A Letter of Marque from the Republic of Aira? Right where your journey to the New World begins.
Though, perchance one did not know about the New World would do one well to heed the tales that long stem from Cascadia. Among the Old World rumors, there is a constant peddling that the New World would be a free land, one of infinite possibility, ripe with riches for the taking which hang so low that one must only walk to attain their righteous fortunes.
These whispers, like all others, are only part true. Cascadia herself is a bountiful and beauteous land, true, yet the tale that these lands are up for grabs is, as tales tend to be, embellishment. Long before there were settlers from the Mediterranean lands of Fioretza nor the highlands of Calleighn, prodigious empires and proud nations called the region their proper domain, and only through conflict and resolution have these lands ever exchanged lands. The natives of Cascadia have in their codices a body of legend which may very well dwarf any mythos of the Old World, documented or forsaken, and in those oft-preserved stories remain the tales of mighty rulers who ruled over the sun itself, of mythics and heroes who stood as insurmountable champions, the slayers of foul spirits and fell gods, and from their victories, carved empires of unparalleled wealth and prosperity. Alas, as the stories of all account, from settler to pilgrim to native wise-man again, the larger the empire, the greater the fallout. And, perhaps, as the stories of the keen do say, that there exists few worthy successors to these ill-spoken dominions would suggest there is a particular wisdom toward the modest lifestyle of many a Cascadian tribe.
And what are the boundless rumors without envy?
Surely, there cannot be any denial that any of the Old World who have lasted to this year are not in some ways jealous of the achievements of the mighty Dudatihna, Xia’pct, Altepeme, or Yona Empires, said to have stretched through Cascadia and Ambrogia alike, even to lands far to the East in locales yet unexplored to the Old World. Even if many dismiss the ruins which dot the landscape as a bygone legacy or the vibrant fables of Cascadia as nothing more than fairy tales, that they so willingly subscribe to the ancient Hero-Kings, Warrior-Queens, and Saviors from Dragons of ages long past show it naught but ridiculous at best.
Yet what none in the Old World can rightly deny is the sheer bounty Cascadia has to offer. Motta flower and juniper grow abundantly in the otherwise frigid Cascadian climate that cultivation of the otherwise exotic crops is a near moot endeavor, for the crop will inevitably grow far beyond the normal boundaries of one's land grant to where management becomes an impossible task. The virgin forests which dot Cascadia's many coasts stretch far into the interior, and the boreal hardwood within grows from rich, volcanic soil, giving it an unmatched hardness, sheen, and durability. Clusters of iron and copper ore burgeoned from the earth like weeds grew in an empty field, and so precious were the many minerals in Cascadia that it was reported back that the whole of the Holt Mountains were constituted of near-pure silver. To such an end, it was unavoidable that countless farms and estates established themselves along Cascadia's coast...and, as envy so does, has stemmed countless conflict within and without.
Many of the natives soon tired of their mistreatment for money, and would form the Confederacy of Cochise in lieu of the many splintered nations which dotted much of Cascadia. The many estates have formed houses and wealthy families from their profit, who seek to have their industry unperturbed or burgeoned, no matter the cost. The disenfranchised and unscrupulous alike prey upon the many exports of Cascadia, for her constant churn of wealth outbound make their work a steady and lucrative - nevermind free - trade. Many within their capacity find uses for such mariners, who in turn are rewarded handsomely for their expertise. Likewise, many such brigantine tasks on Cascadia's mainland require those with a certain finesse, for there exists much intrigue along the the settled coasts of Cascadia - and even more spoilage.
You, under the employ of two co-captains, are privateers to the United Republic of Aira, administrators to the Province of New Bretagne. Though this may seem restrictive, true pirates, as the co-captains would tell you, are simply privateers flying under one fewer flag. Yet, with your Letter of Marque, you possess a level of legal immunity many would be envious of. Couple this with an adventurous life, flexible hours, and as much pay as you can pillage, your adventures of Cascadia will certainly be that to spark legends all their own...
Creating a Character
Creating a character for Fire Emblem: Sword and Sail is a fairly streamlined process, in my personal opinion. Though the character sheet is quite long - and can easily be considered intimidating, there's a few basic steps i've outlined that should assist in the process.
- Think of a character you want to play. Don't be concerned about what roles need filling! The game is intended to be played by any assortment of cast, and although there are stats in effect, they are only there to provide clarification for what your character is capable of achieving.
- Think of what your character is like as a person. What are their goals and ambitions? Their worst fears? What makes them angry? What's their favorite thing to eat? Do they drink themselves to sleep before noon, or are they straight-edge? If they're from the Old World, what made them want to leave?
- Don't be worried about stats. This RP is intended to have multiple solutions to every problem you come across. Don't be worried if you think your stats won't be high enough! With a little ingenuity or teamwork, you can get through any problem!
- That said, try to make stats that represent them as a person. The option to raise and lower stats is there, certainly, but more often than not, you might find min-maxing your character to be overkill in many situations. The best attribute you can have is your own ingenuity!
Portrait:
Picture of your choosing that you believe closest represents your character.
Name:
Your character’s name, as well as any honorifics or titles, should go here.
Age / Date of Birth:
The RP’s first events will start on April 22nd, 1781. If you intend to use a character under the age of 16, you should speak with me first.
Gender:
You know what this is. If you don’t…
Sexuality:
Your character’s sexual and/or romantic preference. Do note that this field is optional, and that if you want to make it explicit that you are not interested in your character shipping, I would advise you to leave this field blank.
Class:
What class the character is. Please note that equivalences of Cavaliers, Pegasus Knights, Wyvern Riders, etc. are all made through conjoining them with *skills* in riding their respective mount.
Stats:
Your stat spread for your character. Remember, you have 18 points to spend, and all of your stats have an initial value of 10. Need help with setting stats? Use Eclogia's handy calculator!
Skills:
Skills are noteworthy abilities, talents, or feats that your character possesses that would significantly affect their ability to adventure. Examples of skills would be: Riding a mount in combat conditions, handling wild animals, extensive diving training, parkour/freerunning skill, weapon proficiency, and so on.
Keep in mind that some minor or day-to-day skills are not necessary for a skill slot, and can be explained well enough with investment in stats or through your character’s backstory. For example, the ability to run long distances is implicit if you have 16 Toughness, but with a score of 8, explanation through a Skill would be near-necessary!
If you are ever uncertain about what constitutes as a skill, feel free to ask! I’ll be happy to provide assistance through Discord.
List 3 or 4 skills that your character starts out with.
Equipment:
The important tools and gear in possession of your character. Obviously, you can have an assortment of minor day-to-day things on your person without much fuss. In addition to the items outlined by your starting class, you're free to pick two other pieces of equipment your character might possess.
Appearance:
Their physical appearance in terms of things such as build, facial features, muscle mass, skin tone, usual demeanor, et cetera. It’s worth describing their typical attire both in and out of battle and/or adventuring circumstances, as well.
If you’re in need of inspiration or of what’s appropriate, 18th century fashion will be something to enter into your search engine of choice.
Personality:
Rundown of their typical attitude, worldview, and how they generally react given a standard situation.
Biography:
A description of your character’s background, upcoming, and general history. This should be a few paragraphs in length, generally speaking. If your character has secrets or other hidden facets about them, you should let me know in private conversation so I can make note of and account for them.
Picture of your choosing that you believe closest represents your character.
Name:
Your character’s name, as well as any honorifics or titles, should go here.
Age / Date of Birth:
The RP’s first events will start on April 22nd, 1781. If you intend to use a character under the age of 16, you should speak with me first.
Gender:
You know what this is. If you don’t…
Sexuality:
Your character’s sexual and/or romantic preference. Do note that this field is optional, and that if you want to make it explicit that you are not interested in your character shipping, I would advise you to leave this field blank.
Class:
What class the character is. Please note that equivalences of Cavaliers, Pegasus Knights, Wyvern Riders, etc. are all made through conjoining them with *skills* in riding their respective mount.
Stats:
Your stat spread for your character. Remember, you have 18 points to spend, and all of your stats have an initial value of 10. Need help with setting stats? Use Eclogia's handy calculator!
Skills:
Skills are noteworthy abilities, talents, or feats that your character possesses that would significantly affect their ability to adventure. Examples of skills would be: Riding a mount in combat conditions, handling wild animals, extensive diving training, parkour/freerunning skill, weapon proficiency, and so on.
Keep in mind that some minor or day-to-day skills are not necessary for a skill slot, and can be explained well enough with investment in stats or through your character’s backstory. For example, the ability to run long distances is implicit if you have 16 Toughness, but with a score of 8, explanation through a Skill would be near-necessary!
If you are ever uncertain about what constitutes as a skill, feel free to ask! I’ll be happy to provide assistance through Discord.
List 3 or 4 skills that your character starts out with.
Equipment:
The important tools and gear in possession of your character. Obviously, you can have an assortment of minor day-to-day things on your person without much fuss. In addition to the items outlined by your starting class, you're free to pick two other pieces of equipment your character might possess.
Appearance:
Their physical appearance in terms of things such as build, facial features, muscle mass, skin tone, usual demeanor, et cetera. It’s worth describing their typical attire both in and out of battle and/or adventuring circumstances, as well.
If you’re in need of inspiration or of what’s appropriate, 18th century fashion will be something to enter into your search engine of choice.
Personality:
Rundown of their typical attitude, worldview, and how they generally react given a standard situation.
Biography:
A description of your character’s background, upcoming, and general history. This should be a few paragraphs in length, generally speaking. If your character has secrets or other hidden facets about them, you should let me know in private conversation so I can make note of and account for them.
What They Mean:
In general, the stats of a character are the general attributes that can be quantified for the sake of more concrete arguments when using actions. They help give a clear sense of whose characteristics are comparable to whose. In short, stats assist roleplaying by more concretely defining what a character is and isn’t capable of.
It is impossible under normal circumstances for a character to have 0 in any stat, unless they are either dead or otherwise immobile in some capacity. Stats of 9 to 11 are varying definitions of average, while stats greater than 15 are both immediately recognizable and likely dictate what a person does for a living. Conversely, stats that are 6 or less severely handicap that character, and are likely the result of grievous injury, malbirth, or other physical harm. It is impossible for a human character to attain a natural score of greater than 20 in any stat, just as it is impossible for a human character to have less than 3 in any respective stat.
At character creation, you cannot have a single stat have a score higher than 18, or two stats both with scores higher than 16.
You are allowed 18 points to spend, with each of your character’s stats starting at 10. After 14 in a stat, it costs 2 points to increase a stat by 1, and past 16, it costs 3 points to increase a stat by 1. (EX: Increasing your Dexterity score to 17 costs 11 points (1 + 1 + 1 + 1 + 2 + 2 + 3))
Conversely, lowering a stat below 10 will give you additional points to spend at varied intervals; the ratio is 1-to-1 until a score of 8, and 2-to-1 until a score of 6. (EX: Lowering your Strength score to 6 gives you 3 points to spend (1 + 1 + 0.5 + 0.5))
The exception to this rule is when purchasing Luck; Luck starts at a score of 0, and costs a flat 2 points in order to raise it by 1. You cannot have more than 5 starting Luck.
Below is a table which represents what each stat corresponds to a relative adjective.
Strength:
Strength is a measure of your character's lifting ability, power, and ability to exert force through raw muscle. It assists with actions such as moving objects, melee attacks and maneuvers, and climbing.
Willpower:
Willpower is a measure of your character's mental fortitude, memory, and perseverance. Willpower is the primary determinant of one's magical capabilities, but can also be used to resist magical effects.
Dexterity:
Dexterity is a measure of a character's coordination, balance, flexibility, and reflexes. It determines accuracy, fine manual work, and keeping upright.
Speed:
Speed is a measure of a character's quickness, alacrity, and movement capability. Speed will assist characters in covering ground quickly as well as perform acrobatic or evasive maneuvers.
Toughness:
Toughness is a measure of a character's pain tolerance, natural healing ability, and physical health. High toughness allows characters to stave off poison, tolerate blows, hold their breath, and remain conscious.
Luck:
Luck represents an uncanny ability for events to go in that character's favor. Unlike other attributes, Luck is not an inherent characteristic, and can be "spent" in order to reverse fortunes or guarantee success.
In general, the stats of a character are the general attributes that can be quantified for the sake of more concrete arguments when using actions. They help give a clear sense of whose characteristics are comparable to whose. In short, stats assist roleplaying by more concretely defining what a character is and isn’t capable of.
It is impossible under normal circumstances for a character to have 0 in any stat, unless they are either dead or otherwise immobile in some capacity. Stats of 9 to 11 are varying definitions of average, while stats greater than 15 are both immediately recognizable and likely dictate what a person does for a living. Conversely, stats that are 6 or less severely handicap that character, and are likely the result of grievous injury, malbirth, or other physical harm. It is impossible for a human character to attain a natural score of greater than 20 in any stat, just as it is impossible for a human character to have less than 3 in any respective stat.
At character creation, you cannot have a single stat have a score higher than 18, or two stats both with scores higher than 16.
You are allowed 18 points to spend, with each of your character’s stats starting at 10. After 14 in a stat, it costs 2 points to increase a stat by 1, and past 16, it costs 3 points to increase a stat by 1. (EX: Increasing your Dexterity score to 17 costs 11 points (1 + 1 + 1 + 1 + 2 + 2 + 3))
Conversely, lowering a stat below 10 will give you additional points to spend at varied intervals; the ratio is 1-to-1 until a score of 8, and 2-to-1 until a score of 6. (EX: Lowering your Strength score to 6 gives you 3 points to spend (1 + 1 + 0.5 + 0.5))
The exception to this rule is when purchasing Luck; Luck starts at a score of 0, and costs a flat 2 points in order to raise it by 1. You cannot have more than 5 starting Luck.
Below is a table which represents what each stat corresponds to a relative adjective.
Strength:
Strength is a measure of your character's lifting ability, power, and ability to exert force through raw muscle. It assists with actions such as moving objects, melee attacks and maneuvers, and climbing.
Willpower:
Willpower is a measure of your character's mental fortitude, memory, and perseverance. Willpower is the primary determinant of one's magical capabilities, but can also be used to resist magical effects.
Dexterity:
Dexterity is a measure of a character's coordination, balance, flexibility, and reflexes. It determines accuracy, fine manual work, and keeping upright.
Speed:
Speed is a measure of a character's quickness, alacrity, and movement capability. Speed will assist characters in covering ground quickly as well as perform acrobatic or evasive maneuvers.
Toughness:
Toughness is a measure of a character's pain tolerance, natural healing ability, and physical health. High toughness allows characters to stave off poison, tolerate blows, hold their breath, and remain conscious.
Luck:
Luck represents an uncanny ability for events to go in that character's favor. Unlike other attributes, Luck is not an inherent characteristic, and can be "spent" in order to reverse fortunes or guarantee success.
Myrmidon:
Even as the world marches steadily forth into the Age of Sail and Steam, adherents to swordplay are as plentiful as they are valued. Old traditions die hard, but the swiftness and discipline of swordplay make the myrmidon well-suited for the chaotic confines of naval combat. Wielders of every tool the family of swords has to offer - from the massive zweihander to the swift mariner’s cutlasses to refined rapiers - are myrmidons, and with their diligence they make for deadly adversaries up close.
Class Skill: Critical Strike
Edge alignment, thrusts, timing, composure. All of these arts are skills demanded from the practitioner of swordplay. Thusly, myrmidons are capable of delivering devastating blows when catching their foes from flanks, or when riposting after a failed attack.
Starting Equipment:
- Sword of your description (Scimitar, rapier, etc)
- Throwing knives or Parrying dagger
Musketeer:
In every armed force save the most impoverished or remote, muskets have long replaced the pike and shield as the key weapon of war. Massed volleys of torrential gunfire eclipse the shot of archers, and the fearsome thunder of a bayonet charge make the clunky formations of pikemen seem sedate in comparison. The musketeers of this age are powerful and versatile combatants, capable of dispatching foes from afar with keen shot, while fighting in melee armed with bayonets.
Class Skill: Discipline
The battler of the modern era lives and dies by her charge, and knowing the moments when to strike with their allies is a lesson hard-pressed into even the most basic of recruits, if not solidified in their first encounters. Musketeers are more effective when in vicinity of their companions, and will provide guidance and deterrence through suppressive fire and evasive maneuver.
Starting Equipment:
- Musket or carbine
- Bayonet
Brigand:
Whether they be mountain men responsible for patrol in the most hazardous of off-roads or militiamen relying on their cunning and strength to stave off a superior force, there will always come a need for the brigand. The axes they brandish are simple but deadly instruments, and the astonishing pace at which they slip from cover to terrain overwhelms some of the most ardent formations, and the havoc which these men unleash as their axes shatter defenses and supports perhaps drives the spirit of warfare. Brigands are certainly among the strongest of soldiers, yet to mistake that power for brutishness underestimates their oft-hidden cunning, and is typically their foes’ last mistake.
Class Skill: Intimidate
Fear is the soldier’s greatest bane, and the terror these men unleash is a weapon refined to a razor’s edge. Masterful shock troops and enforcers, the brigand is able to instill panic into their foes, often forcing their adversaries to take cover or retreat to safer ground while the lunatic before them beckons a fell battle cry.
Starting Equipment:
- Steel axe
- Grappling hook or Grenada (Primitive grenades)
Hunter:
The thrill of the hunt is among humanity’s most ancient pursuits, and wherever Mother Nature can provide for her children, there will be hunters to reap her gracious gifts. Whether they stalk their game in untamed wilds or bustling avenues, the pathfinding abilities of a hunter are unparalleled. Bows are far less sonorous as their contemporary counterparts, and it is in that niche that hunters are able to unleash the element of surprise upon their unsuspecting game.
Class Skill: Target
When set on a dedicated victim, a hunter may go to extreme lengths to track and take down their quarry. Against their chosen target, they may shadow and strike them with ease, if they may find themselves requiring ignorance of any who ally themselves with their foe.
Starting Equipment:
- Bow or Crossbow of your description
- Bolo or Bowstring silencer
Rogue:
Although the time of knights and dragons has long since passed, the thieves and spies of their age long transcend that chain. Whether they be unscrupulous burglars or prized informants, for as long as there is civilization, there will come a demand for the services of a shadowy sort.
Class Skill: Tools of the Trade
The cloak and dagger never truly go away, for the Rogue will always be called upon to break locks, disarm traps, and interlope through guarded passageways. This unique expertise gives the Rogue near-unparalleled versatility, both in and away from the heat of danger.
Starting Equipment:
- Dagger or Throwing Knives
- Smoke bombs or grappling hook
Mage:
If anything, renaissance and enlightenment have not deterred us from the use of magic, but instead, have morphed the two into one. Science and magic are seldom discerned from one another, for it is the mage who spends her long hours in study of the magic that courses through all thoughts and things like they so steadily seep from an aquifer. Through their practice, a mage is able to provide a variety of useful spells, and find themselves in employ in any variety of occupations.
Class Skill: Prepared Incantation
Common is it in thaumaturgic instruction to constantly evaluate and document one’s thoughts, for this resonance can give way to insights once unseen. By utilizing a journal, tome, or scroll with their own observations, mages can replicate effects they notice, even if only in passing.
Starting Equipment:
- Foci of your choosing (Scrolls, tomes, magic wand, etc.)
- Disspeller or Silver band
Cleric:
For as long as there is injury, there will need caretakers, and long have the ways of biomancy mended their wounds. For as much of tenants as they are students, the cleric is a master of the magical forces that flow through living things. Though they had long been relegated to the rear guard, endangering themselves only with the lives of their patients, their knowledge of the body can easily turn to damage, and when inflicting debilitation on those unsuspecting, clerics will oblige.
Class Skill: Quick Salve
Extended study of the human body, conjoined with medical practice, means that medicines, tonics, and other drugs applied to their patients are performed in a much faster procedure, with their subtle magic augmenting their effects to be more potent.
Starting Equipment:
- Medical salve
- Tonic alembic or Lazarus grenades
Shaman:
Whisperers of forgotten tongues, secret rites, and abandoned wisdom, the shaman adheres to teachings old as the earth herself, and with communion and study, prove themselves as invaluable allies. Their traditions may be shunned, their works neglected, their wisdom denounced, yet only the most arrogant or ignorant would reject the ways of the natural world. After all, magic still flows well throughout the world, and bold is one to so readily ignore a hex as naught but gentile superstition.
Class Skill: Trance
Setting themselves deep into meditative study, the shaman enters a trance in which they mediate between this world and our others. As they become a vector for spirits and energy, their spells become more potent for a time, if they grow unresponsive whilst they allow themselves to be conduits.
Starting Equipment:
- Grimoire of your choosing (Voodoo doll, locks of a witch’s hair, bones of a saint, etc.)
- Hexer’s censer or Musing glass
Nomad:
As the world only grows larger, those who take upon few homes but those made with whatever they may carry often remain the same, or find their ranks swelled with those wishing to experience lands unknown. Nomads are curious and acute folk, often accustomed to natural perils and long weeks of hard marches. They are natural explorers and evaluators, and their wise guiding hands can be the difference between a night spent in safety or one not spent at all.
Class Skill: Awareness
With honed senses like that of eagles and foxes, Nomads are adept at finding the hidden, especially in unfamiliar surroundings. Whether they be lurking bandits, waiting to strike, or trapdoors hidden between decrepit tree trunks, a nomad’s greatest asset is their perception.
Starting Equipment:
- Musket
- Hand axe or Tomahawk
- Trapper’s toolkit or Animal baits
Merchant:
Merchants are more than peddling salesmen looking for easy coin; They are keen investigators, sharp-tongued persuaders, and thorough task keepers. Whether they act as debt collectors, appraisers, prospectors, or fences, merchants are as ubiquitous as they are insightful. Some are less timid than others, however, for robbery and extortion are common opposing forces for any merchant, and their stores and wares require protection either they or their allies will need to provide.
Class Skill: Despoil
Wherever coin, goods, or treasure can be found, merchants can be sure to find a little more. Many are thorough scavengers, and can easily appraise the value of most goods.
Starting Equipment:
- Pistol or throwing knives
- Lustergrapher or Fractulator or Black salts
Performer:
Bards, clowns, jesters, chroniclers, poets, dancers, and singers all comprise of the oft-overlooked role of the performer. Where there are people, there is the need for a good smile in the face of arduous labor and strain. With their charming moves, enchanting appearances, and captivating words, the performer may not be the most direct combatant, yet are invaluable in restoring the morale of their comrades, while also proving quite incandescent in their interactions with others.
Class Skill: Perform
Whether through spoken word, refined dance, or charming gesture, performers are able to encourage their allies to fight to their fullest, reminding them that there is someone there always rooting for them, no matter the cause.
Starting Equipment:
- Pistol or smallsword
- Instrument of your choosing (Guitar, gold baubles on clothing, war standard, drum, etc.)
Brawler:
Few would argue about the professional standards of brawlers, but fewer would dare question their uncanny ability to turn the innocuous into the instrumental. Desperados and craftsmen, the brawler refines their skills in combat such that anything becomes a weapon, anything a barrier, and through that ingenuity they have found themselves the victor behind countless brawl and squabble.
Class Skill: Sunder
The key to improvisation lay in one’s ability to innovate - and one’s ability to force their opponent out of their comfort zone. Brawlers are unique in forcing their foes to drop their held items, and through either creative or brute use of force, can force their foes to lose hold of their tools.
Starting Equipment:
- Jitte or Sai
- Brass knuckles or Truncheon
Adept:
Fusion of the martial and magical, the adept draws upon the energies of their surroundings in deep chants, engaging their words as they embibe their powers upon others. Some are inquisitors, others medicine men, yet one thing remains clear; Through their staves and foci, none can provide such rallying cries to others as the Adept can.
Class Skill: Chant
Through their signature chants, songs, prayers, or dances, adepts focus their latent magical energies through staves, and imbue various abilities into their allies. All that is required is a thorough wallop with their instruments.
Starting Equipment:
- Inscribed staff
- Ritual band or Runic sygils
Full Name: United Republic of Aira
Demonym: Airan
Government: Parliamentary Republic
Current Leader: Premier Emile Ackers Langenberg
Capital: Hagendam
Provinces: New Bretagne (Cascadia), Aquidam (Ambrogia)
Climate: Humid Continental; Warm summers, cold and rainy winters.
A more recent competitor to the land race in the New World, Aira has nevertheless managed to pick up the slack in just a short 90-odd years, becoming one of the most ingrained factions in both Ferreir and Cascadia. A highly industrial and densely-populated state, Aira’s small holdings in Ferreir made them long clamor for new colonies and lands to call their own, yet when the initial discovery of the New World came to, found themselves always playing second fiddle to Fioretza to maintain diplomacy with the then-allied naval superpower. Aquidam nevertheless remains a principal and well-developed nation in an otherwise Fioretzan-dominated Ambrogia, yet is comparatively incredibly modest compared to the titanic takings of Peruzia and Salvatica.
The adventurous spirit that so dominates Aira’s very winds rivals that of Fioretza’s most keen minds, for the everlong placement of Hagendam’s ports upon the Dreis Beak ensured for years it was a popular stopping point for any sailor to Ferreir. Among their crowning achievements was the pioneering of democracy as far back as 633, even as their neighboring monarchs did revolt at the thought of a common assembly. This tradition has maintained everlasting status, only interrupted to conquest, and even still practiced behind the closed doors of its many taverns and public houses.
The air of an Airan is that of modern progress, for they are known worldwide as shrewd diplomats, sharp traders, and bright-eyed explorers. Yet, it is in those same traits that foreigners find these acute strengths as naught but concealed daggers, perched to be drawn at a moment’s notice.
Full Name: Empire of Calleighn
Demonym: Calleighian, Caulish
Government: Constitutional Monarchy
Current Leader: Premier Finley Edgar Kelly
Capital: Clydeburg
Provinces: Kantusia, Princeland, Santora Isles
Climate: Humid Oceanic; Mild summers, cold winters, wet and rainy year-round.
For now, Calleighn teeters as they hold onto their mighty empire, poised upon so narrow of threads that their greatest achievement now hangs by the fortune - or perhaps laziness - of their neighbors to not seize upon so great an opportunity. Their adversaries would suggest the Cauls to be an unrefined, nasal peoples, for such armchair squabbles are so easily attributed to lessening the characteristics of those more successful than themselves. Still does this centuries-old empire fight with the same fervor known for when they repelled invader after invader to their alpine isle, for Cauls, when set upon a goal, latch down upon their prize with the deathly talons of a mighty hawk, magnified a thousand fold.
Their political situation has always been an odd one, for Calleighn’s influenced has, many a time, waxed and waned like the coming tides. Just as they seem to be the “sick old man” of Ferreir, they have unleashed some latent genius to retain their hold on the world for just a while longer. Calleighn may seem as callous allies at best, yet beneath this often-belligerent exterior possesses years of courtship expertise, for a land as rugged and harsh as hers requires wit alongside muscle. For centuries, Calleighn has managed to retain their holdings throughout their homeland. While their many allies have come and gone, inevitably capitulating under the stresses of change, Calleighn remains steadfast in their holdings.
This same steadfastness is oft-taken as stubbornness, or regression, in extreme cases. Many readily stereotype the Caul as being too set in their ways for their own good, and just as many have come to regret their words as Calleighn seemingly finds new ways to adapt to the challenge ahead, just as they did when they were naught but fledgling tribes in an alpine highland, long, long ago.
Full Name: United Kingdom of Mauria
Demonym: Maurian
Government: Constitutional Monarchy
Current Leader: Chancellor Khalida Salazar
Capital: Ishraq
Provinces: Mutarrif (Ambrogia), Isla Ambarina
Climate: Dry Mediterranean; Hot summers, mild, rainy winters.
Diplomacy with Mauria resolves itself in one of two fashions; Bitter resentment, or steadfast alliance. To say nothing of other nations, Mauria’s rivalry with Fioretza remains infamous, dating back thousands of years when the first empires rose from the simple tribes of yore. It is said that even the most wizened historian cannot accurately trace the animosity between the two to a point, for much of that history has inevitably been rewritten, slandered, or overconfided to such a degree that determining the true accounts of even their most famed conflicts is an impossible task. To their enemies, Mauria’s incredible ability to remain as a thorn in their side typically has led to them harboring antipathetic relations for decades now, itself compounded by multitudinal factors; One historiographer of Aira described it as, “A political war within a territory war within a resource war within a holy war.”
Mauria’s distinct ethnic population distances itself from much of Ferreir’s population. Combined with the unique religion of Maya focusing itself within Mauria’s territory, these tensions have gone on for centuries, for when one enters Mauria, they seem to find themselves in a different world altogether. Its people are hardy, yet jovial, disciplined, yet easygoing, all while sporting the unique identifiers of Maurian culture. Many a Maurian has a distinctly darker skin tone than that of your average Ferreian, their hair too much more clumped and naturally jagged than that of the typical Airan or Fioretzan.
Many a fundamental difference - from cultural clash to religious difference - strikes the tension between Mauria and her neighbors. Yet, those who can set aside themselves to look into Mauria for what it is often find that they are more similar than many make them out to be.
Full Name: Zurian Union
Demonym: Zurian
Government: Oligarchy
Current Leader: Minister Michel Bartoš
Capital: Mullen
Provinces: None
Climate: Humid Continental; Warm summers, cold winters.
Zuria finds themselves in the most compromising position possible in the Old World. They both lay claim to the largest amount of territory in Ferreir, but also find themselves near-completely landlocked, reliant on the sole seaport of their capital of Mullen, itself an isthmus of land between the greater Fioretzan Coast and the Maurian northern holdings. They hold onto their capital for dear life, the great fortress-city of Mullen being the epicenter of their forever entrenched position, as the lifeblood of a grand nation flows hundreds of times through that narrow passage. Seldom a locale in great Zuria would not feel the impact of even the slightest disruption in trade, and the zeal at which Zuria defends her trade routes has almost instigated many a war. Yet while they continue to antagonize their Fioretzan neighbors to the south and make few consolidations with Danesland to the north, Zuria seems to know it has no favorable position with which to wage war, and instead seem to patiently wait - or perhaps have seen the futility of wishing to have their own colonies given the political realities - for their opponents to wear themselves thin.
The reasoning lies in the quintessential means by which Zuria is governed; By the Constitution of Regreb, Zuria’s chief executive power comes from its Council, who in turn are various Ministers of Zuria’s many compartmentalized departments. Whilst there exists a multitude of means by which to become a Minister, that many of these aforementioned ministries are chiefly concerned with business in Zuria, and as a result, tend to more thoroughly dominate Zurian politics whilst the Minister of Education and Minister of Culture voice their displeasure at the Ministers of Timber, Iron, Coal, Arms, Agriculture, Rare Metals, and Vices having their plurality of often-coinciding voices outspeak their own. Naturally, given the clear majority of mercantile-related ministries, their concerns tend to be the foremost concern for Council.
Though they can be seen as pressing, in truth, Zurian culture tends to be warm and festive. Many Zurians are quite welcoming to strangers through their land, and appreciate hearing the many tales that travellers bring to share. Famed for its many festivals, gallas, and holidays, Zuria has, at least, the blessing to have a constant influx of partygoers for which to gain attraction towards their country. Far from an uncommon circumstance it is for travelers to come as far as Southern Peruzia to attend one of Zuria’s holiday celebrations, for Zuria always treats her guests with honor.
Full Name: Federation of Great Danesland
Demonym: Danes, Danic
Government: Federal Republic
Current Leader: Chancellor Bernhard Krass Mauser
Capital: Abernich
Provinces: Zahlslund (Cascadia)
Climate: Subarctic climate; Mild summers, cold and long winters.
The Danes are a serious and hardy folk, accustomed to hardship and the punchline of many a cruel joke. Danesland has scant mountains to protect her, and what rivers there are of her run so shallow, there is nary a current in all her territory that one may not wade across at greater than waist height. A thick, continental jungle of millenia-old trees infatuate the land with such intensity that even a swarm of locusts thicker than a maple tree’s viscous sap, a razed forest they could not make.
Though it was the birthplace of the Prusar religion, due to the difficulty of movement throughout the Danic country, its alma mater would locate westward to Czaszka. Influences of the strict North Prusarian church still have left their distinct marks upon the nation, of course, the most notable being their distinct lack of tolerance towards the violation oaths, laws, and other promises; Even what seem as casual remarks toward meetings or promises are held as absolute, and shirking these obligations is seen as highly disrespectful, and even deceitful. This omnipresent air of principle pervades Danic culture in almost every sense.
Founding one of the first successful republican models with their 1514 Revolution, Danesland’s model of federalism has perhaps arisen from necessity rather than ideological tenant. Danesland is an arduous country to reliably navigate through, and so even its indigenous population is ever-reliant upon using the many streams, rivers, and other marine throughways as means for infrastructure. Rivers are inarguably far more difficult to construct than roads of comparable volume, thus automatically limiting much of a Danic kingdom’s ability to grow and prosper. Any central figure was just as limited by his subordinates’ abilities to travel, and thus a model of intermittent congregation was seen as much more favorable. In addition to King Mueller XIV not keeping his word, of course.
While in current times Danesland struggles with the management of their newfound Czaszkan Republic - as well as the continued losses of a reliable means of access to their sole colony of Zahlslund - the country seems to be in a state of internal focus, seeing themselves as having too many burdens of their own accord to be in a position to deal with any more on an international scale.
Full Name: Empire of Czaszka
Demonym: Czaszkan
Government: Monarchy (Defunct) / Federal Subject (Current)
Current Leader: Ambassador Konrad Bosko
Capital: Kolzow
Provinces: None; Czaszka is now a province of Danesland.
Climate: Humid Subarctic; Mild summers, cold winters. Rainy year-round.
Czaszka is often remarked as, “The Folly of Ferreir”. Most recently, the country fought its last war with Danesland, and as a reward for losing, find themselves as the most current federal state of Danesland. Even prior to its capitulation at the hands of the Danes, the nation was often ridiculed for being a land, “stuck in the past”. Even as Czaszka produced many fine kings in days past, their sluggish response to a rapidly modernizing world soon spelled their doom. At the height of their Empire, they did gaze over the marvels they had wrought, and from there, only stagnantly watched as the world around them advanced. As kingdoms fell and republics and trade empires rose, The Last Kingdom long fell victim to its own stubbornness.
Even in its final days of sovereignty, Czaszka did little to appease their neighbors. While their population burgeoned, and still claimant to a sizable kingdom, confrontation after confrontation arose from the pride of an old empire, and soon, what once was an invaluable ally was now considered by their supposed friends a liability, at best, dead weight, at worst. A burgeoning Danesland at their side, The Last Kingdom remained too stubborn to give way to the rising republic, even going as far as to openly denounce them before the gatherings of Ferrei States. Such was the folly of an arrogant crown, refusing to let go of the past, that they led their entire people to war against the Danes, insistent upon finding any reasoning for war, no matter how faulty.
Czaszka was large and held many within her borders, yet, no endless tide of soldier could hold against the superior organization - and level heads - of the encircling Danes military. Poor decisions, ridiculous priorities, impossible requests; These were all the makings of a thoroughly doomed Czaszka, for even as the enemy approached closer and closer to her capital, many among her ranks rightfully saw the end of the kingdom drew closer. The royal family itself endlessly and bitterly argued over the course of the war, such that it was said that the Castle Zeidik never slept for so rigorous was the tumult that its ancient, stone-hewn walls quaked.
Danesland’s armies pressed closer to Kolzow, and no closer were they to any goal, especially not ones they themselves had set. Every reasonable officer had by then long surrendered to the approaching Danes, seeing the futility of fighting beneath a mad king to their graves, and in their place only took the inexperienced yet steadfast. In late June of 1771, for the first time in her history, Castle Zeidik fell to an invading force. There were few left willing to fight the Danes throughout Czaszka, so thorough was her conquest that it is spoken the men and women of even their elite Hussars - who stood as her protectors for eight hundred years - gave as much mind to the approaching Danes force as they might a falling leaf.
Even as Danesland were reasonable beyond all doubts in their negotiations, what remained of the royal family were so assertive in their demands that, come the time to rebuild Czaszka, it was in no position in any of the 210 minds of the Danesland Senate to grant the region autonomy. Attempts to negotiate with the late King Starosta XII were abortive at best, and so it was unanimously decided that Czaszka would be annexed into Danesland. Some accounts even suggest the people rejoiced at the end of the Starosta Dynasty.
Endless rumors persist that Loyalists to the throne - and much of the royal family herself - have fled to all manner of locales in the New World; Peruzia and Cochise are the most popular of all possibilities, yet no power has taken accountability for hosting any member of the royal family, nor any of the numerous rebellion movements within or without Czaszka.
Full Name: Social Republic of Fioretza
Demonym: Fioretzan
Government: Mercantile Republic
Current Leader: Premier Adrian Portelli Sapienti
Capital: Ocella
Provinces: Peruzia, Salvatica, Berugana
Climate: Hot Mediterranean; Hot, dry summers, mild, rainy winters.
Fioretza has always possessed an uncanny knack for managing to stay one step ahead of the curve, compared to its neighbors, for Fioretza owns perhaps one of the most invaluable assets. The Cauls may be fierce, the Danes hardy, and Aira mercantile, yet from all of these needs comes that of supply; Fioretza holds such domain in spades. It is the alma mater of thousands a scientist, countless scores of thaumaturgists, untold authors, and innumerable artists. The land righteously proclaims itself to be the cultural hub of Ferreir, for what other nation could claim to compete with so many titles? As their domain stretches far along the southern coasts of Ferreir, they have always had favorable position to launch trade, for it is almost written in the lifeblood of Her people to become explorers and tradesmen, they say.
If one word summarizes Fioretza above any other, that would be, “versatile”. Truly, there is little that Fioretza has not found itself famed for at any point in its history, nor is there a challenge Fioretza thus far deems beyond its capacity. This energetic - some would say arrogant - demeanor thusly seems to define Fioretzan culture, in many ways always seeing what could be in store for them around the next corner. This same drive to excel in all they perform drives itself back, in some ways, as expectations for a Fioretzan are often high and the price of failure sometimes too great for ambitions of their scale. A Fioretzan is seldom unwilling to share their successes in life, to the degree of even seeming boisterous to others, and taking hold of such drives throughout one’s life is a pivotal aspect of Fioretzan culture.
Founded in 1597, the current Fioretzan republican model is built upon the framework of an old aristocracy, in which the needs of the artisan and mercantile classes are put first and foremost. If production is not a Fioretzan value, as they say, then there would be no drive to explore, to find, and most of all, to found the great Fioretzan Empire as they have done today. Though this may all combine in such a form that it often is the result of antagonistic relations with many a prospective partner, Fioretzan decorum often dictates that such dissent is but one of the many courses of friendship, thoroughly confident that, in due time, their relations will blossom back to full once again.
Much of the interior of Princeland has been contested, first between Aira and Calleighn in the War of 1711, then from the First and Second Cascades Wars, then culminating in a territory conflict with Fioretza in the Savona War. While the territory has waxed and waned under the pressures of strife, its bustling harbors and healthy industry has remained open for business throughout it all.
Recent hardships have gotten the best of much of the province, however, for an ever-increasing number of dissatisfied miners, farmers, and loggers find the pressing constriction of an ever-encroaching developed world to be unaccountable for the spacious New World they set out to make. Some grow so discontent with the rapid pace of change that even once-prolific businessmen go out of business, finding themselves outpaced and outplayed by entrepreneurs from far away, and set out to lands eastwards in search of their promised virgin lands, in direct violation of the Treaty of Balhbule’.
Recent hardships have gotten the best of much of the province, however, for an ever-increasing number of dissatisfied miners, farmers, and loggers find the pressing constriction of an ever-encroaching developed world to be unaccountable for the spacious New World they set out to make. Some grow so discontent with the rapid pace of change that even once-prolific businessmen go out of business, finding themselves outpaced and outplayed by entrepreneurs from far away, and set out to lands eastwards in search of their promised virgin lands, in direct violation of the Treaty of Balhbule’.
Old World charm combined with New World spaciousness, New Bretagne rivals Peruzia as the crown jewel of Cascadia. Much like its southern rival, the province is highly developed along its coast of the Myriadic Ocean, boasting several noteworthy harbors and naval fortresses. The interior of the province lays dotted with several small estates, yet the mining operations of the Holt Mountains yield prodigious quantities of iron, making New Bretagne’s steelworks nearly unparalleled throughout Cascadia. Couple this with the bountiful forests along the gentle slopes along its coasts, and New Bretagne becomes a near-unparalleled powerhouse among the colonies.
Peruzia, administered by The Social Republic of Fioretza, is a titanic region that stretches as far south as the Tropic of Cancer. Along its well-supplied, mediterranean coasts lay countless vineyards and ranches, the influence of their colonizers well-apparent in their elegant masonry and highly contoured architecture. Although only the northmost tip of Peruzia is located in the Cascadian region, Fernetti’s Horn is home to perhaps the largest port in all of Cascadia, as well as the site of many well-developed indigo plantations, nourished by the volcanic soil of Mount Morrigan.
Nestled largely in Blau Valley - named for the arctic winds that pass down through the valley that gives a distinctive bluish hue for much of the spring’s grasses, as well as the abundance of hot springs and geysers - Zahlslund takes a shape that hugs much of the Manchek River. Automatically, this limits their ability to export in large quantities, so the denizens of Zahlslund are largely self-regulating and self-sufficient as a result. Life in the central province is far from elementary, the harsh and lengthy winters of the region drawing an end to any endeavors in farming with remarkable haste. With the good fortune of wildlife in abundance, however, residents of the region are able to make good use of the region’s fauna, and pelts remain the largest export to date, though attempts at mining the many mountains are underway.
Although it technically lay under the flag of outlying Danesland, the Territory of Zahlslund is, for all practical purposes, fully self-governing. While the Manchek River is formally declared a neutral zone by all parties in Cascadia, the relative shallowness of its waters necessitates that only flat-bottomed ships can effectively make passage through to Zahlic port, automatically limiting the territory’s effective export quantity. The sizable Belchier Island remains under the Danes’ municipality, yet the lengthy travel between Manchek Delta ensures passage is treacherous under the constant fire of pirates and privateers.
Although it technically lay under the flag of outlying Danesland, the Territory of Zahlslund is, for all practical purposes, fully self-governing. While the Manchek River is formally declared a neutral zone by all parties in Cascadia, the relative shallowness of its waters necessitates that only flat-bottomed ships can effectively make passage through to Zahlic port, automatically limiting the territory’s effective export quantity. The sizable Belchier Island remains under the Danes’ municipality, yet the lengthy travel between Manchek Delta ensures passage is treacherous under the constant fire of pirates and privateers.
Full Name: Tribal Confederation of Cochise
Demonym: Cotsch, Cochisic
Government: Tribal Confederacy
Current Leader: Siqiniq Nukilik
Capital: Kisarviksak (Closest equivalent)
Climate: Subarctic; mild, rainy summers, long and very cold winters
Following the Second Cascades War, the Cochise Confederacy - a coalition of Cascadian indigenous tribes - had emerged the victors of the conflict, and through the Treaty of Balhbule’ had to be formally recognized by foreign powers. Their lands in the far north of Cascadia are an arrangement of endless boreal forests, culminating in a frigid tundra coated in permafrost. These virgin forests are the envy of industrialists and entrepreneurs alike, yet the many leaders of Cochise are yet unwilling to allow many to undergo such endeavors.
To the frustration of their neighbors, Cochise is the state most willing to turn a blind eye to the affairs of bandits and pirates, denying their pursuers entry into the state under the pretense of war. Many of an unscrupulous ilk find themselves rooted in one of Cochise’s many isolated islands, nestled in ice-stormed coves and tidal caves. In many ways, the Cikqua Archipelago is half hunting ground, half battlefield, as bounty hunters, kingsmen, and enterprising buccaneers seek riches or refuge amidst the tumultuous climate of the Northwest.
In general, magic can be broadly defined as, "The ability of an animate being to control thaumaturgic energy in order to manipulate realspace". Every living being has some degree of latent magical power - barring odd exceptions - yet it typically requires many hours of study and practice in order to gain magical ability to the degree depicted in any game. Although cantrips - such as creating a spark or a flame the size of a match - are quite elementary and can be done by almost anyone, complex spells involving the manipulation of energy to any moderate degree necessitate memorization and understanding of thaumaturgic energy in one of various pedagogies. In addition, the extensive use of magic is incredibly stressing on the body, and larger, more complex spells will fatigue the user's consciousness, and overexertion often leads to coma, memory loss, dissociation, and dulled senses. Typically, rest is the most appropriate means of recovering one's energy when casting magic for extended periods of time.
In many ways, magic can be divided into one of four types: Animancy, Biomancy, Cosmancy, and Tripumancy.
In many ways, magic can be divided into one of four types: Animancy, Biomancy, Cosmancy, and Tripumancy.
Animancy is the study of controlling the natural elements of the world, as well as many of its natural, inanimate phenomenon. The forces of lightning, fire, wind, and similar phenomenon. Easily one of the most widespread of magical practices, animancy has many schools of study which all have various scientific dogmas used to explain the natural world around us. As such, the art has undergone quite the renaissance in the past few centuries, often being used alongside the most cutting-edge technologies to prove long-theorized devices.
Biomancy is the manipulation of bodily function, and as a result, has naturally been under heavy scrutiny. Obviously treading fine moral lines, biomancy has nevertheless been invaluable as the preferred magic of doctors and clerics, as well as madmen and heralds of plagues, and has understandably saved just as many lives as it has ended.
Cosmancy remains to be the most nebulous of the magical arts, for while it relates to the control of spacetime - and by extension, fates, probability, and probability - it has long been stigmatized as entirely destrictive witchcraft. As such, accomplished cosmancers often regard their art as secret and only teach their findings to their closest associates, leaving much of the potential of the art to still be discovered.
Tripumancy is the rough ability to act as a magical medium for thaumaturgic energy, refine said energy for a short period of time through intense activity, then transfer the now-refined energy to another being through physical contact. Stemmed in innumerable traditions, the most common means of practice revolves around highly specialized, engraved staves, combined with some means of chant, song, or dance, then transfer via their staves, usually through the form of a very physical - and painful - whack to their victim of choice.