The Overseers of Serenity: Blood Moons
The Ancient Times
"I do not fear death; the world was born from war, I was born and raised in war, and I will die in war. Death is the only true peace I will know"
-Sir Alrin, 2E 612
In the beginning the elves were the sole inhabitants of the continent of Miras. Their kingdom reigning from every corner of the continent as they reveled in their advances. For five thousand years the elves lived as a unified people until the Year of Schisms arrived. The once united elven people began to split apart for reasons unknown. The Uldmer retreated into the earth, the Talmer remained in their forests, and the Renmer left the mainland for the Nalrokar Islands on the Eastern Sea.
Merely a year after the division of the races of mer a new people washed up on the eastern shores of Miras. They came in a great number of ships all under the banner of Clan Njormar, the first men. Where the first men came from and why they left is unknown but one thing was clear, they were here for conquest. The War of The First Era began the moment the armies of Clan Njormar landed on shore. The army of man marched on the Eastern Plains, sacking every settlement they could find until they came upon the city of Vaerantia, the capital of the Eastern Talmer Empire. The Siege of Vaerantia lasted for two years and when it finally ended the bloodiest battle of the First Era took place. Both citizens and soldiers of the city were slaughtered by Njormar forces and the elven reinforcements sent to take back the city were wiped out shortly after. The Eastern half of the continent belonged to the humans and with their hearts set upon the western half the elves prepared for war.
To reach the western half of of the continent required passing through one of the four pathways through the Felniirvild Mountains, the great mountain range that runs down the center of Miras. Unfortunately the time at which Clan Njormar's army had been mobilized most of the passage ways had been blocked by heavy snow. Their only choice was the central pass which the Taller had guarded fiercely. The armies met at what would come to be known as the Valley of Kings, there elven king Ortheril and Clan Chieftain Gjormlyrth struck an accord. The Talmer would keep the remains of their kingdom in Western Miras and the humans would have rule over the Eastern half. The Treaty of Miras was signed and the kingdom of Farendar was founded, thus beginning the Second Era.
The Second Era of Miras saw peace for the greater half of this period. It was until the year 880 that war once again visited Miras. Once again it came by sea but with swords held in dark elf hands. The Renmer had returned to the mainland not as saviours from the human menace but as conquerors of a new world. They landed upon the eastern shore but unlike the armies of Njormar they stayed at the coast, occupying the port city of Faldrim. From there the Renmer would push into the heart of Eastern Miras, burning every settlement in their way. The armies of man alone could not defy the Nalrokar Empire and so they retreated into the Hinterlands where they remained for the greater half of the war. The Nalrokar had attempted to sail south as well to reach their Talmer cousins but met heavy resistance from House Sunderland's navy. Twas not until the human capital city of North Guard had fallen did the Talmer aid the remains of the human kingdom. It was decided that the Renmer were no longer the people they once were, now a threat to all of Miras the armies of man and wood elf were united against a single enemy. Yet with their combined might they could not regain the land lost to the Renmer, and so they called upon the aid of the Uldmer, the dwarves. At first the Ukdmer people were content to seal themselves in their mountains and wait out the war. But with some convincing Dwarven King Jrulen Kregnrac allied his armies with those of the Talmer and Humans. Finally in the year 900 of the Second Era the combined force of the three kingdoms managed to drive the Renmer back into the sea, thus marking the beginning of the Third Era.
The Great Convergance
In the 479th year of the Third Era, the kingdoms had been restored to life and returned to what it once was. The Knights of The Dawn Covenant returned to their original role as vanguards against evil...until he returned. Sar'than, The Dead God, a being from another world had come to devour Miras with an army of undead. For two years the world was at war with itself and this new evil. Kingdoms fell into civil war, lands became infested with abominations, plague threatened both prince and peasant, and death was ruler of all. The once great Order of The Dawn Covenant had been reduced to rubble but from their destruction rose heroes who would stand strong against the rising waves of evil.
It was at Thanermere Keep that our heroes would strike back at the encroaching darkness. Their crusade was a long and desperate one but in the end those brave few retook what was lost. Their victories did not come without loss however, a number of their brothers and sisters in arms fell in defense of their home. There was no scarcity of suffering and loss during those months and there would be more to come in the aftermath of that terrible crisis.
The Kingdom of Farendar was thrown into civil war after the dead of King Gregor the Fair. His children, corrupted by greed, spilt blood of their countrymen in pursuit of The Eastern Throne. It was through the intervention of The Templars that Princess Veronica was made Queen and her brothers' rebellions quelled...along with their lives. Nevertheless, the Kingdom of Farendar saw reform in its prejudiced ways to non-humans despite great opposition to this movement. Farendar would no longer be a non-human's last resort for a home but a place of opportunity should their homeland no longer be sufficient.
Uldgorin, The Last Dwarven City, survived Sarthan's siege. Unfortunately, a large portion of the city's tunnels and lower districts were destroyed or completely closed off as a result of the damage caused by Sarthan's Colossus. Many dwarves were forced into exodus to Farendar as their homes were nothing but rubble within the great mountain.
Talmaria, the domain of the wood elves, saw a great migration after the forest near Kings' Passing was set ablaze by the Undead High Dragon of Sarthan. Most if not all elves within Talmaria traveled further west and away from the rest of the civilized world. To this day there has been no contact with the elven people of Talmaria. Some say they traveled so far west they reached the coast and set sail to another unknown continent. Others that they have forged a new capital which is hidden by powerful ancient magic. As of now it is unknown as to the fate of the Talmer people.
Possibly the most devasted nation is The Nalrokar Empire. The once powerful dark elf kingdom controlled most if not all of the Nalrok islands in the archipelago. After the final battle between Sarthan's undead army and the rebuilt Templar Order, the capital city of Kel'Torakt was almost completely destroyed. The empire's ability to maintain every settlement was no longer present and many outer island settlements were abandoned as most Renmer returned to the capital to support its reconstruction. The once proud empire was now reduced to a single island nation. Even with all this, the Renmer would not lose hope...if only it was just this. During the final battle, the Renmer goddess Shi'an returned to defend the mortal world. She was slain not by her brother Sar'than, but by the High Ocular who also died as a result of his actions. With the death of their goddess, the Renmer were left without guidance and are now forced to become a raider nation. The eastern coast of Miras is infested with Nalrokar pirates who do not raid for plunder but to support their starving nation. What's more is that their current leader, Kyshri Aryil, the self appointed Shi'zara, has declared war against The Overseers of Serenity as well as Farendar as The Overseers spawned from the human Dawn Covenant. Human ships are attacked on sight by Renmer pirates and the crew is killed without hesitation.
Even with all this, there is a spark of hope left in the world. A portal was opened upon the death of Sar'than and Shi'an. This gate brought forth new beings and entirely new continents...a new world was born. The southern coast of Miras was no more but instead there would be an extension of the continent, separated by a mountain range that runs across the length of the former southern coast. This new land is a vast, arid, sand sea home to a strange new people. The Qartashi are a human race but unlike those of Farendar, the Qartashi are much darker skinned, their skin being bathed in the warmth of their old sun. This new desert nation is populated in only a handful of locations within The Great Sand Sea. Qatar-Shan, Sekteph, and Rhaseth are the three major city states which rule over their respective territories within the Sand Sea, there are a few oasis villages but they are few and far between. Other than this, the only other sanctuaries you'll find from the scorching sands is within the cave lairs of sand raiders.
Below the depths of the eastern sea lies the underwater civilization of the Sireni, or Sea Elves, as they have come to be called. The arrival of the Sireni was an interesting event as their sudden existence in this realm was not discovered until two years after The Great Convergence. Loringrad, the capital city of Farendar, stands by the eastern coast and it was here that the Sireni arrived on the mainland. It was a calm morning at the city harbor when they arrived. Beautiful, blue eyed elves with glistening white hair emerged from the water and almost immediately tried to interact with their new and strange human neighbors. The city guard was alerted as many thought this was an invasion of some sort. Thankfully, a Sireni ambassador was among the first to interact with the humans and relations were established shortly after. The Sireni capital is an underwater city about three times the size of Loringrad. It is located far east past the Nalrokar Islands and it was questioned as to how they did not meet the dark elves first. The Sireni ambassador ,Rilosaniir Alenrunin, explained that their mages sensed much death and destruction on the islands and that they feared to send an envoy to such a violent place. After the first meeting, the kingdoms of Farendar and Nirsinia grew to become close allies with Farendar offering aid to the Sireni people however they could; be it food, arcane instruction, workers to build new homes in Nirsinia(with use of magic to allow them to breathe, of course), even so much as land colonies along the coast.
The Sentinel Mountains, the vast mountain range that runs down the center of Miras, would now become home to more than just the dwarves. Orcs, a race born by the dark magic of Sar'than used on the elves of Kings' Passing, were now seen as outcasts by their former kin as well as by the rest of the world. Unable to continue living near Kings' Passing, the Orcs established villages up in the Sentinel Mountains. These outcasts now live in tribes, some hold onto their elven heritage while others forsake it entirely, forging new traditions and beliefs. Many Orcs actually worship Sar'than, not as a loving god but their creator who gave them this life to test their worthiness of entering paradise. This new religion, The Devotees of Sar'than, see themselves as chosen to enter a world of incomprehensible paradise but first they must prove themselves worthy by enduring the hard lives they now live with honor and strength.
As for "The Heroes of The Dawn", as they've come to be called, many have gone their separate ways in pursuit if their next crusade. Whether it be in search of adventure or the defense of the realm, The Heroes of The Dawn would find themselves scattered across the new world. Evelyn Sunderland, the last true heir of House Sunderland's position as Warden of The South, was named High Lady Commander of The Knights of The Dawn Covenant. A powerful name and great burden along with it, Evelyn was now the leader of the most powerful military organization in the world as well as the heir to an entire region of Farendar. Unwilling to leave either responsibilities to anyone else, the former Knight-Captain is now known as Evelyn Sunderland, High Lady of The Dawn and Wardeness of The Southern Realm of Dustorne. Her new position quickly became her entire life as the city of Dustorne would now become the new central headquarters for The Dawn Covenant. Nevertheless, Evelyn oversees her duties with the utmost urgency and with amazing efficiency. The people of Dustorne see their lady as a fair and wise leader however their concerns for a future heir are with warrant as Evelyn has turned down every possibility of marriage since taking on her new station.
- High Ocular: Commander of Serenity operatives across the world.
- Hand of The Ocular: Right hand of the high ocular, assures that the High Ocular's will is carried out.
- Overseer: Regional leaders of the order, manages designated region according to Ocular's orders.
- Reaver: The most elite members of The Order. Reavers have undergone years of upon years of training and mutation to achieve the level of combat prowess and stealth expertise that they possess. Reavers almost exclusively work alone but on rare occasion they are seen working as a team or leading a team of Watchers.
- Watcher: The heart of The Order of Overseers, Watchers maintain the relative balance of the world. Whether it be by subtle political manipulation or by full blown assassination, the Watchers ensure that the world does not fall into complete chaos. While war and tragedy is inevitable, their aim is to prevent an event such as the collapse of the Nalrokar Empire from becoming a global occurrence.
- Scholar: Feldorn Isle is the center of operations for The Order, it is also where the world's largest library is held. This library, The Tower of Athilaris, is a massive library with levels that reach deep down into the earth. At the very lowest level are housed dark tomes, forbidden knowledge which can never see the light of day.
- Courier: Responsible for relaying messages too important to send by raven. Also has the duty of acquiring necessary items for operatives in the field should their assistance be required. Most couriers are embedded in settlements to already be present should an operative be in the area
- Operative: A fully fledged member who is not yet assigned a role but performs a variety of tasks to aid other members till role designation is given.
- Initiate: Individuals selected to be inducted into the Order of Serenity
The Overseers of Serenity are a well guarded secret, their existence is little more than distorted tales of their deeds. Few know of their existence and those unfortunate enough to stumble upon them usually don't live long enough to tell others. The Overseers were formed not long after the founding of The Knights of Dawn. At the time, it was clear that the world needed something to ensure its state of relative order. The Overseers were the solution, they would go where others couldn't and do what others wouldn't.
The Kingdom of Farendar
The Kingdom of Man
- Housing- If not in cities made of stone the people of Farendar reside in villages of wood, stone, and straw.
- Education- Unless one is born into nobility they will have little to no education. However this does not mean they are useless as all are able to pursue a craft after serving an apprenticeship for a certain amount of years.
- Military- Extremely cavalry oriented as anywhere outside the hinterlands is plainsland. During war, all men over eighteen are conscripted into service, women may volunteer for service but a female draft is only in the most drastic of times.
- Society- A strong and hardy people, the realm of man is home to a race of adaptable and adventurous people. Legends of heroes from the homeland and stories of treasure long lost are told in every tavern from North Guard to the Stormy Isles. However their greatest shortcoming is their distrust of nonhumans as they are made to be second class citizens. Unfortunately tis not the work of the monarchy but the individual citizen.
- Politics- Feudalism, King Gregor and Queen Tamara rule over all of eastern Miras. Of course with such power comes difficulty in ruling over it all and with that in mind the Kingdom of Farendar was split up into multiple regions overseen by lords and ladies or noble bloodline.
- Religion- The official religion of Farendar is The Covenant but there are those who keep tradition in their belief of the old gods. The Dawn Covenant teaches the belief that there was a collection of gods who forged our world at the cost of their power. They were cut off from their creation and forced into a deep slumber to regain their strength. Altaia, The Goddess of Compassion and Life, was responsible for the forging of the material world and is viewed as the mother of all creation. Cadeniere, The God of Justice and Order, responsible for bestowing the gift of morality and society upon the races. Lastly is Stiya, The Goddess of Wisdom and Magic.
The Realm of Talmaria
The Domain of the Wood Elves
- Housing- Talmer lifestyle varies by region, some dwell in cities of gleaming stone and others in villages within the trees. Each area is different depending on the traditions and culture of the native people.
- Education- Upon reaching adolescence, all Talmer are travel to what is called The Inurialis. The Inurialis is the size of a city and there the youth of the Talmer people truly discover their place in this world. Their trade, personality, ideals, everything that makes an individual is developed here. One can leave at anytime either if they feel complete or reject this concept.
- Military- One would find it extremely difficult to fire a bow through the thick forests of western Miras. For the Talmer, it is as simple as walking. Generations of honing this skill have made the Talmer the most feared archers on the continent with no equal. For melee combat the Talmer military employs either dual wielding skirmishers or spear and shieldmen. The most elite of these skirmishers are the Wrenvelin, The Wind Hunters, soldiers trained in guerilla warfare so intense and brutal they last mere moments as the Wrenvelin rush through the encampment killing as many soldiers as they can before disappearing back into the wilds.
- Society- The societies of each city state varies but most follow the ideology that all are equal and all are entitled to live in prosperity so long as they work for it. It could be said that the Talmer have created a utopian society but such a thing is impossible. There are those who go against these teachings and so there is conflict much like any other kingdom.
- Politics- The Kingdom of Talmaria has changed drastically throughout the years. Where once it was a unified kingdom it now is a collective of different city states each with its own ruling body. An appointed speaker for each city is elected and they are sent to The Relastmina din Unadine, The Council of Chosen, and from there they delegate over matters concerning the realm of Talmaria.
- Religion- The Talmer have no gods, to them they were originally divine beings, betrayed by one of their own and bound in their mortal forms. However where one may become bitter upon hearing this revelation, the Talmer have taken on this identity as divine beings. Talmer culture teaches respect for the land and the duty to protect it from those that would seek to harm it. All life is sacred to the Talmer and so war is not something they use as a first response.
The Nalrokar Empire
The Realm of the Dark Elves
- Housing- There are over a hundred islands that make up the archipelago of The Nalrokar Islands. Some are beautifully wild while other are hostile barren wastelands. In either setting the Renmer have inhabited and flourished. Taking only what they need and caring for their lands as Shi'an once taught. As for foreign lands, the Renmer behave move as scavengers taking any and everything they can use. Back in the islands most Renmer live in cities on the larger islands while those on smaller ones forge small villages.
- Education- All Renmer are taught from youth to fight, what they choose as their profession is up to them as there is no official education system. Every Renmer is free to choose their own path and their success is limited only by their ambition.
- Military- While the Nalrokar Empire boasts an impressive navy it's prized fighting force are The Ashland Raiders. Renmer trained on the island of Dro'ekt, these initiates are put to live on an island with soil so infertile it appears as ash. There they practice conjuration and blood magic extensively in order to survive. A hundred are sent to the island and only fifty are allowed to live. Those who do are then trained in the various fighting styles from Renmer history.
- Society- Above all things the Renmer value strength in combat. Children are taught from a young age how to fight and most disputes are settled with what is called "Sor Zeyd'an", a duel which ends only when one of the participants have shed enough blood. However there is more to the Renmer than war; family, intelligence, loyalty, justice, duty, all qualities of a people whose entire civilization relies on community.
- Politics- Upon the disappearance of the goddess Shi'an, a new leader was needed. The dark elves wished to honor their goddess by giving up one of their own to be her voice to the mortal world. This representative is known as the Shi'zara, the Council of Oracle's would convene to determine the next Shi'zara upon the prior's death. Once discovered the new Shi'zara is taken to the capital city of Kel'Torakt where her preparation begins. Once complete her holiness takes up the mantel as sole ruler of The Nalrokar Empire.
- Religion- The Goddess of War and Death, Shi'an is worshipped as the divine queen of the Renmer. After their separation from the first Talmer kingdom, the Renmer at first wandered the mainland in search of a home. Legends say Shi'an ventured from her home on the islands of Nalrokar to aid the nomad elves. She guided them to her home and there have them shelter and a land of their own. She taught the Renmer how to protect themselves with blade, bow, and necromancy. In return for all this, Shi'an asked for only one thing, that she be able to recreate the Renmer in her own image. Originally the Renmer looked much like their Talmer cousins, a bond the Renmer felt they no longer shared. The Elves accepted and so Shi'an reimagined them as what they are today, the dark elves of the Nalrokar Islands.
The Free City of Uldgorin
The Last Hope for The Dwarves
- Housing- Uldgorin is the last city of the dwarves, beneath the northern mountains the last dwarves live in a massive labyrinth of chambers and passageways.
- Education- The Uldmer have multiple archives in Uldgorin dedicated to learning a skill or profession. The Great Library of Thelnarkhan holds all dwarven knowledge after The Collapse and all are allowed to access this vault of wisdom.
- Military- Dwarven warfare is known across Miras for its aid in turning the tide of The Second Era War. The dwarven army is known for its use of enchantment on armors to give their armies an edge in battle. One famous tactic is The Thundering Horde which ws used at the Battle of Keldur. Two thousand dwarven soldiers charged the Renmer army, their armor enchanted to increase their speed as they charged forward as a single massive shield wall screaming the entire time. Ever since the the dwarves have found business as mercenaries for their skill in defensive strategy and offensive prowess.
- Society- It is unknown how it happened but after the splitting of the elven races the dwarves' vast underground network of cities collapsed. Today there are only scattered ruins of cities long dead. Uldgorin is the last surviving city of the collapse and with it is the last remnant of Dwarven civilization. As a result the dwarves have centered their society around the preservation and advancement of their race. Exhibitions into the ruins are frequent as many search for any information on their people's history and every craft is now a living piece of history.
- Politics- A council chosen by the people is elected, each member a leader of a certain aspect of dwarven civilization. This council ensures that the Uldmer are as efficient civilization as possible. What is interesting about the council is that it's members do not serve life terms but instead a single term of five years.
- Religion- Probably the most archaic of beliefs belong to the Uldmer. The dwarves believe in no gods like the Talmer but unlike their surface cousins the Uldmer believe all life originates from the earth. In the beginning all life was a single form which manifested itself into the various races. When a dwarf dies they believe their consciousness returns to the earth and so because of this the dwarves live underground so as to be closer to those who've passed on.
The Arcane Arts are an ancient form of harnessing the ethereal energy in the world. While all races are capable of utilizing magic the ability is not as commonly found in humans compared to the other races of Miras. The use of magic requires magicka reserves within the caster. If a mage exhaustes their reserves they run the risk of seriously injuring themselves either by their spells backfiring or by unintentionally converting their life energy into magicka which can kill them if overused. Since the Convergence, new aspects of ethereal energy have been made present in the world and with it new ways of harnessing it into applicable schools of magic. Magic has been transformed and its capabilities are practically limitless.
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1. No god modding or overpowered characters.
2. Posts must be longer than two paragraphs.
3. No fighting in the OOC.
4. Post your CS to the OOC, once accepted I will put it in the characters tab.
5. If you have an idea for the RP message me or the COGM, we will consider it.
6. No post spamming
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2. Posts must be longer than two paragraphs.
3. No fighting in the OOC.
4. Post your CS to the OOC, once accepted I will put it in the characters tab.
5. If you have an idea for the RP message me or the COGM, we will consider it.
6. No post spamming
7. Dont be a dick
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