath of the King.
Early Excelsiorum Era (117-225)
Sacrosanctia at long last declared the Church of Aurynn an anathema. Deusaltor immediately invaded and seized the throne of Aurynn, including Gaeledia. Legend says that the inverted and twisted corpses of Gelderon and Galadelia are suspended from the throne room of Excelsiorum. Deusaltor proceeded to unify the Church of Aurynn with the Phoullian Church to form yet another merged canonical church, the one that persists to the modern day: The Ecclesia Excelsiorum Magna. The Church of Aurynn proceeded to splinter into the farie cults and the Red Monastic Order, a persistent and secretive heterodoxy.
As the empire had grown far into the east and the Northpikes now fell into his hands after a series of successful conquests, it became necessary to centralize and reform the temporal government into a series of Lord-Governorships. Within these governorships, a relatively efficient bureaucracy built on elected Magistrates and Mayors was born to manage the territories Unfortunately, many of the Magistrates quickly fell into corruption and competition with the established nobility of the regions and the Church. Illuthria and Aumanx were the only provinces with the infrastructural and urban development required to truthfully be considered to fall under the reformist scheme, and a solid quarter of Aumanx was under the indirect control of the Red Monastic Order. The remainder of the provinces either saw the positions of the new system de facto merged with the hereditary nobility, or outright ignored as the church was the only significant enough presence to rule, such as in Norumeaua. Civil discontent broke out often even violent disagreements about the hierarchies and often overlapping duties of each power structure.
The White Monastic Order, the only canonical monastic order of all Excelsiorum, was established to aid Deusaltor in provincial peacekeeping. The order was generally effective but lacked the manpower needed to make solid and long-term gains toward centralization. As focus turned toward foreign affairs, the influence of the order began to fade. The domain of the Prophet-King had been separated into the core territory of Norumeaua, Illuthria, and steadily more of Aurynn, and the outer territories of Quirannia, Northpike, and recent southern additions to the Alliance including Baumkuste. The Prophet-King had also began to shut himself out from political and foreign affairs, preferring to command from the throne rather than the field. He also became steadily more irritable, and his advisers began to fear him. Often, this meant lying to him about affairs of state, severely crippling his leadership ability.
During the Great Taunt, Deusaltor sent twelve Inquisitors against the Turquoise Lord, along with one hundred thousand soldiers. The troops intercepted the forces of Morus Gloria, Exaltarch of Archonenn, shortly before the encampment was established and the front line established. The army of the Exaltarch and the Rex Magna made solid advances before the Devastation. To the day, the Inquisitors are mourned alongside the Exaltarch, and the battle cemented the strong relationship between the Exaltarchy and Excelsiorum.
In the midst of this crisis, Deusaltor elected to construct Excelsiorum, a new capital for a centralized and unified Holy Justinian Union, steadily progressing more toward a single nation in the style of a loose confederation. It would also serve as his private sanctum and allow for him to be closed off from the world. Legend says that all one thousand of the builders, architects, and engineers committed ritual suicide in the name of Justinian after completing the building. The Excelsiorum itself, the grand palace-cathedral of the the new Great Kingdom, was to be surrounded by thick walls, coated in lead and marble. The citadel may be seen Few have ever seen the Excelsiorum, and almost nobody has ever come into contact with His Divine Majesty from outside the walls in a century. His final public event was his coronation as Rex Magna Excelsior, which only the high clergy and officials were invited to.
Modern Excelsiorum Era (225-Present)
A new city, Excelsiorum-Urbe, began construction around the palace. Of all the cities in the world, it may be said to be the shiniest. Deusaltor withdrew almost all resources from the provinces, leaving the various hierarchies to mostly care for themselves. The White Monastic Order concurrently withdrew to an entirely spiritual function as a separate religious society rather than a police force. The Gilded City itself was a remarkable success; gold poured from around the world and to the day it might be said to be the capital of the Justinian coast.
Concurrently, as focus shifted yet again further from the provinces, new hierarchies arose. A splinter group of the Red Order declared themselves to be the revised Church of Aurynn, or rather the Aurynn Patriarchy. Although this church was much closer to Justinian Orthodoxy than the previous incarnation of the Aurynn (going so far as to mostly dismiss the Satyr-gods as pagan, with the exception of Ladelp, whom was considered an early Satyr evangelist). This church maintained an uneasy status with the Ecclesia Excelsiorum, and after the Patriarch Halderfudd I declared his church an official Orthodox branch of Justinianism, a civil war broke out in Aurynn. Curiously, word had not reached Sacrosanctia at the time, and the war was finished (mostly bloodlessly) before the official inquiry of the Oratorium was complete. In the end, the Archbishop of Aurynn granted Patriarch Halderfudd I the status of co-Archbishop, and allowed the Patriarchy to be maintained mostly separately from the Ecclesia Excelsiorum on the condition that they maintained the Orthodoxy. After the brief conflict, the Aurynn Patriarchy established the Quirannian Patriarchy on the mainland. Although commonly viewed as a rousing and unlikely triumph of the power of the local churches, this was an extreme compromise on the part of the Patriarchy given the aforementioned massive withdrawal from provincial government.
All available resources were centered on the production of a war machine. To this effect, Deusaltor declared a state of Administrative Stasis. This cemented the current administrative structure, and divided the allied lands into Monastic (lands given to any of the five monastic orders), Clerical (land under the temporal control of the church), Extraclerical (lands under the control of the Aurynn Patriarchy and the newly formed Quirannian Patriarchy), Feudal (lands governed by various ancient nobilities), and Imperial (reformist) control. In reality, the most powerful leaders of each territory were selected and in exchange for official status and the ability write the common laws of their regions made to swear an oath to raise levies and taxes for Excelsiorum.
This Industrial-Military buildup is at the center of Excelsiorum's Northern Crusade. Ten Inquisitors and the full Imperial Guard accompanied by the Monastic Order have been sent into the cruel tundras to carry on the banner of Justinian. At the heart of this push is the Holy Alliance’s relationship with the Ferreumin Empire. They have served as forward command and base of operations for the agricultural supply lines that feed into the Justinian vanguard. Given the preoccupation with sending potential fieldhands to the frontlines experienced in the other holy nations, this service has proved invaluable in defeating the heathens. It is often said among the men of the Crusade that Ferreumin milk tastes sweeter than their mothers; such is the dire state of supplies on the front. As well, their firearm manufacturing has provided a critical supplement to motherland manufacturing given the length of the supply lines.
In addition to supporting the larger push into Yuwanist lands, five Inquisitors and the bulk of the Holy Fleet (carrying over half of the Rex Magna’s retinue) are set to arrive in Ouroborasia to support the continued effort of the Justinians in the region to reclaim the territory. Representatives from the two nations have concluded that a small blockade and setup of defensive infrastructure in Ouroborasian marshes is the best method to secure the success of the broader endeavor. Ideally, upon victory, southern supply lines and new Yuwanist front would be liable for creation.
Demographics
65,403,954 Total Population
20,641,488 (31.56%) Nymphs The nymphs of Illuthria and Norumeaua are ancestors of the modern elf; marble-skinned and wood-toned in hair. Traditionally, the majority of their society (the agrarian and hunting classes) are nude in all public affairs. Indeed, before the ascension of Justinian, they are said to have formed a very sexualized Cult of Afeldor. To this day the originally promiscuous and extravagant Nymph culture has clashed with the clerical imposition of divine temperance. To a large extent, given Illuthria’s proximity to Sacrosanctia and Excelsiorum, most of this culture has been wiped out. That said, sizable pockets of Illuthrians more loyal to the old cults have fled into Quirannia and formed a major subset of the Farie Cults. The old Illuthrian nobility as well is the prominent in all the Holy Alliance, although their chastity and faith is often scrutinized by the Oratorium.
19,111,036 (29.22%) Satyrs Satyrs have long existed as the hedonistic and materialistic of the Northern peoples. Among their fellow Afeldorites, they consistently rank as the least tempered. Often the Satyrion cities would be known by sleepless revelling and lawlessness in the times before Justinian. In Aumanx, the southern lands of Aurynn, Satyrs have largely adapted to a mostly canonical lifestyle, with the more Orthodox feudal society farther north of Aurynn, with most Justinian influence ending completely on the Eutherwynn borderlands. The two principal clans (and later kingdoms) of Satyrs are those of Aumanx and Eutherwynn, the southern and northern lands of Aurynn respectively.
7,403,728 (11.32%) Pygmies Pygmies, native to Gaeledia, are a curious race in that they possess no sexual organs. Rather, they reproduce exclusively by minor magical rituals involving a male pygmy and any chosen consort, including consorts of other races (notably in Pygmy history, Satyrs and Dryads). Female pygmies do exist and may be consorts, although they are ‘born’ at the rate of one in twelve. Their exclusivity has also maintained Gaeledia as a generally matriarchal society. The details of the ritual vary wildly, but pygmy children as a result of their unique anatomy are created fully formed and usually after continued ceremonies lasting between a half year and three years depending on the practices used and the individual. The very close bond that this ritual provided to Afeldor, the ancient god of Gaeledia and the wider Northlands, was very difficult for Justinian to uproot and replace. Ultimately, Justinian still provides almost equivalent magic, but truthfully the cause of Justinian never captured the hearts and minds necessary to eradicate worship to the old god. This ritual, at the very core of Pygmy society, is also predominantly why organizations such as the Red Monastic Order (now according to many sources removed altogether from the guise Justinian worship and now squarely in Afeldor’s control) and the Farie Cults (another prominent and more widespread institution of Afeldor) hold such sway in Gaeledia and Aurynn, particularly in regions far from the Excelsiorum. With the focus of Justinian magic now very much on the frontlines, less Epiphanies of the Perfect World have been performed, and worship of Afeldor is soaring to an alltime high.
5,866,735 (8.97%) Dryads The race of dryads includes both the females properly referred to as dryads as well as their male counterparts, the treants. Dryads are among the most contentious peoples that come into the fold of the Holy Alliance. Long before the most ancient bloodlines of man, elf, satyr, or any other sentient crossed into the Quirannian forests, there was Afeldor and his chosen, the dryads. The bond of blood shared between the very essences of Afeldor and the Dryads has shaped Dryadic and more broadly Northwestern culture considerably. Many of the Dryads persist in their worship to the day in the form of the Farie Cults.
5,487,392 (8.39%) Humans The Humans of the Holy Alliance are almost entirely migrants of the broader Excelsiorum era, when Deusaltor expanded the Alliance’s international influence and dealings. The vast majority of the Alliance’s human population hails from the Exaltarchy of Archonenn.
2,962,799 (4.53%) Giants Giants hail from the Northpikes, an icy landmass connected to the Quirannian forests by barren tundra. The giant’s remarkably thick and leathery skin protect them from the poor conditions of their homeland. They are also renowned for their stature, an impressive three to four meters (on avergae). In times long ago, Giants were ruled by a clan of Behemoth-kings. The Behemoths, as their bloodline spread, were said to stand in some cases five to seven meters or in the cases of the stronger bloodlines up to sixteen meters.
2,825,451 (4.32%) Elves The Elves of the Holy Alliance are entirely a migrant population. As with humans, the majority of Elvish migration occurred during the broader Excelsiorum era. They have found fairly easy settlement, blending in with the existing population of Nymphs.
1,105,327 (1.69%) Centaurs Centaurs hail from the land of Barbaros and have been known to quickly accept the teachings of the Justinian, seeing as they were previously devoid of religious unity or zeal. The centaurs are known to be a rambunctious people and prone to both melodrama and wanderlust. Their lifespans are unfortunately quite short, the median being forty years.
Language
Illuthrian NymphonicanElvish and Dryadan Hybrid, Nymphonican Dialect, elder dialect Norumeuan NymphonicanElvish and Dryadan Hybrid, Nymphonican Dialect, closer to Sancthiyin Elvish Standard NymphonicanOfficial Language; spoken rarely outside Excelsiorum Aumanx SatyrionSouthern Dialect of Satyrion, Loosely Related to Dryadan Eutherwynn SatyrionNorthern Dialect of Satyrion, Loosely Related to Dryadan DryadanLanguage of the Dryads AfeldicTraditional Dryadan and Satyrion Language, Tongue of Afeldor Sancthiyin ElvishPrimary Lingua Franca Due to Similarities with Nymphonican PikenardDistinct Language of the Giants of the Northpikes GaelediLanguage of the Pygmies, Closely Related to Eutherwynn Satyrion and Dryadan AemarineHuman Minorities and Traders Take This as Language of Choice CentauriUnique Language of the Centaurs, No Written Form
Roll of Heroes
Deusaltor Noruth Justinian, Divine Aspect Supreme Chancellor Veranophel, Guardian of the People Grand Inquisitor Kaleton the Valorous, Guardian of the Sanctuary Grand Inquisitor Alekemm the Pious, Guardian of the Sanctuary Grand Inquisitor Thrateio the Chaste, Guardian of the Sanctuary Grand Inquisitor Mawerun the Humble, Guardian of the Sanctuary Archbishop Aeleterus of the Urbelands Archbishop Chaereten of the Forestlands Archbishop Jammarei of the Farlands Archbishop Zeddekh of the Icelands Supreme Commander Ameleton of the Holy Allied Forces Grand Admiral Faruthos of the Holy Allied Sea-Navy Grand Admiral Haurel of His Divine Majesty’s Mariner-Warriors Grand Marshal Gelephus of His Divine Majesty’s Imperial Levy Grand Marshal Baceledon of Holy Allied Armies Grand Marshal Erothus of the Righteous Justinian Purifiers Captain-General Queleron of His Divine Majesty’s Retinue Sanakto the Whitelord Lord Commander Astiabo of the Royal Guardians Lord Commander Gaeberei of His Divine Majesty’s Justicars
Theology
Justinian Traditions
Early Missionaries
The Evangelists The original missionaries of Sacrosanctia, the forty monks and ten knights, founded the tradition of Northwestern Evangelism. The practices of the Evangelists rely on willing conversion through fiery rhetoric and societal pressure. Originally, due to the difficulty of the task of converting the entire Northwest, the Evangelists focused exclusively on espousing the absolute basics of the tenets of Justinian and relied heavily on the promise of Empyreon. Almost all of the early Northwestern Justinians, including Deusaltor himself, were a part of the original Evangelist Order. Gradually, Orthodoxy took hold in Norumeua and later Illuthria and Aumanx, but rituals at all points in the history of the Holy Alliance vary incredibly across regions. The Evangelists would later disperse into a variety of Justinian traditions, although most of their descendants would consider themselves exclusively members of the Ecclesia Excelsiorum. The Evangelists are also the original authors of the Biblica Canonica, a collection of canonical Justinian teachings.
The Orthopraxists The Orthopraxists, so called due to their support of highly traditionalist and conservative Justinian rituals and customs, began as a reaction to the lack of standardization in ritual in early Evangelist colonies. The early Orthopraxists would publish a supplement to the Biblica Canonica, the Biblica Sacromentum, a collection of rites and practices for coming of age, inauguration of church and state officials, and holy unions. Over time, Orthopraxists became increasingly violent in expressing their concerns which nearly devolved into civil war with Adaptationists.
The Adaptationists The Adaptationists are a collection of Evangelists who grew frustrated with the relative decline in speed of conversion and ultimately elected to focus on a policy of ‘conversion before doctrine’. As such, they had a tendency to disregard socially inconvenient tenets of Justinianism and instead focus on the ‘spirit of Justinianism’ within new populations. This led them into conflict with Orthopraxists.
Early Illuthrian Churches After the Orthopraxist-Adaptationist conflicts, groups of Neutralist-Evangelists began the Five Churches (those of Phoullia, Norum, Auturs, Atyros, and Phelos). These churches served as centers of regional power intent on healing local ideological factionalism rather than central control. These churches also gradually absorbed the old nobility of the Northwest, generally including them in church hierarchy and ultimately reforming the feudal hierarchy of the region through ecclesiastical legitimacy. As such, even in modern times, the ‘Holy Nobles’ near these centers enjoy much of the same privileges as they did in the times of Afeldor.
Modern Justinian Traditions
Church of the Prophet After the initial Crusades, Deusaltor returned to a realm in ideological turmoil. To remedy this, the first central church in the Northwest was created with Deusaltor at its head. This began the Church of the Prophet, or the Phoullian Church. This church would initially be generally relaxed in enforcing central doctrine and served more as ‘guidance to the land’ and peacekeeper than a total Orthodoxy. The seat of the church was also move from Norum to Phoullia, the site of the first mission’s famous sermon: ‘The Calling of Empyreon’.
The Bishopric Model The Phoullian Church the embraced the Bishopric Model, a proposal to formalize church structure in the Holy Alliance into a hierarchy with Deusaltor as the leader of all allied churches. This solidified much of the aristocracy developed by the Five Churches into actual law. The Bishopric Model as well created the Bishops, a separate hierarchy from the regional aristocracies invested with the power of the Orators and the central church. This is notable as the first concrete measure made to advance central authority in the Alliance.
Mysticism and Personal Justinianism The Justinian Mystics was group formed as a reaction to increasingly centralized and even Orthopraxist central Church. The Order of the Mystics encouraged followers to perform rites upon themselves by their customs and create a personal communion with the Justinian. This in turn led to widespread exodus from the central church. The legitimacy of the mystics is constantly disputed, although they have generally been allowed to practice as they wish in later times.
The Canonical Church At the conclusion of the Phoullian era, the Church of the Prophet adopted the Biblica Sacromentum as an official document, effectively creating the The Canonical Church of the Prophet. This marked a complete shift toward Orthopraxy, further separating the church from the realistic situation of the citizenry.
The Church of the Excelsiorum The city of Excelsiorum, a pilgrimage site on the northern Illuthrian coast, was chosen as the new capital of the Holy Alliance. No expense was spared in the construction of the massive citadel, a massive monument to Justinian over four hundred and thirty meters tall with a volume of roughly ten million cubic meters. This marked the beginning of the Church as a global Justinian power with a densely fortified and urbanized capital. The church very rapidly became an organ of the army, the civic nation, and a symbol of the leadership of the Holy Alliance. After the construction, the final iteration of the churches would be established, the Ecclesia Excelsiorum.
Tolerance of Flexipraxy The church has wavered on its original Orthopraxist teachings, with many Grand Inquisitors and various times in Excelsiorum’s history arguing that realism must prevail over idealism. Although formally removed, Adaptationists and their descendants have at times won contol of high level church infrastructure and executed policies favorable to their ideology. The Illuthrian Marches, an example of a territory originally incredibly hostile to Justinian forces and rule, is generally accepted by even neutralists to be an example of the fruits of adaptationist practice.
Roles of the Monastic Orders At various points in the history of the Holy Alliance, a total of four Monastic Orders have carried legitimacy as bodies dedicated to the Justinian. Grand Inquisitors, throughout this history, have been the authors of conflicting ecclesiastical opinions on the role of these monasteries. The most extreme have praised them as the true model of Justinian organizations or condemned them as separatist anathema movements guilty of heresy. Between the two currently legitimate Monastic Orders, the White Monks and Green Monks, the White Monks carry more prestige and are seen as a pure Justinian order whereas the Green Monks are seen as legacies of Afeldor.
The White Monks The White Monastic Order was a creation of Deusaltor to replace the declining Order of Inquisitors as the primary body responsible for civic theurgia usage. The White Monastic Order is based on a remote Northern island known as Caeludon. The headquarters of the White Order is also known as the Isle of Mercy due to its status as a home for sufficiently repentant criminals looking to enter public service rather than worse fates.
The Green Monks The Green Monastic Order was formerly loyal to Afeldor but would later take the side of Deusaltor in the Northwestern Upheaval. As such, they were allowed to remain as a reforged Justinian organization. There are some elements in the Ecclesia Excelsiorum that doubt the truthful alignment of senior officials and abbots in the order, some going so far as to say the order only remains due to Deusaltor’s personal attachments, although given his status as an aspect this seems unlikely. The Green Monks are often cited by Adaptationists as being the only reason Quirannia and other Dryadan territories have not erupted into full revolt.
Reformists Due to immense ideological and ecclesiastical instability and disunity in the history of the Holy Alliance, reformist sects have often formed in an attempt to reconcile the diverse and complex issues and beliefs of the church through the introduction of the concept of loyal opposition and church congresses. These proposals have been generally denied or met with institutional inertia, prompting the creation of Skeptic Orders.
Heterodoxies
Aurynnian Heroism The beliefs of the Justinians of Aurynn, like the majority of the previously Afeldorite lands, have often attempted a fusion of culture and belief. Foremost among the traditions dear to Aurynnians are the heroes of Satyrion, those that liberated the isles a millennium before the war in heaven. This resulted in a dual Aurynnian pantheon, one of the satyrs who freed the island from Nymphonican control, and one of the Justinian heroes, held on equal standing and premise. This doctrine is now considered anathema after the Manx War.
Skeptic Orders Skeptic Orders are outgrowths of the Reformist movement and are suspect of Deusaltor’s authority over the land and the legitimacy of Justinian governance. In their view, the Reconvergence must come about as a cooperative effort of the world’s nations with the Justinian acting as mediator. They also do not believe in the infallibility of the Justinian but rather respect them as the best means available of forcing a higher world state. Although they often tempt a decree, they are not considered anathema.
Dualism Dualists support a Pantheon that includes Justinian as a revolutionary aspect and Afeldor as the traditional father of the Northwestern peoples. Often, they will present these two as the heads of a pantheon that includes traditional Afeldorite heroes and Justinian ones as forces that together push for righteousness but nevertheless compete. Dualists often use the metaphor of Afeldor and Justinian as a means of embracing the concept of loyal opposition. After a panic regarding false-Justinians approximately fifty years after the construction of the Excelsiorum, Dualists are considered anathema.
Practical Justinianism Practical Justinians, rather than possessing any sort of conviction in the righteousness of Justinian’s aims, consider themselves convenient Justinians, content to live under their presidency. They generally blend in well to society, although most avoid Epiphanies (not a difficult thing in the Holy Alliance). Due to their nature, they are not considered anathema as a broad movement although particularly outspoken practicals may be prosecuted under anti-heresy laws.
The Old Monastaries The Second Afledorite order gave rise to many Monastic orders, foremost among them the Black Monks and the Green Monks. In the times before the invasion, they performed critical societal and ritual functions. The two aforementioned orders survive into the present day under the pretense of institutional conversion.
The Black Monks The Black Monks, originally the highest Afledorite justice order, are famous for incredible opulence and seclusion. Although they were known to be intensely radical, they nevertheless converted during the invasion. Their true loyalties are highly questionable and rumors abound about collaboration with red forces. Due to their intense secrecy, too little is known of them to declare the order a true anathema.
The Red Monks The Red Monastic Order was founded as a reaction to the prosecution of the Aurynnian Heroists after the Manx War. Rather than the relatively moderate stance of the Heroists the Red Monks actively plot the overthrow of Justinian and align themselves with The ancient Aurynnian separatists from the Second Afeldorite Order. As such, they are not aligned with Afeldor as an organization although they do often collaborate for the sake of defeating the Excelsiorum. They are considered complete anathema.
The Holy Allied Armed Forces
Deusaltor Noruth Justinian, Divine Aspect Supreme Commander Ameleton of the Holy Allied Forces Grand Admiral Faruthos of the Holy Allied Sea-Navy Grand Admiral Haurel of His Divine Majesty’s Mariner-Warriors Grand Marshal Gelephus of His Divine Majesty’s Imperial Levy Grand Marshal Baceledon of Holy Allied Armies Grand Marshal Erothus of the Righteous Justinian Purifiers Captain-General Queleron of His Divine Majesty’s Retinue
The military of the Holy Alliance is, as of the Sovereignty Decree of 246, led by the anointed Justinian hero Ameleton in the name of the Justinian Rex Magna Excelsiorum Deusaltor. He is formally known as the Supreme Commander of the Holy Allied Forces. As such, he has direct charge of the five bodies of foreign military service. These are (commonly) the Navy, Mariners (or Honor Warriors), Lord's Army, Bannermen, and Purifiers. In addition, the Excelsiorite Retinue is commonly adjoined to foreign campaigns as the commander's guard. They are officially under the command of the Dux Magna Urbe, despite being assigned in near perpetuity to he authority of the Supreme Commander.
The Navy
Command
Traditions Composition
The Mariners
Command Traditions Composition
The Lord's Army
Command Traditions Composition
The Bannermen
Command Traditions Composition
The Purifiers
Command Traditions Composition
The Excelsiorite Retinue
Command Traditions Composition
Deusaltor
Complete Title
His Divine Majesty Deusaltor Justinian Rex Magna Excelsiorum, Unlimited Sovereign of the Holy Justinian Alliance and Warden of the Holy Crown’s Freeholds and Marches, Father of the Sacred Union and Executor of the Divine Allied Will, Dux Magna Urbe and First Excelsiorite, Prophet and Ancient King of Norumeua and Exarch of Her Most Holy Cathedral, Magnoimperator Illuthria, Prophet of Phoullia and Evangelist of the Reconvergence, Grandest Prince of All Nymphs and Folk of the Faries and Woods, High King of Magna Aurynn, Bearing the Red Crown of Aumanx and Blue Crown of Eutherynn and Their Rights and Duties, Anax Asatyrion and Bearer of the Bladed Daisy-Rose, Ardri na Gaeledia and Father of the Pygmies, Highest Chief of All Clans and Tribes of the Realm, Overlord of Quirannia and Defender of the Greenfolk and Dryads, Father Under the Green-Eye, Basileus Barbaros and Noblest Companion of the Centaurs and Their Kin, Marshal-Chief of the Ironhooves and Bearer of Their Diamond Star, Honorable Commander of the Horizon, Hegemon of the Gatherings, Konigbaumkuste and Applebearer, Elder of the Thaneswood, Lord Protector and Magistrate-General of Rygex, Elder Counsel and Guardian to the Whitestones and Their Trades and Peoples, Friend to the Tallfolk and Knight-Companion of the Illustrious Order of the Northern Eye, Steward of the Northpikes, Behemoth of Pikard and Bearer of the Giant’s Scepter, Prime Justicar of the Divine Domain of Providence, Consul of the Parliament of Justice, King of the Alpines of the Far Lands, Archon Mare Terre, Illustrious Scribe of the Canonica Biblica, Father of the Theological School and the Orders and Guilds of the Muses and Sciences, Honored Whitecloaked-Knight and Archbishop of Caeludon, Knight-General of the Paladins and Companions of the Silver Shield, Patriarchae Ecclesia Excelsiorum, Defender of the Faith and Heathenslayer, Divine Hero of the Justinian, the Might of Justinian Be His Own and by Sacred Ancestral Right and Duty His Will Be Done
As I've said previously, I still need a flag, but I'm working on it. Other than that, it's just finishing the military (don't judge me. I want/feel like I need to do this) But yeah, this is my semi-formal NS for the RP.
EDIT: Also, for some reason, my main hider isn't working? Sorry for the sprawling mess on this page, then.
EDIT 02: Found the errors.
EDIT 03: Adding details about the relics before moving it to the accepted section.
The Principality of Evernyx
NATIONAL INFORMATION:
Population:52 million. They are mostly made up of humans, Nephthys Elves, the Bastati, and the Dianads Faction:Yuwanist Capital:Nychta, City of Origin. Government Type:Principality Government Description:The Nation is ruled over by the Grimoire family. Though theirs is a monarchy, there are no kings, nor even queens – princes and princesses only. Artem is their official Prince Regnant, the ruling prince, given that both his elder siblings forswore the title.
Head of State:Prince Regnant Artem Grimoire Currency:Eamilla, a series of coins made of flattened silver or gold, their worth determined by the seals on their surfaces. Lower classes will also use the barter system. Language(s):Edhelywin Elvish is spoken by a portion of the Elven populace, and the all of the aristocracy. However, they also have their own tongue, known as Nyxtis by the nobility. While ‘shared’ by all citizens of Evernyx, there are subtle differences between the ways the higher and lower classes speak it.
Short-History:
Evernyx once had a King, Fenris Grimoire. It was a small nation once. A small place just barely large enough to warrant notice. For the duration of the First Crusade, by the decree of the King, they had sided with the Justinian forces. But, given that over a third of their population was sent off to battle, and people were still being conscripted and sent off with little more than a pitchfork to fight with, unrest grew quickly. And after the Justinian and Yuwa’s battle was over, their troops were finally recalled. A mere thirty. Thirty men returned to Evernyx.
On seeing this, Princess Rhea could no longer contain her rage. Rousing her siblings, she staged a coup, and slew her father. She then ascended the throne, and proclaimed herself Princess Regnant. Never again would a king or queen step foot in their halls. In the years following, she converted her people to Yuwanism, using a mixture of appeal, threats and preaching.
And once her hold was solidified within her borders, she turned her gaze to beyond them. Evernyx was not the only smaller nation in that region, nor the only one to follow Yuwa. First she began by assimilating those closest to them, through marrying off her siblings and promising great bounty in return for their loyalty. Then it was subtle hints, threats of war, assassinations. The remaining provinces were given the choice of either surrendering to the greatly-increased power of Evernyx, or fighting for their lives. Most surrendered. The rest would fight futilely, like sand against the tide. And on seeing the nation she had created, her hair grey and her face lined with all her years, the Princess Regnant closed her eyes, and rested.
Records of these wars tell of magic Rhea used that would turn a field into an inferno, or armies of creatures that would tear into the ranks of opposing armies, terrifying in power and appearance, only to vanish with the dawn. Though, many of these records were made after the wars themselves, and so their reliability is not certain. However, Rhea does bestow a special kind of power upon those who are most loyal to her. It comes in many forms, and changes with the moon, but is powerful nonetheless.
Evernyx has become recognised as a bastion against the Concilio Union, halting the advance of the false Justice, and as a deterrent for the Empire. Since, their people have grown in number exponentially. An influx of elves from both enemy nations who were willing to sell themselves into slavery in exchange for protection. There was also the migration of the Dianads, a race of canine men from a place far to the north, and the Bastati, felines from the south. While their origins are solely theirs, they are unquestionably loyal, and believe that by serving the descendants of Rhea, they will be rewarded upon death.
In recent years, though, Evernyx has come across several instabilities. Among them was the rise and fall of Prince Regnant Nathair, the breaking of traditions, battles and losses with the Concilio Union and the Empire of Zul. And the new, shaky, alliance of the dragon known as Mania. Both necessity and risk to the other Yuwanist states, they cross several boundaries their allies are uncomfortable or disapproving of, but undeniably needed for the survival of Evernyx.
UNIQUE ATTRIBUTE INFORMATION:
Night Magic – Though some have doubts as to whether this form of magic is more of a hindrance than an asset, it is nonetheless a practiced form in Evernyx. Using it allows one to cast minor illusions, or to physically alter large areas and landscapes, even people. Though, the spells that can be accessed are all dependent on the phase of the moon, and will always be dispelled by dawn’s first light.
Beastly – The Principality is home to the largest populations of Bastati, a feline race, and the Dianads, who are all manner of canine people.
Secrets and Shadows – Evernyx has a history of assassinated nobles, quelled rebellions, and spies who garner information on their enemies and allies alike. It is no small wonder that a reputation has been garnered.
We ARE the Northern War – The Principality of Evernyx is large part of the Yuwanist front line, bordering almost all of their Justinian ‘counterpart’, the Concilio Union. As such, their allies have been known to send soldiers to the front lines in order to reinforce the border, and more often than not, aim to battle their enemy.
GEOGRAPHIC INFORMATION:
Major Locations of Interest:
The Emerald Spire – The resting place of Rhea, first princess Regnant, and now her place of divine residence. It is also the Chevaliers’ base of operations. Represented by the Crescent Moon.
Nychta – Capital city of Evernyx, and location of the royal palace. The First City of Evernyx, where Rhea’s plans were first set in motion.
Hadden – Hadden was Rhea’s first ally when she began her campaign, when they were given a promise of wealth and prosperity in exchange for soldiers. Though scholars have long argued of her relationship with Karten Hadden, no consensus has ever been reached, nor will Rhea herself speak of it.
Mariana – Mariana was a vital part off Rhea’s plans. Though Swyncrest was further south, Mariana was the richer of the two, due to the flow of trade. So, through marrying her younger sister Palla to Mariana’s Prince Asil, she gained their alliance. To this day, it is the main port of Evernyx, and has grown all the larger for it.
Ostburn – Ostburn was the name of the country to the north of the original Evernyx. With the threat of Mariana blockading the docks, Ostburn eventually parleyed with Rhea, and would cede its lands and throne to her. However, it became a steadfast ally over the years. Most of the Principality’s traded goods will flow through Ostburn at one point or another.
Brightglass – The land of Brightglass has long been renowned for its prosperous mines, be it iron, gold, or precious stones that you seek. Rhea’s campaign took it there almost last – after Lamor fell to her army, Brightglass surrendered, leaving the corner kingdom of Reddale to its own fate. Still to this day, the beauty of the Principality is claimed to be this city.
Blackden, Swyncrest, Caydon, Dellmere, Lamor and Reddale – The various towns across Evernyx that bear the names of their ancestral domains. Their guards are often minimal, and the nobility are sparse in those parts.
Serpents’ Forest – Forbidden to most of the population, the Serpents’ Woods is rumoured to be one of the few places that the ‘Overlays’ still exist in Evernyx. In reality, the Serpents’ Woods is the main base of operations for Princess Shara and the Dusk Guard. Represented by the tree in Hadden territory.
The Fortress of the Triskelion – The location of the great battle five years ago, known as the Fortress of Norsal to some. Though technically still within the Principality’s borders, they lost control of it alongside the skirmish. Represented by the Triskelion, at the northernmost point of Blackden.
Mania’s Redoubt – The residence of the dragon Mania. A trail a few meters wide foes through the rock into the otherwise isolated inlet. Represented by the Dagger and Dragons.
The Legion Fortresses – These four fortresses are where you may often find segments of the four legions of the Bastion. Interspersed along the wall, these forts serve as barracks, and are where many plans are devised. Lady Tresa frequents the Southern Fortress.
RACIAL INFORMATION:
HUMANS: 39% - Approx. 20.3 million. The most common race. Roughly a quarter of the human population are slaves, whereas the rest are of varying social status.
NEPHTHYS ELVES: 14% - Approx. 7.3 million. The majority of the Nephthys elves commonly possess dark or pale hair, extremely pale skin, and slanted eyes that are amber in colour. Most of them are also slaves, due to their origins. The few free elves are among the nobility, though they seem to hold no more love for their kindred than the human nobles.
BASTATI: 20% - Approx. 10.4 million. (singular; Bastet) While there are no noble Bastati, there are also comparatively few slaves of this race. Bastati generally serve as labourers, transporters or city guards. They were also a favourite of Rhea’s, and so sacrificing a Bastet to her specifically will yield less Theurgia.
DIANADS: 20% - Approx 10.4 million. (singular; Dianad). You will find Dianads in most social standings – as higher slaves, or low nobility, and all across the common folk. While some hold the respect and love of their human neighbours, others call them beasts. Inherently loyal, as long as there is a bond of trust, they will assist you. Rhea has no strong feelings toward them, but accepts them as Evernyxians.
OTHER ELVISH: 7% - Approx. 3.6 million. Since Nephthys elves have found sanctuary in Evernyx, and it is often the first stop through to Yuwanist territory, many other elves have passed through in the last three centuries. Some also settled here, and hold similar statuses to their kindred, though more walk as nobility than slaves.
RELIGIOUS INFORMATION:
State Religion: Yuwanism Patron Deity:Rhea Religion Demographics: 97% Yuwanist
42% Rhean
1.3% Justinian 1.7% Red Pantheon The majority of Bastati and Dianads are devoted to Rhea more than Yuwa, but comply with Yuwanism since that was Rhea’s own faith. Then the greatest majority of Evernyx follows both Yuwa, and Rhea as her servant. There are a few insurgents, who have converted to Justinianism or to a Fallen Servant, but the Chevaliers of the Spire are often swift in tracking down these groups and exterminating them. Major Holy Relics/Artefacts in Possession:
The Eye – This relic, pictured in Rhea’s portrait, can grant wisdom and knowledge to whoever uses it. By Yuwan's grace, since it is bound to her, she will set out a path to follow in order to obtain the answers you seek. It can also grant various other powers, such as the ability to scry and divine without having to learn the spells to do so, and to see what lies beyond mortal sight.
The Grimoire Sceptre – An artefact that is invariably held by the current Prince or Princess Regnant of Evernyx, first held by, and bound to Rhea. While not even they can determine its true power, it does grant them the ability to cast a number of spells without needing to prepare a ritual first, since these are already engraved into the sceptre itself.
Holy Sites under Control:
The Emerald Spire – This is the foremost place of reverence for Rhea, and where the majority of her clerics and chevaliers will be found if they have not been bade travel to other locations.
Notable Magical Institutions: Each of the major towns and cities for which Evernyx’ provinces are known has a Grand Hall dedicated to Yuwan and Rhea. With the rise of the Reformation, these buildings slowly began to include the other Celestial Servants of Yuwan. Additionally, if one bears a seal of a noble house, the Halls will allow you to study whatever scrolls or tomes they have acquired there. There is also a library, located within the boundaries of ------'s old territory, which is home to a grand deal of knowledge, magical and scientific both. Religious Interpretations/Culture: Most people of Evernyx believe that Yuwan supported, if not directly assisted, Rhea in her formation of the Principality. Many Evernyxians are also supportive of the Reformist movement in Yuwanist politics – and believe that the Celestial Servants should not just be recognised by the countries they watch over.
MILITARY INFORMATION:
Total Military Size:130, 000 estimated Guardians of the Wall: 50, 000 The Oaken Vigil: Roughly 34, 000 The Dawn Guard: 20, 000 The Dusk Guard: 10, 000 Chevaliers of the Spire: 16, 000
Listed Heroes:(Descriptions will likely change. I have the images, but need to upload them first.)
A young noble girl whose family was killed in a raid by the Empire of Zul. Though she was among the defenders for the attack, she is not graceful in the slightest. But, she knows her fair share of details, especially since she can move among the nobility without them knowing her station as one of the Dusk Guard.
Nobody knows her face. Nobody knows her real name. But she is one of the Dusk Guards’ deadliest weapons. She is only deployed in the most serious of circumstances.
The so-called ‘Grand Enforcer’. As a member of the Dusk Guard, he serves to gain information and suppress attacks. A harsh taskmaster, he’s led several response teams against slave rebellions in his day, before they ever came to light.
One of the four generals of the Wall. She has command of the First Legion, where the fighting is often tough. Despite many offers of marriage from prestigious aristocrats, she has always turned them down. No soldier will disobey her. Posted at the southern Fortress of Reddale.
One of the four generals of the Wall, commander of the Second Legion. Unparalleled in his mastery of the gryphon’s reins, he will often be found on the outskirts of the battle, where he can assist and direct wherever it is needed. Posted at the mountain Fortress of Lamor
One of the four generals of the Wall. He commands the Third Legion. He looks to the advice of his subordinates and tacticians often, and from it, crafts battle plans for many situations. Posted at the central Fortress of Dellmere.
One of the four generals of the Wall. Commander of the Fourth legion. To most people, he is a commanding figure, who is not easily disobeyed. Despite being one of the less attacked sectors, he is nonetheless a strict taskmaster. Posted at the northern Fortress of Ostburn.
One of the most competent of the Dawn Oaths’ captains, she serves at the City of Brightglass. She has been tested in battle a multitude of times, but her true mind lies in strategy.
Tyro’s station is the city of Ostburn. While his methods do not always garner the approval of his guardsmen, they say that his arrow flies true. He has endured hardship as a Bastet in power, but as his name gains ever more renown, fewer try his patience.
Luna is new to her station. She is a skilled swordswoman, but commanding chevaliers is not easy for her, given her youth, and her low birth. She will defend Rhea’s name whenever it is called for.
A noble-born elf, nobody truly expected it when he signed up for the Chevaliers of the Spire. He was an object of interest for a while, given that he is certainly no Nephthys elf. Mentioning this to him causes a strange reaction in him, and he will leave the room.
A past member of the Dawn Guard, she was given an honorable discharge after taking a bad wound against bandits. Three years later, just as she was about to take up arms again, the order came to divert the guards to the main towns and cities. Enraged by the aristocracy for leaving the people defenceless, Risa became one of the three founding members of the Oaken Vigil.
A man with a mysterious past. He was only shadow and rumour to begin with – a solo fighter with nothing to lose, throwing himself against highway men and bandits whenever encountered. Directly after the dissolution of the village and town guards, Risa and Julian sought him out to ask for assistance in defending Evernyx. Though it took much convincing, he eventually agreed to become one of three founding members of the Oaken Vigil.
Military Doctrine: Military Units:
The Dusk Guard – As the organization that is behind much of the stability and defenses that Evernyx enjoys, the Dusk Guard is still relatively ‘new’, given its change of command to Princess Shara. They discover the movements of the enemy. They gather information on suspicious characters. And they remove those who are deemed to be dangerous to Evernyx.
The Arquero
Undercover spies. Battlefield scouts. Messengers. That is the purpose of the Arquero. Any stronghold or base the Dusk Guard controls, you will undoubtedly find these units in abundance, given they are the backbone of the organization.
The Mirar
The Mirar, or Mirror Maidens, are women who stand among merchants, nobles, farmers, and even slaves. As with the Arquero, they work undercover, but their purpose is different. Gathering information is where they begin, but their methods differ from agent to agent. And, when it becomes necessary, a Maiden will be sent to eliminate a threat.
The Enforcers
This is the more… militant side of the Dusk Guard. Mages. Warriors. It matters not the way they fight. They are trained to quell dissent quickly and quietly, using whatever means necessary. Due to the nature of their mission, and the strength it requires, they are very rarely human. Every order is followed to the letter. Every mission, carried out without fail. If it is… the squad who failed will face repercussions.
Nightweaver
Nightweavers have ever been few in number, but in recent times, they are rarer than ever. Ever regarded with fear even inside the Principality's borders, their magic is a strange art, a secret to all but the highest of society, for this power can only be granted by Rhea herself. It will wax and wane with the moon, the spells losing power the dimmer its light – though, this is never spoken of, only learned through experience. Deployed to whatever place the royal family orders, they are said to be able to bring armies to their knees through fear alone – an exaggeration, surely.
The Guardians of the Wall – The Guardians are divided into four divisions, with a rigid system put in place to ensure that it is as efficient as possible. With Prince Maron as High General, and the four generals of the wall under his supervision, their main focus is to hold their ground, but do not shy from an offensive if they see the right opportunity. While the arms and armour of the soldiers are theirs to care for, it is provided to them by Evernyx itself, ensuring that all of its soldiers are equal the moment they step onto the battlefield.
I do not care if you are noble born or of common blood, man, beast or elf. Here, on this battlefield, our priority is to stop the Western wretches from breaking us. Evernyx is the first line of defense. It will not do if I lose soldiers simply because you are watching the man next to you for signs of treachery. Because there will come a time, and there is no doubt of this, that your life will depend on the shield he carries.
Bastion Infantry
Making up roughly half of the Bastion, these soldiers are the front line. Often you will find a strange camaraderie between them - off the battlefield, one soldier will hate another with a passion. On the battlefield, they won't hesitate to throw themselves in harm’s way to save him. And should he die... it will be that soldier who died beside him.
Bastion Archer
The archers of the bastion are divided – and with good reason. Most will be seen during battle, often keeping their distance to rain arrows where openings are seen. But their best watch the lands and skies night and day for any who might try to approach.
Bastion Charger
The Chargers will often be seen in largest number for their namesake; shock attacks. They charge full speed at their enemy, lances aimed at the heart of the formation. This comes with acceptance of the higher risks for a decisive result. However, they are not so accustomed to the full tide of battle – horses are harder to direct than your own feet, after all.
Bastion Riflemen
These soldiers are often picked out from the archers who show remarkable skill in sharpshooting, or are else trained relentlessly until they meet the expected standard. Once they are ready to see battle, they are equipped with a rifle, armour and a shield. While their duty to guard the Wall often gives new recruits reason to question the pavise, it often becomes the best cover for this unit on an open battlefield, allowing them to take shelter and reload behind a modicum of safety.
Gryphon Knights
The main force of Gryphon Knights accompany the Second Legion, under the command of Lord Niam. This is to counteract the mountainous terrain of the neighbouring Union, making it more difficult for foot soldiers, and particularly cavalry, to traverse potential battlefields. Trained to fight on the ground as well as in the air, these knights are not to be underestimated – because very few of them will underestimate you.
Bastion Skirmishers
These are among the last units to enter the fray – specifically because of their purpose. These fighters are to take advantage of the worn-down enemy, overwhelm them with speed and skill instead of number and strength. In order to preserve their energy and keep them fighting for longer, they forgo heavier weaponry and armour, weakening their protection.
To be extended. The Dawn Guard, in times past, guarded every town and city in Evernyx, and patrols would be sent to villages every so often. However, when the demand for reinforcements to the Bastion came eight years ago, it was the Dawn Guard that would be forced to answer. Drastically reduced in number, the noble houses would divert their men to the cities and estates instead of the countryside – leaving them defenceless against raids that might slip past the border.
To be extended. The Oaken Vigil was founded by a group of individuals who were against the removal of the guards from the various towns and villages. While rather small in number, they are able to cover ground much faster than the Dawn Guard, and are able to fend off whatever small bands slip past the Wall. Many nobles consider them insurgents and rebels, but Prince Artem has met with their leader on multiple occasions, and the Vigil are ready to answer him should he call for them.
To be extended. The Chevaliers serve as the defenders of Yuwanism in Evernyx, if that is an apt description. Be they the priestesses who serve as unofficial spell-casters alongside them, or the archers stationed on every floor of the Spire, each has chosen to dedicate their life to ensuring that Yuwan and Rhea stay strongly held to people’s hearts. And if the people’s hearts turn against Yuwan... but instead to a fallen servant, or to the false justice, they will be the ones to bring her back – with steel.
DRAMATIS PERSONAE:
(All these will be expanded on a later date.)
Third child of Prince Nathair, to the Concubine Thea. The current ruler of Evernyx. Stern and tactical.
First child of Prince Nathair, to the Concubine Mala. General of the Bastion Guard. Fiercely loyal to his soldiers, and hardened by war.
Second child of Prince Nathair, to the Concubine Alessa. Serves as the official diplomat of Evernyx to Yuwanist allies.
Fourth child of Prince Nathair, to the Concubine Azure. Slave-master. Hot-headed and rude.
Fifth child of Prince Nathair, to the Concubine Huli. Twin of Leah. She runs the intelligence service throughout Evernyx. Cunning and flirtatious.
Sixth child of Prince Nathair, to the Concubine Huli. Twin of Shara. High Priestess, the voice of religion. Unafraid of the obstacles in her path.
Seventh child of Prince Nathair, to the Concubine Rua. Skilled in magic, and their leading researcher. Quiet and thoughtful.
(Image not yet uploaded) Previous heir to the lands of Hadden, though he has since been disowned. One of the three founders of, and the leader of the Oaken Vigil. He has encountered difficulty from some of his men, due to his high birth, but given he is one of the few members of the Vigil with formal training, he has yet to be contested.
(Image not yet uploaded) As the High Commander of the Chevaliers, Lord Elan serves Princess Leah, and Rhea herself, directly. Unlike most of his predecessors, he takes direct action alongside those under his command. Also unlike his predecessors, he earned his position and was not given it due to blood. There have also been rumours among the court that he and the High Priestess are lovers, despite the rule of abstinence.
EXTRA INFORMATION:
Full History: (Your nation’s history following the major eras/cycles. Remember to align it with the settings history, as it is hard for nations to live in an isolated bubble here) List of Historical Grievances: Given its location, the Principality of Evernyx has long bordered both the Concilio Union and the Zul Empire. The recent, relatively catastrophic battle is just one example of the many clashes between the three.
Relations: Lamash: Allied. Evernyx received military support from Lamash as means of further securing the northern frontiers. However, tensions have become a little higher, given that the soldiers sent five years ago were lost in battle. However, twenty five thousand soldiers have been stationed in Evernyx since, and another contingent are en route. The Republic of Drakma: Tense. The people of Evernyx are familiar with kobolds… given that the Union hosts them. And given that Evernyx will sacrifice or enslave most kobolds that are not killed in battle, many of the Drakman kobolds tend to be a little tense around them. Cultural Notes: (Anything cultural of note or unique about the nation that isn’t mentioned under religious interpretations/culture)
Updates: -NPCs added -New players (Brithy in the north-east and Ghostmark in the far north-west) -Inactive players removed (mentions of them will have to be modified) -Oraculum's shrimps have some disputed no-mans land areas in the centre. -Drunken Conquistador's Lamash and Emmtt's Fereumin have become major powers. Emmtt is updating his sheet to show this.
In other news, Grey and I will be working on a Collab soon, and I am also working on making some NPC sheets to fill in the spaces (New players can choose to hijack/take over NPCs if they wish)
I would like to ask what players are doing concerning either working on RP posts or their sheets. In particular, @Willy Vereb is Yllendthyr capable of having an OOC WIP sheet yet? ----------------
Notes on the centre of the continent: geographically, a significant zone is covered by a dry, hostile wasteland, which, despite the local climate not being extreme, is inhospitable to surface life and thus largely barren. This does not in itself preclude these lands from being settled, albeit the harsh conditions, combined with frequent Riglir attacks from below, ensure that none but the hardiest and most determined may thrive there. Across the barren soil there lie, widely scattered and mostly damaged beyond recognition, bones and parts of skeletons of colossal size (to the extent that a mostly complete ribcage could contain a sizeable settlement), akin to those found in the Kralhk boneyards, if in significantly worse conditions.
The wasteland area is here marked with grey shading:
-Grey and I have begun the preliminary stuff for our collab (Doc up, sorting out POV's, setting, line of events, etc)
-@DracoLunaris, @CollectorOfMyst, @Klomster: You three are all still here and accepted and so can begin working on laying out the Northern Campaign of the Sac War.
@Brithwyr Your claim has been put on the map (the island) when your sheet is done your leadership will likely want to have some representation at the Eastern holy city meeting.
@Publius I see you are slowly getting there... My offer still stands concerning your military section.
@Archetype Zero I am aware you are busy with the thesis, though I would like to remind you that you now have an actual avenue to RP in (The Oratorium in West Ouroborasia, as noted before).
@Everyone mentioned here: So that Drunk knows whats going on, do remember to post your response to this message here (or otherwise PM information to him), as he isn't on the Discord that often.
Population: 24 million, 1.5 million Shaydarians, 4 million Elves, 2.5 million Centaurs, 6 million dwarfs, 10 million humans
Capital: Ke Thalor
Faction: Justinian
Government Type: Absolute Monarchy
Government Description: While the Shaydarians were ruled by a King or Queen, they found the peoples of Ke Thalor unfit to become subjects to their direct rule in such terms, as such the King of Shaydarians elected a council of the freed peoples to rule over the newly founded realm gifted to them. This Meritocracy ensured that the freed peoples of the Elves were governed by their own, while in turn ruled by the Shaydarian King, and ruled only by those who had proven capable of such a task. The Shaydarians do not take corruption lightly, and while they prefer to not enforce their views on their newfound charges, they will remove any from power when proven incapable.
The rule of the Shaydarians itself is not passed from family member to family member, upon the death of a King or Queen, the crown is held in mourning, for no less than 360 days, and the new ruler is selected from the most prestigious and honorable of their number.
Head of State: King Hephaestus
Currency: Sacros are now the main currency, with gold eagles, silver falcons and copper hawks providing a local currency that is slowly being phased out to allow easier trade with the core realms.
Languages: Sancthiyin Elvish is prominent in all the cities, with many Shaydarians speaking it in public, while they prefer their own language of Athamos. The freed peoples of Ke Thalor speak a variety languages, with Sancthiyin and Aemarine taking precedence over all others.
Short History: The Thalorian Imperium was an Elvish realm, who performed many barbaric practices and horrendous acts against other sentients. During their reign they often sought to lay claim to the Shaydarian Mountains, but were always pushed back, from the moment they set foot within the foothills of the Mountains they faced the fierce Shaydarian warriors, diving from the skies to slaughter the Elves with every push they made. After nearly seven centuries of constant attempts to take the Mountains, many of the enslaved races the Elves held as property rebelled against their masters. Seeing an opportunity to deal with a constant and now tiresome threat, and to free people from slavery. Finally unleashing his warriors, the aged King Hephaestus ordered an offensive that pushed the Elves all the way back to their very capital, city after city fell to them, and an army of freed slaves followed the rapidly advancing Shaydarians every step of the way.
It would be another six months before the Elf Emperor knelt before the warriors of the Mountains, watching as his government and ruling caste were charged with various crimes against life, and dealt with as justice demanded. To the Emperor, he was brought before the King, finally looking upon the eyes of one who had defied him so thoroughly for so long. His crimes were many, and well documented, the butchery of innocents, enslavement of hundreds of thousands, if not millions, and a callous disregard for life, there was only one end befitting such a creature.
Seeing such a show of true justice, and how easily the Shaydarians replaced the ruling government of an Imperium, the first of the Justinian Demi-Avatars appeared in the court of the Shaydarians, bringing the light of Justice to the Shaydarian Mountains, and the former Thalorian Imperium. As a reward for their commitment to the very namesake of Justice, the Shaydarians became the rulers of the Imperium, now renamed to the Shaydarian Grand Kingdom.
Unique Attribute/s: WIP
Ancient Civilisation: The Shaydarians have ruled their Kingdom for thousands of years, and seen the fall of multiple pantheons new and old, they ruled as the Chosen of the Aeonic Pantheon, they wish for the past almost as much as they fear it, for these times were before their enlightenment as a species, a time where blood was spilled over the slightest perceived insult. Few records of this time remain in their control, and what little is recorded, is guarded within the Great Library within Stormpeak.
Distrustful: Since the Imperium's slaughter of Acestes, the Shaydarians view the world's races with distrust, ever guarded against revealing too much of their own secrets, and warded against any possible attack. When in a room the Shaydarians will always keep their back to the wall.
Diplomatic Warriors: With their trained warriors, there are many silver-tongued diplomats, always trying to keep violence as a last resort to a simple disagreement, the Shaydarians provide a diplomatic corps for Justinia, and it is not uncommon to see bands of Shaydarians visiting regions rife with war, lack of civil order, and rebellion.
Map: N/A
Cities: Ke Thalor, Stormpeak Eerie, Shadowdawn Eerie, Odysseus’ Sanctuary, Ilnetaysi, Filenna Aethel, Ayanashys, Grimrock (formerly Sama Thalor), Brinesport (formerly the Elven Port city of Raal Thamar), Starfall Eerie
The humans of the Shaydarian Kingdom are generally dark of skin, an aspect the Shaydarians themselves gave little thought to, until they met other humans who were pale of skin. It is clear that the Elves bred them to be strong, and this is shown in the great strength the humans hold, even compared to others of their race.
Minorities:
Shaydarians 6%
The Shaydarians consist of six varying sub-sects of avian-humanoids, each tailored to specific tasks during the days of the city-state wars, the tall and mighty Eaglites, backbone of the Shaydarian Warrior Caste, the shorter, swifter Zeyphrates, heart of the Shaydarian messengers, Falconors, master builders and great craftsmen, the Corvants, keen-eyed, shrewd veterans of the merchant world, the Hawkers, great healers and experts in herbal and spiritual arts of medicine, the Owltarians, wisest of the Shaydarians, it is little surprise that they form the core of the Isthmian cult.
Elves 16% Just because it might need a male too The Thalorian Elves are pale of skin, taller and fairer than humans, they tend to be thinner as well, and have almond-shaped eyes, with hair as white as snow, the few Elves who have various hair colors are mixed with other species, as any pure Thalorian will attest.
The Dwarves of the Kingdom are common for their people, short, bearded and brutally honest in their views on others. They are split into twelve great Clans, and have little interest in the art of Magic itself, instead working with Isthmians to create magic-imbued weapons, they calling falls in to three simple and actively sought after areas. Warriors, craftsmen, and miners.
The Centaurs of the Kingdom, also know as the Kurios, keep to the plains of the Kingdom, their herds migrate from region to region as their needs dictate, and few stay within the cities themselves. They are strong and able, and perform a variety of roles for the Kingdom, either as messengers, caravans of trade, or in the military as knights and woodriders.
State Religion: Justinian Orthodox
Patron Deity: Justice
Religious Demographics: N/A
Major Relics: Stormshard, Relic has been a part of the Shaydarian way of life since their first eyeries were built.
Lance of Justice: This weapon was created by the dwarves, with Isthmian and Elven magic worked into its creation, crafted from the rare metal known to the Shaydarians as Raw’tic, Screaming Howl, it is worked with beautiful artistic work and various embellishments to add lethality, it sits within the mighty Vault of Ke Thalor, awaiting the day when the Goddess of Justice requires such a weapon. (This is a relic to the people, with little to no hold to any god, as such if it is claimed by a rival faction, they are able to use it)
Holy Site: Temple of Isthmia, the First Temple of the Shaydarians, and protected as such. Here lies the Stormshard.
Notable Magical Institutions: Isthmian Order, tutors magic casters, or Isthmian as the Shaydarians call them, in the protective wards of Justinian, only when their power is equal to the task are they granted a piece of the Stormshard’s power, giving them powerful lightning based magicks. This now includes Elves, Humans, and Centaurs.
Order of the Sun, warrior monks tasked to root out evil and heresy, and to find any Isthmians not yet brought to their temple. They act as the unseen arm of the King, and are as secretive about their number as they are about their fortress monastery’s location. They search for any historical artefacts and it is not known if they return the artefacts to Justina or secret them away within their fortress-monastery. They are often seen mirroring the Justinian Oratorium agents working within the Kingdom.
Justinian Oratorium: The required agents of the Justinian faith, they are primarily situated within Ke Thalor, but have operational rights to move wherever they want within the Kingdom, even if they are followed, however indiscreetly, by Order of the Sun agents.
Order of the Knights Angelis, Crusader Order, the strongest of the Three Knightly Orders that are situated within the Grand Kingdom, lead by Lord Kaeso Cassius Barrius, they serve loyally to the cause of Justinia, and are the largest contributor to any request the Divine makes, never willing to be seen as unable to provide for their Deity’s demands. They have many Order Houses stationed throughout the Kingdom, and their fortress of Seraphim Keep is one of the greatest built in the Kingdom since the fall of the Imperium.
Order of Iron, the only Knightly Order that has few mounted warriors, other than the small number of Centaurs who passed their strict recruitment restrictions, lead by the venerable and stoic Knight Commander Joesph Ironbrow, their numbers are primarily made up of the Dwarves, with humans dotted throughout, they hold the Ironwrought Castle, believing that Iron can best any evil that the enemies of Justina can throw at them. While not the strongest or largest of the Orders, the sheer refusal of the Order of Iron to give ground to the enemy has blunted more than one enemy assault to such an extent that the rest of the army managed to regroup and take advantage of the stalled enemy.
Order of the Storm, This Knightly Order is primarily made of Isthmians, those proven enough to control their God-given gifts to become warriors as well as magic users, while their military force does consist more of warriors with not magical abilities, the Order of the Storm’s ruling council is all Isthmians of various races, including Elves. They do not enjoy being told that their magic is unholy, and take even the slightest hint of insult to heart. Since their refusal to aid a young noble and his force of infantry in an attempt to hold back a rampaging orc warband, they have come under Shaydarian observation, who have taken primary control of the Order. Their home of Stormgard Keep is almost always shrouded in a powerful storm, caused either by the Isthmians themselves, or possibly by nature, though few know in all certainty.
Justinian Paladin Academy, situated in Ke Thalor, the Academy trains and produces fine quality warriors of the Paladin creed, though few remain within the Grand Kingdom, it provides valuable experience for Paladins being sent to other nations.
Temple of Zephyra, the Second Temple of the Shaydarians, named for the first warrioress of their people who fell fighting the Elves of the Imperium, spitting curses and death until her death, she held the Elves at bay in the valley below what had originally been a shrine, her sacrifice earned her the a temple as recognition of her determination to see the enemy not step one foot within the Mountains themselves. Isthmians are often seen here learning to dedicate themselves to their tasks, and providing a solid base of mental discipline.
Temple of Gregorios, the third Temple of the Shaydarians is dedicated to Gregorios, a healer during the Imperial war, he was often seen search battlefields for any wounded, Shaydarian or Elf, while at the time he earned questionable looks from his brothers and sisters, King Hephaestus praised him, showing that if they could have peace, having Elves speak of it would go a long way to calming tense nerves. His statue depicts him as a healer, and Isthmians are often seen learning the healing art from this Temple.
Order of the Wardens, this Order is the only one to hold members from all races within the Kingdom, all their warriors dedicated to a single task, protecting the Kingdom from all threats. This can range from the physical threats of the world, to the immaterial threats that seep in through the cracks of the planes. Several places throughout the Kingdom hold a permanent presence of the Wardens, Grimrock, Starfall, and Athel Soras, where the immaterial have often appeared in such numbers it took a massive force to return them to their own plane.
The Shadow-walk Order, these Rangers, mostly Elves, provide a powerful core of reconnaissance warriors, masters of the undergrowth, capable hunters and death dealers, they are the eyes and ears of any military force on the march. They recruit on a basis of what they call the Shadow-walk, where a Ranger of the regular Army may find themselves alone and surrounded, facing the beasts of the Wild, if they survive three nights, they earn the title of Shadow-Walker, and are truly warriors to be feared. It has a high death-rate, as to be expected of the wilderness of the Kingdom, but those that pass more than make up for any losses. They have no primary hold or region, recruiting from across the Kingdom and only gathering in large camps for issues of grand importance.
Guild of Engineers: The Dwarves are the masters of technological advancement within the Kingdom, bringing refined formed of gunpowder weapons to the armouries of the Kingdom, and training their warriors in their use. It not uncommon to see units bearing these weapons in combat, either in the powerful, long-rifle, or the shorter hand-held versions more often seen with Dwarf officers in combat. The Guild has halls within every major city, although the mountain stronghold of Kharak-a-Varr houses the largest Guildhall.
Religious Interpretations:
Total Military Size: 125,000
Listed Heroes: Lord Marshal Ares (Shaydarian), Marshal Nicodemus (Shaydarian), Knight Commander Zyvion (Centaur), Knight Captain Marcus Maximus (Human), Knight Captain Decimus Meridias (Human), Warden Prime Logar Grimbeard (Dwarf), Shadow-Mistress Stataleeti Loradithis (Elf), Admiral Quintus Licinius Cato (Human)
Military Doctrine: The military of the Shaydarian Kingdom revolves around the commands of the Six Marshals, with the greatest of their number being called the Lord Marshal. Each Marshal commands an equal share of the army, passing their commands to their Lord Commanders, who in turn pass it to their commanders, then the captains.
With the sudden and massive expansion of their kingdom, the Shaydarians merely expanded the numbers each Marshal commanded, while granting the freed races a selblence of freedom concerning their military practices. Each Marshal has also started to include members of the freed races into the command structure, while all the Marshals remain Shaydarian, there are Human, Elven and Dwarven Commanders, with a single Centaur Lord Commander.
For nearly six thousand years, the Shaydarians called the Shaydarian Mountains their home, carving homes in the peaks of the mountains, far from the sight of other races, although rumours spread of winged demons that called the mountains their own. In truth, the demons, were battling Shaydarians, caught up in their city-state wars, costing blood and life for little gain other than what became bragging rights, and their numbers were never large to begin with, wars that lasted the better part of five hundred years.
Seeing his people about to die in their own nature, Zeus, a simple warrior from the Eyrie of Stormpeak began to talk, rather than fight, he found like-minded warriors within Stormpeak, and even some within Starfall and Shadowdawn, he began to speak of a unified Shaydarian Kingdom, ruled not by one city for all time, but an elected King when the crown is to be passed on, giving all cities a chance to become the capital. It would take seventy years, but after finally bringing the traditionalist noble families to his thinking, Zeus gathered the best leaders of all areas of a city, trade, war, art, construction, and more, they all had a chance to elect a King. It was the first, and only time that a King was selected unanimously, and Zeus took to the throne, settling it upon Stormpeak, and ruling a Kingdom that had little in the way of interest in the lands beyond the Shaydarian Mountains.
As time wore on, the Shaydarians expanded, the famed warrior Odysseus founded a new Eyerie, naming it Sanctuary, for after a rather brutal storm, his band of warriors, out hunting the great beasts that prowled the skyways of the Mountains, were forced to take shelter, resting in the cave of a rather angry Cyclops. After a hard fight, and the loss of half his warriors, the Cyclops was slain, and the warriors refused to leave their dead forgotten in some cave miles from their homes. And so Odysseus planted his banner, he called on friends, family and more, he wanted to build a shrine to entomb the warriors in honor and glory, but instead an Eyrie was built, over years until it became almost as rich and prosperous as the already established Eyeries.
It was at this time that the Shaydarians began to look into more ways than that of the sword in order to live. Many went on to become monks and hermits, travelling the Kingdom and providing aid in whatever form they could. At first it went well, but the martial pride of the Shaydarians was not to be forgotten, in concert with their spiritualist progression, the martial arts were considered as an expression of their spirit, weapon masters joined the growing temple holds, and as the years spread, and the next King selected, bringing Starfall into ascendant, the number of warrior-priests was almost as high as the number of warriors, few pockets of the traditionalists remained, but they were swiftly falling into sway. It was around this time that the first of the Thalor Imperium Elves entered the Mountain passes.
Acestes, a rather young warrior-priest, flew to greet them, alone and unarmed, he still showed just how strong the Shaydarians were, standing taller than any of the Elves, he welcomed them, only to feel the sting of an arrow in his chest, the Elves were slavers, trying to bring what they thought to be a unique creature back to their home for a sea of wealth. He fought hard, slaying a dozen of the Elves before he was run through with a spear. King Gregor unleashed his warriors to deal with the slavers before they would return to Thalor, and to retrieve the body of Acestes. This was the first of what would become the “Skirmish War”, where parties of Thalorium Elves would try to pass through the Mountains. As the years passed, the Shaydarians grew beyond petty revenge that they were exacting on the Elves for the loss of Acestes and other warriors who had fallen since, the cry for justice was paramount, but now King Gregor had ruled for near a thousand years, and his time was coming to a close.
Queen Nike was selected to replace him, and her first order was to bring the passes the Elves used under Shaydarian sway more permanently. Construction began on what would become the Eagle Gate, sealing the primary pass from the Elves, it was a massive undertaking, and not without risk, but within fifty years, a truly formidable fortress sealed the Godsway, a near perfect straight line through the Shaydarian Mountains, said to have been created during a titanic duel of the gods.
With the Eagle Gate finished, construction of the Falcon Gate and the Hawk Gate began, these smaller passes were not as arterial as the Godsway, the northern Dusk Road was overwatched by Starfell, and was a winding path that would take days to use to reach the other side, while the Dawk Road, to the east, was alone, the closest Eyrie being Odysseus’ Sanctuary, almost half a day’s flight. The Falcon Gate protected the North, and the Hawk Gate protected the East, each had a rotating basis of warriors, as well as the Isthmian cult priests, and their sorcerous powers.
These Gates had never been breached, only expanded to seal off the northern entries into the Mountains by other races beyond the Shaydarian’s ken. Even as the Shaydarians readied to face the Imperium once more, they were dealing with civil strife in the form of the Corvant caste, these crow and raven-like people, a sub-sect of the Shaydarian whole, formed the majority of the Merchant caste, ever looking for ways to increase their wealth. It was through such needs that the Imperium managed to capture a cadre of warriors during one of the Imperial raids. Taking a large payment in gold, jewels and finery, a large number of Corvant gave the location to one of the Shaydarian roosts, a resting place for warriors and scouts out in the foothills of the mountains. It did not take long for Queen Nike, with her own network of Elven spies to learn of this betrayal, and she unleashed her greatest warrior, the Isthmian Apollo, to correct the Corvant in their mistake. He was not forgiving to the Corvant, he had been given the Queen’s own brooch, with her sigil and power imbued, he had full authority for whatever sentence he deemed fit.
The Corvant were displaced almost in their entirety from the Shaydarian Mountains, cast out, with many nursing wounds directed against their wings, Apollo’s power and desire was to have the Corvant never feel the joys of the sky again, and he cast a lingering spell upon the Corvant, drawing power from the Stormshard, he cast the Corvant to become like the Elves they betrayed the Shaydarians to, he grounded the Corvant that were not executed, and banished them from the Kingdom, wingless and a broken people. Queen Nike managed to convince some of the Corvant to remain, those who had proven innocent in the transgressions against their own people, though barely a fraction survived Apollo’s purging, many displaced into the East, with Shaydarians keeping watch to ensure they left the Mountains.
It would be a little over three thousand more years before the War of Skirmishes escalated with a massive Thalorian Imperial army marching on the Eagle Gate, which was fought to a bloody standstill with hundreds of Shaydarian lives lost, and thousands more wounded, against an army so large it blackened the foothills with their number. The new King, Hephaestus had only been crowned barely three months before, and he rose to the challenge with a skill few expected, for he was of the Falconers, a craftsman with skill that rivalled the gods themselves, he knew his strength lay in the creation of things, not their destruction, he gave command of the army immediately to an Eaglite who was a veteran of war and death, yet never one to yearn for it, Marshal Ares was then elevated to the rank of Lord Marshal, the first of their military commanders. With Hephaestus leading the craftsmen to create more to support their brother Eaglites, Ares lead a masterful campaign that broke the Imperial supply lines, the sheer number of Elves was beyond what he could muster, and to defeat it in a full battle would mean a loss of life he was not willing to give.
Bringing the swift Zephyrates to the fore, they scouted the foothills, bringing the information needed to target the caravans of supplies long before they reached the Imperial army. For six months the Elves struggled to feed their army, before retreating back beyond the foothills, a slave force numbering the thousands trailing behind as the Elves took their meagre supplies of food and left them to die. Ares lead his warriors to capture the slaves, believing them all soldiers in the service of the Imperium. Upon seeing his mistake, he brought them within the Eagle Gate, feeding and in most cases clothing them, and setting some of the greatest learned Isthmians to try to communicate with them. After some weeks of difficulty, they learned that the Imperium enslaved their neighbors, of all kinds and breeds, it didn’t matter so long as they would work under the lash.
Knowing they were slavers already, Ares was not surprised, but what he was surprised about was when they were told the other races already enslaved outnumbered the Elves greatly. A plan began to formulate in his mind, and he asked for volunteers from the slaves, to return to their Elf masters and bring word of rebellion to the hearts of minds of their comrades.
Many agreed, while just as many refused. Ares escorted the slaves back to the Imperial border, with enough supplies to make the journey and no more, to not allow the Elves to know the slaves had been taken care of beforehand. The slaves knew it would be years, well beyond their lifetime before the Shaydarians would unleash their warriors in full, but they agreed regardless because it would free their sons and daughters, and their sons and daughters. They had little idea of just how far they would spread the rebellion at that time. Over the next seven hundred years the Imperium tried to break the Eagle Gate, tried to bypass the formidable defences, and use smaller passes only to find them inaccessible for such numbers, and all the while the Shaydarians dived upon them and cast them from the mountain range.
It was as Ares watched over the training of the latest generation of Eaglite warriors, a messenger came to him, speaking of a mass rebellion across the Imperium, slaves rising up against their masters, but many were being pushed back down, however bloodily, leaving only a few bands that succeeded. With an almost feral laugh, Ares ordered the mobilisation of forces he had kept in reserve for so long he doubted they would ever be used. Within two days, advance forces of Shaydarians were rushing to support the few rebel bands that still survived, and not too soon, as the Eaglite Hera, leading a force of two hundred, descended upon the Imperial forces surrounding a band numbering the thousands of rebels. She was but the first, and revered as a goddess to the eyes of the slaves, as they cast the Elves down without a second thought, or moment's hesitation.
Across the Imperium, rebel forces were saved, and brought together at the first Imperial city within reach of the Shaydarian Mountains, Ilnataysi, which fell after just seven days, the Shaydarians, while suffering losses to the Elven archers, bypassing the walls and striking for the command elements. With a home-base under their control, the rebels gained new heart, and marched following the Shaydarian army. A detachment of Shaydarians remained in every Imperial city that fell, ensuring the Elves were not slaughtered wholeheartedly by the former slaves, much to the disappointment of the people.
Ares lead a masterful campaign that drew the Imperials out, and cut them off, leaving weakened armies for the rebels to overwhelm, and with every victory the rebels grew a hundredfold, until the land before the capital of Ke Thalor was aught but a sea of free slaves. A year to the day of the rebellion's beginning, Ares claimed the capital of Ke Thalor, his warriors hailed as gods and heroes to the supporting slave army, lead by heroes of their own, the gladiator Leonidas, the savage centaur Calipso, the charming and beautiful Artariel, and a thousand more.
But this was not all that came to the Shaydarians, for their views of justice had drawn a new gaze, and before Ares' own eyes, the fallen warrior-goddess Hera stood before him in the palace of the Elf Emperor, an impossibility for he had witnessed her death himself, a spear-thrust from behind, up under the protective rib cage, into vital organs, she had died before any of her warriors could react. And here she stood, wreathed in golden light, a halo of purity radiating from her as she spoke with a voice of one and yet many at once. Justina had come to the Shaydarians, bringing them into her Light while gifting them an almost unanimous call of agreement from the slaves, for she gave them the right to rule the former Imperium.
Many things changed, the slaves picked their leaders, and became citizens overnight, Elves were displaced, but just as many wished to remain within the Kingdom, and the Shaydarians tried to teach their views of Justice and enlightenment upon a people so diverse they had troubles even understanding them all.
List of Historical Grievances: Relations: Cultured Notes: