Context guide Page 1 Various Useful Maps (P2) Basic History of Formaroth (P3) Family Trees (P4) Soundtracks (P5) Magic and Mages (P6) Formaroth Information (P7) Nyhem Information (P8) Other species and Civilizations (P9) Formaroth Civil War (P10) Major Houses and Kingdom's of Formaroth (P11) The Church of Klebrithy (P12) Most Talented People Formaroth (P13) Kingdom's cultural information (P14) NPC Characters (P15) Naval Combat (P16) Currency (P17) Alchemy (P18) Seikatsu (P19) Creatures of Seikatsu (P20)
0 A.R - 1 A.R - King Richard Remonnet ~ The first king of Formaroth and often referred to as Richard the Conqueror after he united Formaroth under one rule. Originally the Viscount of Nyhem, Richard Remonnet's ambition led him to conquer the surrounding area of Sypius. Once he had finally conquered Sypius his ambition grew as he continued to expand his land until finally, after fifty years, He had complete control of Formaroth. Considered one of the greatest monarchs of Formaroth.
1 A.R - 7 A.R - Queen Cristine Remonnet ~ Eldest child of Richard. Her rule was mostly uneventful. Had a rather short rule due to her father’s long life. She briefly lost control of Raeldar during her reign but recaptured it with little trouble.
7 A.R - 52 A.R - King Hamnet Remonnet ~ Eldest child of Cristine. He spent most of his rule easing relations with his vassals, due to many kingdoms still being unhappy with the Remonnet’s controlling their land. He invested a considerable amount of money into the port town of Cawaport turning it into the fourth city to inhabit Formaroth.
52 A.R - 59 A.R - King Richard Remonnet II ~ Eldest child of Hamnet. Assassinated by the Elven Imperium before they invaded Formaroth.
59 A.R - 111 A.R - Queen Ysabelle ~ Second child of Hamnet. Arose to the throne after the death of her brother. Ysabelle succeeded in repelling the Elven invaders and strengthening the Remonnet control on Formaroth. She is also known for outlawing slavery shortly after she defeating the elves. She is often referred to as Ysabelle the Savior. Considered one of the greatest monarchs of Formaroth.
111 A.R - 151 A.R - King Foucher Remonnet ~ Nephew of Ysabelle. After Ysabelle passed away with no heirs her nephew Foucher rose to the throne. He spent most of his rule repairing the damage that the Elven Imperium caused in western Formaroth. Commonly known as Foucher the Builder.
151 A.R - 191 A.R - Queen Ysabelle Remonnet II ~ Eldest child of Foucher. Barred trade with the Elven Imperium worsening relations between the two empires. Was the first ruler to establish the Imperial army.
191 A.R - 240 A.R - King Hamnet Remonnet II ~ Eldest child of Ysabelle II, Hamnet was the first and only mage to be ruler of Formaroth. This was still in a time when mages were viewed as untrustworthy and unnatural (reinforced during the Elven invasion). His rule is meant with turmoil and uneasiness at first by both commoners and nobles alike. Spent most of his rule trying to improve the status of mages within Formaroth. Though he was successful in some kingdoms, he had next to no effect in others. He disappeared in the year 240 A.R. Known as Hamnet the Mage.
240 A.R - 267 A.R - King Geffrey Remonnet ~ After his brother Hamnet II disappeared Geffrey took his place as King. He continued his brothers work and continued to improve the status of Mages in Formaroth (not being a mage himself he was more successful than Hamnet). In the year 251 A.R he created the Mages Circle on the Summer Isles so that mages could study magic safely and in peace.
267 A.R - 307 A.R - Queen Elysabeth Remonnet ~ The eldest child of Geffrey, Elysabeth had a rather peaceful rule with her being more of a figure head than an actual ruler. She spent most of her time throwing parties and balls while the high council ruled Formaroth. She was recorded to have attended only three council meetings during her reign. Under her rule the Church of Klebrithy started to lose its power over the political system, something that would continue to decrease over time.
307 A.R - 359 A.R - Queen Ysabelle III ~ The eldest child of Elysabeth, Ysabelle III had far more experience with ruling due to serving as the head adviser for her mother. She was the ruler who finally stopped the trade embargo with the Elven Imperium and began to mend relations between Formaroth and Beilokias. She was a grand diplomat and managed to stop the Kingdoms of the North from breaking away from the Imperial rule, preventing a civil war. Often known as Ysabelle the Peace-Maker, she is considered one of the greatest monarchs of Formaroth.
359 A.R - 379 A.R - Queen Elysabeth Remonnet II ~ Eldest child of Ysabelle III, Elysabeth II had a mostly uneventful reign until the year 379 A.R in which she, and many other members of the Remonnet family were murdered by a collaboration of lords and ladies known as the Barons Court; a group of nobles who had grown in power since the reign of Queen Elysabeth I. They believed that with the power and influence they had gathered over the years they could overthrow the Remonnet's and take the throne for themselves. However, they underestimated the loyalty of the head houses and overestimated their own power. The traitors were soon trapped in their stronghold of Ironfold and were all killed by the imperial army during the siege.
379 A.R - 402 - King Adeland ~ Eldest child of Elysabeth II, Adeland was a master economist and ruler. Formaroth was at its richest during his time as king. Under his reign businesses thrived, food was in surplus, the crowns treasury was full, the imperial army was outfitted with the best arms and armor available and there was a massive grown in the middle class. King Adeland also established the Alchemists guild giving the men and women of science somewhere to work together with all the tools and equipment they needed. Often called Adeland the Wise, he is considered one of the greatest Monarchs of Formaroth.
402 A.R - 402 A.R - King Richard Remonnet III ~ The Eldest child of Adeland, Richard III was an extremely obese man who died due to a heart attack one month after his coronation. Often known as Richard the Fat, Richard III is the shortest reigning monarch to rule Formaroth.
402 A.R - 450 A.R - King Geffrey Remonnet II ~ The second eldest child of Adelard, Geffrey II took to the throne after his brother. Though he was popular with the Commoners due to his tax reforms and charity, he was unpopular with the nobles who now had to pay more money through taxes. The nobles soon sided with his eldest son Heylot and Geffrey gradually lost power through his reign. Commonly known as Geffrey the Kind.
450 A.R - 492 A.R - King Heylot Remonnet ~ Eldest son of Geffrey II, Helyot is considered to be the worst monarch Formaroth has ever had. He was cruel, selfish, greedy and considered evil by most. During his reign people were given harsh punishments and often killed painfully for any transgression (including his own family). During his later life he was considered to be on the brink of insanity by those who were unfortunate enough to be close to him. His actions led to the Remonnet-Manshrew civil war in which many members of the Remonnet family lost their lives, including his own. He was finally killed by Andrew Manshrew during the battle for Uzgob. Often known as Helyot the Mad.
492 A.R - 503 A.R - King John Remonnet ~ Second eldest to Geffrey II, King John was the last surviving member of the Remonnet family after the rest of the Remonnet’s were either killed by Heylot or during the civil war. King John spent most of his life repairing the damage his brother had done. He was a fair minded man who the nobles and commoners welcomed as their king. Unfortunately, he passed away under suspicious circumstances in the year 503 A.R making him the last of the Remonnet family. He is often known as John the last Remonnet.
503 A.R - Present - Emperor Alasdair De Reimer ~ The head advisor of John Remonnet, Alasdair claimed the throne after John's abrupt death claiming that as head advisor the title of King passes to him. Though he found much support in central Formaroth the north and south did not side with his claim, viewing him as untrustworthy and power hungry. After winning the war of the throne against Andris Mandarass, Alasdair now has control over the kingdoms that previously rebelled against his rule. However Formaroth is still divided with House Blackwell and the Southern Alliance still being a viable threat.
During his celebration over the Mandarass alliance Alasdair announced that he would be creating the first Formarothian empire, effectively making him the first emperor in Formaroth.
**If the following phrase is at the end of a ruler's statement: "Considered one of the greatest monarchs of Formaroth". There will be a statue of them found overlooking the city of Vine, the capital of Windmere.**
Formaroth - Battle for the Throne Main Theme: 0:00 Andrew’s Theme: 5:26 Streets of Andromeda : 6:33 March of House Manshrew: 8:49 Death of Rhys Manshrew: 10:39 The De Reimer Legacy: 12:27 De Reimer Army Theme :15:28 The Mountains of Cawanor : 17:31 Aurelia’s Theme : 21:29 House Blackwell Theme : 26:21 The Old Man: 31:09 The Lord: 33:57 The Shadow: 39:00 The Warmaiden: 44:14 The Dragon Slayer: 48:33 The Daughter: 52:36 Lords of Sutharlan : 56:08 Cold Winds of Raeldar : 58:30 Steel Fist Company: 01:05:09 Dragon Fire: 01:08:19 Anna’s Theme: 01:10:25 (Secret Character) Creatures in the darkness: 01:12:56 (Potential secret side story)
This is a intro guide for new members in Formaroth/Seikatsu when it comes to writing about magic. While those who's story lines are not directly linked to magic or mages do not need to know the full intricate details when it comes to how magic functions, it is important to remember the following rules when it comes to writing about mages and magic;
1) Firstly Formaroth is a low-mid tier fantasy world, with magic being relatively weak compared to other fantasy settings. Average mages either require a large amount of time to cast their spells (shapeshifters, illusionists, summoning, etc) or require a group of mages to cast a spell of any significance (destruction, alternation, etc). Those who can either cast spells instantly or spells of significance on their own are considered to be powerful mages within this world. For example being able to fire a large fireball by ones self is a very impressive feat.
2) Mages are rare in the world of Formaroth/Seikatsu with less then 1% being able to utilise magic. While magic can carry through bloodlines increasing the likelihood of being a mage (as well as the strength of the mage) at most this will still only be around 20%. Similarly only creatures with sufficient intelligence can use magic. Animals cannot use magic.
3) Magic can only be 'stored' in living things (plants or animals), inanimate objects cannot store magic. The only way which objects can be 'enchanted' is through Mandrake oil (Fallenreaper can be asked for further details).
In the world of Formaroth, magic is an element that has greatly shaped the world, and events that have unfolded within it, despite the fact that only a few in a thousand can wield the power. When an individual is found to be gifted in the use of magic, they aretaken to the Mage’s Circle in the Summer Isles, where they will be taught under the different schools of magic as students.
There are many different types of schools of magic each covering a different area of magic (Restoration, Illusion, Destruction, Alteration, Summoning, Shapeshifting, etc.). Once the mage has learned the basic’s in magic, they will focus under a school of their choice. More gifted mages may learn under more than one school. Once a teacher believes the mage is ready, they are sent out into the world, where they put their skills to use. Some of the more talented mages gain a job as a High Magister; where they work directly for one of the great Houses of Formaroth.
Certain magic known as dark magic is forbidden from use. If a mage is found guilty of practicing dark magic, then they will be sentenced to death. Dark magic is considered to be of the following: necromancy, mind-control for ill-use, summoning dark spirits for personal gain and the like. As a result, it is rare for mages to practice such magic; however, the law has not stopped all mages from practicing the forbidden arts in secrecy. Mages are positively received over the general populations of Formaroth, as their talents are greatly valued. The general opinion of mages varies depending on the different kingdoms, as occasionally, burning mages at the stakes is still a common practice in some outer-lying villages in the kingdoms.
Formaroth: Magic Guide
(Note: This is not the limit of what mages can do, just a summary of the known, and practised magic in the world.)
Destruction Magic Destruction is a form of magic that focuses mainly on the offensive use of magic. Mages often use magic in an elemental or primal form. The strength of a destruction spell is based on the skill of the mage wielding it. Like most other magic forms, a destruction spell can be amplified in power and size depending on the amount of mages casting it. The most common ways this form is utilized are as followed:
Force: The most commonly used form of destruction magic, force focuses around using magic in its purest form. Utilised in battle in the form of basic shockwaves, however, mages can train to use it in more sophisticated manners such as telekinesis. Skilled mages can also vary the size of the shockwaves, even direct them, and use them as a way to cut through their opponents.
Fire: Another common form of destruction spells, fire magic proves to have the most devastating effects when used on the field of battle. Despite most mages having the talent to create fire with ease, battle mages must train for years to be able to control it effectively, as well as being able to extinguish it at will. Though fire can be effective in a battle it is not all powerful, the intensity of the flames depends on the skill of the mage using it. For example an average mage would have difficulty trying to counter a knight in full plate.
Lightning: Lightning magic in its controlled form, is difficult, as it needs pure magic to be converted into this fantastic form of magickal energy. This energy is produced, though not limited to, in the form of lightning. Though lightning is an incredibly powerful form of destruction magic, it is wholly difficult to control, and only those of a magister level can direct it with precision. As a result, mages tend to only use this while fighting on their own due to the high risk of friendly fire to their surrounding comrades.
Ice: Along with force and fire, ice is another common form of destruction that battle mages use. Most mages have the ability to control water via telekinesis. However, during battle this is near pointless. Mages have the ability to change the temperature of different objects including water. Many mages lower the temperature of water until it turns into ice, which they may then use to send deadly sharp ice shards towards the directions of their enemies. Mages also possess the ability to use ice on a much grander scale, however, a large quantity of water must be present. In circumstantial situations, the only water mages have ready at hand, is what they bring with them onto the fields of battle.
Glyphs: Glyphs are particularly rare when it comes to magic. Due to the complexity of these spells, only the most studious of mages have the ability to wield them. They involve placing down ‘Glyph marks’ (dormant spells) in particular areas, and then setting them off when needed. Glyphs can be put down instantly, but the user has to be close to the glyph ( at least within 100 meters) for it to remain dormant, and even closer to be able to lay it. The number of glyphs that can be place depends on the skill of the magic user.
Restoration The Restoration School of Magic is the school that the majority of mages enter into, for it provides essential skills. As such, there are mages that operate as healers, and doctors. Restoration involves healing individuals, and repairing wounds. Restoration magic is capable of healing all manner of wounds, from a small cut to a broken bone. The more skilled the mage, the more severe of a wound they can treat and heal. Restoration magic can also be used to bring life back into dead plant vegetation, for example: if a village were to suffer a loss of crops due to disease or drought, then hypothetically, a mage could resurrect said crops (however this would require a large number of mages for a long period of time). Mages can bring life back into people as well, however, what they bring back are monstrous, and soulless, nothing near to what those that inhabited that body before. As such, "Necromancy", as most call it, is forbidden, and next to no one in Formaroth knows how to perform such a spell. Restoration can also be used to enhance a living being; for example: large quantities of mages, when together, are able increase the total yield of crops, and increase the the size of plants, nearly doubling or tripling the size of the original plant; though this depends on how long magic is spent on the plant. This magic can also be used to enhance people as well; however, most of these attempts result in abominations, and like necromancy, they are forbidden by the Mage's Circle.
Illusion Illusion magic is one of the most commonly practised forms of magic among mages, and it is the most common type of magic that mages learn once they arrive at the Circle. However, not many mages continue to learn it to a effective proficiency. Basic illusions consists of nothing more than a few party tricks capable of entertaining people, but not capable of fooling them for long. Advanced illusions can only be pulled off by master's in this field of magic. These illusions require a large amount of intelligence, and imagination. At this level they are able toproduce illusions so powerful that they are able to fool people into believing it is real. These illusions can play tricks on the target's sight, hearing, and in some cases, even smell. As influential as these spells may be, they are not without their limitations. For example, depending on the complexity of illusions used (as well as the size), it is more likely that the illusion will be recognized. Depending on the intelligence of the target, whether they are a Mage or a Mundane (people that do not practise magic), the easier it is for the illusion to be seen. Any physical contact with said illusions will confirm them to be false. Mages who operate as spies or assassins employ the use of illusion magic for obvious, and practical reasons.
What is it?
Of the branches of magic in Formaroth, Summoning is one of the rarest. Only a select few ever master it and fewer still truly understand it. What it does is summon semi-astral beings commonly known as shades. It does not allow for summoning objects, people, creatures or anything like that. Only shades. Typically, the shades take up a shape of some meaning to the summoner, usually some form of animal.
Historically, it has been a form of magic that has been particularly unpopular within the Church of Klebithy, where many hold the opinion that the shades are demons. Though no evidence exists to support this claim, the belief has proven itself impossible to completely eradicate. This results in many potential summoners dying before they can receive the training they need to control their talent, or simply in that they don’t receive any training at all and the skill atrophies into a shadow of its potential. The talent for it is known to travel through certain bloodlines, where each successive generation is trained by one of the preceding, though the grade of training can vary significantly between separate bloodlines.
Origins
Very little is known about the origins of this magic in Formaroth, as the first summoners were elves and they are disinclined to share any of their knowledge about the magical arts. If any know what the shades truly are, it is the High Mages of the Elven Imperial Court, and they are even less inclined to share anything magical than the rest of the elven imperium.
Limitations
Shades have a number of limitations, some universal, some individual. The primary limits are range and number. Most summoners can’t summon more than one or maybe two shades, especially when it comes to calling them forth at the same time. The highest known number of shades summoned by any individual, human, elven or other, is twelve. Even master summoners rarely go anywhere close to that number.
The other limit, range, is universal. No summoner has ever managed to control a shade more than roughly thirty meters away from himself or herself, and most summoners do not even get that far away before the shade fades away.
If a summoner dies, his or her shades will permanently return to whence they came from. If a summoner loses consciousness, his or her shades will fade, but can be summoned back up when the mage regains consciousness, provided he or she can focus upon it properly.
Appearance
Each individual shade takes the shape of one animal. When a summoner calls forth different animal shades, they are all unique shades, as a shade does not change its appearance. The exact appearance is shaped by a number of factors in the summoner, primarily the emotions, but also personality, thoughts, location at the time of initial summoning and desires/morals. A shade will typically represent one aspect of the summoner, and will act that out.
While a shade shares appearance with an animal, it is not restricted by that animal’s dimensions. Powerful shades might be larger than the animal, while weaker ones are smaller.
Uses
While shades cannot go very far from the summoner (individual variances based on power, training and local factors) they have nonetheless got a plethora of uses. They can be used for entertainment, scouting, battle or even simple friendship. A shade is only physical so long as the ruiing emotion/trait demands it. Therefore, while a shade can at one moment pass through a wall or fly up through the air, at the next the shade could bite down on someone to hurt them or to move them. It is not possible for a shade to move someone through objects, for while the shade itself can alternate between physical and nonphysical, it cannot cause such change in others. The shade itself has its own set of senses and is therefore not restricted by the summoner’s line of sight, though the summoner’s senses also affect it. The exact nature of how these tie together is not something anyone has properly studied and is therefore largely incomprehensible to anyone but the summoner.
While summoning magic in a trained user can be controlled through spells, the core of it functions on a deeper level than that. It takes considerable training to control properly, and the capabilities of each shade is largely limited by its ruling emotion/trait. A major part of the magical training for a summoner lies in expanding how each individual shade can be utilized.
When a shade is summoned forth due to a powerful emotion (like rage, agony, fury, love, etc.) it can be more powerful than a shade summoned forth less overtly, but it is also harder to control. A shade like this can typically go further than the summoner consciously intends, acting out deeper, more primal desires. A wrath-called shade is perhaps the most dangerous shade of all, and can lie at the roots of the Klebithic superstitions of shades being demons.
Shapeshifting Shapeshifting is the rarest form of magic, and the School of shapeshifting has the smallest number of students. This is simply because it is the hardest form of magic to manage, and little have what it takes to use the magic properly. Shapeshifting involves changing into an animal of the mage's choice. However, this is no small task. The mage must first study the animal so as to understand it wholly; the way it moves (anatomy), what the animal's diet is, how it breathes, and how it interacts with others of it kind. It can take nearly a year before the user is capable of shapeshifting into a single animal. A majority of skilled mages are put off by this school due to the long learning process. however. those who succeed are noted as being extremely skilled mages, and worthy of respect.
Alteration Though many mages consider this school to teach the "weakest" spells, the School of alteration offers the widest variety of spells in comparison to any other school. Alteration involves teaching its students spells that will help them in everyday life. These spells can range anywhere between, but not limited to; creating light, improved eyesight, being able to breathe underwater, and even telekinesis.
Blood magic
Blood magic is a forbidden magic that requires using one's own or another's life force in order to power spells. Blood magic is often used alongside another school of magic and is used to enhance spells, the more life force that is used the more powerful the spell becomes.
All living things contain some form of innate magic (the reason why only living things can be used to store magic). Blood magic draws this magic from the blood of it’s living hosts before using it to amplify their spells. While such magic doesn’t necessarily have kill the person it draws it power from, many practitioners will sacrifice their victims in order to yield the best results.
Understandably such magic is forbidden in Formaroth through the law, church and circle. However blood magic is commonplace in the imperium with many elven mages using the blood of hundreds of slaves just to power their spells.
Necromancy
Necromancy is a forbidden magic in all areas of the world, that involves turning the dead into personal puppets for its user. Necromancy is the hardest magic to learn with only a couple of people ever truly being able to master it each century. At most an average Necromancer can only hope to command twenty undead at once, however those few who are exceptionally skilled at using it are able to command hundreds. Within Formaroth the most skilled Necromancer was Ivan Draknof, ‘the scourge of Windermere’ during 153 A.R who commanded close to 200 undead. While skilled Ivan was also a madman who was overconfident in his power, believing that he could conquer Formaroth with his undead, enforcing his ranks by ‘recruiting’ those he slaughtered into his army.
However Ivan refused to believe he had reached his limit and attempted to resurrect the peasants he had slaughtered in the villages that neighbored his castle. This proved too much for Ivan who collapsed from exhaustion causing his undead army to fall. When Ser Gilmore arrived with a host ten times the size of Ivan’s army he found nothing but a field of corpses and a still unconscious Ivan. Ivan was then killed before he even had a chance to wake up.
The most successful Necromancer would be Adamar ‘the undead king of Beilokias’. Adamar was a Arch Sorcerer for the Elven Imperium who, using blood magic, was able to command over a thousand undead at once (an unprecedented achievement). While his work was encouraged by the imperium at first, both the senate and Adamar’s peers became wary of his power. Eventually Adamar turned on the imperium for unknown reasons. Backing him were numerous fellow necromancers and mages (along with a number of other supporters) and at his peak Adamar had close to 1500 undead, 100 shades, 6000 elven soldiers and 12,000 slave soldiers at his command. Adamar wreaked havoc within the Imperium until he and his forces were finally defeated. As a result of this Necromancy is one of the few schools of magic within the imperium that is illegal to practice or learn.
Royalty High King/High Queen (self-explanatory) King/Queen (rules a single Formarothi kingdom, can be referred to as Lord or Lady though only by those of High Nobility) High Nobility(anyone who is part of this tier can also be referred to as "Lord/Lady")
Grand Duke/duchess (Rulers of the major houses in an individual kingdom) Marquess/Marchioness (Grand Duke's heir/heiress) Lord/Lady (lesser members of high noble houses)
Low nobility(anyone who is part of this tier can also be referred to as "Lord/Lady")
Duke/Duchess (Rulers of lesser houses) Count/Countess (Heirs to a lesser house heads) Lord/lady (lesser nobles not inheriting any other title)
Knights (Referred to as Ser) Middle classes Merchants Master Artisans Lower classes Commoners Serfs (if serfdom is used within the kingdom) Slum Dwellers
Of Dwarves
Before humans were the dominant species in Formaroth, Dwarves use to inhabit four underground cities located across Formaroth. The cities were located in Orog, Thralreth, Ralda and Telmarion. There is next to no written evidence on dwarves, and the only evidence that they existed (other than their abandoned cities) are the tales and legends from ancient, folk lore, and the occasional cave drawing depicting shorter-than-average humans. This suggested that while the dwarves were at their apex, humans were still in their primitive stage. However, while it is clear that the dwarves did exist, it is unclear what happened to them. The dwarves appeared to have disappeared long before humans ruled Formaroth, leaving only their cities behind which are now in a state of ruin.
Explorers regularly enter the ancient dwarven cities to look for valuable artifacts which fetch a fair price in the city markets, when they return from their expeditions. Most go in seek of adventure, and to discover the lost secrets to the dwarven cities, long forgotten. Though the cities have experienced a high influx of adventurers, they are majorily cleared of the valuable loot by now. The more advantageous explorers still manage to find artifacts. These artifacts range from rare jewels, gold coins and jewelery, pottery, etc.
However, the most valuable find in the dwarven cities is Dwarven Steel. This metal is extremely rare, and very few know how to smelt the metal. No one alive knows the properties of dwarven steel, and while various Alchemists have tried to re-create the steel, it has been to no avail. Dwarven steel is highly prized by noble families, and once the steel is found, it is often melted down into swords. This is for both status reasons and practical reasons. A dwarven, steel sword is near invincible and can cut through armour with ease. In the dwarven city of Valandar (located in Thralreth), only a small portion of the city is accessible. A large amount of the city is believed to be sealed off behind a massive, door made of dwarven steel. Efforts to get past the door, or mine around it have proven to be fruitless. Though some progress has been made, it is believed to have been minor at best.
Dragons are a race of winged reptilians that inhabit Formaroth and are the most dangerous creature to occupy its mountainous lands. There are a variety of known breeds of dragons, as habitat is a factor in the role of the breed of dragons. Dragon’s that live in icy, snow-covered areas, are known as Ice Dragons, and so forth.
Dragons are rare creatures, and only a couple thousand live across Formaroth. Dragons tend to avoid humans, as humans are not part of a dragon’s natural diet, and therefore will target other animal’s for food instead, like deer or cattle. However, a dragon will kill, and eat a human if it is hungry enough, and it will readily devour any humans that trespass on it’s territory.
Dragons are extremely, dangerous, as their scales are a tough as steel, and they possess deadly claws that can slice through any armour, be it leather, chainmail, or plated steel. The trait that makes dragons particularly, dangerous is their ability to breathe fire.
If a Dragon starts to cause trouble within a kingdom, the head house of the kingdom will hire ‘Dragon Hunters’ to slay the creature. While some dragon hunters are skilled, and worthy of their title, most dragon hunters are inexperienced, glory seekers, who usually end up dying before they even get close to the dragon. Any attempt to try, and train a dragon, has been futile, typically ending in a fiery death. It is common belief in Formaroth, that dragons are untrainable.
A serpent like species that inhabits the northern deserts of Uzgob, wyrms are a frequent hazard and hunting target for the northern desert tribe. Ranging anywhere from ten to twenty meters long wyrms spend most of their time deep underground only surfacing to hunt their prey. As such they have no eyes and detect their prey through sound and vibrations in the sand.
A Wyrm’s bite is deadly poisonous and there is currently no known cure for anyone unfortunate enough to be bitten. This same venom is used by the desert tribesmen when they go into battle against an enemy inflicting countless casualties.
Wyrms are one of the fastest land animals that inhabit formaroth and can reach speeds of 130km/h. Meaning that anyone unfortunate enough to be targeted by a wyrm has no choice but to fight it.
Krakens are massive, cephalopods, that inhabit the surrounding seas near Formaroth. Given that Krakens are believed to live in the black watery, depths of the seas, and rarely surface. It is unclear, how many Krakens live in the oceans. Little is known about the Kraken’s as the only information that exists are in ancient legends, and what comes to light from a sailor reporting that he/she saw one, which of course isn’t the most reliable source of information.
The counted number of verified Kraken attacks are rare, as numerous ships have gone missing in the waters surrounding Formaroth. Many presume these lost ships that never return to harbor, to have suffered the ill fate of a terrible temptress. For the sailors that do survive the attack of a Kraken, as the majority often die by having their ship pulled into the watery depths below, or are eaten, they are never right in their mind, as the horror as to what they saw, haunts them for the rest of their lives. Oftentimes, these sailors can be found in the various taverns, and inns that dot Formaroth, burying their sorrows in a mugful of ale; if one is lucky enough, they will gladly recite the tale of their survival to any listener who dares to sit next to them.
Unicorns are magical creatures that inhabit central Formaroth. Unicorns are identical to horses with the notable exception of the horn on their head. Though unicorns are not a particularly rare animal, the horns upon their head is valued by many alchemists and can be used for many different potions and medicines. Unicorns, though trainable, are much harder to domesticate than horses, and it is an uncommon sight to see someone seated upon such a fair creature. Even though the unicorn is not as rare as dragons, or krakens, they are still elusive creatures, and it is considered a good omen to see one when travelling.
A unicorn’s coat ranges in a variety of colours, from the purest white, to a silvery sheen, to the darkest shade of black, yet other colours are not as common; such as bays, chestnuts, duns, and the like. It is said that dipping a unicorn’s horn into water will purify it of impurities. Many potions are made with unicorn powder, and it is said the power of a unicorn’s horn can cure many known diseases, though it is ineffective against curing poisoning. Obtaining a potion containing legitimate unicorn powder is harder than it seems, as many cheap-skate vendors claim to have the ingredient; leading most uninformed people of Formaroth to buy a potion that has no affect.
Trolls are an aggressive two-legged mammal that inhabit both the forests of Legon and the white forest of Raeldar. They have white fur that covers their bodies, possess three rows of sharp teeth and claws the size of knives. While not considered intelligent they are far smarter than most other species, hunting their prey and guarding their territories with a foresight not present in other animals. Trolls have immense strength and endurance, able to survive injuries that would normally kill any other animal and being as strong as five full grown men.
Furthermore, trolls are tameable and are used by the Raeldarian military as war beasts, striking fear into the hearts of their enemies and wrecking chaos across the battlefield. These beasts are often the first into battle and the last to die, tearing through the enemies battle lines. Beast tamers will often outfit their trolls with thick steal army and weapons making them even more deadly then they already were. The secrets to taming these beasts is a well-guarded secret of the south with the few beast tamers who live being forced to remain in Raeldar by the kingdom’s noble houses.
Subterranean creatures that inhabit the forest of Legon and the mountains that surround them. Their main food source are bats and birds which they catch through weaving webs in caves or between trees. However, these monstrous spiders will eat such about anything unfortunate enough to cross its path or become ensnared in it’s web. While humans are rarely killed by these spiders (due to them living so far from human society) they are often regarded as a miner’s worst nightmare and there have been a few incidences of miners who accidently broke into the nests of these creatures.
While not as potent as the poison possessed by wyrms, the great spiders possess a dangerous venom which if not immediately treated will likely lead to death. A number of cures exist that if applied immediately will counteract the poison, only those expecting to encounter these creatures will likely have them on hand.
A bird that inhabits the lands of Alenius phoenix’s unique in that they are completely resistant to fire. As such they live near dragons who keep predators away and scavenge off the carcasses of whatever kill the dragon has made. Phoenix’s are covered completely in dark red feathers which are coated in an oily like substance that provides the phoenix with its protection from dragon fire. Many experienced dragon hunters use this oil to protect themselves when they are hunting, and many would contend that it is their single greatest defence when fighting dragons.
Now that many of the great dragon’s have been eliminated by the Blackwells and their forces most phoenix’s live in human populated areas. Mercy is renown for having a large number of phoenixes within its walls, living off the scraps that its inhabitants drop of disregard.
A massive arthropod having many characteristics like millipedes, often reaching five meters long. Despite their size they are completely harmless and eat decaying leaves, fallen trees and fungi. These gentle giants live on the forest floors of Legon, protected by their hard-outer shells that deter predators.
Alchemists value the colossus shells for several different potions and the alchemist guild in Vine keeps numerous colossus’s for harvest.
Considered a myth to those outside of the south werewolves are creatures that dwell deep within the Legon forest. Believed to be the result of some sort of magical ritual werewolves appear and act human until a full moon in which they painfully transform into a terrifying monstrous wolf, devouring all who cross its path. A mere scratch or bite from a werewolf can turn someone into one, though the reason as to why this happens is unknown, lending more evidence to the idea that werewolves were indeed created through magic.
At first the individual doesn’t display any outward symptoms of being a werewolf when in human form. However, over time both their mentality and physiology change. First their eyes change colour to a sickly yellow with their hearing becoming notably better. Then their hair grows far thicker and quicker than before. Finally, their behaviour becomes increasing erratic and aggressive, their teeth sharpen, and their nails grow into claws. Due to the majority of the world not believing they exist there is no known cure as no one has researched into the matter.
Royal Family - The Remonnet's
Family name: Remonnet Kingdom Location: NA Crest: Red shield with a Yellow Lion Family Motto: We rule, We conquer Relations with other Kingdoms: Well respected – despite the reign of Helyot, King John did a good job at restoring people’s faith in house Remonnet.
Family Reputation: Honourable, strong, formidable, fair
Kingdom's Main Export of Good's: NA
Description of Kingdom: NA
Family Background:
Five hundred years ago Formaroth had no overall ruler and the entire continent lead by numerous war chiefs, tribe leaders, counts and lords. The Remonnets were originally the rulers of the city state of Nyhem (now the capital of Formaroth). Richard Remonnet (more commonly known now as Richard the Conquer) was the Viscount of Nyhem and believed he could use his influence and power in Nyhem to defeat the other lords and counts who ruled over Sypius plains. In only five years Richard Remonnet had conquered all of Sypius, through a combination of negotiation and violence (mostly the latter).
However his conquest of Sypius did not quell his ambition, but instead fuelled it. Now that Richard had complete control of both Nyhem and Sypius plains he commanded the most powerful force in Formaroth since the ancient dwarves. With his new army Richard continued to expand his empire at a rapid rate; and the more he conquered, the quicker he expanded. Within the space of fifty years Richard’s conquest was finally completed after he defeated Numa Seika, a tribal leader who had united the Raeldar tribes together in an attempt to repel the Remonnet Empire (though to no avail). Once his conquest was complete Richard died only three months afterward at the age of hundred and one.
Family Members
Name: Helyot Remonnet Age: Deceased; died at age 57 Gender: Male Position: King Background:
Helyot was the oldest child of the Remonnet family and came into power after his father died peacefully in his sleep. Even before madness claimed him in his latter life, Heylot was considered to be a cruel and selfish man. Once he came to power he had the entire high council executed for constantly questioning his decisions and replaced them with his own supporters. His cruelty only intensified as his rule continued, soon near every crime was punishable by death; innocent peasants were tortured and hunted for Helyots own amusement and corruption in Nyhem was inescapable. Eventually Helyot was killed by Andrew Manshrew during the final days of the Civil war.
Name: John Remonnet Age: Deceased, died at age 53 Gender: Male Position: King
Background:
King John ascended to power after his brother was killed during the civil war. In stark comparison to his brother John was a kind and fair ruler. However many believe his rule to be somewhat unimpressive due to him spending the majority of his rule undoing the harm that his brother had done. Despite this he was still loved by his people and many considered him a saint in comparison to his brother. John passed away under very suspicious circumstances considering he was far too young to have passed away from old age and was also in good health.
Name: Ruth Remonnet Age: Deceased; died at age 45 Gender: Female Position: Queen
Background:
Ruth Remonnet was originally a member of the Du Paraquette family who married John during the civil war. She died under suspicious circumstances shortly after John became king.
Personality: Kind, Intelligent, Firm but Fair Skills and Traits: Master Economist, Adept Ruler Appearance:
Here be a list of how many people reside in each Kingdom across Formaroth.
Nyhem is the capital city of Formaroth, making it the seat of power across the entire continent. Nyhem is the oldest known city in Formaroth as well as the largest. Nyhem is located within the 'Sypius Plains' which is currently under control by the Du Paraquette family who inherited it long before the death of late King John Remonnet.
The city has various districts within the city’s wall, as well as a substantial population that lives outside of the walls. Most of the Nyhem’s buildings are made out of a mixture of wood, wattle and daub with grey stone tiles for the roofs. The city is governed by the High Council which is made up of five of the king’s closest advisors. The High Council is also responsible for the ruling of Formaroth. The rulers of Formaroth live within Miserth Keep. The city has various places of interest located inside including the ‘Grand Arena’, and the Bazaar, a vast market-place where any citizen can find almost any item they are in search of.
Nyhem hosts various different types of tournaments within the Grand Arena ranging from Archery, Jousting, and bloody fights to the death, where combatants fight against the Nyhem’s Champion, and even against wild beasts that were captured across Formaroth, and brought to the arena. Nyhem is also home to the famed, Alchemist’s Guild, and to the Grand Temple.
Since Formaroth is under an imperial rule, all other "kingdoms" and the Houses that rule them, obey the laws that are set in Nyhem. If Formaroth proposes a law to outlaw slavery, for example, the other kingdoms would have to follow the same law. Of course, attempts to refute the laws Nyhem has passed occurs, but any sign or show of rebellion is quickly remedied.
Nyhem also houses the Royal Army, and the Royal Naval Fleet. Conscripts are taken in during their teenage years so as to allow sufficient training and education for their troops. Most conscripts serve seven years with the Army or Navy before being released from military duty. After seven years, the conscripts may rejoin as soldiers or sailors if they desire. Life in the army and the navy are lucrative places for a poor man to be, as both areas of the military offer high paying positions for which a man can provide a modest lifestyle for his family.
Places of Interest in Nyhem
Alchemist Guild
Located in the Garden District, the Alchemist Guild is a grand building made of grey stone with wooden trim. There are several wings to the main building, two of the wings are dedicated to the apprentices and the journeyman living quarters. The other wing is used for alchemical experimentations, where the apprentices and journeymen alike are under the watchful gaze of the other master alchemists. The last wing of the building is used as a mess hall, and has its own library located in the same wing.
Grand Arena
In the Stone District, the Grand Arena is a marvel of craftsmanship, built of white blocks of stone, the arena can hold at least five-thousand people at any given point in time. There are multiple rows of seating, and the arena is shaped like a horseshoe, with one end of the arena open. A great dirt field holds several tournaments and games of strength. Below the arena, are several cells in which the beasts for the fights are held captive. There is also a training room for the combatants to ready themselves in.
Bazaar
Found in the Stone District, the Bazaar is a large market square where various vendors set up for shop. This area is also home to several store fronts as well, such as Green Leaf Apothecary, a well-known apothecary, operated and owned by Leiliana Greenleaf and her husband, Theron; Black Iron Smithy, one of the best armories in all of Nyhem, the forge is run and operated by Reinold Aldus, he carries various types of weapons and armor, all forged by himself. He has two apprentices that help run the shop, and make minor things such as arrows. There is also a seamstress by the name of Abitha Redstone, that runs a small shop called, The Pointed Needle. Many common folks go to her to have their shirts and trousers mended, and she is well-known for obtaining new types of fabrics on a weekly basis. There is a shop for general goods called, The Journeyman’s Way. It is owned and operated by Gervais Andras. Last but not least, there is a store where adventurers can sell the items they find on their adventures called, The Hidden Door, it is run by Pylenor and Sibella Bartholos.
Nyhem Bank
The Nyhem Bank is a simple, dark grey stone building with a rounded exterior. It is run and operated by the renowned couple, Davos and Sarah Ironbark. The bank is located on the outer edges of the Stone District, but just outside the walls of the Garden District.
Field District
The Field District is comprised of the area on the outskirts of Nyhem, outside of the city walls. Here, many of the farmers live here. There are no shops, so the citizens outside the walls must travel into the city to purchase their needed goods. Most of the citizens here are poor people, and live in simple wooden, or mudbrick houses.
Stone District
The Stone District lies within the city walls of Nyhem, here the citizens that reside here are better off than those in the Field District. They can afford to live in better built homes, constructed out of grey stone, wood, and daub. Many of the common folk here find plenty of work in the docks. Nyhem Port is located in the lower end of the Stone District, outside the walls where the city meets the waters of the Irman.
Garden District
{Picture provided is an example of Noble Homes.}
The Library of Nyhem is located in the Garden District. The building is made of grey stone with wood trim, and white-grey daub applied on the upper levels. Here, the Nyhem librarians carefully arrange the books, scrolls by subject, in alphabetical order. Citizens of Nyhem have free access to the library, but only those who live in the Garden District are allowed to check out books from the archives. There are books as old as the first era, though those are kept from common, prying eyes. The majority of the nobles that reside in Nyhem, live within the Garden District. This area is highly patrolled by guards, resulting in a lower crime rate in this area of town.
Important People within Nyhem
(Details about character's and what their positions entail can be found under 'Old High Council' or on their own character sheet)
Name: High King Duncan De Reimer Position: King
Name: Marchioness Cerlina Tuania Position: Head advisor - The head advisor is responsible for advising the king on most matters. They are often involved with most political affairs and act as ruler in the Kings absence.
Name: Duchess Lanaya Dionisa Position: Magisterial advisor - A magisterial advisor is responsible for advising the king on matters of which he knows very little about. As a result, a Magisterial advisor tends to be a; High magister, Grand Alchemist or scholar.
Name: Grand Duchess Isabel De Reimer Position: Economic advisor
Name: Claus Rostein (detail in character sheet) Position: Advisor of war
Name: Alex (More information bellow) Position: Advisor of Law - The advisor of law is responsible for residing over trials as well as upholding old laws, introducing new ones and upturning obsolete ones. He advises the king in matters of justice and law.
Name: Patrick De Reimer Position: Head of Concords military (not officially part of the high council)
Name: Grand Duke Duncan De Reimer Position: Head advisor (currently acting ruler) – The head advisor is responsible for advising the king on most matters. They are often involved with most political affairs and act as ruler in the Kings absence. (See character sheet for more detail)
Name: Aurelia Vyncetta Position: Magisterial advisor – A magisterial advisor is responsible for advising the king on matters of which he knows very little about. As a result, a Magisterial advisor tends to be a; High magister, Grand Alchemist or scholar. (See character sheet for more detail)
Name: Grand Duke (Denounced) Edward Du Paraquette Age: 47 Gender: Male Position: Ex-Economic advisor/Prisoner Personality: Greedy, talent for money management, Dubious, Corrupt, Formal and Polite in public Appearance: Fat, wispy moustache, balding grey hair, sweaty, considered un-attractive Background: Edward has served on the council since he was a young man. He was chosen to serve on the council by Queen Victoria for his skill at money management. Despite his façade of being a honest and polite man he is in truth corrupt, and although he always brings in money for the crown, a certain amount always ends up in his own pockets. After Duncan De Reimer took the throne Edward and his wife were imprisoned after their son Charles showed Duncan evidence of his parents money laundering. Skills and traits: Master economist, adept manipulator, expert politician
Name: Ser Alice Rallar Age: 41 Gender: Female Position: Advisor of war Personality: Stern, serious, loyal to the crown, chivalrous Appearance: Short ginger hair, muscular, narrow eyes, Background: Alice Rallar fought as a commander on the side of house Remonnet in the ‘Remonnet, Manshrew civil war’. Due to her impressive performance at commanding and inspiring the troops, king John Remonnet made her the new advisor of war. She is good friends with Alex. Skills and traits: Master military commander, champion swordsman, Inspirer, Adept politician
Name: Alex Age: 21 Gender: Male Position: Advisor of Law – The advisor of law is responsible for residing over trials as well as upholding old laws, introducing new ones and upturning obsolete ones. He advises the king in matters of justice and law. Personality: Kind, gentle, loyal, naïve, strong sense of justice Appearance: Young, short brown hair, thin, Background: Alex was originally a scholar within the Miserth Keep, however his extensive knowledge in law was noticed by King John Remonnet who added him to the High council to replace the previous advisor of law (Lissana Nahor) who had recently passed away. He is good friends with Alice Rallar. Skills and traits: Extensive knowledge of law, adept politician, apprentice economist.
Name: Grand Cleric Mildred Age: 72 (Deceased) Gender: Female Position: Grand cleric of Divine church Personality: Corrupt, greedy, polite and spiritual in public. Appearance: Long grey hair, lavish robes, elderly, looks more feeble than she really is. Background: Mildred became the leader of the Divine church nearly twelve years ago. Though she preaches the faith in public she was known for breaking nearly every teaching she preaches. She was known to use her status and power to pay for lavish clothes, rich food, heavy drinking and even breaking the vows of Chasity. However this was not particularly shocking given that many of the previous grand priests and grand clerics have been the exact same way. The church is currently deeply corrupt among it’s high ranking members. Mildred was recently assassinated during one of Lycaon's plots. Skills and traits: Knowledge of the faith, expert deceiver
Name: Davos ironbark/Sarah ironbark Age: 47/52 Gender: Male/female Position: Joint heads of the Nyhem bank Personalities: Formal, straight to the point, pragmatic, cold, logical Appearance Davos: Bald, closely trimmed beard, thin man with a long hooked nose Appearance Sarah: Long grey hair, sharp check bones, tall, thin Background: Davos and Sarah are a married couple who currently run the bank of Nyhem. They run the bank in a brutally efficient way; never handing out loans to people who they know can’t pay it back and having no mercy on those who don’t. They are currently the richest individual’s in Nyhem (also one of the richest in Formaroth) and have enough wealth and power to even give entire kingdoms pause. Currently the crown is up to 6 million in debt due to the reign of Helyot Remonnet. Half of which is owed to the bank of Nyhem given both Davos and Sarah a lot of political influence.
Name: Harold Age: 83 Gender: Male Position: Head alchemist Personality: Kind, wise, caring, knowledgeable, intelligent Appearance: Elderly, thin white hair, bad eyesight Background: Harold has been with the alchemist’s guild for his entire life. He learned various skills within the alchemist guild and has been responsible for several scientific breakthroughs. He was made the head alchemist when he was sixty and has continued to manage the guild in a kind hearted, fair and logical way. Skills and traits: Master Alchemist, Master scientist, Incredibly wise and intelligent
To the north east of Formaroth is the continent of Beilokias which is controlled by the Elven Imperium. Beilokias has a warm, arid climate, similar to the Middle East of today, and is roughly, half the size of Formaroth. The citizens of the Elven Imperium are almost entirely made up of an Elven populace.
However, the populace of slaves in Beilokias is much more diverse, and consists of various races from across the known world. There is much speculation among the common people of the appearance of Elves, and many folk-tales tell very different, and conflicting views.
Elves are actually dark, blue skinned, with pointed ears, and long-stretched, angular faces. Their hands have three fingers, and are more like claws than fingers. Most elves are shorter than humans by around 30cm. The Elven Imperium is the only other continent that interacts with Formaroth on a notable level.
This is on a minimum level, compared to how much the Imperium interacts with other continents. The level of trade has greatly decreased ever since slavery was made illegal in Formaroth, as the Elven culture relies heavily on slavery. Other than slaves, there is very little in the terms of valuable goods within Formaroth that are worth crossing the vast sea that separates Formaroth from Beilokias. Even so, most owners of the few good’s that may interest an Elven trader (such as dwarven metal) are reluctant to part with them, due to the high demand, and the pretty coin the item would turn in any of Formaroth’s cities.
Elven Imperium
Location The Elven Imperium is located on the continent of Beilokias. Beilokias is located to the north-east of Formaroth.
Crest
A Blue flag with the emblem of the Elven hierarchy on top (Emperor, Patricians, Priesthood, Equestrians, Commoners, Slaves)
Relations with other Kingdoms
The Elven Imperium’s status with near all other civilizations is either one of hostility, or animosity. This is due to the Elven Imperium’s constant invasions against different continents, or their harsh treatment of civilizations they have already conquered. Formaroth is the only nation which is an exception to this rule. After the Imperium’s decision to invade, and conquer Formaroth ended in a colossal failure, the senate of the Imperium believed that future invasions of Formaroth would be far too costly. After all the original invasion resulted in a war that lasted forty-eight years, and cost the lives of over 500,000 elven soldiers (five times more than the number of Human soldiers killed). Not to mention the invasion almost bankrupted the Imperium. As a result, the animosity between Formaroth, and the Imperium slowly died down over the years, and the two nations now share neutral relations.
Political Structure
Beilokias is under complete control of the Imperium, and unlike Formaroth, it is not made up of separate kingdoms. The Emperor/Empress, and the senate have complete control over the empire, and no one dares to question, or disobey their commands. The senate is made up of Patricians who elect an emperor, or empress, once the previous one dies. Social class is extremely important in the Elven Imperium, and people are always judged by their social class before all else, depending on what class, also decides what job, and lifestyle one can lead. The only way in which people can improve their standing in society is by marrying into a class above them, a task which is extremely difficult to do. Slaves are often treated extremely poorly, though slaves owned by members of the Equestrian class are usually treated with some level of decency; most slaves are owned by members of the Patricians class, who treat their slaves cruelly, and sadistically. Slaves are mostly made up of other species but they are also made up of Elven criminals. The priesthood is very different from the rest of Elven society; they are made up entirely of Elven Mages, and lead humble, peaceful lives, devoting it entirely to learning more about the world, and developing their magical skill.
Kingdom's Main Export of Goods
The Elven Imperium has a vast empire spanning continents, and as a result, they possess a massive trading network. The Elves import mass amounts of food, materials, tools, ornaments, etc from the nations it has control over.
Description of Beilokias
Beilokias is a continent with a climate similar to South America, jungle-like, hot and humid; it has a similar climate regardless of where you are. Beilokias has very varied terrain, as a vast amount of the land is either comprised of jungle or farmland. The continent is also home to several mountain ranges, swamps, and inland lakes and lagoons. The flora and wildlife of Beilokias is extremely different to Formaroth with much of the vegetation being Giant Fungi and moss rather than trees and grass.
Description of Elves
Elves are dark blue skinned with pointed ears and long stretched faces. Their hands have three fingers, and are more like claws than fingers. Most elves are shorter than humans by around 30cm. Elves live much longer than humans; the average lifespan of an elf is 210 years. However they also mature slower and do not reach adulthood until 30. Elves are known for their intelligence and wisdom as well as their skill in magic. They are also known to be very prideful and boastful, often looking down of other species and cultures. Those of the upper classes will go to great lengths to show off their social class. Elven architecture is difficult to describe as it is different to any other human civilization that exists in Formaroth to date. The best way to describe it would be a cross between Aztec and medieval Persian architecture. Despite only being half the size of Formaroth, the Elven Imperium is densely populated and has up to seven cities within its land (while Formaroth only has five).
Name: Empress Sarya Xilxina Age: 167 Gender: Female Position: Empressof the Imperium
Name: Prince Cillotah Xilzina Age: 66 Gender: Male Position: 3rd prince of the Imperium
- Arrogant; while not as arrogant as most high ranking elves, Neldor is somewhat overconfident in his abilities
- Xenophopic; Like most elves Neldor believes in the purity of his race and believes all other species to be lesser. At the very least he does have the capacity to admire certain traits of species and even individuals of other races.
Appearance: Dark blue aging skin (darker than most elves), golden amber eyes, long shoulder length white hair tied back, taller than most elves,
Background: The eldest child of the Valur family, Neldor was trained in the art of war since he was only ten years old. Since he was 20 he spent his time perfecting his ‘art’ acting as a general in conflicts against the Vogani tribes and skirmishes against the sovereignty. Eventually the senate took note of his skill and with permission from the empresses made him one of the three high generals of the imperium. From there he successfully defended Shingseng from a sovereignty invasion despite being outnumbered. After observing how vital the Mao military was in helping repel the Sa Yuta invasion force Neldor gained a respect for the Mao uncommon in other high ranking elves. After his heroic victory over the sovereignty’s forces (who were delivered a crushing defeat) it was decided that he would lead the imperium’s forces against the people of Seikatsu Neldor is noted for not only being a master strategist and tactician but also an extremely charming and charismatic man within the court. Despite his families relatively low status he was able to marry a woman of a far higher social status even before gaining the title of High General.
Skills: Grandmaster Strategist, Master Tactician, Multi language (Elven; fluent, Seikatsu; Fluent; Sa Yuta; Fluent, Mao; Fluent, Formaroth; adept), expert artist, expert politician, expert leader, adept swordsman
- Overconfident: Revalor is believes his military skills to be far greater than they really are and deludes himself into thinking he can prove himself a worthy rival of Neldor. - Xenophobic: Like most elves Revalor has a strong sense of elven superioity over other species and as such continually underestimates them.
Appearance: Blue skin, Long braided well groomed black hair, fine clothes conforming to the current fashion sense in the imperium
Background: A member of the well respected Elian family Revalor has long represented their interests within the elven courts. He is an extremely savvy and skilled politician whose name is common place within the senate. However his true dream has always been to become a famous general of the imperiums army. To this end, he has spent much of his time reading about the tactics and strategies of previous great generals and comanders (though he has little talent or experience of it himself). Once the invasion into Seikatsu was announced to the court, Revalor pulled every string he could to get himself a position within the military’s command chain. So that he may live out his dream and commanded the armies of the imperium against its enemies.
Personality: Dramatic, ‘larger than life’, charming, adventurous, egalitarian regarding other species
Weaknesses:
A weakness for flair: Kolvar often enjoys showing off his talents more than he does being practical, leading him to often toy with his enemies rather than finish them off straight away. Normally this isn’t a problem due to his immense power, however it would only take one slip up for a well placed dagger or arrow to find its way into his heart.
Hedonistic lifestyle: Unlike most of the other arch sorcerers, Kolvar lives a life full of material pleasures and enjoyment. He has a great love of alcohol, pipe smoke and woman (of numerous different species). Such vices could be exploited as a weakness.
Background: One of the ten arch sorcerers in the imperium and considered the fourth most powerful magic user in Beliokias. During his childhood Kolvar, despite having little interest in his studies, learnt magic with little to no effort. At the imperium academy he focused primarily on destruction magic of which he soon outclassed even his own teachers. He was granted the rank of Sorcerer at the age of 35, the youngest sorcerer in the imperiums history. Many of his teachers claimed that if he focused on his studies Kolvar could potentially have been the most powerful magic user in the imperium.
After he was granted the title of sorcerer Kolvar left the academy to explore the world. Through his interactions with the numerous natives he met Kolvar gained a respect for other species not common in most elves. During one of his many adventures Kolvar encountered a young poor orphaned elven girl called Keya who Kolvar decided to take care of. In was soon discovered that she had a particular talent for magic leading Kolvar to believe their meeting was fate, taking her under his wing as a mentor and training her in the ways of destruction magic.
Kolvar partook in defending Shingseng from the Sa Yuta’s invasion and became acquainted with High General Neldor. Kolvar’s sheer destructive power did significant damage against the Sa Yuta armies and Neldor being impressed with the mages power requested he be made an Arch sorcerer and later asked him to join the Seikatsu invasion.
Skills: Grand Master destruction, Master alteration, Expert summoning, Adept illusion, Adept leader, Multi language (can speak all of the most common world languages fluently)
Name: Keya Mirel
Age: 60
Gender: Female
Sexual Orientation: Hetrosexual
Position: Sorcerer
Personality: Headstrong, driven, Idealistic, Loyal to Kolvar, kind, egalitarian regarding other species
Weaknesses:
Romantically interested in Kolvar: while she has never admitted it Keya has an attraction to her mentor and oldest friend Kolvar. Despite accepting that Kolvar does not, and will not reciprocate these feelings he is still one of her weaknesses nevertheless.
Stubborn: Once she has her sights set on a goal it is unlikely she will ever be deterred from it. While this can be seen as a strength it can also act against better reasoning.
Background: Native to eastern Beilokias Keya was orphaned at a young age, leaving her to fend for herself in the harsh poverty stricken region she lives. Much of her early life was spent surviving and keeping herself out of the hands of slavers. She was eventually found by Kolvar Moorlas who took her in and cared for her. Shortly afterwards she discovered that she had an innate ability to use magic. Kolvar trained her in the art of destruction magic and eventually took her to the imperial academy where she flourished, even gaining the title of Sorcerer. Keya decided to join Kolvar in the invasion of Seikatsu serving as his second in command.
The Avem are a Avian humanoid species that occupies the beautiful mountainous country of Caelum. Before the Elven invasion the Avem civilization was well known for it's art, music and culture. The Avem are a peaceful people and rarely fight; most wars that the Avem have been involved in have been started by a opposing faction with the Avem merely fighting in self defense. The Avem inhabit large stone cities that have been carved into the side of mountain ranges. Unlike most other civilizations where the population is spread across the continent via towns and villages, almost the entire Avem population lives in one of the 7 massive cities that are dotted across the continent. However this changed over two hundred years ago when the Elven Imperium invaded.
The country of Caelum was the first location that the Elven Imperium successfully conquered. The Elves arrive in full force completely overwhelming the unprepared Avem and crushing their forces in all three open field battles. The Avem then retreated to their cities hoping to wait out the Elven invaders with little success. Though the capital of Montem Roma was able to repel three attempted sieges, all of the six other cities fell shortly after there sieges began. Once the rest of Caelum had been occupied the Elven forces surrounded Montem Roma for a massive assault. King Teberius of Caelum decided that it would be impossible to win against such numbers and surrendered the capital to the Imperium.
Now that Imperium has complete control of Caelum the Avem civilization is a shadow of what it used to be. The Avem monarchy was executed and the continent was put under direct control of the Elven Imperium, dictating very harsh laws over the Avem people. Every first born child is taken from their family and forced to work in the Imperium as a slave for the entirety of his or her's life. Avem's who break the law are treated harshly and are often punished with either execution or forced into slavery. Near all of the profit made in Caelum is given directly to the Elven Imperium resulting in most 'free' Avem's living in poverty. In response to this ruthless dictatorship various of freedom fighters have emerged over the Caelum countryside, hoping one day to free it's people from the Imperium.
Appearance The Avem are completely covered covered in feathers with high density of them located on their back and arms. Instead of hands and feet they have taloned claws; three large talons on their feet and four small talons on their hands. They have a large curved peak and males have crest of feathers on the top of their head. They are smaller than humans and a average Avem is shoulder height to a average human female. The colour of Avem's feather depends highly on their genetics and the colour of their parents is the determining factor. If two parents of different colours were to breed then the child would end up with a mixture.
Background
The Máoróngrōng (or more commonly known as Mao) are a feline humanoid species that inhabit the country of Shingseng. Mao culture and architecture are very similar to that of feudal china as is the climate and geography of Shingseng. Before the Elven invasion the Mao were a rich in both culture and economy and were well known for their intelligence. They were pioneers in technology and such inventions as fireworks, porcelain and even basic cannons all originate from the original Mao society. The Mao were ruled over either by a king or queen that was elected in by their countries council (made up of numerous high-ranking nobles). Shingseng was conquered by the imperium two hundred years ago and was invaded simultaneously alongside Caelum. While the Avem of Caelum were crushed by the overwhelming Elven forces, the Mao resisted the imperium for near two decades, being able to match the Elven army on both land and by sea. However, they were eventually unable to hold back the increasing onslaught of elven soldiers and had few ways to counter the imperium’s magic. As a result, the Mao were conquered by the Imperium. While the imperium has complete control Shingseng, the Mao still retain a lot of their culture and have more freedom than the Avem. While their royal line was executed the Imperium still lets the Mao keep their council and even allow them to maintain a small militia force (though both are heavily restricted by the Imperium). While the Mao nobility enjoys greater freedom than most, the peasantry still suffers greatly under imperium rule, with most of their wealth going to the Imperium. Mao who are caught breaking the law are either sentenced to slavery or executed harshly. While the ‘freed’ Mao have a few luxuries to cherish, the Mao slaves are just as unfortunate as any other imperium slave often treated inhumanely and brutally. As a result, many of the rebel cells spread across the imperium are led by Mao leaders. Furthermore, many Mao refugees evacuated to the continent of Alang Sa where the Sa Yuta took them in willingly. There the Mao help the Sa Yuta by building them weapons made from gunpowder in the hope that they may one day take back their home from the Elven invaders. The mao share the country along with giants, a peaceful semi-intelligent species identified by their long hair (which covers their bodies), horned heads and huge size (14 feet). Many of these peaceful giants have been turned into ruthless, mindless warbeasts by the Elves.
Appearance
Even before the Elven Imperium conquest over their lands, Máoróngrōng, or Mao as they are called, have practiced status breeding for generations. This has created a distinct division of their people into one of two stations: the nobles and peasantry. All have characteristics of Asian region cats, either wild or domesticated, but their appearance depends heavily on which station the individual resides in. Those once apart of the nobility class has more domesticate or small wild cat features since they rarely worked the fields, toiled in hunting, or other harsh tasks. Meanwhile, the peasantry were larger wild cats like leopards and tigers whose features lacked the delicate ability of the nobility since as writing, appearing not intimidating, etc.
Since being conquered by the Elven Imperium, the differences between the two lineages has grown larger. The Mao have been bred based purely on their master’s whims from living decoration to manual labor in the cleared jungles.
The Ոգի (more commonly known as Vogani) are a reptilian humanoid species that inhabit the country of Ihathi. The Vogani are a tribal based society and inhabit the rainforests or marshes that cover Ihathi. The Vogani are viewed as primitive by other cultures as they still use stone tools and live in small wooden huts. Despite this they have a very complex written language that they often carve into the side of mountains or trees.
Relations with other Kingdoms The Vogani have very few interactions with other species as they rarely travel outside of their clan’s land, let alone outside of Ihathi. This changed in the year 456 AR when the Elven Imperium invaded Ihathi. Initially the elves’ invasion was very successful, with the only resistance coming from a handful of tribes that inhabited the mountainous terrain of western Ihathi. However, the Vogani clans put aside their differences to fight against their common enemy. Now that the Vogani are a unified force the Elves have been unable to gain any more land. The harsh terrain and constant guerrilla attacks by the Vogani warriors have been major hinderances in the Imperium’s invasion. Currently the western mountain range is under the Imperium control, with neither side seeming to be able to gain any more ground.
Description of Vogani The Vogani have rough thick scales and have numerous spikes over their backs and heads. Vogani appearances vary greatly depending on their gender. Alpha females are around 2 meters tall and are considerably stronger and bigger than all other Vogani. Only around 1% of Vogani are alpha females. Males make up around 30% of a tribe’s population and can be identified their horned heads, spiked tails, and large build in comparison to the normal females. The rest of the Vogani population are the females who can very easily be identified by their head crest.
Tribal Structure Each Vogani tribe is led by an Alpha female who the rest of the tribe will follow with unquestioning loyalty. The Alpha female is not only stronger than other Vogani, but also are responsible for giving birth to all the clan’s offspring, often giving birth to twenty children at a time. Alpha females fight each other to determine who should led the clan with the victor being deemed the strongest. These fights are usually to the death. The next person in the Clan’s hierarchy is the ‘Clan champion’. The champion is the strongest warrior in the tribe and is responsible with keeping the clan and the Alpha female safe. After the champion is the village shaman who is responsible for healing the clan’s sickness and wounds. She is also the leader member of the clan’s spirituality and is responsible for the clan’s mages. Shamans are often mages. After the shaman comes the warriors. All male Vogani become warriors and are responsible for hunting, scouting and keeping the clan safe. Finally, are the females who fill out all other roles in the tribe. Though these females can breed their offspring are weaker than offspring born of an alpha female. As a result, females will only give birth if the tribe loses their alpha female.
Background
The Fu are a short humanoid race that inhabits the Emerald Isles. They are renowned for being extremely gifted at magic and unlike other species every Fu can use magic. They also live extremely long lifetimes with some Fu surviving for more than a thousand years. However, the Fu also by far have the smallest population of all species with theirs only being just over a couple hundred. The Fu all live in the grand and tall palace of Qasr that is located at the centre of the Emerald Isles. Due to its strange architecture and humongous towers many people deem the palace to be ‘strange’ and ‘bewildering’. If not for the Fu’s magic it likely wouldn’t even exist and collapse under its own weight. The Fu are currently slaves of the Elven Imperium after the Fu chose to submit to them before the Imperium even invaded. However, unlike most slaves living in the Imperium the Fu are treated with care and respect. Many Fu still live in the Emerald Isles and have no direct master. Despite this the Fu still have no freedom of their own and must obey the Imperium’s demands. The Fu have been a key factor in developing the Imperium’s magic and many of the advancements made in Elven magic are owed to the Fu (not that the Imperium would ever admit it). The Fu are ruled over by a council of twelve ‘Guardians’. These Guardians are the oldest, wisest and most powerful of all the Fu. No Elven or Human mage has even come close to matching the power of a single Fu Guardian and even the Imperium is wary of their power. These Guardians are held in the highest regard by their people and they hold all knowledge of the Fu’s history. Much of which is kept a secret from all, including their own people.
Appearance
The Fu are a short and stout people (only being half the size of a human) with sharp small faces. They have completely black skin and three pairs of dark eyes. The Fu also have extremely long, narrow thin ears and are considered by many to be a bizarre looking race.
The Sa Yuta are a humanoid species that inhabits the far eastern continent of Alang Sa. The Riogail sovereignty are currently the second most powerful civilization in the known world.
Crest A blue and green shield with the Symbol of the Sa Yuta on it: ች
Relations with other Kingdoms Before the Imperium’s invasion of Shingseng, the Sa Yuta had very close relations with the Máoróngrōng. After the Imperium conquered Shingseng, the Sa Yuta took in many of the Mao refugees, although many of the Mao are bitter that the Sa Yuta didn’t help them during the war. As expected the Riogail Sovereignty are on very bitter terms with the Elven Imperium and many believe that a war between the two nations may soon occur. As a result, the Sa Yuta have been secretly delivering weapons and armour to the Vogani to assist them in their war against the Imperium. The Sovereignty also used to have close relations with them Avem but due to numerous disagreements and falling outs between the two nations royalty, all diplomatic ties were cut. The Imperium took advantage of this and decided to invade the Avem shortly after the Sovereignty pulled their defensive pact with the Avem. The Sovereignty have next to no interactions with either Formaroth or Seikastsu.
Political Structure The entire political structure of the Riogail Sovereignty is ruled by its royal family. From birth it’s royalty are taught how to rule effectively and efficiently. The older the member of the royal family the more power they control with the ruling monarch either being a king or a queen. Alang Sa is divided up into numerous different regions, each one being overseen by a different member of the royalty. Depending on the regions importance depends on which royal family member governs it. The more important regions are governed by the members that are closest to inherit the throne while the least important regions are governed by members that have little claim to the throne. The Sovereignty has a unified state army that is under complete control of the royal family.
Description of Alang Sa Alang Sa is the largest continent in the known world and it’s the geography and terrain varies greatly depending on the region. In many ways it is like Formaroth, however there a number of biomes located in Aland Sa that are alien to Formaroth and visa versa.
Description of Sa Yuta The Sa Yuta are a humanoid species that shares a similar facial structure with that of Humans. Their skin is a light purple and they have a unique head crest. Their hair is often long and braided and depending on how a Sa Yuta braids their hair will signify which region of Alang Sa they come from.
The Sa Yuta are kind and noble people that are quick to make allies. However, they are also a proud and stubborn race and believe that their way of life is ‘the correct way’ to live, often trying to force their culture on others. Due to Alang Sa being such a large and diverse continent the culture of the Sa Yuta can vary greatly depending on what region they are living in.
The Remonnet-Mandarass Civil War (also known as the Formaroth Civil War, or the Great Civil War of Formaroth to scholars) was a bloody, and brutal war that occurred on the year 492 A.R. Though House Mandarass declared war upon the Remmonet’s, many believe the Remonnet’s to be the reason for the true cause of the war. King Helyot Remonnet (brother to King John, also known as The Mad King ruled during the time of the war.
Heylot is considered to be the absolute worst, monarch that Formaroth ever had to rule its vast, and expansive lands. Heylot was a tyrannical ruler; violent and cruel, as most members of the court, and many citizens believed the King to be insane. With the help Evelyn Tuania, at the time, his Head Advisor, he caused the debt of the crown (resulting in higher taxes for citizens all across Formaroth), and wrongfully sentenced to death for suspecting them of treasonous crimes, even so much as lying, and sentenced many mages in Nyhem to be burned at the stake for suspicion of use of dark magic, which was heavily scrutinized under his rule.
Eventually, Uwais Mandarass, part of House Mandarass, spoke out against the tyrant king, claiming that his madness would be the undoing of all of Formaroth. Seething with rage, Heylot vowed to punish Uwais for speaking out against him, and for making him look like a fool, and claimed him to be a traitor against the throne. Upon the capture of Uwais in the Sypius Plains, Heylot had the newly proclaimed conspirator hung in the center of the Bazaar, and then drawn-and-quartered. The remains of the Uwais Manshrew were left in the square, for all to see, and for the birds to peck out his eyes. When Andris Mandarass learned of the brutal execution of his beloved brother, he openly declared war upon Heylot, vowing to overthrow him, and remove him from the throne of Formaroth.
The many kingdoms of Formaroth were divided between Remonnet, for there were those that feared Heylot, and Mandarass, as there were people who desired change. The civil war lasted for two years before Heylot travelled to Uzgob, to single-handely overthrow Mandarass. However, on the desert sands of Uzgob, the armies of Mandarass, and Remonnet met face-to-face. There, Andris personally drove the blade of his sword into the Mad King’s beating heart, finishing him off once and for all. The remaining supporters of Heylot were tracked down by Patrick De Reimer, part of House De Reimer, and slaughtered; House De Reimer switched allegiance in support of Mandarass. Instead of pursuing those in Uzgob, Patrick targeted the unprotected city of Nyhem. Evelyn Tuania is rumored to have been assassinated by Alasdair De Reimer himself with a poisoned dagger, which further solidified his nickname as ‘The Snake’. However, these rumours have little evidence to support this theory, as there are many that do not know what happened. Upon the end of the Formaroth Civil War, Andris Mandarass proclaimed his support for the new king, John Remonnet, as he promised to right the wrongs of his brother.
Houses that supported Remonnet: House Tunia of Telmarion House Du Paraquette of Sypius Plains House Greensworth of Orog House Neptuna of Akki House Blackwell of Alenius House De Reimer of Cawanor (Formally) House Sutharlan of Raeldar House Staghain of Thralreth
Houses that supported House Mandarass: House Mazeltof of Ralda House Humber of Coruneon House Lanistark of Glarmion House Wulfrick of Nash House Willow of Alenius (destroyed during the war) House De Reimer of Cawanor (Turncoat)
AR 490 Uwais Mandarass was executed in Nyhem.
Evelyn Tuania - Head Advisor - A corrupt and brutal Woman, Evelyn is considered to be just as responsible for the chaos caused in Formaroth as Helyot was. As Helyot preferred to spend his time torturing his citizens to ruling his kingdom, Evelyn spent most of her time ruling the country in his stead. Instead of using her power and influence to help Formaroth however, she used it to consolidate her own power and removed anyone who stood in her way with extreme ruthlessness.
Borin Montagu - Advisor of War - Originally a lord of Uzgob, Borin was exiled by Uwais Manshrew for his poor treatment of the peasants that lived on his land (many rumor that he hunted them for sport). He was brought onto the high council due to his battle experience with fighting the mountain tribes that bordered Uzgob. In return for his loyalty Borin had free reign to do what he wanted to the underclass and working class of Nyhem, including assault, theft, rape and killing them for fun. He is a dark skinned man who has a very neat and gentlemanly persona and appearance, which hides his true personality of a sociopathic sadist. He would be in his mid forties
Gregory Du Paraquette - Advisor of Economics - A distant cousin of Edward Du Paraquette, Gregory was just as corrupt and twice as repulsive. A slimy, fat, lazy man who along with Evelyn were responsible for the bankrupting the crown. He has no respect for anyone he believed are bellow him and would treat them little better than animals. He would be in his early sixties.
Alasdair De Reimer - Advisor of Law (See character sheet for more information)
Aurelia Vyncetta - Magisterial Advisor (See character sheet for more information)
Description of Kingdom: Cawanor is a kingdom just south of central Formaroth. It has a Continental climate that is slightly colder in its southern regions. Cawanor is very mountainous with a large proportion of the kingdom (around 40%) being covered in mountains. Therefore the main form of industry within Cawanor is mining and smithing. The remaining area that isn’t mountains is mostly farmland. The farmland itself is of average fertility.
There is one settlement of importance within Cawanor, this being the port city of Cawaport. This city is located on the northern coast of Cawanor and is considered an average size for a city in Formaroth. The river Dagma runs through the centre of the city. Cawaport has a similar building design to renaissance Florence. The city has a great divide of wealth between the upper class, the middle class and the working class. The upper class tend to live in one collected area in Cawaport in large mansions. The middle class is the main populous within Cawaport and are made up of such profession as: craftsmen, blacksmiths, shop keepers, tanners, merchants, doctors, tailors, etc. The working class is less of a working class (with the majority of working class people such as miners and farmers living in the countryside of Cawanor) and more of an underclass. The underclass is compacted into one area of the city and lives in the slum known as Ratway. People who live here are mostly beggars or people who find the odd job in docks with loading and unloading ships. The city is surrounded by a stone wall which provides a decent amount of defence against minor attacks, but in the event of a major siege it would only provide a minimum amount of resistance.
Iredale Stronghold is located in the centre of Cawanor. It is where the De Reimer family, as well as their advisers, reside.
Family Background: The Kingdom of Cawanor has only been under the control of the De Reimer family for a short period of time (only around 10-20 years). Before that it was controlled by the Hieze family; a greedy and power hunger house that was on ill terms with the current King (Helyot Remonnet). The De Reimer family was a noble family that owned several mining systems within Cawanor. Eventually the wealth and power of the De Reimer family caught the attention of the Hieze family who became fearful of the De Reimer’s wealth and power. They decided to executed the head members of the House in the belief it would destroy the family that may oppose them in the future. However this was not the case. The De Reimer’s oldest son Patrick raised an army from those who were loyal to the De Reimer’s (which was far more than those who were loyal to the Hieze) and started a civil war which ultimately ended with the De Reimer’s becoming the new ruler of Cawanor and every member of the Hieze family with their head on a spike.
Due to the bad relations between the Hieze family and the king, Helyot Remonnet made the De Reimer family the official rulers of Cawanor and gave the family the honour of electing one of its members to the King’s council. Alasdair De Reimer was sent to fulfil this role.
Reason of claim to the throne and family motives: Lord Alasdair De Reimer was named the Kings Head adviser and was the acting ruler of Formaroth after his death. As there is no viable heir, the authority of being King carries over to him.
It is known that the De Reimer Family’s motives are purely the advancement and progression of their own family’s power and legacy. Though they are not known to be unnecessarily cruel or ruthless, it is believed that they would go to great extents to achieve these aims.
Family Name: House of Mandarass Kingdom Location: Uzgob Desert Crest: Orange background with a black bear Family Motto: Strength in Honour Relations with other Kingdoms: Unsure Family Reputation: Popular, Trustworthy, Wealthy and Respectful Kingdom’s main export and goods: Exotic fruits and animals Description of Kingdom: The Uzgob is the most North kingdoms in the land. It is also considered to have one of the hottest climates and to have the most barren land. However through the exotic fruits and trading with other kingdoms Uzgob has become one of the most prosperous kingdoms despite its location. Uzgob has a natural border of a mountain range which appeared due to a giant earthquake which happened thousands of years ago; this has proved useful when invading armies are concerned. However due to the state of the land many invading armies either ignore Uzgob or usually turn back due to the little food resources. Then further north there is River Gonzo which also acts as a natural border for the dead lands. The biggest settlement of Uzgob is the city of Andromeda. Andromeda is located in the very centre of the Uzgob Desert. Its very existence was due to the founders of the city discovering a giant underground lake they later called Eden and through this the city grew. The building structures of Andromeda are designed to be similar to Damascus during the crusades. There is a little difference between the classes due to the fact that the people have to get along to survive the desert so the classes are treated equally. The Mandarass family live in the central castle in the very centre of the city. The middle and low class live equally in city which surrounds the castle. A coliseum lies within the city as well as there where they hold non-lethal gladiator battles and sport related games in which everyone even the Mandarass family even attend. The city is then surrounded by a wall which protects it from armies. The middle class is made up of inn keepers, shop keepers, merchants, doctors and politicians. The lower class have also have merchants, shop keepers and a few politicians. Other professions are craftsman, blacksmith and gladiators and sportsmen. Fort Scarab is located at the point where the River Gonzo meets the sea it’s heavily fortified and holds the majority of the kingdoms navy. The fort is large enough to hold all the sailors for the ships. Family Background: Uzgob has been under the control of the Mandarass family for one hundred years. The Mandarass family came into power through being chosen as the next family to come into power as the previous house had no living heirs. Over the last fifty years there was a troubled relation between the Mandarass’s and the Remonnet’s this was mostly due to Helyot Remonnet’s paranoia towards the family. Eventually war broke out between the families due to Helyot’s assassination of last lord of the family Uwais Mandarass. His brother Andris quickly rose to power and led the Mandarass’s to victory and killed King Helyot Remonnet himself on the battlefield. News about the Mandarass’s victory spread across the land increasing the popularity of the family. Relations between the Mandarass’s and the Remonnet’s were restored with the new king John. John made a debt to Andris promising him that he would repay Andrew for the loss which the Mandarass’s suffered. Due to the Mandarass’s popularity the family has become a popular choice of an ally with many of the houses however with any families which were loyal to Helyot the Mandarass’s have become a targeted but the family is very well protected. Reason of claim to the throne: The Mandarass’s believe that it is time to collect their debt by making Andris the new King. Even though Andris is content with Uzgob he willing to pursue this debt. Andris’s aims are that if he can become king that he hopes to unite the kingdoms even though this will be very hard.
Blackwell crest and motto
Kingdom Location Formaroth -> Alenius
Relations with other Kingdoms No true diplomatic relation has been established with the neighboring noble families preceding the death of king John Remennot. -To be elaborated upon at a later date
Family reputation Dragonslayers -The Blackwell family has a fierce reputation, for they are well known as the slayers of dragons.
Strong as Iron -The Blackwell family was born into a noble house from the ashes of warfare, and their people are a hard and strong people.
Duty before Honor -The Blackwell family is one who sees 'getting the job done' as superior to the concept of 'Honor', and their use of guerilla tactics and clandestine operations in the past is noteworthy.
Queer Fighters -The Blackwell family is notorious for training to combat foes without the use of shields, and typically wield additional weaponry in the off hand or adopt the use of larger weaponry in the stead of traditional sword-and-shield pairings
Kingdom's main export goods Raw goods: Lumber, coal, ores Skilled goods: Weapons, armor, agriculture//seasonal crops
Kingdom's imports Alenius' imports alter to accent any shortages and emergency needs -Primary imports consist of skilled laborers and educators, rather than any material needs -Secondary concerns are dependent upon the Alenius' kingdom's own production of goods, and is typically shifted to correct any shortages seen; alternatively, exports may be cut to offset this rather than imports made -Importing goods is seen as a last resort
Description of Kingdom Alenius is a land that, in recent years, has prospered greatly. Prior to the Blackwell family placement upon the kingdom, it was a simpler land that was heavily dependent upon its neighbors for goods such as tools and food, and had seen considerable damages due to dragon attacks frequenting its southern provinces [quite near the mountain ranges] that left the south almost entirely uninhabited, save by those few wanton dragonslayers seeking their glory.
With the Blackwell placement preceding the Manshrew-Remonnet civil war, considerable industrial upheaval occurred in the kingdom. The Blackwell family instituted more rigorous agricultural practices, which dragged the kingdom out of its dependency, and allowed it to further progress into its own enterprises and expand the kingdom's demesne.
Under Blackwell rule, the dragons plaguing the south of the kingdom have been slain and the land made habitable, allowing the kingdom of Alenius to expand into its own profitable mining and prospecting enterprises, further eradicating the heavy debt that originally lay across the land.
Now, the kingdom is powerful economically due to its centralized production and lack of consistent imports. The military of the kingdom is comparatively small in regards to its neighbors, yet highly trained and elite under the Blackwell standards, and has a high reserve force that is constantly in training circulation to keep the civilian populace prepared in the event of a war.
Family Background Summarized - See individuals for further explanation The Blackwell family is one bred from the fires of war, and hardened in combat like the harshest of irons. Originating as a peasant family who served as a mercenary company, the Blackwell family saw extensive combat and operations in the Manshrew-Remonnet civil war, where they served as a guerrilla unit, a misinformation broker, as well as a strong backbone in central battles when the need arose.
Their extensive operations in crippling the Manshrew forces at every available opportunity, as well the spread of misinformation through the enemy [Manshrew] forces, was a critical role they played in the war. They targeted high priority persons, sabotaged supplies, engaged in open warfare to a considerable extent, and by the end of the war the Remonnet's had them hoisted up to the position of nobility due to their display of effectiveness and loyalty to the crown.
However, peasants cannot simply be made noble without angering the other vassals of the kingdom. The Blackwells were granted land and territory in what is known as the kingdom of Alenius, which at the time following the war was little more than an inhabited wasteland of barren fields and scorched earth. The land was facing incredible debt.
The kingdom of Alenius had sided with the Manshrew forces in the beginning of the civil war, and as a result had been utterly crushed by a massed Remennot attack as a pre-emptive measure, and the ensuing battles backed the Alenius nobility into Hell; dragons at their backs and an overwhelming enemy at their fronts. Needless to say, the kingdom of Alenius was rendered a non-issue in the war.
Upon being granted their title and lands, the Blackwell family continued to serve the Remennot's until near the end of the war, when they withdrew from the combat in order to govern their lands and recouperate from the extensive combat they had seen.
In the following years, in the face of having their titles revoked and land squabbled over by neighboring lords, the Blackwells turned the same lethal efficiency they carried for the art of war towards the art of statecraft; the core Blackwells, the ones who had served in the civil war, were masters of the arts of war and death, but many of their extended family and subservient citizens were farmers and simple artisans. Rather than trying to institute the standard reconstruction process, the Blackwells deferred to those who understood the earth and the tasks that needed to be done.
Those who could best get the job done received the highest positions in the Blackwell society, and through the constant struggle for improvement the land became fertile once more, and the people's fortitude returned as- rather than with swords and shields- they fought with hoe and sickle to win back the plentiful peace they once had.
The only issue was that of the uninhabitable wastes in the south, where the prospect of ores and mining stood as a saving grace for the land of Alenius. Many dragonslayers had gone into this southern land in an attempt to fight and gain glory by slaying one of the great beasts, but none had succeeded. The Blackwells, however, were backed into a corner in the face of crippling debt and a rebuilding society. The Blackwells were not ones to back down from a challenge.
So the Blackwells went south, to the mountains, to hunt dragons. They left the army they had grown through the years of combat and war behind to defend the territory with The Shadow as governor, and left with but a small elite group of soldiers rather than employing vast numbers of dragonslayers- opting instead to gather up the wanton heroes already present in the country rather than warn their surrounding threats of the family's planned absence.
However, the rumors were hardly enough to prepare the Blackwells for what awaited them in the south. What they intended as a speedy mission quickly developed into a task that took the span of a few years, with the forces back in the northern half of Alenius holding the land and warding off possible threats. The Blackwell family had anticipated but a few dragons that had grown into many by years of myth and rumor, but the truth of the matter was both harrowing and boldening; There were hundreds of dragons in the south of Alenius, and the Blackwells had found another war on their hands.
And war for the Blackwells is like harvest for the farmer; it revives the spirit, and makes one look to the future.
The dragons in the south were steadily eradicated into manageable numbers; nearly two hundred dragons having been slain by the Blackwell family, and a vast quantity of those were accredited to a single member of the family alone. Scales, claws, teeth, and bones were harvested from the creatures and sent back to Mercy [the renamed capital of the Blackwell kingdom].
Now, only a handful of dragons still survive in southern Alenius; hardly enough to pose a threat to the Blackwell family, or the people of Alenius. The south became an industrialized powerhouse for the country, and the north evolved into an agricultural cornucopia...
Various mottos of the Blackwell lands, and their origins
"Death's no Stranger." ~ The Old Man; in response to threats from the Manshrews during the civil war - Adopted as the family motto
"I'll choose death." ~ The War Maiden; when prompted to turn coat in the civil war - Adopted as a military slogan
"Send me more!" ~ The War Maiden; Her disappointment at the lack of a challenging foe during the civil war conflicts she took part in - adopted as a military slogan
"Salted earth doesn't grow." ~ The Lord; his grim displeasure at the land they had been titled - adopted as a military slogan.
"Never falter, never fall." ~ The Dragonslayer; during the Dragon War - a common saying
"What are we?" + "Forged in dragon's fire!" - Pre-battle mantra of the Blackwell military
"Dragons were hardly as big an issue as this". - A comical colloquialism of the Blackwell lands ---
Reason of claim to the throne and family motives [See; individual characters] -The Old Man of the Blackwell family wishes to defend his family's position in society by pre-emptively integrating other lands and territories into his own. -The Lord of the Blackwell Family seeks to solidify his own claim of succession by commanding a force through a war, just like his father has done, and thus earn his father's approval and blessing. -The War Maiden seeks to live up to her sister's reputation as a dragonslayer by proving herself on the field of battle and combatting the strongest fighters in the land. -The Shadow seeks to profit from stirring the Blackwell family back into war, and marking her name down in history through notoriety. -The Dragonslayer seeks to protect her family to the fullest of her ability, regardless of the challenges they face.
Family Name: Du Paraquette Kingdom Location: Sypius Plains Crest: Gold and Red shield with a White Dragon on top Family Motto: Loyalty is the Greatest Honour Relations with Other Kingdoms: Poor Family Reputation: Dubious, Greedy, Deceitful Kingdom's Main Source of Economy: Focused on banking, and investments Description of Kingdom: The Sypius Plains is located at the heart of Formaroth and is well known for being the home of the capital city of Nyhem. Despite this, the majority of land itself is of low economical value. It has low, quality soil leading to poor harvests and has very little in terms of high quality mining goods. The Scassia region is the only area which has a high level of value to it due to its rich, fertile soil and vast, forests used for lumber. The Scassia region is where the Du Paraquette’s manor house is located. Family Background: The Du Paraquette’s were made rulers of Sypius Plains by the Remonnet family centuries ago. During the reign of the Remonnet’s they served as faithful vassals, and in all their history have never opposed the Remonnet family. This house fought on the side of House Remonnet in the Remonnet - Manshrew Civil war.
Family Name: Mazeltof Kingdom Location: Ralda Crest: White Eagle on a Green background. Family Motto: Never, ever quit Relations with Other Kingdoms: Generally on good terms. Family Reputation: Reliable, Honrouble, Kind. Kingdom's Main Export Goods: Fish, Seafood, Wheat, Fruits and Vegetables. Description of Kingdom: Ralda is located on a rather hilly region between the Irman Sea to the north-east, and mountains to the South-West. Ralda has quality soil, and that is the base of its wealth. Most of people in Ralda are either farmers, or fishermen, but Ralda also has a substantial amount of hunter’s and gatherer’s due to the forests close proximity. Most of the population in Ralda either live in hamlets, or isolated farmhouses. The captial of Ralda is the port town of Fishgrove, which is located on the coast of central Ralda. Fishgrove is where the Mazeltof family calls home. Family Background: The Mazeltof family used to be one of the most powerful, and wealthy of all noble families in Formaroth. However, 15 years ago, the price of wheat went down to a quarter of its original value, and as a result the kingdom was hit hard with financial losses. Currently Ralda is on its way up, but it is still far behind in economic terms, to what it used to be. The Mazeltof family is on very good terms with House Manshrew, and the majority of food imported into the Uzgob Desert originates from Ralda.
Family Name: House Wulfrick Kingdom Location: Nash Crest: White and Black Shield with a White Horse Family Motto: Beauty Favours the Wise Ones Relations with Other Kingdoms: Neutral Family Reputation: Rich, and Manipulative Kingdom's Main Export Goods: Liquor, Fruits, Wine, Books, Pearls, Timber Description of Kingdom: The Kingdom of Nash is a rich, and fertile place with plenty of open areas, of farmland in the south, and a large, forest area that covers the rest of the kingdom. The majority of the kingdom is rural, with a large number of the population living in hamlets, or isolated farmhouses, scattered throughout Nash. The nobles tend to live in large, well-guarded manor houses, made of stone or carved timber. The largest settlement in Nash is the town of Auchendale. Family Background: House Wulfrick are the first, and current rulers of Nash. They tend to keep to themselves and rarely get involved in the affairs of others.
Family Name: Anjervine Kingdom Location: Windermere Family Motto: God and my Right Relations with Other Kingdoms: Good for the most part. Family Reputation: The House of Anjervine is one of the oldest ruling families, and has intermarried with the now dead line of the House of Remonnet more than once on several occasions. King Henri is the son of the latest marriage (Mother was a Remonnet). The family is known to be one of the wealthiest, as it presides over the rich, trade route that sails along the mighty Vesser, a wide river that cuts through their lands, and connects the Irman Sea via a long winding route to the outer sea. In current times the House is known for its limitless, ambition, and there are whispers that before the last King of the Remonnet line died, that King Henri secured a promise from him of being the next to rule. Kingdom's Main Export Goods: Timber, Produce, Wine, and Silver Description of Kingdom: The Kingdom of Windermere and the Summer Isles is well populated and there are many strong holdfasts and towns dotted across Windermere as does the Summer Isles boast many strong seaports. The land is governed by many lords and knights all who claim fealty to the House of Anjervine, there are many lords and knights and the Anjervines can draw from a seemingly inexhaustible pool of ready knights and peasantry for their wars. The lands of Windmere are fed by the Vesser, a winding river that leads to the Irman Sea, and the Great Wood of Anjou is abundant in timber to be cut down and used. There are also a few valuable silver mines that cut into the mountains which signal the end to lands that are under the sway of the Anjervines. The Kingdom of Windermere's main seat of power is Vine, the seat of the Anjervines, it stretches along the bank of the Vesser and contains many thousands inside its double, stone walls. Family Background: The House of Anjervine was founded by the third son, of the first Remonnet king, and they have always been steadfast, and loyal supporters, to their distant kinsman upon the throne. Often when war threatens the kingdom, they are the first to have answered the King's call.
Family Name: House Neptune Kingdom Location: Akki Crest: Blue Shield with Turtle on the Front Family Motto: Water and Fire Relations with Other Kingdoms: While the political relations between House Neptune and the other Houses of Formaroth is mostly positive, people from Akki are often negatively stereotyped. Many believe that people who are from Akki are lawless criminals. Family Reputation: Reliable, Honest and Carefree Kingdom's Main Export Goods: Tobacco, Fish, Meat, Timber, Ships Description of Kingdom: Akki is an island nation with most of its population living in the coastal areas. The majority of Akki’s inland is made up of a dense forest. Most of the settlements within Akki are either fishing villages, or port towns. Akki is infamous for smuggling, and trading in illegal goods. A common saying is that “If you can get arrested for selling it, you can find it in Akki.” As a result, for its relatively lax laws on crime, the residents of Akki are often unfairly stereotyped as criminals, by the rest of Formaroth. Akki is known for having the biggest, and most experienced fleet of ships for its navy, in all of Formaroth. Family Background: The Neptune family were originally human, pirates who built the port town of Marren's Eve, (now the capital city of Akki). House Neptune gained a lot of wealth, and reputation through trading with the Elven Imperium, namely through slaves. After the Remonnet’s outlawed slavery in Formaroth, House Neptune retaliated, claiming independence for Akki. However, this rebellion was swiftly put down by the Remonnet’s forces, and Akki was once again under the crown’s control. Though the level of trade between the Elven Imperium, and Akki has never been the same since, there is still a sufficient amount of income for House Neptune, to effectively rule Akki.
Family Name: House Staghain Kingdom Location: Thralreth Crest: Red and Purple Shield with a White Stag Family Motto: As One, United and Free Relations with Other Kingdoms: Average. On extremely good terms with House Sutharlan. Family Reputation: Honest, loyal, honourable, good-hearted Kingdom's Main Export Goods: Wheat, Fruit, Timber, Meat, Fish Description of Kingdom: Northern Thralreth is known for its fertile land, and lush terrain. Northern, and central Thralreth is entirely made up of farmlands, and woodlands, and produces more food than most other kingdoms combined (only rivalled by House Mazeltof of Ralda). North of Thralreth, is the Legon forest; a massive area, of densely covered forest, which spreads on for hundreds of miles. Southern Thralreth has a much colder climate and is considered to be a harsh area to build a life in. The majority of the population in Thralreth lives rurally, with the largest settlements being slightly, bigger, than towns. The capital of Thralreth is Faemley Castle, located in central Thralreth and home to the Staghain family. Family Background: House Staghain were one of the first houses to swear fealty to the Remonnet family, and strongly believes that Formaroth is better united under one banner. Throughout their history, House Staghain holds close ties with House Sutharlan and maintains genial, and friendly relations.
Family Name: House Tuania Kingdom Location: Telmarion Crest: Black Shield with a White Wolf on the Front Family Motto: Righteous in Duty Relations with Other Kingdoms: Negative, and suspicious due to the misery that Evelyn Tuania caused during her reign as Head Advisor under King Heylot’s rule. Family Reputation: Dubious, untrustworthy>though these views are not necessarily true. Kingdom's Main Export Goods: Stone, Wheat, Siege weapons, Wood Crafting; Furniture, Carts, Tools, etc. Description of Kingdom: Telmarion is a reasonably, large kingdom, located to the north of Alenius, and South of Glarmion. The majority of the land in central Telmarion, is harsh, and rocky, with sparse areas suitable for farmland. There are a few areas of woodland, but they are scattered, and are considered small in comparison to the other forests, in other kingdoms. The land around the edge of the kingdom is much more lush, and fertile, making for excellent farm land. As a result, the majority of the population in Telmarion lives around the edges of the kingdom in either villages, hamlets, or towns. However, there are number of mining villages scattered across central Telmarion, whose residents make a decent living off quarrying. The capital of Telmarion is the stronghold of Clarn, which is home to the Tuania family, and located in central Telmarion. Family Background: The Tuania family was originally well-respected, and yet underappreciated at the same time. As a result, the Tuania family was desperately sought a reason, to prove their family name. Therefore, when King Heylot asked for their eldest child, Evelyn, to be his new Head Advisor, the Tuania family happily accepted, believing that they would finally be appreciated by the rest of Formaroth. Unfortunately for them, both Heylot, and Evelyn turned out to be cruel, corrupt, and evil individuals who spread unspeakable misery across the land. As a result, once the civil war had ended many blamed the Tuania family for what had happened, due to the role that Evelyn played in Heylot’s tyranny. Currently the Tuania family is desperately trying to redeem their family name.
Family Name: House Humber Kingdom Location: Coruneon/Rathikun Crest: Black and White Shield with a Black Jaguar Family Motto: Freedom or Death Relations with Other Kingdoms: Neutral, on good terms with House Manshrew Family Reputation: Strong willed, head strong, carefree Kingdom's Main Export Goods: Stone, Ore; Iron, Steel, Copper, Meat Description of Kingdom: The kingdom of Coruneon, and Rathikun, has a harsh terrain with various ravines and canyons scattered across its lands. The coastlands possess rich, fertile soil and are used to provide the kingdom with food. The people of the kingdom are harsh, and straight to the point; however, they also possess a carefree attitude. The majority of the populace live in mountain villages, or coastal towns. The capital city of Coruneon, is Calchester Hold; a castle which is considered by many to be an impenetrable, structure in Formaroth. To the north is the large town of Sipdon, which was the original capital of Rathikun. Coruneon’s climate is considered to be warm and pleasant by most. Rathikun however is extremely hot and many who live in the south of Formaroth find the temperature unbearable when they first arrive. Family Background: House Humber originally ruled only Coruneon. During the Remonnet’s conquest of Formaroth, House Humber supported the Remonnet’s, and conquered the kingdom of Rathikun for the Remonnet family. Impressed with the loyalty of the Humber family, the Remonnet’s allowed House Humber to keep the lands of Rathikun for itself. During the civil war, Humber supported House Manshrew, and were considered to be their strongest allies.
Family Name: House Greensworth Kingdom Location: Orog Crest: Green and Purple Shield with a White Rabbit Family Motto: Ever Progressing Relations with other Kingdoms: Neutral Family Reputation: Weak, Idiotic, Pathetic Kingdom's Main Export Goods: Wine, Fruits, wheat Description of Kingdom: Orog is a luscious, and beautiful land with a hot, yet pleasant climate. The majority of the land is either forest, or farmland. Many of the citizens live in towns, and villages as well as numerous, farmhouses scattered across Orog. Like the rest of the nobles in Orog, House Greensworth lives in a grand manor house. The capital of Orog, is Hordrigg Fort. Family Background: House Greensworth have been the rulers of Orog since the Remonnet’s conquered Formaroth, and have a strong reputation for being incompetent. Due to their weak-willed nature, they will often support the crown regardless of who is King or Queen.
Family Name: Lanistark Kingdom Location: Glarmion Crest: Orange and Silver Shield with a White Bull Family Motto: Steel and Blood Relations with Other Kingdoms: Positive with House Humber, and Manshrew, considered aggressive by others. Family Reputation: Aggressive, Barbaric, Headstrong, Kingdom's Main Export Goods: Ore, Stone, Meat, Horses, Wheat Description of Kingdom: Lower Glarmion is considered to be a pleasant environment to live in, with its abundance of green fields, quaint forests, and plenty of freshwater lakes, and rivers. Lower Glarmion produces all of the food that the people of Glarmion consume. Upper Glarmion possesses a rougher terrain, and is mostly inhabited by stones masons, and miners. Glarmion has an extremely hot climate. Most people in Glarmion either live in outlying villages, or towns with castles to protect them. Due to the structure of Glarmion most people live their daily lives with little interference from its rulers. Family Background: Before the Remonnet’s conquered Formaroth, Glarmion was made up of hundreds of different warring tribes. When the Remonnet forces arrived to invade Glarmion, Tribe Lanistark was one of the few that fought on the side of the Remonnet’s. As a reward for their loyalty, the Remonnet’s made them the new rulers of Glarmion.
Name: House Sutharlan
Family Crest Two black wolves on a field of white
Family Words Sharp as winter winds
Other house Relations (To be determined)
Reputation Proud, Ruthless, Natural Leaders, Warriors, Blunt, Rational Competent, Serious, Respected, Feared, Severe hate for inefficiency.
Exports Hard Woods/Lumber, Stone, Marble, Granite, Whale Products (Oil, Meat, Etc..), Tin, Furs/Hides, Fishing (Fish, Crab, Oysters, Etc…), Pearls, Iron
Land Description Raeldar has a climate that most would make a point to avoid. It’s atmosphere is cold and the winters are even harder. But these winters produce a people that are even harder to endure the bitter cold. Mountains covering the majority of the southern part of the peninsula but scores of pathways are carved through the mountains for mining and whale products exported from the southern seas. While the land is hard it is able for farming while the summer months and early autumn, boundless wildlife and coastal fishing feed half the populace.
While Raeldarian nobles and the Sutharlan’s aren’t considered wealthy and frugal with their money but treat guests with the utmost respect and courtesy. But they’re a proud bunch and when their honor is slighted they consider it extremely distasteful and hold a considerably long grudge.
Crime despite it being a poorer region is at an extreme low. Most likely due to the harsh laws and are punished accordingly. As the proverb goes “An eye for an eye” is taken quite literally. Nobility isn’t even allowed to get away from these set in stone laws, but maybe something lesser like flogging to save face. On the other hand gambling and prostitution run high in population areas, legal and taxed.
Being a cold peninsula the people here are adept at hunting and have designed specialized White Wood bows based of elven bowyers. Claiming to be able to pierce through armor, but since there hasn’t been any major wars/battles there is no claim to this but are known to be highly effective. Sailors from the Ice sea to the uncharted ice laden waters to the south are highly skilled in their labors. The armies of Raeldar are often put in the vanguard of any force for their king with unrelenting prowess. As a cold hard land, so are the armies when called upon. From their brutal appearance to barbaric prowess in combat. They’re feared like the dreaded dragon, slow to ruse but once woken nothing gets past the massive force of men, horses and iron.
Family Background The Sutharlan’s wed into a bastard branch of the royal’s after the initial conquest. Marrying into the Remmonnet’s bastard daughter only after making them play in seas of blood for their conquest of their lands, which is still sung in taverns. Known to be some of the finest warriors and honor any agreement. They rarely marry out outside of their own territory for what reasons isn’t know, probably to eliminate headaches but they will on occasion.
The men of Sutharlan are known to be tall strong figures, which tend to be intimidating enough. The women of average height but are pale yet beautiful, fertile, with wide hips. Birthing strong children healthy, needless to say marriages with these noble women are sought after for that very purpose. All family members have hair black as ash with shinning near emerald green eyes, giving way to who they are.
House Sutharlan carries an ancestral Dwarvern Steel sword that has been passed down since its founding. The sword ‘Cold Heart’ has been in the family since its founding but still looks fresh forged. Large two handed bastard sword, with point on varying parts of the blade acting as small hooks and to intimidating opponents. Lastly the Sutharlan's don't care for magic, they see it as unnatural and leads to abuse of power. Anyone wielding such magic are tiptoed around.
Government: The Kingdom of the Summer Isles is unique in all of Formaroth. While governed my a King, it does not follow standard succession rules. Upon the death of its King, the Circle of Magic is consulted, and they appoint a new King, usually from amongst the islands nobility, though it is possible for them to appoint anyone from the Isles, even one of their own number.
The King of the Isles governs the mundane affairs of the Islands, but in both foreign and magical affairs must confer with the Circle before taking action. This is in order to ensure the Isles remain a safe haven for mages, even when the rest of Formaroth is plunged into war. In practice, it makes the King among the weakest of all Kings in Formaroth, able to deploy his Navy only against pirates and unable to influence affairs abroad. Culture: The culture of the Summer Isles is known for many things, but primarily isolationism and a reverence for knowledge and magic. The Isles are island paradises in the warm Irman sea, both beautiful and abundant in resources. Together with the neutral foreign policies of the Archipelago, it has led to a populace that regards outsiders as useful for trade at best, fools to be shunned at worst.
Meanwhile, with the Circle dominating nearly every element of the Isles, and with schools of magic spread across almost every islet in the Archipelago, the populace has come to revere the mages. It is standard Circle policy to allow mages to assist the populace in all manner of affairs, and indeed, some teachers consider this to be part of a mages training. Perhaps as a natural evolution of the scholastic focus of the Circle, the Isles have also created many mundane schools, and the populace are perhaps among the most educated in Formaroth because of it. Economy: The Archipelago is abundant in resources, if not space. Much of its food comes from the sea, but despite this the isles are also a net Importer of foodstuffs. Despite the limited space for forests, the Isles nonetheless have a great abundance of wood, vital for their thriving ship building industry. The forests are sustained with the help of Circle mages, who encourage the trees to grow at unnatural rates. Several small mines also exist on the islands, though they limited in how far they can dig and fraught with danger in doing so. Mine floods are not uncommon, and only the deepest shafts are regularly profitable. One of these mines shafts has been following a seam of Gold for the last hundred years, which greatly boosts the Isles buying power.
In terms of export goods, the Summer Isles are primarily known for supplying the majority of the exotic reagents needed by mages across Formaroth, and for their prolific ship building industry. Kingdoms on the Irman and Inan seas desiring a navy but lacking the expertise to build quality War Galleys will commission such ships from the Isles, who maintain a ‘sell to anyone who can pay’ policy. Many naval battles have been carried out with Isles built ships on both sides over the course of history. When not building warships, the Isles are also a major supplier of civilian ships, and though they cannot match Akki for quality in ocean-going ships, their central location ensures they still dominate the market for trade Cogs and Holks. Military: The Summer Isles maintains only a token army. With the presence of the Circle of Magic and its supremely powerful leaders, an invasion of the Archipelago would be suicidal for even the most formidable of armies. What forces it does maintain are trained in exotic tactics, built around defending mages, and curiously also countering combat magic. They are most often deployed in small units accompanying Magisters on expeditions to the rest of Formaroth, as formal bodyguards. There are rumours that some of these groups are in truth hunting necromancers and other practitioners of forbidden magic, but neither the Circle nor the army will confirm such expeditions exist.
The primary military force of the Summer Isles is, of course, its Navy. As all rulers of island nations know, one needs no army if ones rules the Seas. And the Isles most certainly rule the Irman Sea. The Navy is a joint Circle - Kingdom organisation. It is commanded by the Grand Tide Masters, powerful mage-admirals trained from a young age in command, combat and warfare. These formidable men and women command a fleet split into three groups: The Heavy Fleet - Grand Tide Master William Morrison Consisting of eight Siege Galleys and Five Castle Galleys, the Heavy Fleets main responsibility is the security of the Isles themselves, and they rarely range far from their home ports. The Siege Galleys often play host to trainee Destruction mages, who have the chance to practice their skills in live fire exercises. The Irman Fleet - Grand Tide Master Mirabelle Laurent Consisting of twenty-six War Galleys and Four Castle Galleys, the Irman Fleet is tasked with policing the entirety of the Irman Sea, and ensuring it remains free of pirates. Though ostensibly most Kingdoms with a coast on the Irman are responsible for destroying pirates in that area, it usually falls to the Summer Isles Irman Fleet to actually complete this task, unbound by territorial waters as they are. On the rare occasion that a King has a dispute with this fleets Grand Tide Master, they typically choose to leave that Kings coast unpatrolled for a few years and wait until it is so pirate infested that they are begged to return. This fleet rarely contains mages of its own, but often has a few ships from the Zephyr Fleet accompanying it. The Zephyr Fleet - Grand Tide Master Arthur Zerrikan Consisting of fifteen Summer Isles Catamarans, this fleet has the most flexible assignment. From accompanying the Irman fleet, to transporting Mages ranging from child recruits to Magisters, to patrolling the Inan and Ice Seas, the Zephyr fleet are the eyes and watery fists of the Circle. Rarely gathered together, most of the time the ships move on their own or in groups of two or three at most. With five mages each and the best sailors the Isles have to offer onboard though, even one Catamaran is a force to be reckoned with.
The religion that is commonly practiced throughout all of Formaroth is known as the Church of Klebrithy. It holds a pantheon of eight accepted gods and goddesses.
Jykher - God of Life Othys - Goddess of Love Leplo - God of Mercy Sisneas - Goddess of the Afterlife Erena - Goddess of Magic Xopius - God of the Sea Timtos - God of Battle Nidanke - Goddess of the Land **Giphine - Goddess of Greed (not worshipped in the Grand Temple, due to spiritual corruption) **Hizreus - God of Violence (not worshipped in the Grand Temple, due to spiritual corruption)
**Hystix - Devil of Evil (Not worshipped in the Grand Temple, due to spiritual corruption)
The Church of Klebrithy teaches its followers to adhere to the ways of the Gods and Goddesses, and to avoid the temptation of Hystix and the corruption of Giphine and Hizreus.
In any temple in Formaroth, a Church of Klebrithy will contain eight centerpieces for each god and goddess, so that any citizen may pray to any god or goddess of their choice, should they choose to invoke the divine aid needed.
On a typical day of service, the priests within light candles for all eight deities, and cense the entire temple with holy incense to allow the deities spirits to enter the temple. Many priests promote the ways of Jykher, Leplo, and of Sisneas. They express the value of life, the meaning of showing mercy to those less fortunate, and the promise of an Afterlife through the Goddess.
There are temples dedicated to the Gods and Goddesses of Klebrithy, which originates from ancient times. A monk named Klebrithy was burned at the stake in the early eras for blasphemy, as Formaroth held different beliefs at that time, beliefs that were centered around Giphine, Hizreus, and Hystix. Upon his death, he became a martyr, and a following formed soon after, which led to the religion that is known today throughout Formaroth. At one point in time, in the early eras of Formaroth, before recorded history, Giphine, Hizreus, and Hystix represented different ideals. Giphine represented fertility, and growth. Hizreus portrayed the image of War, and Bloodshed for manhood. Lastly, Hystix held the belief of freedom, from freedom of choice, to the freedom to live one’s life as they see fit, and the belief that no man or woman should be subjected to the governing of oppressive individuals.
During the reign of the Remonnet's, they forced the religion of Klebrithy upon the people in all kingdoms. It is now the most common practiced religion in all of Formaroth. They burned any temples that differentiated from the practices of Klebrithy, and re-built new temples in its wake.
In present times, these deities are banned from the Church of Klebrithy, and any worship of the three were grounds for imprisonment or burning at the stake. Mages who use dark magic consult with these deities to aid in their spells and rituals, one of the reasons why dark magic is banned from Formaroth.
The sole difference between a Grand Cleric, and a High Priest, is that of gender. A Grand Cleric is a woman, whereas a High Priest is a man.
Other religions exist as well, namely cults and other types of paganistic styled worship.
The Elves have their own religion, but most people in Formaroth have no idea what it is exactly they worship, as they do not hold strong trading ties with Beilokias.
Here be a list of the most talented swordsmen, and swordswomen in Formaroth.
Tier 1Surpasses what is generally humanely possible to obtain. Giles Blackwell
Bearnard Sutharlan
Claus Rotstein
Erock Greensworth
Alice Rallar Formally
Tier 2Approaching the peak of human talent, few are their equals. Generally people recognize these character's overwhelming skill. Beatrice Blackwell Deceased
Cormag Sutharlan
Evennis
Nizaar Azzam
Tier 3Are masters among experts. Sitting at the top of their game. Anna Sutharlan
Aureus Wulfrick
Ulf
Mylla Staghain
Tier 4 - A true professional. Beyond simply being competent, they bring something to table that the rest don't have. Commander Elduin
Serala Lanistark
Maror Lanistark
Eclipse Kornova Unknown
Tier 5 - People who have proved their talent and are far more talented than most. However they tend to struggle against higher ranks. Lycaon Issorat
Andris Mandarass
Alex Nacsel
Helen Bludvist
Ramfrey Hansard
Godwyn Mazeltof Deceased
Percival del Valles
Daeron Humber Deceased
Here be a list of the most talented Mages on a more general basis.
Tier 1 - Surpasses what is generally humanely possible to obtain.
Zilak - Undead King
Kolvar Moorlas - Imperium Arch Sorcerer
High Magister Ascelina - Head of the Mage's Circle
High Magister Rolandus - Second-in-Command of the Mage's Circle
Tier 2 - Approaching the peak of human talent, few are their equals. Generally people recognize these character's overwhelming skill.
High Magister Bathia - Grand Mage of the Mage's Circle
High Magister Joseph - Grand Mage of the Mage's Circle
Keya Mirel - Sorceress of the imperium
High Magister Federic - Head Mage of the Alchemist Guild
Mother Ashwood of Akki - Head of the Hystix Cult
Tier 3 - Are masters among experts, sitting at the top of their game.
Drevala Blackwell - Daughter of Giles Blackwell
High Magister Barden - Head Battle-Mage of Glarmion
High Magister Aurelia - High Council Member Deceased
Tier 4 - A true professional. Beyond simply being competent, they bring something to table that the rest don't have.
Jain Surya - Of House Ifreet
Arthur Zerrikan - Grand Tidemaster
Magister Lanaya Dionisa (with gem) - High Council's Magisterial Adviser
High Magister Alice Budwin - Head Researcher of Cawanor
Sadatake Kanna - Princess of Akaiba
Lady Grim - Head of Grim company
Balthar Imazz - Steel fist battlemage
Tier 5 - People who have proved their talent, and are far more talented than most. However they tend to struggle against higher ranks.
Arianna Zerrikan - Tide Master of the Summer Isles
Magister Sagard - Head Battle-Mage of Nyhem
Orvel Forrin - Steel fist restoration expert
Cinereo Lupus - Story Teller
Here be a list of the most talented Mages based on their combat skill
Tier 1 - Surpasses what is generally humanely possible to obtain.
Zilak - Undead King
Kolvar Moorlas - Imperium Arch Sorcerer
High Magister Rolandus - Second-in-Command of the Mage's Circle
Tier 2 - Approaching the peak of human talent, few are their equals. Generally people recognize these character's overwhelming skill.
High Magister Ascelina - Head of the Mage's Circle
High Magister Bathia - Grand Mage of the Mage's Circle
High Magister Barden - Head Battle-Mage of Glarmion
Keya Mirel - Sorceress of the imperium
Tier 3 - Are masters among experts, sitting at the top of their game.
Mother Ashwood of Akki - Head of the Hystix Cult
High Magister Joseph - Grand Mage of the Mage's Circle
Drevala Blackwell - Daughter of Giles Blackwell
Tier 4 - A true professional. Beyond simply being competent, they bring something to table that the rest don't have.
Magister Sagard - Head Battle-Mage of Nyhem
Jain Surya - Of House Ifreet
Arthur Zerrikan - Grand Tidemaster
Lady Grim - Head of Grim company
Tier 5 - People who have proved their talent, and are far more talented than most. However they tend to struggle against higher ranks.
Magister Lanaya Dionisa (with gem) - High Council's Magisterial Adviser
Arianna Zerrikan - Tide Master of the Summer Isles
During the first era, a particular legend haunted the people of the Uzgob desert. The legend of the sand wyrm could be heard around any campfire one joined. The tales depict a creature much like a dragon, save for its limbs, that resembled much like a flying serpent. When traversing across the desert landscape, many people of Uzgob carried amulets of protection to ward off sand storms, believed to be caused by the Sand Wyrm. No one has ever seen a Sand Wyrm, for the legend says that the serpentine-like beast resides within the sand storms, and swallows up any victims that cross its paths. For many years, the people that lived in the desert were terrified of travelling across the desert, especially at the heart of it, for they never knew when the beast would strike.
Over time, the legends of the Sand Wyrm have died away, leaving most people in today’s time to be less wary when traversing the desert, though they can still be heard to frighten children from venturing to far from their parents. If one happened to stumble upon a cave located in the sandy terrain of Uzgob, it would not be surprising to see a cave drawing from before the first era, depicting a flying serpentine with wings.
Local Dishes Blank mang- a sweet dish combining milk, rice, almonds and chopped meat.
Customs Rolling burning barrels down a hill on Midsummer’s Eve
Clothes
Nobles
Extravagant robes that are normally worn in a solid color, though no collective amount of people adhere to a certain color. Women wear elaborate headdresses of hair nets with pearls, or coifs, some that can afford to, adorn their head with golden headwear. Men, and women alike in the nobility wear fancy hats, as the more flamboyant, the more attention one receives. A favorite type of hat amongst the men, is either a small cap, or floppy, wide-brimmed hat with large feathers tucked into the hat band. It is not uncommon for men, or women to wear lots of jewelery all at once, many wearing three-to-five rings at a time on hand, with bracelets, and richly made necklaces for the women.
Middle-class
Those that live in the middle class can afford better clothes than their lesser counterparts, the peasants. They can afford simple jewelery, often cheap, and brittle in construction. It is more uncommon to see a middle-class citizen wearing more than three pieces of jewelery, for example: one ring, one necklace, or a pair of earrings. Leather jackets are commonly worn amongst the men, and the women dress in simple linen dresses, with plain patterns, or solid colors. The same applies for men with their cloth tunics, lacking of detailed embroidery in most cases.
Peasants
The peasant people in Telmarion are lucky to afford a basic sack-cloth tunic, or a gunny dress for the women. They are lucky if they can afford a pair of boots, if not, they forgo that, and wear linen footwraps, or leather sandals in the warmer months. In the winter, they cover their heads with sack-cloth hoods.
Legend
The Witch of the Grey Tower
Long ago, during the first era in Telmarion, women practicing magick were condemned to being burned at the stake, as they were believed to be evil witches, that harmed innocent people. A noble family, by the name of Greywinter, bore a daughter, who from an early age, could wield magick. To prevent their daughter from suffering the flames of the stake, were she to be found out, they placed her in a tower, deep within the midst of their vast property. Inside the forest, there stood an ancient tower, long built by the family’s ancestors before recorded history. It served as a look-out tower for many generations, until their daughter, Azara was born. Then the tower served as a way to keep the girl inside. Her parents had a blacksmith forge an amulet for their daughter, then by the old ways, they were able to imbue the amulet with magickal properties, that would prevent the girl from using her magick. They still feared her nonetheless, and did not wish for their daughter to be found out, or for those close to the family to question the purpose of the amulet.
For many years, she lived within the walls of the tower, where she was protected by two guardsmen, and she had a governess to look over her, and provide her with an education needed of a noble woman. As the years ticked by, Azara reached the age of seventeen, and she had begun to wonder what lay beyond the realm of her tower. To her knowledge, Azara did not know of her parents, or of her family that lived just miles on the outskirts of the forest. One day, as she sat gazing longingly out her tower window, she spotted a young man below upon horseback. This man was the first person she had seen other than her two guardsmen, and her governess. He too, saw her, and stopped her horse, and called out to her. The two exchanged words of friendship, and he vowed to return to her later, in a few days’ time. The guardsmen, and her governess did not learn of the encounter until a few days later when Azara accidentally informed her governess that she was expecting a visitor. To her dismay, the governess reacted in horror, and locked Azara inside her bedroom, preventing the girl from leaving the tower to meet with the mysterious young man.
Devastated at the idea of not being able to meet the young man that spoke so kindly to her, Azara wept with anger. However, near dusk, as she sat languidly gazing at the sunset, she heard the familiar sound of hoofbeats below. There upon, she spotted the handsome man that had exchanged such friendly words with her. She called out to him in excitement, and he asked to come upstairs, for he brought her a gift, and even some food with which to dine. Before she could tell him that the guardsmen would not let the man inside, they exited the tower, and smote the man from his horse. She cried out in terror, and while the governess tried to comfort her, she could not be consoled. Days turned into weeks, and weeks turned into months, and Azara would not leave her room. She did not understand as to why she had to remain inside the tower. Even at this point in time, Azara was not aware of her magickal capabilites, as she had never used them, due to the amulet she wore around her neck that suppressed the use of her powers.
Azara refused to eat, which worried the governess, so she had the guardsmen break down her door. When the door opened, they found that Azara had thrown aside her amulet, and found her barely alive. However, they underestimated her capabilites, and when they rushed her thin, malnourished frame. Azara rose from her chair in anger, and with a fiery blast, torched the governess, and the guardsmen to cinders. In despair from what she did, Azara leapt from the window at the tower, and plummeted to her death. Many months passed before her father rode out to the tower to discover the reason why he had not received any letters on the well-being of his daughter’s well-being. Upon arriving at the Grey Tower, he discovered her decaying corpse, and lamented for casting her aside instead of loving her like any other child. He carried her body up the stairs, and laid her upon her bed, and left her there. To this day, some say that when passing through the Grey Forest, many can spot a youthful woman dressed in white seated at the tower window. Many have tried to gain entry, but the doors were welded shut to prevent anyone from disturbing the tower.
Local foods
Sea Food (Shrimp, Fish {Flounder, Perch, Herring, Cod}, Lobster, Crab, Prawns. Often served with limes, or lemon, and flavoured with wild herbs, such as rosemary, mint, basil, and oregan.
Wild Boar Bacon (Wild Boars are a nuisance in Ralda, and to prevent them from destroying farmer’s fields, they are aggressively hunted, and the most prized part of the Boar, is the delicious, fatty, meat obtained from the belly. The bacon is prepared like most other, such as tamed pigs, but it is darker in color, and mixed with honey, and sugar for a sweeter taste, along with pepper for spice.)
Venison (Most people prefer not to eat their cattle unless they have to, as it can fetch a higher price at market if they fall on hard times. The abundance of deer in Ralda is significant, and much like the Wild Boar, are hunted aggressively to prevent the deer from eating their crops, especially if corn is grown. Almost every meal contains vension, from vension stew, to vension steaks, and even vension jerky.)
Customs
Throwing of the Fruit Festival
The residents in Ralda throw rotten fruit, and vegetables that are rotten, or spoilt, at one another at the end of summer. This event takes place throughout all of Ralda; though this is a treasured festival, and a much enjoyed tradition, it does lead to an average of five deaths per year. No one knows how this happens…
Clothes
Nobles
Men, and women alike in Ralda wear loose fitting garments, that are draped across their shoulders, much like togas, but more refined. Women are often seen wearing jeweled armbands, heavily detailed earrings, and countless rings, though most noble men forgo adorning their persons with jewelery, save for a necklace, or a ring. Leather sandals, or finely crafted boots are the preferred footwear for most nobles in Ralda.
Middle class
Those that live in the middle class can afford better clothes than their lesser counterparts, the peasants. They can afford simple jewelery, often cheap, and brittle in construction. It is more uncommon to see a middle-class citizen wearing more than three pieces of jewelery, for example: one ring, one necklace, or a pair of earrings. Leather jackets are commonly worn amongst the men, and the women dress in simple linen dresses, with plain patterns, or solid colors. The same applies for men with their cloth tunics, lacking of detailed embroidery in most cases.
Peasants
The peasant people in Telmarion are lucky to afford a basic sack-cloth tunic, or a gunny dress for the women. They are lucky if they can afford a pair of boots, if not, they forgo that, and wear linen footwraps, or leather sandals in the warmer months, or if they are poorer, they go without any footwear whatsoever. In the winter, they cover their heads with sack-cloth hoods, and hand-wraps for gloves.
Legends The Tale of the White Banshee
Long ago, in 1000 B.R., across the hilly landscape, to the mountains in the south-west, lies an ancient, stone fortress. This fortress, known to local’s in the area, was once called, Corshire Fortress. The fortress was built by the Corshire family, a once noble family, now long gone. For five generations, the Corshire’s lived without trouble in the fortress, until a man travelling through the countryside, called upon the nobles to rest inside. The Headmistress of Corshire Fortress, Lady Nadina, agreed. She was married to a powerful Lord, and was quite young herself, only being 23, in age. Upon allowing the passing traveller refuge in her fortress, the man revealed to her that he was a seer, and asked her if she wished to see her fate. Skeptical about whether the man was telling the truth, Nadina couldn’t suppress her curiosity. Relenting, the mysterious man sat her down at a stone table in her court yard, and proceeded to read the lines in her hand. He clucked his tongue disapprovingly. When she inquired what he saw, he simply stated, that he needed to consult his runes. Drawing out a curious, black, velvet pouch, the man drew out seven stones, each with ancient markings, those of which Lady Nadina had never witnessed. Again, he shook his head disapprovingly. Finally, he told her what he read in her future.
“You will bear seven children. Each of them will be cursed. And they will all die. You will lose your mind, and turn to madness.”
Upset at hearing his negative words, Lady Nadina cursed him with foul language, and had her guardsmen personally escort the man out of her fortress. Little did she know, she was already pregnant with her first child. For the next seven years, Lady Nadina bore a child every year. She paid no to heed to the seer’s words, and regarded them as folly. However, when her first child passed in a freak hunting accident, she began to grow apprehensive, and worried that the foretold prophecy might be coming true after all. In an attempt to protect her children, she assigned guardsmen to accompany them day and night. Yet, for the next seven years, each child passed away under strange circumstances. One child drowned in the river, another from a fencing accident, another from falling from a horse, and cracking their skull open. One-by-one, until her last child perished, Nadina slowly lost her sanity as she could not bear the pain of losing all of her children. Lastly, her husband, Lord Gustav, perished as well, from falling off the ramparts of their fortress, and plummeted to his death.
It is said, that when her last child died, from falling out of an open window, Nadina screamed for days on end. She banished all of her handmaidens, and even the guardsmen. How she managed to keep her voice, and continue her bouts of maddening screams, no one knows. They whispered that by shunning the seer from her fortress, Nadina was cursed. Others say that by letting in the seer, who, to many, was a dark mage in disguise, cursed her from the beginning. Days turned to weeks, and weeks to months, then months to years; yet, the screams of Lady Nadina could still be heard echoing across the landscape. When travellers pass by Corshire Fortress, many are overcome with fear, and grief. If one lingers long enough, as others have done in the past, they say they see a mysterious figure, dressed in white garments, floating along the rampart walls, or hovering in the now-broken windows. No one dares to trespass in the fortress, for fear of being cursed, like that of Lady Nadina. Many parents use this tale to warn their children of trusting individuals whom they do not know, others use it to warn them about the potential dangers of using magick, or falling victim to it.
Akki is a large island, imagine the size of Great Britain for example, with a temperate climate (mildly hot summers, and harsh winters). There are mountains, moorlands, peat bogs, freshwater rivers formed by the mountain streams; the forest trees in the mountains are coniferous, consisting of spruce, pines, and fir trees, while in the lowlands, there are plenty of deciduous trees such as oaks, birch, aspen, and maples. The animals that roam Akki vary greatly, as there are mountain goats, sheep, and the occasional wild boar. There are also, plenty of wild deer, albeit, they are smaller than those found elsewhere in Formaroth; even wild horses that have managed to escape their owners, and remain uncaptured, albeit, it is a rather small flock of horses that roam the wilderness. There are even packs of wolves that roam the country side, as well as red and grey foxes. Squirrels are common as well, and prefer to live in the lowland forest areas, some red squirrels live along the coastal area where finding food is rather easy.
Local Foods
Sea Food – Like other cities oriented on coastal areas, the presence of sea food in Akki, is almost their main source of meat. However, there is a popular dish, which is placing raw sea food items, into brined, saltwater, and serving it, either rolled in brown rice, bound with seaweed, or served with brown rice on the side. After eating the raw sea food, varying from fish, to crab, and lobster, or even eel, the people of Akki, cleanse their palettes with fresh ginger. This dish is often served along the coastal areas where seafood is abundant, and easy to catch.
Mountain Goat Stew – With what goats there are, the people of Akki have a special stew they serve only in the winter time. A gathering of local hunter’s head for the mountains, and proceed to hunt the mountain goats, or rams, that they can find. The meat is held in high esteem as it has a succulent, gamey flavor. In the stew, potatoes, onions, and carrots are added in. It is considered to be a hearty dish.
Spiced Fish and Fruit Soup – A sweet soup, that has cooked fish, such as tuna, salmon, trout, herring, or cod coated in spices, like cayenne pepper, lemon, salt, garlic, and ginger. Not only does the soup have fruit in it, varying from apples, pears, oranges, and even watermelon, the soup also has a large amount of vegetables in it including; cabbage, potatoes, tomatoes, onions, artichoke, and broccoli. It is served year around on the island, with seasonal fruits, and vegetables. As with seafood, this dish is commonly served along the coastal communities where the fish caught are fresh.
Apple-Pear Crème – This delectable desert is served on special holidays, or during festivals. It is made from mashed apples, and pears, with a cupful of milk (provided by goats, or from what little cows they do have on the island), and honey. It is brought to a boil, and then cooled. The people of Akki place this concoction inside a canvas wrapped jar, in a hole in the ground that they have dug, and cover it with rocks. After a week of being buried underground, they bring up the desert, and it is cold, even in the heat of the summer.
Customs
The Lantern Festival
The Lantern Festival takes place at the end of summer, and it commemorates anyone that has passed away. The people of Akki make tiny, wooden boats, and place a candle in the center, surrounded by thin parchment paper. The boats are then placed in the ocean’s waters, and set adrift. For miles around on the coastline, if one is lucky enough to visit Akki, they can see thousands of dancing lights, sailing out to sea.
Shaking Hands
It is a custom amongst the people of Akki, not to shake hands. In fact, it is seen as offensive to shake hands with someone from the island. They prefer to be embraced, and for close friends, they exchange kisses on the cheeks.
Clothes
Nobles
The nobles of Akki, are few and far between, even though the island is relatively large. Therefore, it is rather easy to determine a person’s social status on the island. Noblewomen wear festive, silk dresses. Their hair is always up, except in the privacy of their own homes with their friends, and families, their hair is adorned with pearls, and gold ornaments, some even possess luxurious gems such as sapphires, rubies, and emeralds. They do not wear necklaces, but prefer to wear earrings, and rings on their fingers. Noblewomen wear silk slippers, with wooden soles. As for their counterparts, noblemen, wear silk robes, and go without the adornments of jewelry, save for an insignia ring. Unlike the women, they shave their heads bald, save for a top-knot, or a single, braid. The noblemen prefer to wear round, black hats with tiny bells on top, these are known as bell-hats. They wear boots, or wooden sandals with a thong for the summer time. In the winter time, to keep the cold out, they wear leather gloves trimmed in fur, and cloaks of fur as well. As well, in the winter time, the noblemen, and women exchange their silken attire for those of heavy brocade, or velvet.
Middle Class The middle class citizens do not wear such luxuries as their noble counterparts. Women and men alike, wear cotton robes, with simple belts. They wear woven, rattan sandals on their feet in the summertime. Most women wear their hair in simple styles, or such as a bun, or a braid. Men grow their hair long, and often wear it in a braid as well, or in a top-knot. They do not wear much jewelry save for the occasional ring, or pair of earrings if they are merchants, or more well-off than their lower-class citizens, the peasants.
Peasants
The peasants of Akki, are poor indeed. For that, men wear tunics of coarse cotton with short breeches of the same material under the hot sun, and women sport dresses of canvas, in the summer time; they typically forgo foot-wear, as most work in the fields, or on fishing boats. However, when the cold comes about, they can be found wearing outfits made of hide, albeit, not as comely as the nobles, but it keeps them warm nonetheless. In the winter, the men wear hide boots, and the women choose moccasin-like footwear. They wrap their hands in canvas cloth to keep the cold out, and stuff their shoes full of sawdust, or dried grass clippings. The men forgo their coarsely made cotton clothes in exchange for sack-cloth tunics and trousers, makeshift cloaks of hide (often obtained from their own livestock). While the women still wear their sack-cloth dresses, the ones in winter are much longer, and are often layered.
Legends The Dryads of Wyantenock Forest
In the eras of time, when the people of Akki worshipped the Three Divine’s, Giphine, Hizreus, and Hystix, as willingly as they worship the Gods and Goddesses of Klebrithy now, there was a tale of the goddess Giphine. Before the rise of the church of Klebrithy, each of the Three Divine’s represented more natural ideologies than are portrayed in today’s time. Giphine represented fertility, and growth; Hizreus represented Blood-shed, Manhood, and War; Hystix represented the idea of freedom, from freedom to love anyone, and everyone, to freedom of choice, and the freedom to pursue happiness as one saw fit. On the island of Akki, the people of the bygone eras were fierce believers of the Three Divine’s, and created tales and legends centered around these deities. As such, one tale speaks of a dryad. The tale is as follows:
Long ago, in the era of purity, and innocence, in the forest of Wyantenock, there lived an old woman by the name of Ismenia the Witch. Many people journeyed across the island in seek of help for their illnesses, or other bodily problems. One day, a young man came to her, begging for help. She sat him down at her cottage table, and inquired as to what bothered him, for he did not seem sick. He told her that he had asked the father of his dearly beloved, for her hand in marriage. He revealed that her father had rejected him, for he was not fit to marry his daughter, and would not give him a bride-price. In this revelation, while the man suffered a broken heart, Ismenia also learned that the woman had been promised to another man after his proposal. She told the young man, that if he could bring the woman to her cottage, she could make her his forever, in a fortnight when the moon was full. Eager to do anything to be with his beloved, the young man went off to bring his beloved to the witch as promised.
Without fail, by the next full moon, he arrived at Ismenia’s cottage in the dark of night with his beloved, under the light of the full moon. She fed both lover’s a specially brewed potion, and ordered them to follow her into the depths of Wyantenock Forest. Madly in love, and happy to be together at last, the couple followed the elderly woman in the darkened depths of the forest with only the light of the moon to guide them. When she declared that they had arrived at the desired spot, she bade them to drink from a bubbling spring. They obeyed her without delay, and cupped their hands full of the water, drinking with a great thirst. Then, Ismenia instructed them to embrace a grand, oak tree, one of the oldest in the forest. After they had followed her instructions, she bid them to grasp one another’s hands, as she tied leather strips around them. They were unsuspecting in their love, and when Ismenia stepped away from the tree, she lifted her hands into the air, tipped her head back, and began to chant:
Come forth Lady Giphine! O’ Daughter of the Forest, Queen of the Land, The Bringer of Seasons ever-changing, and our Mother of Love! Come forth Lady Giphine! Unite these lovers’ bound, for all of eternity!
What the lovers did not realize, was that Ismenia had given them draughts of a deadly poison, one that made the drinker hallucinate before falling into madness. A great ball of white light appeared in the sky above, and descended into the forest, where it absorbed itself into the oak tree the lovers were bound too. It was then that the tree came alive. Terrified cries of the lovers filled the air as an unimaginable occurrence happened, the tree was sucking their bodies into its very core. Not before long, the man and the woman were swallowed alive by the tree completely. Ismenia took her leave for the night, and returned only when dawn had broken on the horizon. When Ismenia had returned at dawn, she smiled knowingly, as before her, she could see the forms of the lovers intertwined, embracing one another, their bodies now made of bark, their limbs the tree’s branches. She had given the lovers what their parents could not, a ceremony of love, to be bound forevermore. The invocation of Giphine had turned them into dryad’s, and for the centuries to come, those that wandered through the forest of Wyantenock, and came upon the dryad’s, they were greeted with an ever-changing scene by the bubbling brook, an eerie image of two lovers embracing, their arms entangled. Yet, if one were to journey to the spring under a full moon, they would see the tree move, and the lovers separate. In their tree form, they would sit by the spring holding hands. However, over time, the exact location of the tree, and the spring were lost. Many people of Akki will not journey into the forest after dark for fear of being eaten alive by the tree’s. Even more so, on a moonlit night, they can hear eerie voices singing through the trees, believed to belong to the paramour lovers, that were now dryad’s of the forest.
Located in the southern most region of Formaroth, Raeldar is a mountainous swath of land. With mild summers, harsh winters, and thick coniferous forests, filled with elk, bears, wild-cats, and the occasional badger, Raeldar is not an easy place to live. In the northern region of the kingdom, Raeldar has gentle rolling hills, and great forests that stretch for miles, with immense mountain ranges in the south. A majority of the civilians live in the northern area, as it is easier to raise crops, herd sheep, and build a house on flatter land. However, in the southern region of Raeldar, there are a numerous amount of civilians that live in remote villages with the foothills of the mountains. Such is a place that Aurelia Vyncetta was born and raised {current High Magister}. From the snow-capped mountains, crystalline rivers flow through deep ravines before making it out to sea. This is the only place in Formaroth where the rivers run north instead of south; the reason for this is due to the elevation of the mountains in the south, that the land going north is at a lower elevation. There are also pockets of lakes that yield a wide variety of fish.
Another thing to note about Raeldar is its archaic ways, and teachings. Most people in Formaroth would consider Raeldar to be very backwards in its thinking, as they tend to raise their people with traditional ways.
Local Foods
Roasted Pork Belly ~ A favorite dish served year round, or when pork is available, it is usually served with sauerkraut, and boiled potatoes.
Meat Cakes ~ These are rough, large cakes of ground beef, seasoned onion, garlic, and salt.
Baked Duck ~ A duck is placed in a fire brick oven, inside a cast-iron dish. The duck is seasoned with the atypical seasonings, such as onion, garlic, and salt, but also includes, thyme, and dill. Potatoes, onions and cabbage are cooked in the dish as well. This meal is normally accompanied with freshly baked bread, such as rye bread.
Fish ~ Either smoked, or fried, fish is very popular to eat as it is readily abundant. With many choices to choose from, a few favorite choices are those of salmon, pike, perch, and herring. It is normally served with lemons, which are harvested in the summer time before the frost comes. Pepper is a favorite seasoning to have on smoked fish as well.
Mead ~ Raeldar is known worldly for their mead. They have many different types of mead, some spiced, some with a fruity flavor, these meads are typically high in alcohol content, and will put anyone under a table if they are not a heavy drinker, or an alcoholic.
Customs
Midsummer Festival ~ Starting on the Summer Solstice, a day of festivities lasts until the following sunrise. The day consists of mead drinking contests, dancing that last throughout the day and well into the night (much like Valentine’s Day, this is the time when unmarried men, and women come together to dance in hopes of finding a partner.), children often dance around a large pole erected in the center of the festival, with ribbons fastened to the top. At the end of the night, there is a large bonfire to commemorate the end of midsummer. Everyone present stays around the bonfire until it dies out, and remains until the sun rises. They often toss items into the bonfire to bring them good luck, such as love letters, coins to bring good fortune, a cupful of blood from a particular livestock (such as pig, cow, sheep, oxen, etc.) to bring more births into the year; farmers often save a portion of last year’s harvest to toss into the fire to bring about a plentiful harvest.
The Great Hunt ~ Every month, a group of noblemen, and commoners gather in various towns, and villages to set out on a weeklong hunt. Their purpose is to find the finest specimen, be it deer, elk, or bear. At the end of the week, the hunters come back to town, where special game wardens await the return of the hunters, and they record information pertaining to size, height, weight, species, bodily measurements, gender, and the rarity of such a find. When the information has been collected, the game wardens assess the kills, and give out a large sum of money to the victor.
Sauna Bathing ~ For those that live in Raeldar, during the cold winter months, the people bathe in sweat lodges, built next to a water source. As it would seem odd to other people of Formaroth, the citizens of Raeldar bathe together, even with strangers. When they are finished soaking in the sweat lodges, they run outside and jump into cool springs, lakes or rivers. If someone is invited to join another person in a sauna, it is seen as impolite to decline their offer, and considered offensive and rude.
Clothes
Nobles
As always with the nobles of any kingdom in Formaroth, the noble class are richly dressed in comparison with the lower classes. Here, men keep their hair kept short, to the jawline, or cropped like a Caesarean cut, as they see long, loose hair, to be dirty and grounds for lice infestations. Men of the upper class dress in doublets, or leather jerkins. In the warmer months, they trade in their winter leather trousers for hose. The men of noble family’s wear necklaces bearing the male head-of-house insignia, along with eloquently designed signet rings. Men prefer to wear tall leather boots year round, for not only is it fashionable, it is relatively comfortable, and it is easy to distinguish them from the lower classes. The women on the other hand, while equally dressed in high quality fabrics, differentiate from the lower-classes as well. They wear their hair in ringlets, loose curls, or hairstyles where their hair is piled high upon their head in intricate braids, plaits, or covered with jeweled, or pearled coifs. Women often wear elaborate dresses consisting of silk shifts, a cotton dress, tight bodices with a corset to hold it in place, and a fashionable, patterned surcoat. They wear silk hosiery under their dresses, with silken slippers too match. Most women do not venture far outside of their abodes for they are busy with learning how to better domesticate their homes for a possible suitor, although this is not limited to these skills, as the more liberal women take it upon themselves to further education in different areas. During the winter months, men and women alike wear heavier clothes made of the finest quality of wool to be found in Raeldar. It is often as well, that they wear fur cloaks, the preferred choice of fur varies from family to family, but the popular choices are bear, elk, deer, and the occasional, wolf or fox (though these are often more than one piece sewn together due to their smaller size.).
Middle-Class
For the somewhat better off in Raeldar, they are able to afford higher quality wool in the winter time, and during the summer time, they wear clothes made of fine cotton. As with all of the middle-class throughout Formaroth, they can be found wearing the occasional piece of jewelry, such as a copper ring, or corded pendant. Their style of dress is relatively similar to the peasant folk, but of course the sole difference between these two classes, is the higher quality of fabrics used in their clothes. Men still wear their hair long and free, although some choose to keep it tied back with a leather cord. The women wear their hair in more elaborate braids and plaits, with occasional bonnet, scarf or some type of headdress worn for the married women.
Peasants
The peasant folk of Raeldar dress in simple, wool clothes. Most families in Raeldar own sheep, as it is an essential commodity for providing clothes, and blankets during the chill of the cold winter months. Men wear long tunics that fall to their knees, and women wear simple dresses with aprons over them. They were simple leather shoes. In the winter-time, clothing is typically the same, although they dress in layers. The women are particularly good at knitting, and provide their household with thick mittens to keep out the cold air. Also, during the winter, the men and women switch to leather boots stuff with sawdust, or shorn wool to keep their feet from freezing, along with thick wool cloaks to keep out the fierce, biting wind. Most men wear their hair long and loose, while the women keep their hair up in braids.
Legends
The Hunter and The Wolf
Many people in Raeldar are hunters by nature, on one such occasion, during the early eras of Formaroth, a strange occurene happened to a man by the name of Hemli. He was a hermit, and lived deep in the coniferous forests before the mountain foothills. The locals knew of him, though many avoided him, for they felt he was a strange man; this was not the case. His wife, and son had passed away from hayfever when Hemli first married her years ago. He spent his time ever since, wandering the deep pine forests. One day, in the woods, Hemli came across a curious scene. Before him, caught in a trap, lay an injured wolf. The creature was splendid, with a brilliant coat of white fur, and vivid, golden eyes. It lifted its head, and uttered a soft whimper. Hemli could not bear to see the wolf die in the iron bear-trap, and without thinking, freed the wolf. Struggling to its feet, the wolf could not make an escape, and collapsed exhausted on the ground. Approaching with care, Hemli lifted the wolf off the ground, as it offered no sign of struggle, and carried it back to his cabin.
For two weeks, Hemli cared for the white wolf. Its paw was mangled from the teeth of the trap, and left a horrible gash, along with a broken bone. To prevent infection, Hemli used a poultice to heal the wound, and prepared clean bandages every morning, and night. When the wound had healed over, the bone remained broken. There, Hemli fixed a wooden splint for the wolf, who had curiously let him tend to his wounds without fuss. Throughout the nights that the wolf remained in his cabin, Hemli would leave every mid-morning to go for a hunt, catching grouse, squirrel or rabbit. When he returned, he would prepare a meal for the wolf to eat, which the creature ate readily. When the time came to return the wolf to the forest, Hemli carried the beautiful creature back to the spot where he had found it, unsure of where its den lay. As he set the wolf down, and turned to go, the wolf gave a short bark, drawing his attention back to him.
“Dear Hunter, you have cared for me like your own child.” The wolf spoke. Hemli was equally surprised to learn that the wolf could speak at all, and stared with his mouth agape.
“Fear not, for I am the Guardian of the Forest. I presented myself to you, in hopes of seeing if you would pass a test, and pass it you did. You have shown me great care while I was injured, like I was one of your own. I have known you for a long time, Hemli. I know of your sadness, for I hear it in your footsteps wherever you walk through my forest. I wish to offer you a gift of your choosing, whatever it is, I will grant it.” Hemli dropped to his knees, overwhelmed that the wolf was the guardian of the forest, and even more so that the wolf wanted to reward him for his kind behavior. He cast his eyes before him, upon the decaying leaves of the forest floor. He could have anything he wanted, wealth, fame, a woman to love, anything his heart desired. Lifting his head to look into the gold eyes of the wolf, Hemli gave one answer.
“I wish for immortality.”
“Then so be it.” The wolf approached the fallen man, and placed his paws upon his bent knees, there the wolf touched his muzzle to Hemli’s forehead. A mist encompassed the two of them, before the wolf stepped away, and sat on its haunches.
“I have combined my soul with yours. Together, we are bound for all of eternity. I am bound to this land, and you may not leave here ever again, to travel to distant places. You can only die, if I die, Hemli. You, and I are the guardians of this forest now, we shall walk together for years to come, and you shall never be alone anymore.”
A Land Reforged
Mercy, Capital of Alenius Mercy is a larger castle city extending down the forested hillsides, and towards the coastline. The metropolis is protected by a series of walls, having been built hundreds of years in advance of each other. Many of the internal walls have suffered greatly from time, and dragon alike, but instead of being left with gaping holes, new work has done on them regularly to repair them to their original glory. The city is divided into a few different districts dominated by the way ruling dynasties have prioritized them. Very few buildings peek out over the menacing walls, with the outermost one being the thickest, and the newest. Much water runs through these walls with aqueducts built-in beneath the top layers to provide water to the extensively wide population that drain into cisterns beneath the ground, and flow out to the sea.
However, one thing that does stand out is an alarming number of towers. Thicker, tougher towers that are a bit stout, and have great width mark the cityscape. These structures are continuously being maintained. The areas central river snakes around the inner sections of the urban environment, and is reinforced with large canal walls, having been built up with short wooden palisades in the event of an incursion. These tend to have rectangular holes sparingly cut into them. The bridges are reinforced with more metallic gilded plates on top of stone to create fire-resistant architectural integrity.
Despite being separated by districts, and walls of varying quality and age, the city retains its low architecture with a profuse stucco-like design that focuses on low columns, and railings bordering everything. The rooftops are inaccessible due to the peaking, and terracotta tiles of years past marking them, and in lower class areas, are known to be a rather frequent cause of death. However, wood was not a readily available building type contrary to the surrounding landscape, simply due to the frequent dragon attacks in the past, though after the Blackwell Dragon War, the forests around the keep have been cleared to make expansive fields around the keep, and to use wood more liberally as a resource within the keep and lands.
That being said, however, there are many city streets which do retain signature scorch marks from prior battles. The worst scar on the city perhaps would be the main avenue, where many market vendors, and traders move to streamline their mercantile processes, but end up being the primary target for attacks. However in past generations, the city has undergone construction of safe rooms, and subterranean tunnels which are used as checkpoints intermittently, and have gone through fortifications and expansions by the Blackwells when they assumed control of the keep.
The castle itself is magnificently appointed on the zenith of the hillside, having itself another wall around it, but with taller towers more closely placed together to create a fence-like atmosphere on the approach. The castle is wide and spread across the hilltop, like an acropolis, with the main keep being at the highest point but only a few stories tall with large spires, and spikes on the rooftop. Several gardens and atriums are sprinkled around, with the atriums doubling as a defensive front with iron lattice work overtop to allow shots through. Regardless of the lack of extreme height or roof peaking, the fortress has a number of buttresses supporting the outer walls. The buttresses have layered color schemes, and the entire estate tends to lean towards red and orange hues, being the colors of the family crest. The many archways show vaulted ceilings, and the railings are more often metal than they are wooden and have solid, opaque shutters that fold around the columns, and can be unlocked in case of attack. A series of cheiro ballistas, and onagers mark the castle grounds and roof, most seeming to have been repaired, and refurbished recently, if not built not too long ago.
[Credit for description goes to an associate of mine off-guild, for he has a mind for architecture that I do not]
Local Dishes The cuisine and dishes of Alenius are of a spartan nature, its people having little room for experimentation in the past due to the cruelty of their lords, and the infestation of dragons rending their agricultural life moot, and food a scarcity - so the people of Alenius made the most of very little, and rather than elaborate or extravagant dishes the people have developed efficient and simple meals.
After the Blackwell family was placed in power, and agriculture was allowed to flourish, however, many exotic meals surfaced from the land's rich soils, primarily in the form of herbs and spice.
Dragon's Spit This is an incredibly spicy dish that resembles a gruel, and is almost a point of pride for drunkards in taverns everywhere, who challenge others to the consumption of the dish. Its intense spice aside, the dish is an amalgamation of many spices and herbs that come from the land, though its primary contents are a simple blend of grains that become enriched by the spices. A fulfilling and challenging dish.
Spite It is a particularly potent ale from the region. The ale is served steaming hot rather than cold, and is actually a rather bland drink once the heat dies away from it. Crafted from a blend of herbs and spices, the drink smothers the thick alcohol used to brew it under a strong spicy musk, which leaves a bitter taste in the mouth, not unlike chewing tobacco, once the fiery sweetness of the spice fades. Usually the consumer is too drunk to notice or care about the aftertaste, and drink it in spite of the aftertaste itself.
Hot Dish This dish is, perhaps, one of the only cultural aspects of Alenius that has persisted through the Blackwell reconstruction period. Hot Dish is a simple, fast to make, and fulfilling meal consisting of jerked meats being packed tightly in a bundle with hardtack breads and a tightly-wound bundle of herbs. The dish was made popular by refugees from the dragon-infested lands in the south, who when seeking asylum would often be supplied with these things and ended up grouping them together into an oddly satisfying meal. It would seem that generations of survivors and travellers have made Hot Dish a favorite of those travelling Alenius for its ease of transport and fulfilling nature, despite its minimalism.
Any other meals are rather standard.
Customs
The people of Alenius have a handful of customs born of the circumstances of their land, and naturally these events revolve around the tyranny of House Willow, the dragons formerly plaguing their lands, and the rise of the Blackwells.
The Fall of Willow
Nearing the end of winter, groups of men and children often get together to re-enact the complete, and utter destruction of the Willow military, and the routing of the House in comical, and often times, exaggerated ways. It seems to bring them good cheer to mock their prior tyrants.
The Dance of Dragons... and other marriage rites
This is one of the queer customs that survived the Blackwell reconstruction of Alenius, and it's a tradition that exists through the rites of marriage. Those getting married within Alenius' lands are married within a ring of fire, which separates the groom and bride from those observing the marriage until the ceremony is complete. Those with weak constitutions might very well faint from the heat or water deprivation, but it isn't seen as an ill omen for this to happen, and the ceremony does not last very long, meaning this occurs incredibly infrequently.
The marriage ceremony, and the marriage celebration are very separate for this very reason, and following the marriage ceremony is a period of revelry - often in the form of 'rehydration' through 'excess alcohol consumption'.
Competition
Competition is a large part of Alenius society following the Blackwell reconstruction of Alenius - as rather than blood or status dictating socio-economic position, the Blackwell's value merit.
The repercussions and benefits of this competitive spirit the Blackwell's have instilled are far reaching, and numerous, and depicting them would be redundant in usefulness and wasteful of time.
Fighting Rings
In a land where fields were destitute, and coin scarce from the sapping grip of a tyrannical house, the peasants had little to entertain themselves with - thus the people of Alenius soon found entertainment in the gritty joy that is the sand pit.
Circuits of fighting rings formed all through Alenius' lands, entertainment for those with nothing better to do originally, but after the Blackwell reconstruction coin began to flow through the land once more, debt was conquered, and gambling on these fights became a popular pass-time.
There are other minor customs that marr Alenius and give it its queer, unique, air, though they do not merit description.
Clothes
The clothes of the people of Alenius are simple, and focus on function rather than form on all levels save the higher nobility of the land, and even then the Blackwell family's value of simplicity and effectiveness has skewed the upper echelon of nobility into favoring simplistic elegance rather than complex clothing. Colors are used more heavily than fanciful materials, though those who can afford softer silks and more comfortable clothes than the rough-hewn stuff of peasants certainly do enjoy that luxury.
Legends
The Tale of Edward Fire-Heart
The Tale of Edward Fire-Heart is a children's tale, a rather popular one at that, that quite possibly explains why so many people of Alenius stayed rather than fled in the years that dragons inhabited the lands.
The tale of Edward depicts a man who owned a farm who travelled into the mountains after his home was burnt down by dragons. He had lost his wife and son in the fire and had nothing left to his name save the clothes on his back and a longsword of Dwarven Steel he had from years in service to the noble house of the time.
When he arrived in the mountains, the story says that he spent years searching them and trying to find where the dragons laid their eggs or kept their young, or even where they slept so he could slay them in the spirit of revenge for his family. He survived by scavenging the scraps the dragons themselves ate, and every so often he'd glimpse one of his formidable foes in the sky, and rave at them madly.
However, one day, many years after he entered the mountains, he did discover the nest of a dragon, and when he approached it he grew mad with wrath, and butchered the dragon's young and eggs. The dragon whose nest he had sacked returned shortly after he had concluded his foul deed, and a great battle ensued between the two - a father who lost everything, and the great beast he had scorned.
Edward overcame the beast after a battle that raged a week in length, but after his rage subsided, and he laid down to rest, his heart stopped, and he lay still forevermore in the very cave the battle originated.
It is said that other dragons returned, and melted the very stone of the cavern, and buried Edward Fire-Heart's body inside, with the corpses of the dragons he slew.
While the tale is grim, and lacking in fantasy, it made many children spiteful of the dragons, and later lead to the high quantity of would-be dragonslayers that the Blackwell's later drew from in their Dragon War.
The Warrior Poetess Alyssandra Heart was said to have lived hundreds of years ago, and to have been one of those who sought to escape the dragons when they first became a problem in the land. Her poems, and epics are the most noteworthy writings to come from Alenius, and they are a matter of pride for the people of the land. Alyssandra Heart's existence is doubted by some, who claim her being to be fictitious and fabricated to hide the real author's identity, but regardless of this fact Alyssandra Heart's name and writings are renowned for their fantastic nature.
Alyssandra is said to have died in combat with bandits who assailed her in her travels, though no report of her death can be found officially
The Grand Adventure of Narmora Stone
This is an epic of Alenius culture, and is a fantastic myth written by the most famous writer to come from Alenius; Alyssandra Heart. This is considered by many to be her magnum opus, and to be the epitome of poetic content across all of Formaroth. Of course, this could be bias from those born in Alenius itself.
Many believe the epic to be an auto-biography of the woman, though others dispute it as pure fantasy, but regardless it is a harrowing tale of morality and ethics.
The poem begins by describing a woman who is aboard a great ship, sailing away from Formaroth and to the Elvish lands. She was a warrior, fleeing the dragons terrorizing her home in search of wealth and glory so that she might return home one day and save her family and kingdom from the dragons' wrath.
However a storm struck the sailing ship, and soon the ship was splintered by the power of the tempest and the woman was left floating the sea on debris. She is said to have drifted for several days, before a great swell suddenly erupted from the sea and threatened to throw her weak body into its depths. She clung to her life-saving flotsam however, and soon is depicted to be face-to-face with the massive form of a Kraken.
Alyssandra's poem depicts a Kraken as a Massive shelled creature, with great tendrils bearing power and muscle. Its great beak could rend the sea, man, woman, ship, sword, knight, castle, and the sky itself into nothingness, and that its cry threatened to send the very soul itself from Narmora's soaking body.
The kraken, however, did not even seem to notice Narmora floating there, and instead seemed to be in great pain from wounds it had suffered. As Narmora marvelled at the creature, she suddenly realized her danger had not passed - as a second swelling once more threatened to capsize her.
A second Kraken had risen violently from the ocean, and plunged its massive beak into the body of the first kraken Narmora had witnessed - the two great beasts were doing battle!
Their throes, and thrashes created such powerful swells, and waves that Narmora was sent rapidly across the surface of the ocean, and was carried far through the night at such rapid speeds she nearly lost grip to her life-saving flotsam on numerous occasions.
However, she soon saw light in the distance, and within a few moments she was thrown ashore near a campfire by the waves that carried her.
She fell limp then, and all was dark.
She awoke much later, inside, dry, and with warm clothes. Her spear, a weapon of legend amongst the people of Alenius known as 'Fate' was missing however, and she sensed in her bones she was not home.
And indeed, she was not, instead she was in the Elvish Imperium- the very place she had set out to reach, in the hands of a friendly mercenary group. She was lacking her spear, but soon she recovered and set out with this new mercenary group with a loaned lance, and she rode with them for several years through the queer lands.
The poem then spends considerably time describing her adventures with this mercenary company, and the great battles she got in, and the numerous fantastic misadventures she took part in- including the riding of a unicorn, the discovery of a dwarvish city, the murder of an Elvish prince, the forging of a Dwarven blade, and the rediscovery of her beloved spear 'Fate'.
With 'Fate' rediscovered, she took to the sea once more- and on her travels back to Alenius the sea once more held peril for her, though with her spear in hand and a song in her throat the woman slew the kraken that rose from the deep and threatened their passage home.
When she returned home, it is said she took her mercenary company south to combat the dragons and never returned.
Many still whisper that, perhaps, the legendary spear 'Fate' is lost in the mountains, and that it can be found by those who search hard enough for Narmora Stone's grave-site.
NPC CHARACTERS Though I have made minor edit's where necessary, most of this is copy/paste from part one so much the character sheets do not cover the events of part 1
(Details about character's and what their positions entail can be found under 'Old High Council' or on their own character sheet)
Name: High King Alasdair De Reimer Position: King
Name: Marchioness Cerlina Tuania Position: Head advisor - The head advisor is responsible for advising the king on most matters. They are often involved with most political affairs and act as ruler in the Kings absence.
Name: Duchess Lanaya Dionisa Position: Magisterial advisor - A magisterial advisor is responsible for advising the king on matters of which he knows very little about. As a result, a Magisterial advisor tends to be a; High magister, Grand Alchemist or scholar.
Name: Grand Duchess Isabel De Reimer Position: Economic advisor
Name: Claus Rotstein Position: Advisor of war
Name: Alex (More information bellow) Position: Advisor of Law - The advisor of law is responsible for residing over trials as well as upholding old laws, introducing new ones and upturning obsolete ones. He advises the king in matters of justice and law.
Name: Grand Duke Alasdair De Reimer Position: Head advisor (currently acting ruler) – The head advisor is responsible for advising the king on most matters. They are often involved with most political affairs and act as ruler in the Kings absence. (See character sheet for more detail)
Name: Aurelia Vyncetta Position: Magisterial advisor – A magisterial advisor is responsible for advising the king on matters of which he knows very little about. As a result, a Magisterial advisor tends to be a; High magister, Grand Alchemist or scholar. (See character sheet for more detail)
Name: Grand Duke (Denounced) Edward Du Paraquette Age: 47 Gender: Male Position: Ex-Economic advisor/Prisoner Personality: Greedy, talent for money management, Dubious, Corrupt, Formal and Polite in public Appearance: Fat, wispy moustache, balding grey hair, sweaty, considered un-attractive Background: Edward has served on the council since he was a young man. He was chosen to serve on the council by Queen Victoria for his skill at money management. Despite his façade of being a honest and polite man he is in truth corrupt, and although he always brings in money for the crown, a certain amount always ends up in his own pockets. After Alasdair De Reimer took the throne Edward and his wife were imprisoned after their son Charles showed Alasdair evidence of his parents money laundering. Skills and traits: Master economist, adept manipulator, expert politician
Name: Ser Alice Rallar Age: 41 Gender: Female Position: Advisor of war Personality: Stern, serious, loyal to the crown, chivalrous Appearance: Short ginger hair, muscular, narrow eyes, Background: Alice Rallar fought as a commander on the side of house Remonnet in the ‘Remonnet, Manshrew civil war’. Due to her impressive performance at commanding and inspiring the troops, king John Remonnet made her the new advisor of war. She is good friends with Alex. Skills and traits: Master military commander, champion swordsman, Inspirer, Adept politician
Name: Alex Age: 21 Gender: Male Position: Advisor of Law – The advisor of law is responsible for residing over trials as well as upholding old laws, introducing new ones and upturning obsolete ones. He advises the king in matters of justice and law. Personality: Kind, gentle, loyal, naïve, strong sense of justice Appearance: Young, short brown hair, thin, Background: Alex was originally a scholar within the Miserth Keep, however his extensive knowledge in law was noticed by King John Remonnet who added him to the High council to replace the previous advisor of law (Lissana Nahor) who had recently passed away. He is good friends with Alice Rallar. Skills and traits: Extensive knowledge of law, adept politician, apprentice economist.
Name: Grand Cleric Mildred Age: 72 (Deceased) Gender: Female Position: Grand cleric of Divine church Personality: Corrupt, greedy, polite and spiritual in public. Appearance: Long grey hair, lavish robes, elderly, looks more feeble than she really is. Background: Mildred became the leader of the Divine church nearly twelve years ago. Though she preaches the faith in public she was known for breaking nearly every teaching she preaches. She was known to use her status and power to pay for lavish clothes, rich food, heavy drinking and even breaking the vows of Chasity. However this was not particularly shocking given that many of the previous grand priests and grand clerics have been the exact same way. The church is currently deeply corrupt among it’s high ranking members. Mildred was recently assassinated during one of Lycaon's plots. Skills and traits: Knowledge of the faith, expert deceiver
Name: Davos ironbark/Sarah ironbark Age: 47/52 Gender: Male/female Position: Joint heads of the Nyhem bank Personalities: Formal, straight to the point, pragmatic, cold, logical Appearance Davos: Bald, closely trimmed beard, thin man with a long hooked nose Appearance Sarah: Long grey hair, sharp check bones, tall, thin Background: Davos and Sarah are a married couple who currently run the bank of Nyhem. They run the bank in a brutally efficient way; never handing out loans to people who they know can’t pay it back and having no mercy on those who don’t. They are currently the richest individual’s in Nyhem (also one of the richest in Formaroth) and have enough wealth and power to even give entire kingdoms pause. Currently the crown is up to 6 million in debt due to the reign of Helyot Remonnet. Half of which is owed to the bank of Nyhem given both Davos and Sarah a lot of political influence.
Name: Harold Age: 83 Gender: Male Position: Head alchemist Personality: Kind, wise, caring, knowledgeable, intelligent Appearance: Elderly, thin white hair, bad eyesight Background: Harold has been with the alchemist’s guild for his entire life. He learned various skills within the alchemist guild and has been responsible for several scientific breakthroughs. He was made the head alchemist when he was sixty and has continued to manage the guild in a kind hearted, fair and logical way. Skills and traits: Master Alchemist, Master scientist, Incredibly wise and intelligent
Name: Grand Duke (Denounced) Edward Du Paraquette Age: 47 Gender: Male Position: Ex-Economic advisor/Prisoner Personality: Greedy, talent for money management, Dubious, Corrupt, Formal and Polite in public Appearance: Fat, wispy moustache, balding grey hair, sweaty, considered un-attractive Background: Edward has served on the council since he was a young man. He was chosen to serve on the council by Queen Victoria for his skill at money management. Despite his façade of being a honest and polite man he is in truth corrupt, and although he always brings in money for the crown, a certain amount always ends up in his own pockets. After Alasdair De Reimer took the throne Edward and his wife were imprisoned after their son Charles showed Alasdair evidence of his parents money laundering. Skills and traits: Master economist, adept manipulator, expert politician
Name: Grand Duchess (denounced) Alise Du Paraquette Age: 48 Gender: Female Position: Prisoner Background: Alise Du Paraquette is the wife of Edward and run’s the family manor and also manages Sypius plains. However the commoners who live within Sypius plains believe her and her husband to be greedy and incompetent. After Alasdair De Reimer took the throne Alise and her husband were imprisoned after their son Charles showed Alasdair evidence of his parents money laundering. Personality: Greedy, Snobbish, high-strung, Highly values her social status Appearance: Fat, Long brown hair, Lavish clothing
Name: Grand Duke Charles Du Paraquette Age: 23 Gender: Male Position: Head of the Du Paraquette Family Background: Charles has great resentment of his Father and Mother; believing them to be corrupt, incompetent individuals who have no idea how to run a kingdom as well as sullying the family name. He also believes that they do not truly appreciate his political skills and thinks that he and his wife would be far better suited to ruling Sypius plains. After a scheming with High king Alasdair Charles was able to imprison both his parents and become the new ruler of his house. Due to this he is very loyal to the Imperial concord. Personality: Serious, Formal, Vengeful, Loyal to the crown, Appearance: Thin, Short brown hair, Well trimmed beard, Considered handsome by most
Name: Grand Duchess Ellen Du Paraquette Age: 20 Gender: Female Background: Ellen Du Paraquette was the daughter of a middle classed accountant who married herself into the Du Paraquette family by marring Charles. However both Edward and Alise strongly disapprove of Ellen and believe that their son should have married someone within his own class. Due to this Ellen also has a strong resentment towards Charles’s parents and like her husband believes that they would be much better suited to ruling Sypius Plains. After the High King helped both her and Charles to become the new ruler of the Du Paraquette family she has become very loyal to the Imperial Concord. She is currently pregnant. Personality: Serious, Pragmatic, Vengeful, Formal Appearance: Thin, Long blond hair, Considered to be beautiful by most
Name: Rendon Du Paraquette
Age: 50
Gender: Male
Sexual Orientation: Hetrosexual
Position: Knight of Nidanke
Personality: Pious, Loyal to the crown, Intelligent, Arrogant, Self righteous, Pompous,
Weaknesses: Short sighted; Only caring for immediate results this man has no concept of the long term. Born follower; This man has no ambitions and is more interested in pleasing his superiors than he is furthering his own position. Disliked; nobles, peasantry and even his own family, this man's arrogance means he is disliked by many and liked by few. It's rumored even his wife and children hate him.
Appearance: Muscular man for his age, short grey hair, aging wrinkled skin, wispy white moustache, dark black eyes Background: As second eldest son of the Du Paraquettes, Rendon had very little chance of inheriting any of his parents land who greatly favored their eldest son, Gregory. As such Rendon sought to make a name for himself within the church and became a knight of Nidanke, a god that the Du Paraquettes often prayed to. From there Rendon's status and piety lead him to become head of the religious order and lead his knights against the forces of the Mandarass Alliance during Formaroth's first civil war. After the death of Heylot and his detested older brother, Rendon being the second eldest was unable to inherit any of the land due to being sworn to the church, as a result the land passed to his youngest brother Edward. This led to Rendon becoming bitter towards his once close younger brother and grateful to Alasdair after he had Edward imprisoned. He now continues to serve in the church remaining feverously loyal to the church and hateful of the Heretic's. However due to his loyalty to the crown and the nobility he is nervous of the influence that Edward possesses. This has led Alasdair to believe that Rendon is the best person to lead the inquistion from the shadows as it's viceroy.
Name: King Henry Mazeltof Age: 53 (Deceased) Gender: male Position: Head of the family Personality: Proud, stubborn, purposeful, unpredictable, prone to outbursts of anger. Appearance: Looks like a stereotypical pirate. Sturdy and tall, with mid-length, untidy hair, an impressive beard, huge eyebrows and dark, piercing eyes. He has a deep, hoarse voice. Rarely smiles, but is very fond of smirking. During Formaroth’s civil war, he severely injured his right leg and now finds it very difficult to stand and walk. Even so, most find him intimidating, if not frightening.
Henry was captured during 'The Battle of Ralda' and was later executed in Nyhem.
Skills: Before the accident, was famous for having incredible sword- fighting skills. However, he also knows a lot about tactics and war planning, and has a good understanding of politics. Master economist.
Name: Grand Duchess Grace Mazeltof (Deceased) Age: 48 (Deceased) Gender: female Personality: Manipulative, intelligent, and talented. Appearance: Long, blond hair, medium height, slim. She was considered beautiful, with large green eyes, pale shin, and a long neck. Looked very young for her age. Skills: Known 5 languages fluently, was great knowledge of the country’s history, geography and political situation. Played on 7 instruments. Sang beautifully. Master manipulator.
Name: Marquess Godwyn Mazeltof Age: 28 (Deceased) Gender: male Personality: inspiring, confident, determined, charming, and a natural-born leader. Appearance: Medium- height, brawny, with short-trimmed, brown curly hair, and like his father, dark eyes under huge eyebrows. Skills: Great leadership skills, good political skills, good strategist and great sword welding abilities.
Name: Lord Ian Mazeltof Age: 26 Gender: male Personality: Very likable. Laid-back, charismatic, spontaneous, and light-hearted. Very loyal to the house. Appearance: Medium high, well-built, with a handsome face, striking green eyes and square jaw line. Skills: Master negotiator, master politician, master manipulator and great archer.
Name: Lady Dilys Mazeltof Age: 25 Gender: Female Position: Head of Mazeltof family Personality: Poised, compassionate, independent, brave. Appearance: Has dragon tattoo on her back. Apart from that, very much like her mother with a petit figure, blond hair and green eyes. Skills: Has magical abilities, speaks 4 languages fluently, great painter. Background: Dilys wanted to go to learn how to use and develop her magical powers in a special school, however was forbidden from doing so by her father. Lord Henry believes that she would be brainwashed or used as a pion in political games. As a 17 year old she fell in love with Alasdair De Reimer.
Dilys has followed Andris Mandarass into exile alongside her brother Ian an baby sister Willow.
Name: Lady Alicja Mazeltof Age: 22 Gender: Female Personality: Intelligent, kind, and outspoken. Appearance: She is medium height, with brown wavy hair, green eyes and really adorable ears. Skills: Well read. Few years back became interested in medicine, and currently has a good working knowledge of how to cure illnesses.
Alicja Mazeltof is currently still in Formaroth and thought to have been killed during 'the battle of Ralda'. During the Nyhem Riot she was able to break her sister Pearl Mazeltof out of prison and along with her followers has fled Nyhem to seek safety in the south.
Name: Lady Pearl ‘Ruby’ Mazeltof Age: 17 Gender: Female Position: Prisoner of the Concord Personality: Prefers staying in the background to listen and observe, however when there is need, she stands up for the things she believes in. Can be temperamental. She is very direct and honest. Brave. Appearance: Slim, shorter than average, brown hair, brown eyes. Skills: highly analytical mind, expert strategist, expert at gymnastics. Adept sward master.
Name: Lady Willow Mazeltof Age: 3 Gender: Female Personality: Kind, loves animals, most of all horses. Very intelligent. At times, ok, most of the time- argumentative. Appearance: Adorable. Small and plum. She has large, green eyes, chubby, ruddy cheeks and a mass of blond curly hair. Skills: possibly possesses magical abilities.
Family members Name: King Rubidus Age: 73 Gender: male Position: head of the family Personality: cold, prone to violent outbursts (rumoured to have killed his wife, but no proof), calculating, wants to move his family up in the world, very wealth driven Appearance: Rubidus Wulfrick was famous for his silky, long, white hair. The years had not treated his body with kindness, and the once beautiful, golden skin was now covered with lines, and heavy, like old, cheap leather. Sunken eyes brown, and a thin, bony nose were the features that stood out most on his, rather plain face. He always insisted on wearing golden gloves. No one knew the reason, some assumed he hid some horrid deformity underneath, others thought that he just couldn’t bear to touch anything lesser than him. One particularly gruesome rumour was that his hands were strained red from all the blood he spilt, but this was known to be a false hood. Not now, nor in this youth could the old man ever have the strength to wield a sword or dagger. No, the man’s strength was in his mind which had lasted him through the years as his body slowly failed him. Skills: a successful, yet ruthless negotiator, who’s equally as well travelled as he is read, and some say there isn’t a book worth reading that he has not read, and quite a few more. As such he is skilled in many a tongue and forced this talent onto his children and grandchildren. A critical mind, he has such a good talent for predicting how things will come to pass that the Wulfrick family rely not on prophets or religion, but Rubidus.
Name: Marquess Aureus Age: 48 Gender: male Orientation: Homosexual Personality: flamboyant, charming, adventurous, spends very freely, liberal Appearance: taking after his mother more than his father, he had bronze skin, and curly, black hair, that he puts absolutely no effort into maintenance, but every effort into the maintenance of his beard and moustache. The only feature he inherits from his father is his deeply sunk in eyes, which are so dark they’re almost black. A well travelled man, he refuses to wear the traditional clothes of his homeland and instead chooses a bizarre mix of heavy clothes from the north and the light silks of the east. A strong man, the only member of his house to be able to wield a sword, and with some grace and skill at that. Skills: a good fighter, a negotiator, and skilled seaman, who can steer a ship as well as he can captain one. A good nose for spotting a fake or a con, due to his father sending him out to sea as he wouldn’t take a wife nor bear any heirs.
Name: Lord Smaragdus Age: 45 Gender: male Personality: a kind, soft-spoken man, who has trouble voicing his opinions in such an opinionated house. Timid is another word used to best describe him. He is a very skilled negotiator, as well as compassionate and gentle, with a keen love for animals and tobacco. Appearance: A clean shaven man with bronze skin and carefully styled hair. Taking very little from his father but his name and his brown eyes, only his aren’t anywhere near as sunken in, he has a large nose, and lips that always have a soft smile. A tobacco addiction has left him with very poor breathing, and he’s rarely seen without a pipe or hookah near. Skills: a very talented rider, and negotiator, well read. His main talent is staying as kind and down to earth and honest with his father brothers and sisters.
Name: Lady Unynna Age: 35 Gender: female Position: wife to Smaragdus Personality: outspoken, rebellious, compassionate, kind, honest, intelligent, brave Appearance: dark skinned with thick, curly hair and bright blue eyes. Keeps wearing her home colours, and the gold-spun jewellery of the land. Skills: not being afraid of anyone, sharp-witted, and even sharper tonged. Ambitious for her children. Nice person, but not very useful.
Name: Lady Sappir Age: 51 Gender: Female Orientation: asexual Position: oldest child Personality: cold, ambitious, driven, cares very much for her children and nieces and nephews, hateful to pretty much everyone else Appearance: Sappir has silky black hair like her fathers before her, which is styled into elaborate braided updo’s every morning, and flawless, brown skin, with eyes so dark they’re almost black, and a thin, bony nose. Petite in fame, she never really fit in with her body, but she tries to maintain the appearance of a lady, though in her childhood she used to secretly practise with a sword. Skills: the most well-read of her house, she’s very knowledgeable of poison, which she used to kill her husband after she finally bore a son. She’s very cunning, and sharp witted and willed, but for her children and nieces and nephews she is very kind and gentle.
Name: Lady Lydia Age:31 Gender: female Position: Personality: arguably one of the most dull, stupid people in all of the kingdoms. An annoyingly cheery girl, the family are glad to have married her off Appearance: light skinned, with black eyes and dark brown hair, as well as a bony nose Short, and with a stupid smile practically stapled onto her face. Skills: none. … Well, maybe needle work and giving birth
Name: Lady Jael Age: 29 Gender: female Position: spinster for life Personality, appearance, skills and traits: Personality: distrustful, cold, calculating, clever, curious, introverted, easily addicted Appearance: Jael has the unfortunance of being both a dwarf and an albino. As such she puts little effort into her appearance, letting her curly hair free. She has red eyes, with no colour elsewhere. Short, as she’s a dwarf. Her fingers have callacies from the amount of books she’s read, though they are mostly fiction. She’s had poor health and weak bones, leading to many a fall, one of which lead to a scar on her upper forehead. To make her health worse she is a drunkard and addicted to tobacco as well as other drugs. She rarely leaves her room, and knows that she has no hope of marrying. Skills: good at reading, and very intelligent
Name: Lady Odetta Age:27 Gender: female Personality: Bright, cheerful, compassionate, manipulative, outspoken, extroverted, greatly enjoys the art, ambitious Appearance: A remarkably angled face, with a strong jawline and cheekbones, a sharp nose, and bright, black eyes. Her hair is just as black as those eyes, with a sharp, blunt fringe, and always styled hair Skills: very sharp witted, an experienced lover, and fantastic liar.
Name: Lord Goodwin Age:23 Gender: male Orientation: bisexual Personality: fun-loving, adventurous, jokey, skilled liar, adrenaline junky, flirty, charming, animal lover, seductive Appearance: Dark brown hair, with golden skin, and black eyes, and bony nose. Curly hair, with stubble. A keen sportsman, he’s very fit, and as he’s especially skilled in archery, he has strong arms. The tallest of his family. Skills: archery, horse riding, climbing, bird training, skilled liar, very seductive, has a habit of seducing young women and ruining their reputations, unmarried
Lord Goodwin is currently engaged to Isabel De Reimer, much to his disliking
Name: King Henri Anjervine; King of Windermere, Prince of the Summer Isles, Lord of Vine Age: 46 Gender: Male Position: Head of House Anjervine, Lord Marshal of Windermere and the Summer Isles Background: Henri was the oldest child of Charles Anjervine. He spend a great deal of his youth as a mercenary captain within the Elven Imperium.
During the civil war Henri fought on the side of the Concord and lead the concord forces in the conquest of Ralda
Personality, appearance, skills and traits: Henri is a strong and proud man who often bulldozes over his opponents. Handsome and well built he is often cited as a true son of the Remonnet line because of his features which strongly resemble theirs.
He's a consummate swordsman but his best skill is the lance which he is renowned for and is called the 'Iron rose' for his personal sigil is the red rose of Vine.
Henri is also an experienced commander of hosts, having fought in wars in the Elven Empire as the leader of mercenaries when he was younger.
Name: Grand Duchess Leona Swen Age: 43 Gender: Female Position: Wife of the King of Windermere, Princess of Windermere, Princess of Swen Background: Leona is strong-willed woman who was the last of her house after her older brothers died in a campaign against Pirate's. Seeing what seemed to be the guaranteed destruction of her house by death and the plots of her supposed vassals she tied herself to the King of Windermere through marriage. Thus securing her position among her vassals as her husband increased her strength in arms from only 1,000 to 5,000 the equivalent of half her vassals levies.
Her house is House Swen who've ruled the Summer Isles under the Kings of Windermere for many thousands of years.
Personality: She's a strong-willed woman who is very much a family woman and cares for her children greatly and thus seeks to have Henri's schemes succeed so that her children may benefit.
She's seen as very beautiful by those who've met her.
She's a good politicker.
Name: Marquess Daven Anjervine Age: 16 Gender: Male Positions: Crown Prince of Windermere, Lord of Gwendt, Marshal of the Southern Marches Background: He's the firstborn of the union between Henri and Leona and has been groomed for the rule of Windermere by them since birth.
Personality: He's still growing
He's been taught swordsmanship since 5 and that is his gift, he's beaten grown men before.
Name: Lord Renauld Anjervine Age: 13 Positions: Secondborn of Windermere, Knight of Dowry Personality: He's still growing.
Learning to be a man.
Name: Queen Freya Neptuna Age: 33 Gender: Female Position: Queen of Akki Background: Freya became the ruler of Akki after her older sister and brother were killed at sea during a storm making her the youngest ruler of Akki in history (being only twelve years of age). However despite her age Freya proved to be an adequate ruler and leader and is greatly loved by her people. During the war for the throne Freya fought on the side of House Mandarass and has followed them into exile along with her son. Personality: Brave, Honest, Carefree, laidback, loves her people Appearance: Dark skinned, long black hair, tall, green eyes Skills and traits: Master ruler, Master naval commander, Master leader, Expert economist, Apprentice Military commander, Expert Spear user
During the civil war Freya sided with Andris due to threats posed by house Blackwell. Along with her son and supporters, she has followed Andris into exile
Name: Marquess Robert Neptuna Age: 16 Gender: Male Position: Prince of Akki Background: Robert is the oldest and only child of Freya and most consider him to be very similar to his mother. It is currently unknown who his father is and it is believed that only Freya knowns. Robert’s main aim at the moment is to prove himself to the people of Akki and his mother to show that he is a worthy leader. He is currently in exile alongside his mother. Personality: Brave, Honest, Carefree, laidback, Sauvé Appearance: Dark skinned, Shoulder length black hair, Tall, green eyes Skills and traits: Adept ruler, Master naval commander, expert leader, Apprentice economist, novice Military commander, Expert mace user
Name: Captain Nicol Age: 70 Gender: Male Position: Head advisor Background: Nicol has been House Neptuna’s advisor for most of his life. He is a wise man who loves the Neptuna family. He greatly helped Freya in her young age to rule the kingdom and is currently her most trusted advisor. Personality: Kind, gentle, wise, completely loyal to House Neptune Appearance: Dark skinned, bald, grey hair, aged Skills and traits: Master ruler, master economist, expert naval commander, adept swordsman
Name: Commander Elduin Species: Elf Age: 113 Gender: male Position: Military leader Background: Elduin Yalathanil was an elven general in the Elven Imperium. He defected from the Imperium after believing his talents were not being appreciated. He was recruited during the Formaroth civil war by house Neptuna after they decided that their forces required a skilled military leader who could lead their forces on land effectively. He is one of the very few elves who currently lives in Formaroth, let alone one who commands a great deal of authority. Personality: Stubborn, Gory seeking, Head strong, loyal to House Neptuna Appearance: Typical elven appearance; short, skinny, dark blue skin, clawed hands, pointed ears, long stretched face. Skills and traits: Master military commander, Master duel sword wielder
Name: Queen Mylla Staghain Age: 56 Gender: Female Position: Head of house Background: Queen Mylla was the oldest child of the Staghain family and is the head of the family and current ruler of Thralreth. She is considered to be strong leader and is well loved by her people. Personality: Strong willed, head strong, strong sense of justice, honourable Appearance: Long ginger hair, blue eyes, rounded face Skills and traits: Master leader, Expert military commander, Expert negotiator, Adept ruler, Master swordsman, Expert Bowman
Alongside House Sutharlan, Mylla has joined 'The Southern Alliance'.
Name: Grand Duke Alfred Staghain Age: 53 Gender: Male Position: Second in charge Background: Alfred married into the Staghain family at the age of 22 and greatly helps his wife Mylla in ruling the kingdom of Thraleth. Alfred will often deal with political affairs while Mylla focuses on leading her people. Alfred is well loved by the people of Thralreth. Personality: Kindhearted, quick witted, Honourable, Wise Appearance: Short brown hair, blue eyes, tall, slender, short beard Skills and traits: Master ruler, expert economist, expert negotiator, adept leader
Name: Marquess Thomas Staghain Age: 18 Gender: Male Position: Prince of Thraleth / Squire to Bearnard Sutharlan Background: Thomas is the oldest child of House Staghain and is heir to the throne after his mother and father. He is currently the squire of Bearnard Sutharlan. Personality: Kind, Honourable, idealistic Appearance: Shoulder length ginger hair, blue eyes, rounded face Skills and traits: Adept ruler, Adept swordsman,
Name: Lady Rohese Staghain Age: 14 Gender: Female Position: Princess of Thraleth Background: Is the youngest child of House Staghain. Personality: Honourable, Innocent, Naïve Appearance: Long brown hair, blue eyes, rounded face. Skills and traits: Lute player
Name: Count Roland Age: 32 Gender: Male Position: General of Staghain’s armies Personality: Straight to the point, blunt, Honourable Appearance: Long shaggy black hair, Massive beard Skills and traits: Master Military commander, Master swordsman
Name: King Bearnard Sutharlan “The Quiet Wolf” Age: 48 Gender: Male Position: Paramount Lord of Raeldar, Patriarch, Family Head Personality: Quiet, Loyal, Just, Reserved, Fair, Respected, Natrual Leader, Warrior, Wise, Honest, Frugal, Feared Appearance: Thick ash hair peppered with with gray. Short but rugged beard honoring his lands, with solemn almost cold grass green eyes. Tall reaching, 6’4 with broad shoulders. Background: Bearnard born a twin but his sister had died in the womb, rendering his mother barren. Which some people believe took away of his soul, explaining why he tends to be so quiet. Threw his childhood people started nicknaming him ‘Quiet Wolf’ because of his silent demeanor and his prowess. His actions always spoke louder than words. However around his spouse, children or his vassals he tends to be more expressive. As a father of five children of which has three female children. Two of which are tomboys, who he drilled personally as hard as his two male children. Only one girl is truly feminine. All of which are in company to attend the late king's funeral and pay his respects. He was granted to title of ‘General of the Vanguard’ by the late king. With retinue of 50 men as a personal guard. During the civil war Bearnard, alongside house Staghain, joined the southern Alliance. Skills and Traits: Apex Warrior, Master Swordsman Leader, Cunning, Stalwart, Wise, Efficient, Loyal, Protective
Name: Sorcha Sutharlan “Peacetalker” Age: 44 Gender: Female Position: Lady of the House, Matriarch Personality: Kind, Frugal, Protective, Loving, Nurturer, Teacher Appearance: Sorcha has a dark shade of hair, almost purple in tone but carries her mother's illuminating gray eyes. Looking at the woman one would hardly believe that she is as old as she is, still holding her youthful looks of her mid to early thirties and birthing five children in the process. Possessing an average figure but carries what weight she does have well. Background: Sorcha is Bearnard’s second cousin and their marriage was already prearranged at her birth but as time grew and the two actually met there was a silent affection between the two. Even from their young age the two grew inseparable, a love inspired by so many minstrels. Being the only person to see the man she was married to smile. Shortly after the marriage she bore him a first born son and soon thereafter another four children, giving truth to the women of the Sutharlan line. However she does lament on her husband's lack of diplomatic affairs, often accompanying him on such trips. Skills and Traits: Skilled Diplomat, Moderate Politician, Skilled in Economics, Moderate Politician, Mediator, Soothsayer, Herbalist
Name: Iain Sutharlan “The Sly Fox” Age: 28 Gender: Male Position: Heir of Raeldar, First born, Scholar, General, Raeldar Steward Personality: Wise, Smart, Cunning, Musician, Leader, Chaste, Warrior, Generous, Gregarious Appearance: Iain has his mother deep black hair, almost to the point where it is near indigo in color. Stand tall at 6’3 but keeps his face clean shaven but with trimmed goatee, giving a distinguished look about him. Sinewy body build but having the ‘pretty’ face of his mothers line make him one to swoon over. Background: Iain is the pride of Raeldar. Not for being the first born but beloved by his people for his charity among the destitute and all walks of life in the south. Growing he excelled in all of his studies and training. No matter what it was Iain always excelled to it. Given a multitude of test by varrying masters of the subjects, coming to yield perfect results on each of them. Having read threw all the texts of his fathers keep and attending to his duties. Yielding a slightly higher income for his father but due to their poorer status it wasn’t much. Lessening the taxes of the common folk in the process. Iain is unmarried but his looks alone make most women swoon, driven further by the fact his is chaste and hasn’t felt a woman’s touch before Skill and Traits: Masterful Tactician, Genius, Masterful Economist, Scholar, Cunning, Cordial, Gregarious, Chaste
Name: Anna Sutharlan “The Huntress” Age:26 Gender: Female Position: Judicator of Raeldar, Lady of the House Personality: Just, Lawful, Honest, Blunt, Solitary, Without Remorse Appearance: Anna takes more after her father with hair black as night, her skin tends to be rough as she spends most of her time in the woods. Her eyes tend be far colder than her father. Her deadlock state tends to be crack any would be criminals in interrogation far before any force is used. Despite her roughen appearance she is considered quite beautiful with fair skin. Background: Anna being the second child and the first female of the line is more like her father than the rest. Preferring the company of animals even from a young age, also taking to archery. Before coming of age she master the White wood bow. Because of her solitary preference she was named judicator of the Raeldar because of her like minded thinking of her father. Spending more time in the woods hunting the would be criminals that enter her father's domain. Skills and Traits: Master Huntress and Archer, Guerrilla Fighter, Righteous, Survivalist, Herbalist, Mounted Archer
Name: Cormag Sutharlan “The Titan” Age: 25 Gender: Male Position: Marshall of Raeldar, Vanguard Leader, General Personality: Warrior, Brutish, Silent, Cautious, Friendly, Inspiring, Merciless in War Appearance: Cormag is a giant among men, even towering above his father at over seven feet closing in on eight feet, rugged flowing beard. Massive mass of muscle capcity as almost anything he uses has to be special made for considering his size and strength. His beard flows but keeps his head completely shaved. Background: Cormag even as a young child was huge, nearly killing his mother coming out of the womb. While he isn’t like his elder brother being prodigal son, he did take to his marshall lessons to heart. Mastering nearly every weapon he came into contact with. Earning himself the title ‘Marshal of Raeldar’. Forming a Legion of men like himself being tall men with a knack for battle. When they ride to battle it's much like a titan stepping onto the realms of men. Skills and Traits: Apex Warrior, Brutal Warrior, Master with Sword/Flail/Mace/Axe, Horseman, Relentless
Name: Anabla Sutharlan “Witch of the Sea” Age: 23 Gender: Female Position: Admiral of Raeldar, Lady of the House Personality: Cordial, Honest, Friendly, Proud, Gregarious, Sea lover, Efficient Appearance: Anabla keeps her ash hair cut and curled around her neck. Her very presence always gives a welcoming aura as her frame is lithe but still very attractive. Taking after her mother’s eyes, being gray but seem to be so beautiful that people claim they’d kill for them. Being the shortest of the siblings never bothered her as her personality wins over most people. Background: Anabla grew up like most young ladies would around the court of their fathers but something changed when she came about a book of the sea. What it was nobody knows but it made choose a life on the sea. Learning under her great-uncle what she could before one of the raging cold storms of the sea took him overboard. Yielding to her the position of Admiral and has spent most of her time at sea. Rarely coming to land. Skills and Traits: Masterful Sailor, Skilled Naval combatant, Adequate archer, Moderate mediator and diplomat
Name: Lili Sutharlan “Ice Lily” Age: 15 Gender: Female Position: Lady of the House Personality: Kind, Friendly, Feminine, Talker, Writer, People Person, Head in the clouds Appearance: As far apperance goes Lili is split down the middle. Taking the best physical traits from both of her parents. Beautiful gray eyes, thick ash hair with a shine that is often braided down her back. Taking the trade mark Sutharlan traits and making them better. Often considered as the most beautiful of Sorch and Bearnard’s children even at her young age. Background: Lili is often regard as the beauty of the south, even as an infant most people held her in high regard as an ice lily. A beautiful flower in white and light blue that only grows in the coldest reaches of their realms. Brought up in her father's court and is still learning poltics but most cannot say no to such a charming and beautiful face. Skills and Traits: Gregarious, Skilled diplomat, Mediator, People Pleaser, Charmer, Political
Name: Queen Catryn Tuania Age: 40 Gender: Female Position: Head of house Background: The younger sister of Evelyn, currently desperately trying to redeem here families house and distance herself as much as she can from her sister. Personality: Kind, shy, timid, suspicious, fair, intelligent Appearance: Long blond hair, short, gentle eyes Skills and traits: Master negotiator, Expert ruler, Adept economist
Name: Grand Duke Grandin Tuania Age: 43 Gender: Male Position: Second head of charge Background: Married into the Tunia family before the civil war began. Like his wife he too is desperately trying to restore the family’s reputation Personality: Kind, responsible, loyal, Appearance: Tall, black hair, starting to bald Skills and traits: Master economist, Adept ruler, Novice military commander
Name: Marchioness Cerlina Tuania Age: 24 Gender: Female Position: Head Advisor Background: Cerlia is the eldest child of the Tuania family and as a result has a lot of things expected of her. Like her parents she is also trying to improve her families standing within Formaroth and holds great hatred in her heart for her Aunt, Evelyn. Personality: Strongly loyal to her family and loves all of them dearly, headstrong, intelligent, strong willed Appearance: Shoulder length blond hair, Tall, dark green eyes, beautiful Skills and traits: Master ruler, Master negotiator, Expert Economist, Novice military commander
Name: Lord Orland Tuania Age: 19 (Deceased) Gender: Male Position: General Background: The second eldest child of the Tunaia family, Orland is currently learning to become a military commander. Personality: Idealistic, headstrong, commanding, kind Appearance: Short blond hair, muscular Skills and traits: Expert swordsman, Adept Military commander,
During the second battle of Telmarion Lord Orland was killed by Andris Mandarass
Name: Lord Anron Tuania Age: 11 Gender: Male Background: Youngest member of the Tuania family. Personality: Kind, straight forward, Naive Appearance: Short, Black hair
Name: King Daeron Humber Age: 55 (Deceased) Gender: Male Position: Head of house Background: Daeron fought on the side of House Mandarass during the civil war. Even after the war ended Daeron hold Andris in high regard and respects him more that he does most. The thing that Daeron cares for the most is his daughter, Hemala as she is now the only family he has left. During the civil war Daeron was killed by Beatrice Blackwell during the second battle of Telmarion Personality: Headstrong, laidback, firm but fair, strong sense of justice Appearance: Tall muscular man, bald, harsh facial features, tanned skin Skills and traits: Master military commander, Master axeman, adept ruler, expert leader, novice economist
Name: Marchioness Hemala Humber Age: 22 Gender: Female Position: Eldest and only child Background: Hemala is the only child of the Humber family and is heir to the throne of Coruneon. She lost her mother, Saerenna Humber, to an unknown disease at an early age and as such has been raised by her father for most of her life. Hemala, along with her advisor Maerya, have followed Andris into exile Personality: Strong willed, idealistic, headstrong, laidback Appearance: Tall, slender, short brown hair, tanned skin Skills and traits: Expert mace user, Expert Military commander, master leader, adept ruler
Name: Duchess Maerya Bernalys Age: 32 Gender: Female Position: Head advisor Background: Maerya is the head advisor of house Humber and deals with most political and economic affairs. Personality: Blunt, straight forward, wants the best for her homeland Appearance: Thin, black hair, tanned skin Skills and traits: Master ruler, Master economist
Name: Grand Duchess Cemrin Greensworth Age: 81 Gender: Female Background: The eldest member of House Greensworth, she is considered to be the only member of House Greensworth to command any sort of authority or wield any form of intelligence. She is the true ruler of Orog and everyone knows it. She is currently very fearful of what will happen to her house once she is gone. Personality: Straight to the point, wise, blunt, grumpy, intelligent Appearance: Old, grey hair, dark green eyes, walks very slowly Skills and traits: Master ruler, Master economist, Master Negotiator
Name: Queen Anera Greensworth Age: 55 Gender: Female Position: Head of house Background: Anera is the currently leader of house Greensworth and is considered to be one of the most feeble minded and incompetent rulers in Formaroth. She holds no knowledge of what it means to rule, let along how to rule effectively. She will often make rash decisions without thinking them through. Despite this she still believes herself to be a great ruler. Personality: Feeble minded, formal, easily intimidated, deluded, Appearance: Long black hair, fat, blue eyes Skills and traits: Novice Ruler, Apprentice negotiator, adept economist
Name: Grand Duke Jullon Greensworth Age: 58 Gender: Male Position: Second in command Background: Considered to be one of the most stupid and incompetent people in all of Formaroth, to the point that he something of running joke to the rest of the noble houses. While his wife Anera can at least maintain the façade that she is a competent ruler with her formal mannerism, Jullon would be unable to convince a child with his bumbling attitude. Personality: Bumbling, foolish, incompetent, attempts to be formal Appearance: Fat, Bald, short well-trimmed beard Skills and traits: Apprentice Economist
Name: Marquess Erock Greensworth Age: 25 Gender: Male Position: Champion of house Greensworth Background: The eldest child of houses Greensworth, Erock is the heir to Orog. Though not as incompetent as his parents, Erock is still considered to be an idiot by most. He holds no talent for ruling and is completely absorbed by his dream of being a great hero. He is at the very least considered to be master swordsman by those who have fought him. Personality: Chivalrous, foolish, just, idealist, deluded, Appearance: Short black hair, handsome, blue eyes Skills and traits: Master swordsman, Adept military commander, Adept leader, novice ruler
Name: lord Colbat Greensworth Age: 20 Gender: Male Sexual orientation: Homosexual Background: Colbat is the only other family member who Cemrin does not believe to be an idiot. He has a great deal of potential and has a lot of knowledge when it comes to ruling. Cemrin is hoping that he will be able to keep House Greenworth from falling apart once she is gone. Personality: Intelligent, formal calm Appearance: Tall, Black hair Skills and traits: Expert economist, Adept Ruler,
Name: lady Nalia Greensworth Age: 17 Gender: Female Background: The youngest of House Greensworth and the most Naïve. She has no true understanding of how the world works. Her biggest contribution to Orog is making the local merchants very rich due to her constant spending sprees. Personality: Spoilt, Naive, foolish, pretty Appearance: Shoulder length black hair, short, blue eyes Skills and traits: Novice Economist
Name: Queen Serala Lanistark Age: 32 Gender: Female Position: Joint ruler of Glarmion/ruler of upper Glarmion Background: Serala is the joint ruler of Glarmion and rules alongside her twin brother. She and her brother became the new leader of Glarmion after her father and mother were killed in the civil war. She holds great respect for Andris Mandarass (one of the few people outside of Glarmion who she respects). During the civil war she was captured during the second battle of Telmarion. Personality: Fierce, fearless, brave, militant, Appearance: Long blond hair, dark eyes, muscular Skills and traits: Master swordsman, Expert military commander, Master leader, adept ruler
Name: King Maror Lanistark Age: 32 Gender: Male Position: Joint ruler of Glarmion/ruler of lower Glarmion Background: Maror is the joint ruler of Glarmion and rules alongside his twin sister. Him and his sister became the new leader of Glarmion after his father and mother were killed in the civil war. He holds great respect for Andris Mandarass (one of the few people outside of Glarmion who he respects). He has followed Andris Mandarass into exile Personality: Blunt, fearless, brave, aggressive Appearance: Tall, muscular, short hair, roughly shaven Skills and traits: Master Axeman, Expert military commander, Master leader, adept ruler
Name: High Magister Barden Age: 28 Gender: Male Position: Advisor of Glarmion/Head battle mage Background: Barden originated from the summer isles where he studied under the school of destruction. He was hired by the Lanistark twins after the civil war to advise them on matters of the arcane as well as teaching the mages of Glarmion the art of destruction magic. Sunce the civil war started he has defected from house Lannistark to join Lanaya's mage collective. Personality: Studies, blunt, serious, Appearance: Tall slender man, long pointed nose, short ginger hair. Skills and traits: Master destruction magic, Expert Restoration magic, Expert conjuring magic, Expert bow user, adept swordsman
War Cog Size: Small - Medium Propulsion: Single Sail Armament: Archers, Boarding Infantry. Ocean Going: Yes Compliment: 10-20 Crew. Up to 50 Archers, up to 50 Infantry.
The Cog is a small, round hulled vessel with ocean-going capabilities and a large hold. It is reasonably fast, but only when the wind is favorable, and its simple sail arrangement prevents it from easily going against the wind. A war Cog will have raised fore and aft castles, from which Archers, Crossbowmen or Mages, can rain fire down on the crews of other ships, while making boarding a more difficult prospect for hostile ships. They will usually sink when rammed. These ships are built in many sizes, with the primary advantage of the smaller variant being that it is cheaper and easier to build.
Siege Cog Size: Medium Propulsion: Single Sail Armament: 1 Catapult, Archers, Boarding Infantry. Ocean Going: Yes Compliment: 20 Crew, 15 Catapult Crew. Up to 25 Archers, up to 50 Infantry.
The Siege variant of the War Cog takes the hull design to its upper limits in size and weight. It uses this size to include a Naval Precision Catapult, greatly enhancing its ship killing potential. The expense of building the larger hull and engineering the complex catapult means that only wealthier nations with established shipyards are able to field these vessels in any numbers. With the Forecastle taken up by the Catapult, this Cog variant has less room for Archers. Guaranteed to be heavily laden with shot for its catapult, the Siege Cog will sink very quickly if rammed.
War Galley Size: Medium Propulsion: 1 - 2 Sails, 25 pairs of Oars. Armament: Ram, Archers, Boarding Infantry, Boarding Ramp. Ocean Going: No Compliment: 70+ Crew, Up to 60 fighting men (split between archers and infantry).
The standard War Galley has many minor variants, but all are consistent in the lack of castles or siege equipment, instead having a focus on speed under oar power. It should be noted that a crew of 70 can only be achieved with very skilled oarsmen, and that it can rise dramatically if unskilled oarsmen are used, requiring as many as 4 men per oar. These ships will usually survive several hull breaches, only sinking when very heavily damaged or breached while heavily laden. This is the most simple Galley variant to build, and thus the cheapest.
Castle Galley Size: Large Propulsion: 1 - 2 Sails, 30 pairs of Oars. Armament: Ram, Archers, Boarding Infantry, Boarding Ramp. Ocean Going: No Compliment: 90+ Crew, Up to 80 fighting men (split between archers and infantry), Up to 50 Archers.
A larger, more expensive Galley variant, the Castle Galley is defined by its large Fore and Aft Castles. These are ideal positions for archers, who can rain down arrows on the crews of opposing ships from positions of relative safety. These structures add little weight, and so do not make the Castle Galley vulnerable to sinking from a ram, nor do they meaningfully reduce its speed. Like all Galleys, crew sizes rise dramatically when skilled oarsmen are in short supply.
Siege Galley Size: Large Propulsion: 1 - 2 Sails, 30 pairs of Oars. Armament: Archers, Boarding Infantry, 1 - 2 Catapults. Ocean Going: No Compliment: 90+ Crew, 15-30 Catapult Crew, Up to 40 fighting men (split between archers and infantry).
The largest Galley variant built in any numbers, the Siege Galley exchanges its Ram and Boarding Ramp for one or two Precision Naval Catapults, mounted where the Castles would be on the Castle Galley. While not slowing the ship significantly, the weight of the shot for these weapons does make a Siege Galley likely to sink if rammed. They are usually built with thicker horizontal decking to avoid having their hulls breached by enemy catapults. The space taken by the weapons on deck also reduces the space available for other fighting men, and the Siege Galley is woefully undermanned in a boarding action. Exotic Ships:
Siege Holk Size: Large Propulsion: 1-3 Sails Armament: Boarding Infantry, 1 Catapult. Ocean Going: Yes Compliment: 40 Crew, 15 Catapult Crew, Up to 300 Infantry.
A rare Holk variant rigged for war, this is the largest Ocean going warship available to the nations of Formaroth. With a thick deck to resist catapult fire and a huge compliment of infantry, this ship is difficult to sink via most normal methods. It is, however, very vulnerable to ramming, and will break up and sink quickly if its hull suffers any breaches. Nonetheless, it is the terror of the open ocean, and will easily overwhelm nearly any other ship in a boarding action. Alenius Turtle Ship Size: Medium Propulsion: 10 pairs of Oars. Armament: Ram, Crossbowmen, Boarding Ramp. Ocean Going: No Compliment: 60 Crew, 40 Crossbowmen, 40 Infantry.
The Alenius Turtle Ship is unique among warships. It features tall sides and a roof made of thick wood covered with a thin layer of Alenius Steel. It is short and wide, with a unique hull design focused on maneuverability over straight line speed. With slits in its armored sides that allow crossbowmen to shoot out, its crew can attack without fear of reprisal. Though not as fast as a Galley, it still has a large ram and accompanying boarding ramp, ensuring it is still capable in close combat. Meanwhile, its enclosed nature makes it nearly impossible for foes to board it. Its biggest weaknesses are speed and a degree of top-heaviness that may lead to capsizing in heavy weather or if rammed.
Alenius Turtle Siege Ship Size: Medium Propulsion 10 pairs of Oars. Armament: Ram, 6 Ballistae. Ocean Going: No Compliment: 60 Crew, 60 Ballistae Crew.
The Siege variant of the Turtle ship exchanges its fighting men and boarding ramp for a set of Ballistae. With three per side and capable of firing either round stones or bolt, it is a versatile light artillery ship able to do terrible damage to enemy crews, often even if they are in a ships castle. Still without the high arcs of naval catapults, it is unable to sink enemy ships with its main armament. It also cannot capitalise on a ram, as it has no infantry onboard.
Vessels designed exclusively to act as war platforms for Mages, the Summer Isles Catamaran is unmatched in speed, even without magical assistance. It relies on this speed for defence, with a fragile hull and a low deck, it is very vulnerable if caught up close by a larger warship. While its artillery may seem minimal, the broad, flat headed bolts it fires are fin stabilised and usually inscribed with destruction glyphs to dramatically increase their destructive potential.
Beilokias Caravel Size: Medium Propulsion: 2 Sails. Armament: Archers, Boarding Infantry. Ocean Going: Yes Compliment: 30 Crew, Up to 20 Archers, Up to 60 Infantry.
Larger than any Formaroth Cog, the Elven Caravel puts Formaroth sailing vessels to shame. It is faster, more maneuverable, and carries more than even the best Cog, and Holks can claim only to haul more cargo. The ships of this class that arrive in Formaroth waters are typically Elven merchantmen, and carrying few warriors. Yet despite this, their combination of traits leave them more than capable of overwhelming most human ships if they so choose. It is rare for a human to own one, but those that do achieve this feat find themselves with a supremely capable ship by Formaroth standards.
Beilokias Carrack Size: Large Propulsion: 2 - 3 Masts. Armament: Archers, Boarding Infantry. Ocean Going: Yes Compliment: 40 Crew, Up to 30 Archers, Up to 150 Infantry.
The pride of the Elven merchant navy, the Carrack takes ocean-going ship design to a level unfathomable to humans. It carries more cargo than a Holk, while outrunning a Cog with ease and weathering storms that would put any human ship on the bottom of the ocean. Like the Caravel, it is not explicitly built for war, but its huge, multi deck hull leaves plenty of room for warriors and supplies both, and if equipped for war, could dominate the oceans around Formaroth like no other. Humans owning them is almost unheard of.
Beilokias Galleon Size: Large Propulsion: 3+ Masts. Armament: Archers, Boarding Infantry. Ocean Going: Yes Compliment: 80 Crew, Up to 100 Archers, Up to 300 Infantry.
A ship class only rumored in Formaroth, the Elven Galleon is a significant and recent investment even for the Elves. Its colossal size, excellent sea-keeping, speed, and complex rigging make it a true King of the waves, undoubtedly able to overwhelm many other ships on its own. Yet few humans have even seen one of these behemoths, and none can claim to own one. Many in Formaroth claim they do not even exist at all, and Admirals scoff at the idea of such preposterous ‘super-ships’ while secretly dreaming of making one their flagship.
Fleet composition varies drastically depending on the wider goals of the kingdom in question, yet can generally be divided by two metrics - wealth, and coast type.
Coast type: Sea or Ocean? Sea - Kingdoms with coasts on the inland seas of Irman, Inan or the Ice sea will favor Galleys. Galleys are far more effective warships than their sail driven cousins, and the calm inland seas provide ideal conditions for them. Kingdoms with such coastlines will likely not bother constructing any War Cogs at all, with any such vessels present in the fleet being conversions of seized civilian ships instead of purpose built vessels.
Ocean - Kingdoms with a coastline on the outer edge of Formaroth will have cause to construct the far more seaworthy, if less capable, War Cogs. Yet even then, ocean control is of little importance in most wars against other Kingdoms of Formaroth. Galleys are still useful closer to the shore, and so the fleet will still likely have at least 60% Galleys. Akki is the exception, with a fleet much more focused on Ocean Going ships, as the approach to its island territory is dangerous for Galleys. Wealth:
Poor - Kingdoms without much wealth, or Kingdoms that place little importance on coastal security, will spend little on their navy. Navies are expensive, far more so than armies, and difficult to manage and maintain. Therefore, poor Kingdoms are likely only to field the most basic variants of ships, standard War Galleys and War Cogs, in their smallest iterations. Rarely, they may have a few larger, more well armed ships to serve as flagships or transports for their Kings, but they will be the exception, not the rule.
Balanced - Kingdoms that are willing to invest in their navy, but not make it a focus, form this category. They are likely to field primarily Standard variants, but they will usually be better constructed and of a decent size. Depending on the preferences of the Admiralty, they may also have small squadrons of larger ships, or siege ships. They may even be able to afford several Mages for the fleet.
Rich - Kingdoms that rely on the sea, or have a considerable amount of wealth, fall into this category. They will have large, comprehensive and well built fleet of ships. They will not be lacking in siege ships, and may even replace their standard War Galleys with Castle Galleys entirely. They will be able to field War Holks in small numbers, and will almost certainly have a small but dedicated corps of Mages.
The core goal of a Naval battle is to sink, capture or disable enemy Warships.
This can be achieved by:
Boarding - getting close to an enemy ship and storming it with infantry to capture it is the most common and most effective tool in a captains arsenal. If the enemy fields more or better infantry, boarding can be made easier by softening their crew up with archers at short ranges. Archers are most effective when shooting down from Castles.
De-Oaring - the act of using one's ram to slide along an enemy ships side, destroying their oars in the process. A De-Oared Galley is nearly completely crippled, and while its archers or siege weapons may still be a threat, it can be outmaneuvered and dealt with at a captains leisure.
Sinking - Sinking a Warship is not an easy prospect. Damage must be dealt below decks to flood the vessel. There are two ways to do this. Ramming requires you to get close while moving at speed, and will usually also result in a boarding action. Artillery can also achieve this, when a catapult shot at long range plunges down through a ships decks and out its keel. Galleys are usually buoyant enough to remain floating unless holed repeatedly or under heavy load, but even a single hole will slow the ship down quite a bit.
Burning - The most effective way to destroy a ship is to set it on fire. This can be achieved using flaming munitions, or with magical attacks. Once burning, it is difficult to put out a fire on a ship, and they will usually burn to the water line within hours. Smoke below decks will cripple Galleys immediately by choking their Oarsmen, and fire will quickly devour sails once it reaches them.
Mages are perhaps even more useful on a warship than in an army. While any mage can aid a ships crew in a variety of ways, mages trained for seabound life and magic are far more effective. The main uses a Mage has on a warship are as follows:
Combat - Destruction magic can be truly devastating on the waves. Fire and lightning spells can set ships ablaze with ease. There is an ample supply of water to form Icy spears and slay crewmen, or simply create abnormally large waves and swamp smaller Galleys. Force magic can blast crewmen into the water or destroy oars. The destruction even a single mage can wreak on a hostile ship is terrifying, and when a group of mages works together to create larger scale spells, whole ships can be destroyed with ferocity approaching that of the legendary Kraken.
Movement - Specially trained mages can manipulate the water around a ships hull to propel it along much faster than its usual achievable speeds, or even move it when it is otherwise unable to move. This is an exhausting spell however, and even a group will not be able to keep it up for long. A more simple approach to aiding a ships movement is to weave Force magics into a false wind to fill a ships sails even when there is no wind or unfavorable wind.
Scouting - Mages with flying Shades or Shape Shifting abilities can take to the air and scout enemy fleets with ease. This is a vital strategic edge that cannot be underestimated. Augmentation of Artillery - similar to traditional Destruction magic, but applied to a ships artillery instead. Mages can use Glyphs to attach spells onto the heads of bolts or the surfaces of catapult shot. This greatly increases the mages reach and brings a ship's artillery to frightening new levels of destructive power.
3 War Galleys, 5 War Cogs. Main focus on keeping the trade lanes with Windermere open. Replaces ships mostly by seizing pirate ships instead of building their own.
Admiral Anabla Sutharlan - Skilled Admiral 5 War Galleys, 1 Castle Galley, 6 War Cogs. With notably skilled crews and built to withstand the Ice, the Raeldar Fleet keeps pirates away from its whaling operations with extreme prejudice, and packs a much greater punch than their numbers suggest.
(pre-war) 5 War Galleys. With the Summer Isles navy to safeguard their fishing fleets, there has been historically little reason for Ralda to heavily invest in its own ships, and it maintains only a token force that spends a lot of their time docked. Post War, they have no navy at all.
None. With no significant ports, little money and surrounded by the Naval powers of Akki, Uzgob and Telmarion, Glarmion nobility simply allows others to police their coast for them. Accordingly, they have become something of a pirate haven.
Irman Fleet: 8 War Galleys, 1 Castle Galley. With ships exclusively bought from the Summer Isles shipyards, this fleet is more of a prestige icon than useful for war or anti-piracy. Oceanic Fleet: 9 War Cogs, 2 War Galleys. Purchased from Windermere shipyards, these ships patrol the northern coasts, suppressing what little pirate presence there is on the northern oceanic coasts. Maintained in such size for the sake of prestige more than practicality.
Coastal Fleet: 11 Castle Galleys, 3 Siege Galleys. This powerful fleet rarely leaves coastal Orog waters, but is one of the few serious threats to the Summer Isles Navy on the Irman. Trade Protection Fleet: 12 War Cogs, 5 Siege Cogs. This fleet exists to escort Orog based merchant ships wherever they may go. It is rarely concentrated in one place. Thanks to its wide ranging area of operations though, it perpetuates the myth of a colossal Orog navy by showing the flag all across Formaroth. Reserve Fleet: Consisting of the 5 captured Ralda War Galleys, the reserve fleet is also marked as containing far more ships than it does, due to the theoretical warship output of the Orog yards should they be seriously challenged at sea.
Based out of Nyhem, the Imperial Navy owes allegiance only to the High King. It consists of 10 Castle Galleys and 10 Siege Galleys. With the healthy mage presence in Nyhem, it often deploys with destruction mages onboard to augment its artillery, and when it is deployed, it is with the intent of destroying enemy ships, not capturing them.
Under the command of the Du Paraquettes, the Sypius Navy consists of 10 War Galleys, whose purpose is primarily to keep the southern Sypius coast pirate-free.
Inan Fleet: 16 War Galleys and 5 Castle Galleys, many purchased from the Summer Isles, are a force set to dominate the narrow confines of the Inan sea. Though they engage in anti-pirate activites, they are without a doubt deployed to ensure Telmarion cannot be invaded by sea without a fight. Ocean Fleet: 9 War Galleys, 12 War Cogs and 4 Siege Cogs are the product of native Telmarion ship-building efforts on the Oceanic coast. Once again, they are defensive in nature, keeping the Telmarion Oceanic coast secure from pirate raiders in the north or Akki based raids.
Irman Fleet: Consisting of 10 Castle Galleys, the Irman Fleet often co-operates with the Summer Isles Navy in securing the coast from pirates. Oceanic Fleet: 6 War Galleys and 11 War Cogs secure the Windermere Oceanic coast, and provide it with the most fleet power in this oft-forgotten and rarely traveled theater. It is based in the only significant shipyard on this coastline.
7 War Galleys, 8 Castle Galleys and 2 Siege Galleys based in the Inan sea are the Coruneon answer to the massive Telmarion armada, procured at great expense from the Summer Isles. Coruneon typically leaves its Irman coast undefended, letting the Summer Isles fleet clear it of pirates.
10 Castle Galleys, 4 Siege Galleys, 11 War Cogs and 2 Siege Holks make up the Uzgob navy. Relying on imported wood has led to a focus on more capable individual Galleys rather than fielding many lesser Galleys. Numbers are made up from the cheaper War Cogs.
Admiral Helen Bludvist - Master Admiral Ice Sea Fleet: 20 Castle Galleys, 8 War Galleys and 7 Siege Galleys form the powerful Cawanor Ice Sea Fleet. Primarily a Warfleet, they secure the short Cawanor coast with extreme prejudice, while remaining ready to seize control of the whole sea if such is necessary in wartime. Trade Protection Fleet: 15 War Cogs and 11 Siege Cogs make up the Trade protection fleet. These ships are rarely concentrated in one place, instead following Cawanor based merchant ships and guarding them from pirates wherever they go. Thanks to the widespread nature of Cawanor exports, many believe the Cawanor navy to be much larger than it actually is, as Cawanor navy Cogs can be found all across the seas of Formaroth.
(Pre War Composition) Captain Nicol - Expert Admiral Grand Oceanic Fleet: 40 War Cogs, 20 Siege Cogs, 7 Siege Holks, 1 Beilokias Caravel. This huge fleet secures not just Akki, but the oceans around it for many leagues. Deceptive in its size, for Cogs are far cheaper to construct than Galleys, it is also in large part thanks to captured ships that the Akki navy has grown so large. Nonetheless, it would be a brave or foolish man indeed to threaten Akki on the seas. Southern Shallows Fleet: 8 War galleys and 2 Siege Galleys. This fleet is small by Akki standards, though a respectable force in its own right. It operates in the south of Akki, keeping the shallow, less tumultuous areas around Urmi secure, lest a foe try to send an armada of Galleys up around the cape of Alenius. (Post War) None.
Captured Fleet: Alenius has had much misfortune with maintaining a fleet, but the spoils of war are great. It has recently found its fleet grow to 8 War Galleys, 10 Castle Galleys and 6 Siege Galleys, taken from Akki and Uzgob.
Buckles: A small square Bronze coin normally only used in Urban areas. 10 Buckles are worth 1 Silver Trite Half-Buckle: A Buckle that has been cut in half and worth half as much. The normal cost for a loaf of bread. Buckles Groat: A medium-sized rounded Bronze coin worth 5 Buckles. Like Buckles it is normally only found in Urban areas. The Average weekly wage of a common peasant Silver Trite: A small square Silver coin found all over Formaroth. 20 Silver Trites are worth 1 Gold noble. Silver-Half Trite: A thick rounded Silver coin worth 10 Silver Trites. For most peasants this is the highest valued coin they will ever see in their lives. Gold Noble: A thin medium-sized round gold coin. Rarely used for common transactions and mostly only ever in the possession of nobles. Royal Gold Noble: A Large rounded gold coin worth five Gold nobles. Only used for for very large transactions between Kingdoms.
Blood grass Blood grass is a family of ancient herbs, the most common of which is a Bluish/Green (Turquoise) colour. A very common sight in the mountainous areas of Seikatsu, it is usually a very benign plant unless in the hands of very experienced alchemists and notably the Battle Mages of Eastern Seikatsu Who concoct useful Battlefield Potions.
As to why it is called Blood Grass; when certain concoctions/potions with this family of herbs have been synthesised, it produces various effects and changes in the body of the user.
The most common Turquoise Blood Grass potions when consumed by someone it almost immediately forces their bodies to creates a new type of dark green/blue blood that mix in with the normal red blood. Nobody knows how this happens but the new blood drastically improves the performance of the mages on the battlefield, slowing their perception of time by 1/10th and improving their eyesight in the dark, giving a characteristic green glow in their eyes.
Slightly less common, Crimson Blood grass is said to have the ability to focus the mind of the user at a various deep levels (depends on how strong the potion is), even allowing them to talk to their subconcious. This is extremely rare and has never been fully verified as most fall into madness after excess use of the herb.
The variety, Violet Blood Grass, is extremely rare and its effects are unknown. Currently it can only be found deep in Seikatsu Forest in the heart of Seikatsu. Legend says when a powerful mage consumes this herb in a certain potion (The recipe has been lost according to legend) the consumer is said to be able to leave his body and travel to the other world of the shades and spirits. This however is most likely simply a legend.
One off uses are safe and even useful when performing certain tasks however, consuming these “Blood Potions” on a consistent basis when there is no need for its effects is highly dangerous to mages. They can become highly dependant on them and eventually, fall into madness.
There is also an innate link between the mage’s magic and these potions that are not fully understood. It is known however that these herbs are not as addictive to magic users unless they use it regularly, due to the magic somehow keeping the addictive properties at bay. However those less magically inclined, are more susceptible to addiction even after one use, giving them a sense of profound calm and ecstasy and immediate addiction as they do not have the necessary magic reserves to fight off the addiction.
Due to the requirement of magic to access the useful traits of the herb, those who do not practice magic are unable to access these useful traits.
Name: Mandrake Type: plant (flowering) Description: A magical plant that is used in a variety of magical applications. There’s five large leaves at the base, with another four leaves stretched out and curled above a rounded fruit at the center. The surface is filled with oval honeycomb pattern to allow insects within and has a strong, rotting stench. Before maturity it has dark, saturated purple coloring along the leaves and center fruit with the upright ones yellowing at the tips. The color changes to a vibrate, glowing blue on its whole surface. Diameter for the center fruit is about 8 cm all around with each ground leaf being about 12 cm. The upraised leaves reach about half a foot off the ground and are about 6 cm in width, their tips cut into a V shaped end. Climate: Within Beliokias, the mandrake thrives in rainy, humid and temperate forest regions. However, it’s possible that it can adapt to other regions with time and assistance. Development/Lifespan: Formaroth (lowered time by ten, estimated amount) Matures: 1 year Blooms: 2 months Life: 2-5 years Beliokias Matures: 10 years Blooms: 20 months Life: 20 -50 years Uses: Seeds: Coat and fix magical enchantment on items though boiling the seeds. Root: Healing and illness. Fruit: Delicacy, enhanced health and life. Earth equivalent: Corpse flower and watermelon influence
An incredibly rare plant that only grows on the side of mountains. Used for a number of alchmist potions but also held in high esteme by the church. According to spripture, Klebrithy's first vison was of a ghost orchard growing in the middle of her neighbouring woodland (a enviroment thought impossible to grow such a flower in). Upon travelling to the woodland she found the flower growing exactly where her vision said it would be. Many preserved ghost orchards are kept within the grand temple for display.
Seikatsu is the name of a continent located in the far North-East of Formarorth. It is however only called Seikatsu by the Three Sister kingdoms to the south west where most of the contact and trade by Formaroath and the Elven Imperium occurs and so is the defacto official name for the continent. The Northern and South-Eastern regions have a somewhat different name for the continent. The Northern Regions use variations of the name Kuvera, whereas the South-Eastern regions use the name Ishana.
The populace of the continent is predominantly human with a very diverse cultures and languages varying from kingdom to kingdom, Empire to Empire and considerably more diverse from Formaroth. Notably all the kingdoms in Seikatsu has access to the sea and are thus very accustomed to sea travel and all the kingdoms maintain a sizeable fleet of merchant and naval ships.
Like Formaroth, the continent is divided into various kingdoms and empires. War has been raging on and off in seikatsu since time immemorial in which the majority of the smaller nations have been conquered.
Location: The continent of Seikatsu is located in-between the continents of Formaroth and Beilokias. It is in alignment with the kingdom of Glarmion.
Relations with other continents Seikatsu has regular contact with both the Elven Imperium and Formaroth. It is in generally good terms with both continents and trade flourishes between the different continents. This is set to change with the Elven Imperium and their interference in Beival.
In terms of diplomatic or political affairs Seikatsu tends to keep to itself and rarely interacts with the other empires except when outsiders are interfering/threatening the security of the various lands with matters on the continent.
The Nations of Seikatsu
The Shogunates of Akaiba, Toiba, and Noiba are very similar to feudal Japan in culture.
OVERVIEW
The Southwestern portion of Seikatsu is occupied by a race of humans known as the Iba. Broken down into three distinct Shogunates, Akaiba, Toiba, and Noiba; widely known as the Three Sisters. The natives of Shogunate region are called Akai, Toi, and Noi respectively.
A hundred years ago the Three Sisters were unified into as a single Empire under emperor Hirotomi. Following his death, the empire split into three Shogunates under his sons who continued to rule on as Shoguns. The Empire was never officially dissolved despite the split. The Sisters are perpetually at war with the Northern and Eastern kingdoms in a bid to expand and control more territories. Numerous skirmishes have been fought between the three as well but none of the Iba would consider those part of a larger war.
Shoguns and their families rule over their respective regions and have the authority to pass laws, tax the land and raise armies. Each Shogunate is further broken down into provinces, all of which are controlled by Daiymos who are responsible for governing their own region and providing soldiers for the Shoguns armies.
Japanese architecture has traditionally been typified by wooden structures, elevated slightly off the ground, with tiled or thatched roofs. Sliding doors (fusuma) were used in place of walls, allowing the internal configuration of a space to be customized for different occasions. People usually sit on cushions or otherwise on the floor. Most of the Three Sisters are rural based, with it's citizens living in villages and towns. Daimyo's lives in large palatial castles alongside their family; the richer the Daimyo the larger the castle.
The largest city in all of Seikatsu is is Shinkyo, ruled over by the Sadatake family located in Akaiba. Built at the Western most point of the continent and boasts the largest single human urban population in the known world of almost a quarter million souls. Sprawling across the mouth of three different rivers, the city is well served for water, and sewage is dumped out to sea to prevent disease. Public baths are common, though broken down by castes, to ensure cleanliness. Felons, imprisoned for minor crimes, are set to cleaning rubbish and garbage away every day. Most buildings are made of paper and wood, allowing them to be easily rebuilt if damaged by an earthquake. This does create a fire hazard however and on occasion hundreds, if not thousands, are consumed by accidental blazes.
SOCIETY
There is no official religion in these lands and people tend to rely on their personal spirituality rather than an established faith. The people of the Three Sisters are hard traditionalists and honour is the most important part of their lives. The Iba are incredibly polite, even to their enemies and will rarely express their emotions (Stoic).
Unlike Formaroth, gender roles are far more dominant within society and in most places the society is still very much patriarchal. Though men and women are not prohibited from taking up roles not stereotypical to their gender, it is considered an oddity. The Province of Taiyō, part of Akaiba, however is a exception to this rule and men and women share equal levels of power and are not pressured towards a particular role. This is due to back in the warring periods, this province lost almost all of their men to war and the women took up and successfully defended themselves, earning their right to be considered equal to men.
Social roles also play a large part in society and people are expected to take up the profession of their parents. To take up a different profession to your parents is considered to be a great dishonour to your family, though exceptions are sometimes made.
Though the iba are not hostile or even unfriendly to foreigners they tend to treat them with mild neglect, viewing them as Gaijin (foreigner/outsider) who do not understand the culture and who should not be trusted. This prejudice stems from most foreigners not understanding the strict social rules (etiquette) in Iba society and therefore come across as rude and blunt.
MAGIC
The way Madoushi (Mages) are treated varies greatly depending on what province they are raised in. Though treated differently by residents of these lands they are still treated with respect due to their magic. Magic in the Three Sisters, indeed across most of Seikatsu, is wielded through runes branded into a persons body. Invisible until in use, the runes are quite specific; if you do not have a certain rune, you cannot use the magic associated to it.
CULTURE
There are a number of social castes in Seikatsu. The lowest caste are the Merchants who are viewed by Iba as nothing more than greedy pigs. Unlike in Formaroth society where merchants are highly valued, merchants in the three sisters are treated with great disdain. This is because unlike peasants, merchants are viewed as lazy and opportunists, living off the hard work of others by buying (or in some cases stealing) their products and re-selling it at a local market for a higher profit. Similar professions such as money lenders are also looked down upon.
Above the Merchants are the Artisans; these consist mostly of artists, musicians, dancers and actors. Though their talents are appreciated by other Iba, they are not valued as being important to the overall society.
Above the artisans are the Peasants; the majority of the Iba society are part of the peasant class. These consist of builders, craftsmen, miners and most importantly farmers. Peasants are highly valued by their Daimyo's as they make up most of the workforce as well as the Militia during times of war.
Above the peasants are the Samurai, an elite force of warriors who dedicate their lives to war. They are a unique to the lands of Iba and are renown throughout Seikatsu for their military Prowess.
The highest social caste in the Three Sisters are the Daimyo's and their clans who rule over an entire Province. Who in turn are ruled over by the three Shoguns of Akai, Toi, and Noi.
Naga is based off feudal Mongolia
The most isolated and mysterious of the states of Seikatsu. They are mostly known for three things. Number one being how almost no ones knows what goes on there; Two, their renowned taming of snakes of the land for many nefarious reasons; And three, their highly skilled illusionists and illusion magic. The snake charming and illusion magic also makes many of them highly skilled assassins with many political figures killed off by them throughout Seikatsu and probably beyond, without being caught.
There are legends that the land of Naga are actually ruled by a race of snake people though this is almost certainly false.
The natives are called the Naga.
The Vai nations are based of feudal Thailand
Vailam is currently at war with Toiba and Noiba to the south and Vaiam is a reluctant ally to Vialam. Forced to support them if they wish to remain at peace.
Vaiam is now also also keeping a close eye on the situation in their neighbours land of Beival to the south and potential invasion by the Elven Imperium. Tensions are running high.
The natives of both lands call themselves the Vai.
Beival is based of feudal Vietnam
The small, easternmost kingdom of Beival. This small kingdom was fortunate enough to not have experienced any major wars within their borders until the Elven Imperium started colonising the coastline.
Draivim and the Vai has always been friends of the land of Beival providing assistance in times of need in the past vying for influence of over their lands. This friendship is now being tested by the large presence of the Elven Imperium with growing contempt between the elves and natives of Beival, Vai, and Draivim.
The Drai and Beivals considers the Elves to be invaders and a great threat to their states and so is actively attempting to counter this with their respective Magi Battle Mages in the shadows to undermine their rule over the conquered lands of Beival.
Draivim is based off feudal India
The Empire of Draivim is currently the largest, most varied and oldest of the kingdoms of Seikatsu. It is actually 3 smaller Kingdoms (ruled by Raja’s) to the South East and 3 Sultanates (ruled by Sultans) to the North West (Different names for kings depending on which part you are in). The title of Maharaja (Great King/King of kings) is given to the most senior and most competent individual Sultan or Raja to lead them after the previous one passes away, instead of passing the title by hereditary right. This ensures that the land is ruled by the most competent and most trusted of of the leaders. This usually means that they are also the most experienced in command as well by the time they ascend.
As this is the rule of law in the Empire, there is a need for an organisation charged with protecting it and ensuring the power is transitioned peacefully. This is one of the most important duties of the Magi who swears allegiance to the Empire instead of the Maharaja.
These lands are very similar to Ancient Persia and India in culture and steeped in deep tradition. The people are a proud honourable race who will do do anything to defend their lands from outside forces.
This Empire is also one of the most protected on the continent by natural barriers such as the mountains to the east and the forests to the west. The native clans of these lands make quick work of any large military presence and weaken them far too much before they can be effective on the battlefield by the time they cross the forests. Maintaining any supply lines are also a logistical nightmare. This has meant that in the past north has been easily defended by encroachment from both the Vai and Noiba, whereas Beival and Keraam has always been the Friends of the Drai or Neutral.
The people are called the Drai.
Keraam is based of feudal Burma
Another ally of the Draivim. Around half the country is currently under military occupation by the land of Noiba in a bid to expand their territories. The land of Noiba is currently fighting a massive guerrilla war against the Keraaman freedom fighters supported by the Draivim Magi.
The people are called the Keraaman.
Okin is based of feudal Korea
Most of the Okin coast lines and plains have been conquered by the Akai. The mountain regions remains unconquered and fortified by several rebel groups of the Okin supported by the natives. The Northern plains bordering the land of Naga is currently being defended by the remaining armies of Okin, supported by a large contingent of Vailam and Vaiam Soldiers to help maintain a buffer between the Akai and the Vai. The Draivim Magi also has a secret presence in these regions supporting the interests of the Drai, helping the natives fight back against the occupying Akai.
Mountain lukers are predatory ape-like animals that infest the mountain ranges of Draivim. As a result the mountain passes between Draivim and Beival are incredibly dangerous and most merchants will prefer to take much longer detours than risk being devoured. Mountain lurkers hunt in packs that can range anywhere between a couple dozen to hundreds and will devour anything that moves, including other packs. Mountain lurkers are nocturnal creatures that avoid sunlight if possible, hunting either within the cave systems they inhabit or anything unlucky enough to find itself travelling the mountain ranges at night. Despite their ravenous hunger mountain lurkers can go for an entire year without food.
The dragons of Seikatsu are giant winged reptiles that inhabit the mountain ranges of Iba and Okin. They are by far the most powerful creatures to inhabit Seikatsu. Unlike the dragons of formaroth, the dragons of Seikatsu are more serpent like in appearance. Furthermore the dragons of seikatsu are less aggressive and territorial than their formarothian brethren. Seikatsu dragons are also seemingly more intelligent, allowing them to live more harmoniously with each other. Seikatsu dragons primarily live off a passive herbivorous animal known as Granboar; a type of boar that lives off the roots and plants that grow in the mountains of Seikatsu. Seikatsu dragons seemingly have the ability to ration the amount of food they eat and if the population of Granboars becomes too low they will reduce their food intake accordingly. This is a trait unobserved in other animals and once again highlights the intelligence of these creatures. However it is important to note that while the Seikatsu dragon may seem gentle and peaceful, they still have the potential to be a fearsome beast if aggravated. As such the natives of Seikatsu know better than to stray too close to one of these creatures and risk angering them.
Mosino are four legged maminalian creatures that inhabits the great forest at the heart of Seikatsu. These creatures are docile gentle creatures that live of foliage, grass, fungi and vines. It’s main system of defence is camouflaging itself within the environment. It achieves this by growing moss, fungi, vines and even small trees on its outer skin allowing it to easily blend into the forest around it. Mosino also possess excellent hearing allowing them to detect threats before they are even close to them, giving them plenty of time to hide. Because of this mosino are rarely seen and for the longest time considered a myth to the scholars of Seikatsu.
Ather are an armoured feline species that inhabit the great forest of Seikatsu. Ather are predatory animals and extremely dangerous, covered in bone plated armour as strong as steel. When hungry ather will consume just about anything and their large size means it takes a lot to satiate their hunger. Ather are very hard to kill and many hunters have fallen victim to their claws and fangs. However if a hunter is successful in slaying one of these creatures the rewards can be substantial. Many blacksmiths will pay a generous amount for the chance to make armour from an ather’s plates.